Seer - Chronomancer (Character Kit)

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==﻿Seer==
Seers are most interested in future events: prediction, prophecies, and shaping. Though these chronomancers are extremely public, they hide their true nature by posing as normal wizards. If their ability to meddle with time were discovered, their prophecies would appear to be promises instead, and this could affect the outcome of their "predictions."
The predictions of these secretive wizards are usually based upon actual experience. They have no qualms about influencing time if they are fairly sure about succeeding, but they are usually content to simply observe the future and report it in the past, however obliquely. Speaking too specifically of the future could cause events to transpire differently, fouling any prophecy made about them.
Seers prefer an obscure background, and most cannot be traced further back than their first public predictions. Urban areas are popular with them, especially those facing troubles with war, succession, or any major problem among the ruling class.
Requirements: The character must have a Charisma of 14 or better to become a Seer.
Role: Society averts its gaze from the Seer, fearful of what he may know. Seers' reputations often precede them. Commoners know of them through largely false legends, but most of noble birth have accurate accounts of the Seers' "past" and treat them accordingly. Seers are rarely looked down upon for fear that they might deny their services or, worse, spread secret knowledge to enemies.
Unlike Guides, who are content to make changes in the past and quietly reap the benefits in the future, Seers like to study the future so that they will be noticed in the past. They always seem to put in an appearance at awkward moments. They speak in riddles and half-truths that can be twisted to mean any number of things. Rarely is this chronomancer type seen entering or leaving the area, a minor theatrical ploy to help increase the mysticism. Also, it is not unusual for the Seer to have certain props (like crystal balls) which have no use except as window dressing.
Once a new time is reached, Seers usually travel extensively through reality, finding new areas in which to practice their handiwork. Seers love the glamour a prophecy can bring them, and they often go out of their way to promote themselves through demonstrations of power. No matter how public their lives, though, they jealously guard the source of their powers.
Seers prefer to travel far back in time, then proceed forward slowly, capitalizing on their growing reputation for accuracy as well as rumors of immortality. If a Seer fails drastically, he may attempt to correct the blunder or simply jump forward far enough that the one mistake has (hopefully) been forgotten.
Weapon Proficiencies: The Seer is required to take the staff as his initial weapon choice. Later choices are limited to the normal wizardly weapons.
Nonweapon Proficiencies:
* Required: Prophecy. Recommended: (Chronomancer) Future History, Future Languages, Time Sense; (Priest) Religion; (Warrior) Gaming, Weaponsmithing; (Wizard) Reading/Writing.
Equipment: A Seer must purchase an item during initial outfitting that could be included in a prophecy. A sword or dagger of unusual decoration or design would be a good choice, but more colorful items could be chosen for esoteric purposes (try having the character work a brass hourglass into a good prophecy). This item must be kept in brand-new condition, or it detracts credibility from any prophecy.
The balance of the character's starting money may be spent or saved as desired. Any major prophecies the character makes should always include a magical item assigned a special purpose. This item is usually the responsibility of the Seer to acquire and introduce to the associated parties.
Special Benefits: If a Seer has a string of accurate predictions, especially involving an influential person, a reputation for infallibility precedes him. This grants a +3 reaction adjustment with any important individuals, since they can find use for such a person and fear upsetting the Seer. Positions in royal courts are not uncommon for seers of outstanding ability.
Special Disadvantages: If the Seer has had a string of failures or one extremely bad failure, the Seer has a -5 reaction adjustment from people who have heard of him. People hate a con artist, and that is what they assume the Seer to be.
Wealth: A Seer starts out adventuring with (1d6+1) x 10 gold pieces. This excellent chance for a higher starting level of wealth is mostly owed to the possible sideline income from "fortune telling" in the Seer's apprenticeship days.
Category:Character Kit
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