The Soothsayer Class - 3.5 Pathfinder


Homebrew and House Rules


The Soothsayer
It has long been known that the royalty of the Kingdom’s of old sought out Soothsayers to provide guidance into the endeavors of their personal futures. Someone to read the tea leaves or see into the future to know the outcome of events or to engage the past in order to know where a stranger might be from. Unlike the Wizards that walk the courtrooms discussing the material components of fire balls and how a man might become invisible to the human untrained eye the Soothsayer slowly slides past them and into the waiting room to give the day’s predictions of good fortune and prosperity. While the clerics, bishops and Cardinals discuss the religious foundations of the world and how the divine powers of their gods care for mankind the Soothsayer simply reads the common patterns of Karmic aura’s surrounding a man to know what fortunes might transpire onto them. In the world they appear humbled and often silent but in the grand scheme they are the most advantageous using their powers to see the future and the past and to make ever so slight an adjustment to alter either without the knowledge of even the ever watchful gods.

Soothsayer

Alignment: Any.
Hit Die: d6.
Class Skills
The Soothsayer's class skills are Appraise (Int), Bluff (Cha),, Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.

Table: The Soothsayer
Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Improved Initiative
Fortune Telling
Second Sight +1 5 3 — — — — — — — —
2nd +1 +0 +0 +3 Fortunetellers Favor 6 4 — — — — — — — —
3rd +1 +1 +1 +3 Bonded Item
Grant Vision +1 6 5 — — — — — — — —
4th +2 +1 +1 +4 Combat Reflexes
Mystic Attunement 6 6 3 — — — — — — —
5th +2 +1 +1 +4 Second Sight +2 6 6 4 — — — — — — —
6th +3 +2 +2 +5 6 6 5 3 — — — — — —
7th +3 +2 +2 +5 Grant Vision +2 6 6 6 4 — — — — — —
8th +4 +2 +2 +6 Third Eye 6 6 6 5 3 — — — — —
9th +4 +3 +3 +6 Mobility 6 6 6 6 4 — — — — —
10th +5 +3 +3 +7 Quicken Spell 6 6 6 6 5 3 — — — —
11th +5 +3 +3 +7 Second Sight +3 6 6 6 6 6 4 — — — —
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3 — — —
13th +6/+1 +4 +4 +8 Grant Vision +3 6 6 6 6 6 6 4 — — —
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 — —
15th +7/+2 +5 +5 +9 Grand Vision
Second Sight +4 6 6 6 6 6 6 6 4 — —
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 —
17th +8/+3 +5 +5 +10 Grant Vision +4 6 6 6 6 6 6 6 6 4 —
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Second Sight +5 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Grant Vision +5 6 6 6 6 6 6 6 6 6 6

Table: Soothsayer Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Class Features
All of the following are class features of the soothsayer.
Weapon and Armor Proficiency: Soothsayers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Soothsayer’s gestures, which can cause his spells with somatic components to fail.
Spells: A Soothsayer casts Arcane & Divine spells which are drawn primarily from their own spell lists, but they may use any scroll or wizards spell book to gather more available spells. These spells can only total the number of spells known at any one level and anything used to replace a spell can only be done at the sacrifice of an alternate spell of the same level. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). Unlike Sorcerers the Soothsayer cannot elect to swap out spells when they reach 4th level unless they possess a scroll or a spell book from which to gather the spell into memory.
To learn or cast a spell, a Soothsayer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Soothsayer’s spell is 10 + the spell level + the Soothsayer’s Wis modifier.
Like other spell casters, a Soothsayer can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Soothsayer. In addition, they receive bonus spells per day if they have a high Wisdom score.
A Soothsayer’s selection of spells is extremely limited. A Soothsayer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Soothsayer level, he gains one or more new spells, as indicated on Table: Soothsayer Spells Known. (Unlike spells per day, the number of spells a Soothsayer knows is not affected by his Wisdom score; the numbers on Table: Soothsayer Spells Known is fixed.) These new spells can be common spells chosen from the Soothsayer spell list, or they can be unusual spells that the Soothsayer has gained some understanding of by study. The Soothsayer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Unlike a wizard or a cleric, a Soothsayer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Improved Initiative (Ex): This feat is offered to the Soothsayer even if they do not meet the requirements of the feat. Providing a Soothsayer with the ability to react more quickly than those around them to future dangers. Provides the Soothsayer a +4 to initiative checks.
Fortunetelling (EX): A Soothsayer has the ability to read someone’s fortune. They can perform this action once in a 24 hour period for the individual. The Fortune teller reads the players fortune (using a medium such as lines in their hands, tea leaves, Mystic cards, or scattering bones) by rolling a percentage dice D100. If the roll is 51 or greater the fortune is a favorable one and for the next 24 hours they are granted an Insight Bonus equal to the Soothsayers Second Sight Bonus. If they roll 50 or less the result is unfavorable and they must apply a negative bonus equal to the Soothsayers Second Sight Bonus. The Fortune teller cannot tell where the good or bad luck will happen only that an aura of good fortune or poor fortune is upon them for the day.
Second Sight (Ex): A Soothsayer has the ability to see events unfold before they will normally happen. To provide this affect during game play the Soothsayer adds a +1 Insight Bonus to all saving throws, to Hit Rolls, Skill Checks, and AC. If knocked unconscious or sleeping this affect is not applied. As the Soothsayer grows in power so does this ability.
Fortuneteller Favor (EX): A Soothsayer has the ability reroll any failed skill check, luck roll, or saving throw once in a 24 hour period for every 4 levels they possess in the Soothsayer class ( gaining additional chances at 6th, 10th, 14th and finally at 18th). They cannot reroll in any case a roll they have already attempted to adjust once before. This affect is applied as an immediate action.
Bonded Item (Ex): At 3rd level, a Soothsayer form a powerful bond with an object, this bonded object comes at no cost to the Soothsayer and is considered to be of masterwork quality. The items they can bond with consist of: Amulet, a Crystal or Glass ball of softball size, a Staff or a ring. If the object is an amulet, ring, or ball it must be worn/held to have effect, while s staff must be wielded. If a Soothsayer attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the Soothsayer has in his memory and is capable of casting. This spell is treated like any other spell cast by the Soothsayer, including casting time, duration, and other effects dependent on the Soothsayer's level. This spell cannot be modified by metamagic feats or other abilities.
A Soothsayer can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a Soothsayer with a bonded Staff must be at least 5th level to add magic abilities to the Staff (see the Craft Magic Arms and Armor feat in Feats). The magic properties of a bonded object, including any magic abilities added to the object, only function for the Soothsayer who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the Soothsayer prepares his spells. If the object of a Bonded Item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per Soothsayer level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A Soothsayer can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Grant Vision (EX): The Soothsayer may now grant his Second Sight ability Insight Bonus (whatever bonus it is at currently) to Allies within 60 feet of the Soothsayer. They can perform this action 1 time per day plus the number of wisdom bonus points they have. This affect is an immediate action and can be declared anytime the Soothsayer can speak. If the area is under a silence spell or the Allies are not able to hear the Soothsayer than the ability will fail. The affects of the Insight Bonus lasts for 1 round plus the number of wisdom bonus points they have.

Combat Reflexes (EX): A Soothsayer is granted Combat Reflexes even if they do not normally qualify for the feat. This represents their ability to predict when a foe will act and how best to defend against it.

Mystic Attunement (SP): A Soothsayer is granted the ability to use any Scrying Device without the need of a Use Device check and becomes immediately aware of any item/location/ or object being scryed within a 120 feet of them. This awareness is an immediate action.

Quicken Spell (EX): A Soothsayer now is so well versed in the coming events they gain the ability to appear to speed up the very fabrics of time itself. Allowing them to cast quicken spell as a swift action for any spell that meets the feats criteria. The Soothsayer gains this feat even if they do not qualify for it but must follow and adhere to the guidelines of the Feat.

Grand Vision (EX): The Soothsayers ability to see into the future to predict combat outcomes is now complete. They can now impart an Insight Bonus of +1 plus the number of wisdom points they possess to all their Allies saving throws, Hit Rolls, Skill Checks, and AC modifiers. This affect last for 1 rd for every 2 levels of the Soothsayer and can be performed once per day for every 5 levels of the Soothsayer class they possess. This affect is an immediate action and can be declared anytime the Soothsayer can speak. If the area is under a silence spell or the Allies are not able to hear the Soothsayer than the ability will fail.
This ability can’t be stacked with Soothsayers Grant Vision ability.

Soothsayers and their spell lists:

The Soothsayer’s draw their powers from the Karmic way lines that allow them to read the energies of objects, people, places and things within those way lines. Additionally they can look into the past and into the future to draw conclusions and to some extent make changes to either. Their spells reflect their ability to adjust the Karmic way lines or the future or past tenses of those targeted by their spells. In some cases they can simply present the past or future in an adjusted format in order to frighten or persuade those seeing the grim or fortunately visions. In this way they differ from all other casters that either manipulate arcane or divine energies to enact changes onto the currently reality while the Soothsayers are moving back and forward in time or adjusting/analyzing the Karmic flow to project change to the current reality.

Some spell examples:

Healing spell lines offered to the Soothsayer are not divine powers mending flesh but a simple adjustment to the time around the wound to a point where it has healed itself.
Breath of Life is simply adjusting the very second the wound happened in order to make it survivable and simply placing the victim into a common for which the Soothsayer awakened them from.
Spells that reflect Divine Favor, Doom or Virtue related spell descriptors simple are modifications to the Karmic way lines of the target to provide them just enough luck to represent the adjustments noted by the spell.
Spells like See Invisible or say Status is simply the Soothsayer seeing the past of the target area or people or the condition they will be in, in the upcoming future which allows the Soothsayer to know if an enemy that is invisible is there or if someone is close to death or not.

The general 0 level spells are known as Quicks for the Soothsayers.

Spell Lists for the Soothsayer:

0-LEVEL SOOTHSAYER SPELLS (Quicks)
Spell Name Brief Description
Detect Fortune:
Detects fortunes other fortune tellers have given the target.
Detect Poison:
Detects poison in one creature or object.
Guidance:
+1 on one attack rolls, saving throw, or skill check.
Know Direction:
You discern north.
Summon Bonded Object:
Summons the Soothsayers Bonded Object to them.
Read Magic:
Read scrolls and spell books.
Resistance:
Subject gains +1 on saving throws.
Virtue:
Subject gains 1 temporary hp.
Message:
Whispered conversation at distance.
Stabilize:
Cause a dying creature to stabilize.

Ghost Sound:
Figment sounds.
Read Magic:
Read scrolls and spell books.
Arcane Mark:
Inscribes a personal rune (visible or invisible).

1ST-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Bane:
Enemies take –1 on attack rolls and saves against fear.
Bless:
Allies gain +1 on attack rolls and saves against fear.
Command:
One subject obeys selected command for 1 round.
Comprehend Languages:
You understand all spoken and written languages.
Deathwatch:
Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law:
Reveals creatures, spells, or objects of selected alignment.
Doom:
One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Hypnotism:
Fascinates 2d4 HD of creatures.
Sanctuary:
Opponents can’t attack you, and you can’t attack.
Detect Animals or Plants:
Detects kinds of animals or plants.
Detect Snares and Pits:
Reveals natural or primitive traps.
Alarm:
Wards an area for 2 hours/level.
Undetectable Alignment:
Conceals alignment for 24 hours.
Divine Favor:
You gain +1 per three levels on attack and damage rolls.
Detect Secret Doors:
Reveals hidden doors within 60 ft.
Identify M:
Determines properties of magic item.
True Strike:
+20 on your next attack roll.
Charm Person:
Makes one person your friend.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Magic Aura:
Alters object’s magic aura.
Lesser Confusion:
One creature is confused for 1 round.

Ventriloquism:
Throws voice for 1 min./level.
Speak With Animals: You can communicate with animals.
Expeditious Retreat:
Your speed increases by 30 ft.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).

Detect Undead:
Reveals undead within 60 ft.
Protection from Chaos/evil/law/good:
+2 to AC and saves, plus additional protection against selected alignment.

Pass Without Trace:
One subject/level leaves no tracks.

2ND-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Animal Messenger:
Sends a Tiny animal to a specific place.
Animal Trance:
Fascinates 2d6 HD of animals.
Cure Moderate Wounds Cures 2D8 damage +1/level (max +10)
Calm Emotions:
Calms creatures, negating emotion effects.
Gentle Repose: Preserves one corpse.
Daze Monster:
Living creature of 6 HD or less loses next action.
Detect Thoughts:
Allows “listening” to surface thoughts.
Enthrall:
Captivates all within 100 ft. + 10 ft./level.
Heroism:
Gives +2 on attack rolls, saves, skill checks.
Delay Poison:
Stops poison from harming target for 1 hour/level.
Hypnotic Pattern:
Fascinates (2d4 + level) HD of creatures.
Know Lies: (As Zone of Truth) detects when a lie is spoken.
Locate Object:
Senses direction toward object (specific or type).
Misdirection:
Misleads divinations for one creature or object.
Suggestion:
Compels subject to follow stated course of action.
Aid:
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Whispering Wind:
Sends a short message 1 mile/level.
Augury M F:
Learns whether an action will be good or bad.
Find Traps:
Notice traps as a rogue does.
Remove Paralysis:
Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser:
Dispels magical ability penalty or repairs 1d4 ability damage.

Status:
Monitors condition, position of allies.
Fog Cloud:
Fog obscures vision.
Scare: Frightens creatures of less than 6 HD.
Obscure Object:
Masks object against scrying.
See Invisibility:
Reveals invisible creatures or objects.

Touch of Idiocy:
Subject takes 1d6 points of Int, Wis, and Cha damage.
Tongues: Speak and understand any language.

3RD-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Bestow Curse:
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Charm Monster:
Makes monster believe it is your ally.
Clairaudience/Clairvoyance:
Hear or see at a distance for 1 min./level.
Confusion:
Subjects behave oddly for 1 round/level.
Crushing Despair:
Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +10).
Remove Blindness/Deafness Cures Magical or normal Blindness/Deafness
Slow:
One subject/level takes only one action/round, -1 AC, Reflex Saves, and attack rolls
Blur:
Attacks miss subject 25%.
Fear:
Subjects within cone flee for 1 round/level.
Geas, Lesser:
Commands subject of 7 HD or less.
Glibness:
You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.

Good Hope:
Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and reflex saves.
Remove Curse:
Frees object or person from curse.
Scrying F:
Spies on subject from a distance.
NonDetection:
Hides subject from divination and scrying
Helping Hand:
Ghostly hand leads subject to you.
Invisibility Purge:
Dispels invisibility within 5 ft./level.
Speak with Plants:
Plant answers one question/level
Speak With Dead: Corpse answers one question/level
Arcane Sight:
Magical auras become visible to you.

4TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrifaction.
Cure Critical Wounds:
Cures 4d8 damage +1/level (max +15).
Detect Scrying:
Alerts you of magical eavesdropping.
Dimensional Anchor: Bars Extra dimensional movement
Dominate Person:
Controls humanoid telepathically.
Freedom of Movement:
Subject moves normally despite impediments.
Death Ward: Grants bonuses against death magic and negative energy.
Hold Monster:
As hold person, but any creature.
Discern Lies:
Reveals deliberate falsehoods.
Legend Lore M F:
Lets you learn tales about a person, place, or thing.
Locate Creature:
Indicates direction to familiar creature.
Modify Memory:
Changes 5 minutes of subject’s memories.
Repel Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
Divination M:
Provides useful advice for specific proposed actions.
Sending:
Delivers short message anywhere, instantly.
Phantasmal Killer: Fearsome illusion kills subject or deals 3D6 damage.
Restoration: Restores level and ability score drains.
Rusting Grasp: Your touch corrodes iron and alloys.
Arcane Eye:
Invisible floating eye moves 30 ft./round.

5TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Shadow Walk: Step into a shadow to travel rapidly.
Greater Heroism: Gives a +4 bonus to attack rolls, saves, skill checks, immunity to fear, temporary hit points.
Dream:
Sends message to anyone sleeping.
False Vision M:
Fools scrying with an illusion.
Atonement:
Removes burden of misdeeds from subject and reverses magical alignment changes.
Mind Fog:
Subjects in fog get –10 to Wis and Will checks.
Breath of Life:
Cures 5D8 +1/level and restores life to a recently slain creatures.
Mislead:
Turns you invisible and creates illusory double.

Commune with Nature:
Learn about terrain for 1 mile/level.
Suggestion, Mass:
As suggestion, plus one subject/level.
Dismissal:
Forces a creature to return to its native plane.
Nightmare:
Sends vision dealing 1D10 damage, fatigue.
Spell Resistance:
Subject gains SR 12 + level.
True Seeing M:
Lets you see all things as they really are.
Prying Eyes:
1d4 +1/level floating eyes scout for you.
Telepathic Bond:
Link lets allies communicate.
Dominate Person:
Controls humanoid telepathically.
Feeblemind:
Subject’s Int and Cha drop to 1.
Contact Other Plane: Lets you ask question of exterplaner being.

6TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Analyze Dweomer :
Reveals magical aspects of subject.
Banishment: Banishes 2 HD/level of exterplaner creatures.
Beast Shape I: You take the form and some of the powers of a small or medium animal.
Charm Monster, Mass:
As charm monster, but all within 30 ft.
Contingency: Sets trigger condition for another spell.
Stone to Flesh: Restores Petrified creature.
Eyebite:
Target becomes panicked, sickened, and comatose.

Find the Path:
Shows most direct way to a location.
Heal: Cure 10 points/level of damage, all diseases and mental conditions.
Geas/Quest:
As lesser geas, plus it affects any creature.
Scrying, Greater:
As scrying, but faster and longer.
Planer Ally Lesser: Exchange services with a 6 HD exterplaner creature.
Repulsion:
Creatures can’t approach you.
Magic Jar: Enables possession of another creature.
Displacement: Provides a 50% miss chance for the duration of the spell.
Ray of Exhaustion: Ray makes subject exhausted.

7TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Destruction: Kills subject and destroys remains.
Control Weather:
Changes weather in local area.
Regenerate: Subjects severed limbs grow back, cures 4D8 damage +1/level (max +35)
Refuge M:
Alters item to transport its possessor to you.
Greater Restoration:
As restoration
Teleport Object: As teleport but only affects objects touched.
Sequester: Subject is invisible to sight and scrying, renders creature comatose.
Insanity: Subject suffers continuous confusion.
Wave of Exhaustion: Several targets become exhausted.
Phase Door:
Creates an invisible passage through wood or stone.

Spellstaff:
Stores one spell in wooden quarterstaff.
Stone Tell:
Talk to natural or worked stone.
Instant Summons:
Prepared object appears in your hand.
Vision M X:
As legend lore, but quicker and strenuous.
Arcane Sight, Greater:
As arcane sight, but also reveals magic effects on creatures and objects.
8TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Temporal Stasis: Puts a subject into a suspended animation.
Binding: Utilizes an array of techniques to imprison a creature.
Finger of Death:
Kills one subject.
Maze: Traps subject in exterdimensional Maze.
Dimensional Lock: Teleportation and interplanar travel blocked 1/day level
Discern Location:
Reveals exact location of creature or object.
Mind Blank:
Subject is immune to mental/emotional magic and scrying.
Moment of Prescience:
You gain insight bonus on single attack roll, check, or save.
Protection from Spells M F:
Confers +8 resistance bonus.
Demand:
As sending, plus you can send suggestion.
Screen:
Illusion hides area from vision, scrying.
Prying Eyes, Greater:
As prying eyes, but eyes have true seeing.
9TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Antipathy:
Object or location affected by spell repels certain creatures.
Greater Planer Ally: As lesser, but able to summon up a 18 HD.
Foresight:
“Sixth sense” warns of impending danger.
Sympathy M:
Object or location attracts certain creatures.
Wind Walk: You and your Allies turn vaporous and travel fast.
Freedom: Releases a creature from imprisonment.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Limited Wish X:
Alters reality—within spell limits.
Dominate Monster:
As dominate person, but any creature.
Freedom:
Releases creature from imprisonment.


Combat reflexes is cute, but there isn't much they can do with it. I'd keep the fluff the same but give them dodge instead.

Cool class.


Nice concept but the rules part is kinda wonky.
Why do they have a list of class spells if they can just grab a grimoire and substitute all of their known spells? And despite having a sorcerer spells known table the ability to mix and match spells from any other list and substitute your spells know makes him way too powerfull.
Mobility and some ability named Third Eye appear on the table but not on the explanations part. Probably an oversight.
The bonus from second sight is to all of those rolls? At the same tyme? As long as he's awake? That's more or less a permanent +1 to all saves, AC, skills, and BAB. And it increases? And with fortunetelling you can give the same bonus to everything to one ally? Way too much. Way Way too much. A better idea would be X/times a day you can get your second sight bonus as an insight bonus to a roll and fortunetelling allows you to give one use of the bonus to an ally. The way it is it'scompletely OP.
In Fortunetellers Favor, do they keep the best roll, or the reroll? Important difference there, since you might get a lower number on the reroll.
Mystic Atunement is a really good ability both mechanicaly and in flavor.
Grant Vision is good but kinda suffers from the same problem of Second Sight, i.e. it gives bonuses to EVERYTHING.
GrandVision, as is, giving bonus to everything and all, would be a great capstone ability at 20th level, but at 15th level is a little overpower, and it is redudndant considering Grant Vision does more or less the same thing. Also their names are too similar, at first is kinda funny if you like puns but on a gaming table it might get annoying ('I use Grand Vision', 'You already used all your uses of Grant Vision for today', 'No, I said Grand, not Grant')

Also Soothsayer doesn't sound as something 'sought by the royalty', but more as someone living in a shack making weather predictions for farmers. Prophet would be a better name. Or maybe Oracle. I still think the class in the APG needed a different name...


Hey there. Thank you for the feedback on the class.

Here is the missing item:
Third Eye (SP): A Soothsayer now has reached a level where they can make a sense motive check granted by the DM in order to tell if the environment or someone/thing in their environment might be detected by one of their Detection Spells that they have currently in their spell line. If the Soothsayer has no Detection spells in their spell list then this ability will simply give the Soothsayer an odd feeling they cannot pin point. Otherwise they are advised privately that something is not right about “Person/place or thing”. Once they cast the appropriate detection spell more information other than an odd feeling can be discerned. No specific knowledge is imparted to the Soothsayer other than an odd feeling about “?”.

About the thoughts.

Simple stuff: Changing the name to Prophet is an interesting idea.
The bonus to everything is always on? Second Sight - True to the right class this would be super powerful. But this class is not a fighter and they were no armor, carry limited weapons, and have less than stellar hit points and their saves are average. Second Sight adds bonuses to reflect their ability to always have an edge of alterness of the future unlike any other class. It is reflected in the bonuses and if you look at their spell line unlike Cleric (wear armor) and wizard/sorcerers they don't have Armor spells. So this is their armor more or less. (Other than say Dex bonus)
Grant Vision is also very powerful true but it only can be used a limited number of times for a limited number of rounds. This reflects their ability to perdict the course of the future. What I plan on doing though is making it so they must perform concentration checks each round to successfully perform it. Failure means the vision fades and they can no longer continue to provide their vision to others. Keep in mind that they also must verbally communicate and concentrate now so spell casting at that point is shut down for them.
Fortunetellers Favor- they keep the best roll of the two. This reflects their ability to see the future and make the changes needed to prevent failure. This of course still might not help them.
Grand Vision- This is about the time they really should be shining. Now they are able to glimpse a major vision in such that they see the future like a movie, clear as crystal unlike the muddy Grant Vision which takes time to grow. They then project that vision vocally in order to affect all their allies who by now have learned (I would hope) to trust them. This is reflected in the bonuses of the Wis modifier plus 1. An unwise Soothsayer won't be able to provide much here but we hope by now they will have a +4 at least. In the grant scheme of things by 15th level a mob either crit hits or it misses generally. By now a Save is either outlandish or nothing really. By now a Skill check is either made or you rolled a "1". So in all the play tests we have done this has really provided little benefit to the Soothsayer and I almost removed it all together. It seems powerful on the surface but again in game play I haven't witnessed it turning any major tides any more than the Grant Vision did.

Oh and I added originally dodge but I didn't want to compound the Second Sight with an Insight bonus And a dodge bonus so I decided instead to go with the Combat reflexes since it makes sense they would see ahead of time when things would be moving there way. Granted the dagger or staff they have is almost a joke hit but it still is about flavor rather than the sweet Warrior slice. I did have a Soothsayer take Improved Trip.. and that made this a little more useful.

Thank you again for all your doing. It is helping me craft a better class and a more enjoyable experience for me and my players!!!


Opps- also I removed their ability to learn spells from other mediums. My thoughts on that was to add spells they possible find that were DM created or introduced by Pathfinder down the road but the truth is I want to restrict their spells to what I have identified. I don't want them going after a flashy wizard spell or some form of defensive line spells used by the other cloth wearers. Their own ability provides them with protection as a Monk has his own ability to protect himself. So componding that with a Shield spell or Mage Armor just isn't called for.

RPG Superstar 2012 Top 32

It's kind of wall-o-text-y, but if I was you, I would replace the bonus feats with some flavorful alternatives. Like replace Improved Initiative with Add Wisdom modifier to initiative rolls (Intuitive Initiative?). Maybe give them a monk-like AC bonus. Maybe let them make a number of additional attacks of oppotunity per round equal to their Wisdom modifier (Combat Will?). Stuff like that.


Pen2paper wrote:
Opps- also I removed their ability to learn spells from other mediums. My thoughts on that was to add spells they possible find that were DM created or introduced by Pathfinder down the road but the truth is I want to restrict their spells to what I have identified. I don't want them going after a flashy wizard spell or some form of defensive line spells used by the other cloth wearers. Their own ability provides them with protection as a Monk has his own ability to protect himself. So componding that with a Shield spell or Mage Armor just isn't called for.

That already meakes the class a lot better :)

And I can see how Second Sight and Grant Vision might not be too bad, but I don't like Grand Vision, because it does more or less the same thing as Grant Vision, it only has a longer duration and maybe a better bonus.
The class still needs a capstone.

Really like the class, might have to steal for my personal compedium.
And Smilo, stop overcomplicating, bonus feats are good.


You know in seeing Smilo's post he is making some nice ideas there. Instead of having Second Sight adjust with a flat concept I could make it and some of the other class specific's function more of Wis modifiers or some such. The down side is that it would provide them higher starting functions.

Right now they get +1 to all saving throws, Hit Rolls, Skill Checks, and AC but that is until 5th level when their second bonus applies. So from 1st until 5th they pretty much are functioning off cloth for armor and their dex bonus for defense.

The current player has a 13 for example and without some kind of ring, bracers or something he will always be a really easy target till 5th. Ok so if I change it to a lot for Wis bonus this AC will be modified by this characters current 18 wis (+4 bonus) placing them at a 16 AC at level 1 (and possibly till 5th when I could add a +1). This might provide them with a considerable advantage in defense where right now they are rally early minimalists. I must admit I'm on the fence with this.

hum I;ll need to play with the numbers and determine how balanced it might make them. I love good ideas!!

The second thought: Add Wisdom modifier to initiative rolls (Intuitive Initiative?) That is a sweet idea... This still accounts for their ability to see the future events but do so according to their wisdom. A very wise Seer would get a far better glimpse then someone with little foresight. This is a major flavor addition. The only down side to it is later in the adventures when the Seer has a 22 etc wisdom and is gaining more advanced bonuses than assigning them a flat rate 4.

Wow this is like Snapple! Good stuff its in there! hehe

Lastly Grand Vision... ok I agree this power lacks. I have played with the numbers time and time again and I'm finding that Grant Vision can almost produce the same solid results but more consistently and how is this offering another flavor to the class? It's not its only trying to use old ground. So I'm dropping its function for another one. This needs to be the merit badge of the class. The one power that keeps the player invested and not moving on to multi-class away from the base.

I'll need to think about it- More to come once the mad wizard finishes his thoughts.. (laughs) Thank you again folks for your interest and help!!!


I am finally happy..

Grand Vision is being replaced by the following:

Time Field

Time Field (SP): The Soothsayers ability to augment time has now reached a level where they can produce a field which extends 120 feet in any direction (centering on the Soothsayer) which in parts 2 affects on reality. The first affects Allies of the Soothsayer that are in the field. Allies are covered with a strange displacement affect granting them a 50% miss chance on those trying to attack them in combat and secondly enemies in this field must make a DC check (10+ Wis Bonus of Soothsayer+Soothsayer levels) in order to resist the affects of a slow spell. This ability requires the Soothsayer to perform a successful concentration check after the first round it is used in order to maintain it, additionally using this ability produces an Attack of Opportunity. This ability can be used for 1 round plus the number of wisdom bonus points the Soothsayer has. They can perform this ability 1 time a day for every 5 levels they acquire in the Soothsayer class. Once this ability ends the Soothsayer we be left fatigued from the efforts. (page 567 core rule book).

This is the flavor I was seeking and it shows their ability to waver time lines to their maximum extent. It also is very taxing on the Soothsayer but in my eyes it is dynamic in application and also something they will have to think about before they just jump up and perform.

Thank you VM for keeping me looking at Grand Vision. It was terrible in design and now I feel truly happy with this fix. I believe I might look at the duration a little but otherwise I'm good with it.

RPG Superstar 2012 Top 32

The inquisitor gets Wisdom to Initiative, so it's not necessarily unprecedented....or original. :-P


Ah forgive me one other change. I am now allowing them to wear any armor that doesn't produce an Armor Check Penalty. Any ACP will hinder them or any spell caster so it made sense and it also will allow them to have a little protection to make it over the long road of low AC and no spells to provide protection.


SmiloDan wrote:
The inquisitor gets Wisdom to Initiative, so it's not necessarily unprecedented....or original. :-P

Ahhh interesting.. plus that would not make it outside the norm to do. Ok ok.. that is classy. Will do.

Adjustments made accordingly.


Pen2paper wrote:
SmiloDan wrote:
The inquisitor gets Wisdom to Initiative, so it's not necessarily unprecedented....or original. :-P

Ahhh interesting.. plus that would not make it outside the norm to do. Ok ok.. that is classy. Will do.

Adjustments made accordingly.

Improved Initiative has been replaced with:

Flashes of the Future (Ex): The Soothsayer is allowed to add their Wisdom Bonus to their Initiative rolls for determining Initiatives. This is considered an insight bonus and falls under their misc modifiers.

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