Seer Tradition

Image used by permission of Purple Duck Games.

Most hedge witches on the path of the seer found themselves on the path as children, already able to see things before they happened, or know things about people that they should not have been able to know. Some trained their mind’s eye to foresee the future or look into the past.

However they came to their skills, hedge witches of the seer tradition often make their livings as fortune tellers or oracles.

Familiar Types: A hedge witch who follows the seer tradition can choose an owl, raven or toad as her familiar.

Bonus Spells: detect chaos/evil/good/law (4th), augury (6th), scrying (8th), divination (10th), true seeing (12th), greater scrying (14th), vision (16th), discern location (18th), foresight (20th).

Bonus Feats: Craft Wondrous Item, Heighten Spell, Iron Will, Skill Focus (Sense Motive), Spell Focus (divination), Spell Penetration.

Circle Power: Focusing Circle– Whenever you are within a circle you have cast, the subject of any scrying attempt you make receives a -5 penalty to its Will save. In addition, you receive a +5 bonus to your Intelligence check to avoid a decrease in Intelligence and Charisma whenever you cast contact other plane within your circle.

Rites: Seer hedge witch rites give guidance to the hedge witch, make her immune to scrying attempts and grant her the ability to see all things as they really are. Some seer rites only affect the hedge witch so long as she remains within her circle, but others grant her powers even after she leaves the circle. All of a seer hedge witch’s rites must be performed inside a circle she has already cast, and multiple rites can be performed, one after another, within the same circle, until the circle’s duration expires. If the circle’s duration will expire before another rite can be completed, the hedge witch must break her current circle and cast a new one.

Guidance of the Spirits (Su)

At 5th level, the seer learns the guidance of the spirits rite. With this rite, the seer asks the spirits to guide her hand in a variety of tasks she may perform over the course of the day.

The hedge witch begins by casting her circle, then sits within it to softly chant for 15 minutes and ask the spirits for guidance. At the end of the 15 minutes the spirits grant the hedge witch a +5 bonus to all Appraise, Craft, Knowledge, Perform, Profession and Survival skill checks. The bonus lasts for 1 hour per 2 hedge witch levels.

The hedge witch can leave her circle at the end of the rite and still benefit from the skill bonus.

Out of Sight, Out of Mind (Su)

At 9th level, the hedge witch learns the out of sight, out of mind rite. Through this rite, the hedge witch is able to hide herself from the attempts of others to scry her.

The hedge witch first casts a circle, then she sits within the circle and chants softly, asking the spirits to mask her body and shield her mind from others. The rite takes 30 minutes to perform, and at the end of that time the hedge witch becomes immune to all attempts to scry her. Anyone that attempts to locate her through divine magic simply cannot locate her; it is as if the hedge witch no longer exists.

The power of the rite lasts for 1 hour per hedge witch level, and the hedge witch can leave her circle at the end of the rite and still benefit from the power.

Searching the Past (Su)

At 13th level, the hedge witch learns the searching the past rite. With the power of this rite, the hedge witch is able to peer into the past in areas that she scrys, seeing what may have transpired there earlier.

The hedge witch casts her circle, then she sits within it and chants softly, asking the spirits to open her eyes and mind, allowing her to catch glimpses of the past.

The rite takes 45 minutes to perform, and at the end of the rite the hedge witch gains the ability to look backward into the past up to 72 hours on any location she can scry (whether with a spell or a magic item), as per the spell scrying.

The hedge witch must remain within her circle to use the power of this rite, and if her circle expires, so do the powers of this rite.

Soothsaying (Su)

Table: Soothhsaying Results
Wisdom Check Intelligence Check
DC Result DC Result
5 or less Failure 5 or less Extremely vague
6 to 10 1 day 6 to 10 Few details of the area, no time period
11 to 15 1 week 11 to 15 Some details, some people, no time period
16 to 20 1 month 16 to 20 Good details, rough time period
21 to 25 1 year 21 to 25 Lots of detail, a general time period
26+ GM’s choice 26+ Full details

At 17th level, the hedge witch learns the soothsaying rite. This is a powerful rite that gives the seer the ability to catch glimpses of the future. This power is dangerous, however, in that the hedge witch is not always able to know exactly how far into the future she sees, nor is she always able to correctly interpret the meaning of what she sees.

The hedge witch begins by casting her circle, then for the next hour she sits within the circle and silently prays for guidance, asking the spirits to allow her to see the future. The hedge witch is not able to ask to look for a specific time and place in the future, and the spirits grant her what they wish. In fact, sometimes the spirits are fickle and choose not to show her anything at all.

To determine what the hedge witch sees of the future, the GM should secretly make two checks for her — a Wisdom check determines how far into the future the hedge witch peers and an Intelligence check determines how well she interprets what she sees.

The results of her Wisdom and Intelligence checks are shown in Table: Soothsaying Results. If a natural 1 is rolled on either check, the result is a false vision — nothing in the vision will actually come true, though the hedge witch is not aware of this (though she may figure this out as time passes).

The GM must do some legwork to determine the specific nature of what the hedge witch sees. It can be as simple as “You see your friend Norgi cut down in the market place sometime in the next week.” Naturally, some events can be avoided — just because the hedge witch sees them does not mean that it will absolutely happen in the manner she sees it. She could be seeing a future that is the result of inaction, but actions taken by her and her heroic companions can alter the outcome.

Soothsaying is taxing to the hedge witch, and the rite can only be performed once per month (though it may be performed at any time of the month). The hedge witch is always left exhausted at the end of the rite because of the mental stress.

GM’s Suggestion

Soothsaying can be used as a great tool for motivating players. By giving the witch a vision of horrible things that may transpire in the future, the players may feel an increased need to do whatever it takes to prevent the future from transpiring in that manner. Soothsaying witch NPCs can make really good sources of information and drive for the PCs!

The Rite of Knowledge (Su)

At 20th level, the seer learns the rite of knowledge. Through this rite the seer is able to see things as they truly are and is able to communicate telepathically with others.

The hedge witch casts her circle, then sits within it and chants softly, asking the spirits to clear her mind, open her eyes and grant her the power to see and hear all things. The rite takes 2 full hours to perform and at the end of the rite the hedge witch’s eyes cloud over, giving them a milky-white appearance. At the same time, she gains the ability to see all things as they truly are. She can see through magical darkness as well as normal darkness, she can spot doors and passageways hidden by magic, she is not affected by creatures with blur or displacement effects upon them, she can see invisible creatures, ignore illusions, and see polymorphed creatures in their true form.

In addition, the hedge witch gains the ability to link her mind telepathically with any one other creature within 100 feet of her. The creature must have an Intelligence of 6 or higher, and the creature receives a Will save (DC 10 + ½ hedge witch level + Wisdom bonus) to resist the connection. The hedge witch can attempt to connect to a creature as a free action, and can break the connection as an immediate action. The hedge witch can attempt to connect with an unlimited number of people each day, but only one person at a time.

Both powers of the rite remain with the hedge witch for one month. The rite of knowledge can only be performed once per month, and must be performed under a first quarter moon. If it is performed at any other time, the rite has no effect.

ECOLOGY

Section 15: Copyright Notice

Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson.

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