Fellseer (Witch/Oracle)

Certainty and confusion; lost and found; past, present, and future–these are all mutable concepts the fellseer weaves with an arcane weft and a divine warp. Cursed by her increased knowledge and cursing her foes in turn, she increasingly favors the spirits of the divine over the discipline of the arcane. However, one thing remains constant–knowledge is the ultimate source of power. (Original Concept by Oceanshieldwolf)

Primary Class: Witch.

Secondary Class: Oracle.

Alignment: Any.

Hit Dice: d6.

Bonus Skills and Ranks: The fellseer may select three oracle skills to add to her class skills in addition to her normal witch class skills. The fellseer gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The fellseer is proficient with all simple weapons. She is not proficient with any type of armor or shields. Armor interferes with the movements of a fellseer, which can cause her arcane spells with somatic components to fail.

Spellcasting: The fellseer casts arcane spells drawn from the witch’s spell list. The fellseer gains bonus spells for a high Intelligence score, and otherwise learns, prepares, and casts spells as a witch of equal level.

Hex: This is exactly like the witch’s ability of the same name, except that the fellseer may select a hex at 1st level, and again at 4th level and every even level thereafter.

In addition, wheneverthe fellseer could select a hex, she may select a revelation from her mystery instead. The fellseer has an oracle level equal to her fellseer level for the purposes of qualifying for revelations and determining their effect. The save DC for a fellseer's revelation is equal to 10 + the 1/2 the fellseer's level + the fellseer's Intelligence bonus.

Mystery: This is exactly like the oracle ability of the same name, except that the fellseer adds her mystery spells to her familiar at the indicated level, just as she does her patron spells. A fellseer's mystery should be compatible with her patron (Bones/Plague, Battle/Strength, Nature/Animals, etc.), and may select the Seersworn mystery at 1st level.

Oracle’s Curse (Ex): At 1st level, the fellseer gains orcale’s curse.

Fellseer's Cry (Su): At 2nd level, the fellseer gains the cackle hex. Whenever she uses it, it also extends the duration of any revelation with a duration expressed in rounds affecting a creature within 30 feet. This replaces hex at 2nd level.

Fellseer's Blight: At 3rd level, the fellseer adds oracle's burden to her familiar. In addition, the fellseer may obtain alternative uses for her oracles burden ability. Whenever the fellseer could select a hex, she can instead gain the ability to use oracle's burden three times per day, as a spell-like ability.

Whenever the fellseer could select a major hex, she can choose to have her oracle's burden spell-like ability target a number of creatures in range equal to her Intelligence modifier each time it is cast. Whenever the fellseer could select a grand hex, she can choose to have her oracle's burden spell-like ability affect any number of creatures within range.

Grand Hex: This is exactly like the witch’s ability of the same name, except the fellseer only selects a grand hex at 20th level.

Witch’s Familiar: The fellseer's familiar is her direct connection to the powers that provide her with her more otherworldly visions and abilities, and may also provide her with direct advice and counsel. This functions exactly like the witch’s ability by the same name except as follows:

The familiar learns one language that only the fellseer can understand. At 6th level and every six levels thereafter, the familiar learns an additional language with which to communicate with the fellseer's allies.

If the fellseer is affected by a confusion or sleep effect, her stronger-than-usual bond with her familiar causes the familiar to also be affected by the condition, with no saving throw of its own. After the fellseer overcomes the condition, the familiar can begin to make checks as normal to overcome the effect.

If the familiar is unconscious, confused, slain, or otherwise incapacitated, the fellseer loses her access to revelations and to her mystery spells until it is restored or replaced. The fellseer also loses the benefits of her oracle's curse (but keeps he penalties) under these circumstances. A replacement familiar knows all the languages of its predecessor. The fellseer must make a concentration check to cast mystery spells if the familiar is more than 5 feet away from her.

Drawback: The spiritual nature of the fellseer’s prescient and sensory information limits her focus on both her craft and her insight. In an attempt to reconcile this dual nature–the intuitive arcanist and the divinely inspired precognitive–her strength of will is somewhat diminished. A fellseer always takes a –1 penalty on all Will saves.

Table: Fellseer