Occult Clairvoyant (Bard/Shaman)
The art of fortune-telling is a strange and mysterious one. Some would argue that it is mere theatrics and riddles rather than a true expression of power over the spiritual or divine, but through the use of the harrow, the strands of destiny become more malleable in the hands of the occult clairvoyant. Using the tools and tactics of augury, the occult clairvoyant can shift the fate of the companions around her, bringing either weal or woe. (Original Concept by Tyrannical)
Primary Class: Bard.
Secondary Class: Shaman.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The occult clairvoyant may select three shaman skills to add to his class skills in addition to the normal bard class skills. The occult clairvoyant gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The occult clairvoyant is proficient with all simple weapons, with light armor, and with shields (except tower shields).
Spellcasting: An occult clairvoyant casts divine spells drawn from the bard spell list, and adds the following spell to his list at the indicated spell levels: 1st level–bane, bless, detect animals or plants, detect chaos/law/good/evil, detect undead, dream feast; 2nd level–augury, burdened thoughts, guiding star; 3rd level–bestow curse, speak with dead, speak with haunt; 4th level–divination, sending; 5th level–ancestral memory, commune, commune with nature, major curse; 6th level–true seeing, find the path.
An occult clairvoyant must choose and prepare his spells in advance. To prepare or cast a spell, an occult clairvoyant must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against an occult clairvoyant's spell is 10 + the spell's level + the occult clairvoyant's Wisdom modifier.
Like other spellcasters, an occult clairvoyant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occult Clairvoyant. In addition, he receives bonus spells per day if he has a high Wisdom score.
Occult clairvoyants consult their harrow deck to prepare their spells. Each occult clairvoyant must choose a time when he must spend 1 hour each day in quiet consultation with his harrow deck to regain his daily allotment of spells. An occult clairvoyant can prepare and cast any spell on the occult clairvoyant spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily study. This ability replaces the bard’s spellcasting ability.
Clairvoyant’s Performance: This is exactly like the bard’s bardic performance ability, except for the following changes. An occult clairvoyant uses his Wisdom to determine the number of rounds performance he gains and the effects of his performances. In addition, the occult clairvoyant does not use the Perform skill to make his performances. Instead, he uses the Sense Motive or Use Magical Device skill, depending on the type of performance made. For performances that require the use of an augury device (such as a harrow deck, crystal ball, dice, or similar device), the occult clairvoyant uses the Use Magical Device skill. All other performances require the use of the Sense Motive skill (see individual performances for their required skill check).
An occult clairvoyant gains the following performances.
Augur's Vision (Sp): At 1st level, an occult clairvoyant can spend 1 round of performance to project his mind into the future to vaguely predict events that could unfold. This acts as the augury spell, except that the occult clairvoyant adds half his Use Magic Device skill ranks to his chance of success (up to 100%). For each additional round spent to maintain this performance, the occult clairvoyant may inquire the result of one additional action. However, for each use of this performance after the first, the chance of receiving an answer is reduced by 10%, until he rests to regain his spells, at which time the performance’s effect resets. At 9th level, this performance functions as the divination spell. This performance requires the Use Magical Device skill. This performance is a divination effect that replaces distraction and inspire greatness.
Change of Fate (Su): At 2nd level, an occult clairvoyant can spend 1 round of performance to pluck the strands of fate to transfer the effect of any one hex or curse affecting an ally and transfer it to an ally or opponent within 30 feet. The new target can make a Will save against the hex or curse to negate its effect. If there are no target’s within range, the occult clairvoyant can instead imbue the hex or curse on himself. By spending an additional round of performance, he can later transfer the hex or curse to a different target within range as long as the hex or curse is still in effect. The duration of a transferred hex or curse is calculated from the time it was first used or cast, not from the time it was transferred to the new target. An individual hex or curse has been transferred to a new target (not including the transference to the occult clairvoyant) cannot be transferred again by the same occult clairvoyant. An opponent can only be affected by a one transferred hex or curse at a timed. This performance requires the Sense Motive skill. This performance is a curse effect that replaces countersong
Soothsaying (Su): At 3rd level, an occult clairvoyant can use his performance to call upon his harrow deck to grant a boon. This functions like the harrowing spell, except that it grants the +2 luck bonus to himself and a number of allies equal to his Wisdom modifier within 30 feet who can see and hear his performance and imparts no –1 penalty to the associated check. This luck bonus increases by +1 for every four levels the occult clairvoyant has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). The bonus persists as long as the performance is maintained. At 13th level, those affected by the harrow reader performance also benefit from the effects of the greater harrowing spell. This performance requires the Use Magical Device skill. This performance is a divination, language-dependent effect that replaces inspire competence.
Diviner's Foresight (Su): At 6th level, an occult clairvoyant can use his performance to quickly divine actions taken against him or an ally within 30ft. The target gains a +1 luck bonus on saving throws and cannot be caught flat-footed while the performance is maintained. At 10th level and every four levels thereafter, this bonus increases by +1, to a maximum of +4 at 18th level. This performance requires the Use Magical Device skill. Diviner’s foresight is a divination, language-dependent effect that replaces suggestion.
Harrower’s Curse (Su): At 8th level, the occult clairvoyant can use her performance to curse a single creature within 30 feet as the bestow curse spell by hurling a card, randomly drawn from his harrow deck. This requires a ranged touch attack, but deals no damage. This performance affects only the ability score that corresponds to the drawn card’s suit and lasts a number of rounds equal to the occult clairvoyant’s level + his Wisdom modifier. At 15th level, this performance functions as the major curse spell. This curse effect remains as long as the performance is maintained. This performance requires the Use Magical Device skill. This performance is a divination, curse effect that replaces dirge of doom and inspire heroics.
Commune with Spirits (Su): At 12th level, an occult clairvoyant can use his performance to open his mind to the vast experiences of his ancestors in the hope of learning something pertinent about his current situation. This functions like the ancestral memory spell, except that the occult clairvoyant adds half his Sense Motive skill ranks to his chance of success (up to 100%). This effect lasts as long s the performance is maintained. For each additional use of this performance, the occult clairvoyant may seek an additional ancestral memory. However, for each use of this performance beyond the first, the chance of finding a pertinent memory is reduced by 10%, until he rests to regain his spells, at which time the performance’s effect resets. This performance requires the Sense Motive skill. This performance is a divination that replaces soothing performance.
Mass Foresight (Su): This ability functions like diviner’s foresight, but allows an occult clairvoyant of 18th level or higher to grant the luck bonus simultaneously to a number of allies equal to his Wisdom modifier. Mass foresight is a divination, language dependent ability that relies on audible components. This performance replaces masssuggestion.
Prophecy of Doom (Su): At 20th level, an occult clairvoyant can spend 6 rounds of performance to inflict a deadly curse upon his enemies. He draws a random card from his harrow deck (or makes a d6 dice roll), and depending on which suit is drawn the performance reduces the target's corresponding ability score to 0. This may lead to the enemy becoming unconscious, comatose, or dead, depending on which ability score is reduced. To be affected, the target must be able to see and hear the occult clairvoyant perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the occult clairvoyant’s level + the occult clairvoyant Wisdom modifier) to negate the primary effect, but not the alignment weakness effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the occult clairvoyant cannot use prophecy of doom on that creature again for 24 hours. This performance replaces deadly performance.
Diviner’s Deck: At 1st level, an occult clairvoyant gains a special harrow deck. By consulting with his deck each day, the occult clairvoyant can commune with the spirits around him to prepare his spells. The deck cannot be used for this purpose if any cards are missing.
At 3rd level, when the occult clairvoyant uses the Deadly Dealer feat with a card from his harrow deck, the card is not destroyed and gains the returning weapon special ability. In addition, the occult clairvoyant can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat, except the attack is resolved as a ranged touch attack and the card deals no damage of its own.
This ability, deadly dealer, and destiny seer replaces the bard’s lost weapon proficiencies and well-versed.
Orisons: At 1st level, an occult clairvoyant gains the shaman’s orisons ability. This ability replaces cantrips.
Hex: At 2nd level, the occult clairvoyant gains the shaman's hex ability and may select a hex at 2nd level and every four levels thereafter. He may select from any of the common hexes granted to the shaman class. Any hexes that target a creature require 1 round of performance to use. This ability replaces fascinate and versatile performance.
Deadly Dealer: At 3rd level, an occult clairvoyant gains Deadly Dealer as a bonus feat, even if he doesn’t meet the prerequisites. The occult clairvoyant gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer.
Destiny Seer: At 4th level, the occult clairvoyant gains the Fortune Teller and Harrowed feats as bonus feats.
Wandering Spirit (Su): At 5th level, an occult clairvoyant gains the shaman’s wandering spirit, allowing him to form a temporary bond with a spirit. The spirit must be chosen when he prepares his spells. While this feature is active, he gains the spirit ability granted by the spirit and adds the spirit magic spells from his wandering spirit to those he can select when preparing his spells. He does not add the hexes to those he can select. At 12th level, he gains the abilities listed in the greater version of his wandering spirit. At 19th level, he gains the abilities listed in the true version of his wandering spirit. This ability replaces inspire courage and frightening tune.
Wandering Hex: At 10th level, an occult clairvoyant can temporarily gain the use of one of the hexes possessed by his wandering spirit. If he selects a hex from his wandering spirit he loses the hex immediately if he bonds with another spirit, although he can then select a different hex to gain using this ability. At 16th level, he can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature. This ability replaces jack of all trades.
Table: Occult Clairvoyant