Visionary

The visionary is a skilled arcane caster whose vision into the future aids as much in the heat of battle as it does in distant predictions.
Hit Dice: d6

Requirements

To qualify to become a visionary, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 5 ranks, Spot 3 ranks.
Feats: Feats: Spell Focus (Divination), Alertness
Spellcasting: Must be able to cast four arcane divination spells, one of which must be 3rd level or higher.

Class Skills

The visionary's class skills (and the key ability for each skill) are Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skill Points: 2 + Int modifier

Table: Visionary
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Insight +2
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Blindsense 10 ft. +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Insight +3 +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Blindsense 20 ft. +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Uncanny hunch +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Insight +4, true seeing +1 level of existing arcane spellcasting class

Class Features

All of the following are class features of the visionary prestige class.
Weapon and Armor Proficiency: Visionaries gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: Starting at 2nd level when a new visionary level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an visionary, he must decide to which class he adds each level of visionary for the purpose of determining spells per day.
Insight (Su): At 1st level the visionary gains an intuitive insight into the near future. He receives a +2 insight bonus to Armor Class, reflex saves and Initiative checks. At level 5 this bonus increases to +3 and at level 10 it reaches +4.
Blindsense (Su): At 3rd level the visionary gains blindsense with range of ten feet. At level 7 this increases to twenty feet.
Uncanny Hunch (Ex): At 8th level the visionary occasionally manifests an important hint about the imminent future which he can put to use. Once per day after initiative has been rolled but before any actions are taken the visionary , as an immediate action, may cast a single spell from his normal repertoire. Treat this spell as though it were cast one round prior to the first round (or surprise round) of combat for purposes of duration or other related effects.
True Seeing (Sp): A level 10 visionary gains True Seeing as a spell like ability usable at will.

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