Foreseers

The Foreseers

N preeminent organization
Leaders the Seers
Values precognitive insight, navigating the future, controlling the Radia’s destiny
Nicknames “Gazers,” “Psykes,” “Spooks,” “Tomorrow Children”
Public Goals to foresee dangers to the city and advise the Council about the future, to manage the Docks District interplanar travel, to equip the city's navy with planar shifting engines, to map planar pathways to the city, to guide the winds of fate
Private Goals the Foreseers follow a secret architecture for the future of the city and the multiverse at large, they use their position to influence the shape of events to reach this ideal future
Allies among fellow organizations, the Church of Coin, Everlasting Dawn, and House of Prominence
Enemies publicly none, among fellow organizations, they find themselves at odds with the Blackswords' reckless destruction, and recruit from many of the same places as the Children of Dreams. Tensions with the Frozen Graves for control over Docks District resources have increased recently
Membership Requirements trained in Knowledge (planes), Knowledge (psionics), or Profession (helmsman)
Influence Limitations Each time the adventurers wish to reach a new rank, they must make or recover record of a significant prediction or protect a seer or item of divinatory value to the Parity significantly more powerful than the last. Succeeding at a special task more frequently than described below still gains you 1 favor (2 PP) but does not advance you toward the next rank of influence (or increase your Fame).

Special Tasks

Significant Prediction (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Foreseers by predicting a significant event in time to interact with its outcome or verify a prophetic insight of another member. This requires a successful concentration check against DC 10 + twice your level. The GM may require additional story elements to fulfill this prediction.
Protect Seeing Magic (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Foreseers by protecting a seer, clairsentience item, or divinatory tool. Protecting seeing magic that required overcoming a hazard or guardian with CR higher than your level satisfies this special task.

Benefits

Passive Benefits (Fame Awards)

“Omen”—Rank 1 (5 Fame): You can access the Foreseers’s Docks District contacts with helmsmen, sailors, and their patrons. When within 100 miles of the city, you earn twice as much as normal from Profession (pilot, helmsman, or sailor) checks.
“Portent”—Rank 2 (20 Fame): You gain some weight from your affiliations with the Foreseers’s mysterious seers and diviners. When within 100 miles of the city, you gain a +2 bonus on Intimidate, Bluff, or Diplomacy checks when referencing the future.
“Sign”—Rank 3 (35 Fame): You are trained to visualize the present and future in the manner of the mystics of the Foreseers. You can manifest divination once per day as a spell-like ability at your character level.
“Seer”—Rank 4 (50 Fame): You become an influential leader of the organization and gain a +4 circumstance bonus on Diplomacy and Intimidate checks against those familiar with the Foreseers. In addition, you can retrain without expending money or favors (or PP).

Favors (Prestige Awards)

New benefits are marked with an asterisk (*). All other benefits are described in the Mastering Intrigue chapter of Pathfinder Roleplaying Game Ultimate Intrigue or the campaign setting intrigue guide.
Rank 1 (5 Fame, 1 PP): borrow resources (100 gp), case (+15), gather information, sage (arcana, local, or planes +15)
Rank 1 (10 Fame, 2 PP): charter voidship* (1 way passage), skill specialization (Craft [any], Knowledge [planes], Perform [any])
Rank 2 (20, 5 PP): charter voidship* (tandem expedition), borrow resources (1,000 gp), command team (1 1st-level aethernaut or nomad), lesser foresight*, put in a good word, retrain (locate trainer)
Rank 3 (35 Fame, 2 PP): Radia-infused vision*
Rank 3 (35 Fame, 5 PP): charter voidship* (personal expedition), borrow resources (5,000 gp), command team (1 4th-level nomad, 1d4 3rd-level aethernauts, or 3d4 1st-level psychics), reciprocal benefits
Rank 3 (35 Fame, 15 PP): retrain (no gp cost)
Rank 4 (50 Fame, 25 PP): borrow resources (15,000 gp), command team (1d4 6th-level aethernauts or nomad; or 5d4 3rd-level aethernauts or psychics), minor orrery engine*

New Benefits

Charter Voidship (10, 20, or 35 Fame; 2 PP or 5 PP): The organization allows you the use of a cabin on a voidship to reach an interplanar destination.

At Rank 1 (5 Fame), you may gain passage to any destination an already scheduled voidship voyage. At Rank 2 (Fame 20), you may participate in and return on an expedition chartered by yourself and another party. At Rank 3 (Fame 35), you may charter a voidship expedition for up to a dozen people by spending 2 favors (5 PP).

Lesser Foresight (20 Fame, 5 PP): As a member of the Foreseers you may make a re-roll on a single d20 roll once per day.

Minor Orrery Engine (50 Fame, 25 PP): The organization installs an orrery engine on a vehicle of your choosing for your personal use. They retain the right to inspect the device and reclaim it should the owner perish or betray the organization. This does not pay for the cost of the vehicle.

Radia-Infused Vision (35 Fame, 2 PP): You gain your choice of Ability Focus, Endowed MindUP, or Greater Spell Focus (divination) as a bonus feat. You must qualify for the feat to gain this benefit.

Sage (5 Fame, 1 PP): You consult a sage, who makes one Knowledge check on your behalf.


Foreseers Views & Beliefs

The Foreseers' founders came to the city because (they claimed) they had to. Revealing the nature of their precognitive skills they had been forewarned of a calamity that may have destroyed the city. They quickly proved themselves of value to the Council and by the time the organizations were formalized were already thought of as part of it.

The Foreseers cultivate the ability to experience Insight and with it shape the Future. Often cryptic natures and this forward thinking behavior work against the Parity in social settings. With a membership often thought to be distracted, manipulative, crazy, or all three interactions tend from mind-numbingly boring to riotously unexpected.

]A final tenet of the order is that of Commitment. Once the Future desired is seen, for predictive abilities to function at their apex, efforts to act on Insight must be consistent. This tenet more than any is the genesis of more stress inside and out for the organization.

Each member's Commitment may range from singledminded pursuit to chaotic, rapid changes in behavior to hone in on the exact desired outcome. Methods of Insight also are evaluated, supported and verified in ways that can place group membership at odds.


Foreseers Game Mechanics

Foreseen Anachronaut (Bard Archetype)
Foreseen Adept (Wizard Archetype)

Foreseer Feats


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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