Combat Seer
Abilities –
Requirements
To become a Combat Seer a character must fulfill the following criteria.
Skills:
Feats:
Hit Die – d6
Class Skills
The Combat Seer class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Combat Seer
Class Features
Bonus to Forewarning
At the first level, the Combat Seer gains a bonus when he uses his forewarning ability to gain a bonus on initiative. He adds his class level to his initiative check and to his divination check.
Spell Precognition
At the first level, the Combat Seer begins to learn battle precognition.
When in combat (i.e. not surprised or flatfooted), the Combat Seer intuitively knows immediately beforehand what spell is about to be cast on him. this does not give him enough time to warn anyone about the spell, but gives him an extra split second to counter it. The Combat Seer gains his class level to attacks to counterspelling, and +5 to his skill checks in a counterspelling attempt.
As he is able to see and thus react a split second before it happens, the Combat seer gains one additional Counterspelling attempt each round.
Deflect Spells
At the second level, the Combat Seer's becomes more adept to battle precognition.
If a Combat Seer is targeted by a ranged magical attack targeted within 10 feet +5 ft per 3 class levels he may make a Divination check. If it exceeds the spell skill check done by the opposing caster, the Combat Seer successfully deflects the spell either into the air, 90 degrees to the right, 90 degrees to the left, or straight downwards as according to the wishes of the Combat Seer.
This ability uses up one counterspell attempt.
Bonus to Combat Divination
At the third level, the Combat Seer may add his class level to his AC or attack when he uses the Combat Divination Feat.
Drawn to Combat
The Combat Seer becomes obsessed with fighting. He instinctively knows where there is a fight, magical or otherwise, within 1 + 1/class level miles from him. He knows if there it is magical or nonmagical. When he percieves the fight, he must make a Will Save, DC 20 + Class Level (or DC 15 + Class level if it is a nonmagical fight) or else he must do everything in his power to get into, and win, that fight. Every three rounds he may make another will save to leave the fight, but +2 is added to the DC for each previous attempt.
Dodge Spells
At the fourth level, a combat Seer may simply choose to swiftly dodge a spell that was targeting him. This is a result of straining his magical divination capacities, and results in nonlethal damage equal to class level + Charisma Modifier. This may be used a number of times per day equal to the Combat Seer's Charisma Modifier. This may only be done once per round. This is a use of a counterspell attempt.
Predetermine Combat
All practitioners of divination are able to Peer into the Moment, but it is unable to reveal the results of combat. Through intense training in both battle and divination, the fully trained Combat Seer is not bound by such rules. In or immediately preceding combat, a Combat Seer may Peer into the Moment at +15 DC. If he succeeds, he may preroll all his attacks for the next minute (10 rounds). If, he is unsatisfied with the results of any of those rolls, may choose to withhold his attacks for the rest of that round, for additional counterspelling attempts, or to do some other action that does not require an attack roll.
Return Spells
At the fifth level, the Combat Seer's perfects his battle precognition.
Whenever he successfully deflects a spell, a Combat Seer may immediately roll an attack roll to catch and throw back the spell at the original caster. This is done immediately after a successful spell deflection and it requires an attack roll.