Equally blessed and cursed, time seers must learn to live with two visions of events. One of a time seer’s eyes sees moments in the past, and the other looks an instant into the future. Neither eye views the present, though the time seer can hear and feel what is going on about it. This time disparity means the time seer’s mind must constantly reassess what it sees to match events from the recent past and the near future with the present situation. A time seer that can manage to concentrate on what its eyes tell it can divine future events and peer into the past, gaining considerable advantages in both combat and social situations. But the task is difficult and most time seers eventually go mad from the strain.
Time seers are both born and made. Some creatures seem gifted (or cursed) with time seer powers from birth; others gain their visions by accident or design, often much to their dismay.
“Time seer” is an inherited or acquired template that can be applied to any creature whose Intelligence and Wisdom scores are each 13 or higher (hereafter referred to as the base creature). A time seer creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Weaknesses: A time seer gains the following.
Before a time seer rolls initiative, it must attempt a DC 10 Wisdom check. On a success, the time seer gains a +4 bonus on its initiative roll. On a failure by less than 5, the time seer rolls for initiative normally. A failure by 5 or more imposes a –4 penalty on the initiative roll.
Each time the time seer wishes to use one of it spell-like abilities or cast a spell, it must make a successful Wisdom check vs. a DC equal to 10 + the spell’s level. Failure means the attempt produces no effect but that usage or spell slot is wasted.
Special Attacks: A time seer retains all the base creature’s special attacks and gains those described here.
Once per round as a free action, a time seer may attempt a DC 15 Wisdom check. On a success, the time seer gains a +4 bonus on its next attack roll, check, or saving throw, whichever comes first. On a failure, the time seer misinterprets its vision of the future and takes a –4 penalty on its next attack roll, check, or saving throw, whichever comes first.
Spell-like Abilities: A time seer gains the following spell-like abilities.
Abilities: Wis +4, Cha –2 (minimum 1).
Skills: A time seer has a +5 racial bonus on Knowledge and Perception checks, and a +5 racial bonus on Spellcraft checks made to identify spells as they are being cast. It takes a –5 penalty on Sense Motive checks.
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens