Author Topic: Unseen Seer  (Read 6116 times)

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Operation Shoestring

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Re: Unseen Seer
« Reply #20 on: December 26, 2008, 07:30:26 PM »
Rogue level first for more HP and more skill points.

I disagree with the guy who said conjurer, unless you want Abrupt Jaunt, stick with Diviner and keep your versatility.  I prefer keeping the familiar to AJ.  Delivering touch spells is a useful function.

Make sure to grab Spont. Div. at Wizard 5

Take Unseen seer to 8 if at all possible.
Seriously, just look at all the goodies you can grab:

Hunter's Eye (1d6 Sneak Attack/3CL) - the magnus opus of unseen seer.
Find the Gap (first attack each round ignores armor)
Divine Insight (5+1/2 CL Insight bonus to skill checks, cast early, discharge when needed)
Guidance of the Avatar (+20 competence to skill check, needs to be cast right before check)
Improvisation (Pool of CL points that can be used in packets of up to 1/2 CL to boost skill checks)
Gravestrike (Can SA Undead) - truedeath crystal is better, but it's an option
Vinestrike (Can SA Plants)
[I forget the name] (+10 to bluff for feinting, feint as move action, or swift with Imp Feint)

the Invisible Spell metamagic (Cityscape) is invaluable, combine it with Net of Shadows or Obscuring Mist to deal with those pesky True Seeing clerics.  (they can see the vision blocking effect, no one else can, heh)

Persisted Hunter's Eye is great.  Persisted Invisible Cloud of Knives is too.  And you may also want to persist Sniper's Shot.