Felwrack Farseer (3.5e Monster)
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|Size/Type:||Medium Humanoid (Human)|
|Hit Dice:||5d8+10 (32 hp)|
|Armor Class:||18 (+3 dex, +1 monk, +4 wis), touch 18, flat-footed 15|
|Attack:||Quarterstaff +2 melee (1d6-1, 20/x2) or Hunting Rifle +6 ranged (1d12, 20/x3)|
|Full Attack:||Quarterstaff +2 melee (1d6-1, 20/x2) and Hunting Rifle +6 ranged (1d12, 20/x3)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Distort Future, Precog, SLAs|
|Special Qualities:||AC Bonus, Blindsense 20 ft, Darkvision 60 ft, Evasion, Felwrack Farseer Traits, Lore, Low-Light Vision, Supernatural Senses, Telepathy 100 ft|
|Saves:||Fort +3, Ref +7, Will +8|
|Abilities:||Str 8, Dex 17, Con 14, Int 12, Wis 18, Cha 10|
|Skills:||Appraise +9, Listen +12, Sense Motive +12, Spellcraft +9, Spot +12, Survival +12, Tumble +11|
|Feats:||runB, Improved Initiative, Combat Reflexes|
|Organization:||Solitary, Pair, or Covenant (3-8)|
|Alignment:||Usually Lawful Good|
|Advancement:||By character class|
I see plans within plans, I see betrayal. It comes soon.
A member of the Felwrack clan of fiend slayers, they are a group dedicated to hunting down and destroying all which stems from the lower planes. The Felwrack farseers are those blessed with the senses to hear and see the gods, and everything else. Their bodies are often wracked with deformities, such as unusual eyes or oversized ears or too many eyes. In fact, the most common mutation is having three eyes. This bothers the farseer none, for they feel blessed to serve as the early warning system to the felwracks and the church. Their detection abilities are beyond compare. None may escape them.
Unlike their militarized kin, the farseers are not particularly great at combat or magical offense. They do however see the future, and need little from armor as a result.
Felwrack farseers are not combatants, and if in combat either things have gone wrong or this is just as planned. If pushed, they are able to fight with their Distort Future ability and usually try to keep their distance, relying on superior AC when such is not available.
Distort Future (Sp): As a standard action the farseer makes a gaze attack to anyone in 60 ft. They must make a Will save or take 1d6 damage per level as alternative futures in which they were injured reveal themselves to them. A successful save minimizes the damage. This is not a mind-affecting effect, but blind creatures are immune.
Felwrack Farseer Traits: Felwrack farseers are trained to have good Reflex and Will saves, moderate BAB, and 6+Int skills per level. Beyond their equipment, they are proficient in simple weapons and light armor. They are considered to have all divination and enchantment spells from any class as class spells for the purpose of interacting with magic items.
Lore (Ex): Felwrack farseers can make a lore check in place of any knowledge check for the purpose of finding out information. Their lord score is 3 + their HD + their Intelligence, or 9 for the example above.
Precog (Su): Once per round the felwrack farseer can add a +4 insight bonus to any d20 roll as a non-action, or +4 insight to AC until the beginning of their next turn. In addition, they always may act in a surprise round.
Spell-Like Abilities (Sp): At will-deathwatch, detect animals or plants, detect chaos/evil/good/law, detect magic, detect poison, detect undead, guidance, read magic; 3/day-augury, detect snares and pits, doom (DC 15), detect thoughts (DC 16), hypnotism (DC 15), see invisibility, sending, status; 1/day-clairaudience/clairvoyance, comprehend languages, detect secret doors, divination, lesser telepathic bond, locate creature, locate object, speak with animals, speak with dead; 1/week-commune, scrying (DC 18). The saving throws are Wisdom based.
Supernatural Senses (Su): A felwrack farseer's senses still work even if the sensory organ is removed (eyes, ears, tongue, nose, or skin). This renders them immune to mundane blindness and deafness, but not magical alterations such as from blindness/deafness.