Gifted with unusual abilities to perceive things hidden by distance or uncertainty, seers are prized as advisors by powerful people throughout the world. They might call themselves astrologers, fortunetellers, readers, augurs, diviners, or soothsayers, and each employs a favored technique for prognostication. Many seers choose to complicate their viewings with flamboyant mummery designed to impress ordinary people and perhaps conceal the important secrets of their trade. But despite the confusing mystical trappings, seers aren’t frauds. Their second sight is a real and powerful gift, even if it is fickle at times.
    The ability to anticipate success or failure in great endeavors, to determine the most auspicious times to embark on risky ventures, or to read the secret motives of others is a valuable edge. Naturally, wealthy patrons seek out famous and successful seers so that they can gain advantage over their rivals. Retained as permanent advisors and paid generously for their services, these kept seers are at the top of their profession. Kept seers enjoy unusual access to those they serve, and they can become entangled in the petty rivalries and battles for influence that pervade most courts and noble households. To minimize such entanglements, some rulers choose to sequester their magical advisors, keeping them out of the reach of courtiers or rivals who might harbor ambitious schemes. Other seers embrace their role as important figures in the court. Competent seers with this sort of position are placed well to do great good, but they can also do serious harm if they provide their masters with inept advice or engage in disloyal behavior. After all, a “trusted” wizard has deposed more than one king.
    Seers who have not yet attracted a wealthy patron or established a reputation for success settle for a meager living catering to commoners, casting fortunes for a few coppers or silvers at a turn. Ordinary people often seek the advice of augurs and diviners when contemplating major business decisions, choosing a time to travel, arranging marriages, naming a child, or seeking explanations for some sort of misfortune. In a bustling city, well-respected seers with a wealthy clientele can make a comfortable living. Seers from small or backward towns might be little better than peddlers and beggars, hard-pressed to feed themselves from day to day—a situation that makes it hard to convince potential customers that one’s powers offer useful insights. Adventuring seers fall somewhere between the extremes of royal advisor or marketplace fortune-teller; they rarely settle down in the service of a single patron, but in time their spreading fame ensures that many will come to seek their advice.

    Seer Starting Feature (1st level): You gain the cast fortune power.
    Seer Level 5 Feature (5th level): You gain a +2 power bonus to Bluff checks and Insight checks.
    Seer Level 10 Feature (10th level): Whenever you make a Perception check, you can roll twice and use either result.

Seer Utility Cast Fortune

You perform a minor augury or reading that reveals to you what fortune holds for the subject this day.

Encounter        Arcane
Standard Action      Ranged 5

Target: One ally

Effect: Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM’s discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can’t be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target.

Special: Once anyone has used this power on an ally, that ally cannot be targeted by the power again until after he or she finishes an extended rest.

Update (6/28/2011)
Changed to match July update.

Seer Utility 2Clairvoyance

In your mind you see a vision of a place beyond the perception of your own eyes.

Daily        Arcane
Standard Action      Personal

Effect: You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose. You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation. Sight is the only sense your clairvoyance conveys—you can’t hear or smell from your point of observation.

  Sustain Standard: You continue to observe from your chosen spot and continue to have darkvision until the end of your next turn.

Update (6/28/2011)
Changed to match July update.

Seer Utility 6Moment of Peril

You recognize an enemy’s attack as a moment of peril that you’ ve already foreseen.

Encounter        Arcane
Immediate Interrupt      Personal

Trigger: You are hit by an attack.

Effect: You gain a +2 power bonus to all defenses until the end of your next turn. After the attack is resolved, you can shift 1 square as a free action.

Update (6/28/2011)
Changed to match July update.

Seer Utility 10Eye of Seeing

An invisible, intangible third eye opens on your brow, enabling you to perceive truths that are normally hidden.

Daily        Arcane
Minor Action      Personal

Effect: Until the end of your next turn, you see invisible creatures and objects. In addition, you gain a +5 power bonus to Insight checks and Perception checks.

  Sustain Minor: The effect persists until the end of your next turn.

Published in Dragon Magazine 399.