Racial Advantages: Eagle Eyed, Artistic Talent, Magical Prodigy
Racial Disadvantages: Weak Spot(Giant third eye in the middle of their upper chest)(750), Easily Distracted
Special Abilities:
X Farsight Points: A Farseer with any points in this ability has the power to see remotely for up to 1 minute per day. When they use this power, they may pick any spot within 100 feet of themselves. Though there is a magical effect in the area detectable with a Personality/Magic roll of 5 or higher, there is no visible manifestation of this "eye". That same roll with a difficulty of 8 or higher can determine the eye's field of view, which is a 30' cone subject to the same penalties and obstructions as normal vision. During the duration of the power, they see from that spot as if they were in that spot, with the position fixed despite their own movement, though moving over 100 feet away from the chosen spot prematurely ends the power. A Farseer may choose to prematurely end the use of the power themselves, but they lose the remainder of their minute if they do this. If a Farseer can see themselves in their own visual range, they gain a +2 to any active defenses made against melee attacks that target them. If they can see someone targeting them with a ranged attack or a spell which is resisted by agility, they gain a +2 to any active defenses made against that ranged attack or resist rolls made against that spell. If they can see the target of their own ranged attack with the ability's "eye", they may reduce any range penalties to hit that target by up to -2. If a Farseer's farsight eye is hit by magic, either by being targeted or being caught in the spell's area of effect, the farseer takes half that damage as unsoakable MP damage, and if they take more than their personality score plus their threat level in magic damage from a single source, that "eye" in the special ability ends prematurely. Negative damage(from healing and similar spells and abilities) has no effect on a Farseer's Farsight "eye". If the Farseer's third physical eye, located on their upper chest, is covered, they lose the ability to see through their farsight Eyes. Partial obscurement of their third eye creates penalties for their Farsight "eyes" as though they were in progressively darker areas. A Farseer also gains points that they may spend on any of the following enhancement for their Farsight ability:
2 Points: Extended Range: Each time this ability is taken, the Farsight ability's range is doubled. This means that the first time it is taken, their range increases to 200 feet, the second time it increases to 400 feet, the third time it increases to 800 feet, and so on.
1 Point: Extended Duration: Each time this ability is taken, the Farseer's Farsight ability gains an additional minute of use. It can be used consecutively with the first use or separately.
3 Points: Extra Eye: Each time this ability is taken, the Farseer gains an additional "eye" that they may place when they use their Farsight ability. Bonuses that the eyes grant to defenses, oppose checks or attacks do not stack.
2 Points: Independent Motion: Each time this ability is taken, the Farseer gains the ability to move one of their farsight "eyes" from its fixed location. If they have this ability on fewer than all of their "eyes", they must specify which "eyes" are mobile and which are fixed. Moving one of these "eyes" takes 5 feet of the farseer's move actions for every 20 feet it is moved, which includes being able to redirect the "eye"'s focus.
1 Point: Remote Aura Suppression: Each time this ability is taken, the difficulty for the Magic/Personality roll to discover or discern information about any of the Farseer's Farsight "eyes" increases by +2.
4 Points: Magic Eye: Each time this ability is taken, the Farseer chooses an "eye" when they manifest their power to be a Magic Eye. They may cast their spells as if they were standing in that eye's location, and they may choose to exclude their own "eyes" as targets from any spells they cast.
4 Points: Sharpened Eye: Each time this ability is taken, the Farseer's bonus to active defenses, spell resists, and range penalty reductions increases by +1.
1 Point: Low-Light Eyes: Each time this ability is taken, the farseer's farsight "eyes" reduce penalties from darkness not induced by the obscuring of their physical eye by -2.