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Professions & Roles

CHAPTER 3.3

Hex-Seer, Hexer, Harbinger [CUSTOM]

 

Here are recorded the lesser known and irregular professional skills and specializations that an adventurer may consider before venturing into the lands of Mantica and the dark places of the world.

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Hex-Seer [CUSTOM]

Solitary and somber, the Hex-Seer is a skilled combatant who finds adventure whether they look it or not. With access to a dangerous supply of enhancing potions and an arsenal of short-range base magic, if their sword cannot do the job, they will find other means to determine an enemies fate.

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 HEALTH               

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 PROF STATS        

Here are outlined the statline modifiers this profession brings:

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    MOVE   
+1
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 COMBAT 
+1
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   SHOOT  
+0
(SHORT)
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   SHOOT  
+0
(LONG)
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 ARMOUR 
+0
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 PROF ABILITIES 

Hexes [NEW]

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 PROF FEATS        

n/a

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 OTHER NOTES    

Item: Hex-Seer Amulet [NEW]

1x Level 0 Hex Sign

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 ADVANCEMENT 

The table below defines the abilities & skills options that this profession can obtain at each level as they advance in experience.

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LEVEL

1

2

3

4

5

6

7

8

9

10

OPTION 1

Decoction: Blizzard

Hex Sign: Quen

Decoction: deVries

Hex Sign: Somne

Decoction: Raffards

Hex Sign: Heliotrop

Decoction: Full Moon

Hex Sign: Ignis

Decoction: Wolf

Hex Sign: Axii

OPTION 2

Dubious Character

Nimble

+1 Shoot (Short)

Stealth

Dubious Character

Tough

+1 Shoot (Short)

Nimble

Tough

Relentless

BACKGROUND
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The portentous Hex-Seer has a manifold tale, often called plainly Hexer, Harbinger and Sword-Seer alike, their history and character should be well understood before consideration as company upon a quest.

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In the ages past, Seers were uncommon individuals made outcast and exile from their communities - the oft misunderstood gift of foretelling and unnatural health caused suspicion and fear of a possession or dealings in witchcraft from among even their own families. And so they would be shunned from their homes and villages, whether they were young or old, to wander as a Seer along the fringes of the civilised world, upon the boundary of the shadows they often foretold.

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Their talk of fated storms, poor harvests and of coming prowlers in the woods caused unease and fear, yet it was oft their source of income should the Elders of the towns they passed, harken to listen for a time.

 

But that time is distant and much would change.

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The aftermath of Winter's War saw increased excursions upon the common folk and villages by fiends and creatures normally reserved for tales told to scare children. The receding ice caused townships to become remote and cut-off and all things living and not, struggled for food and survival in a maligned and changing world. The myriad of foul things of the world had forsaken hiding in their darkened corners and ventured forth into greater conflict with the emerging common peoples and thus a greater struggle began then the normal townsfolk or local Sheriffs could contend with.

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The gifts of the previously wandering and vagabond Seer became much sought in these times of hardship; to inform village Elders and town Marshals on what was haunting them and to instruct on how they could hope to overcome it. And yet it was never enough, the shadows and their lurkers continued to push at the fringes of the peoples world and more aid was needed.

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Thus on the edges of Primovantor of old was held a conclave of regional rulers, their druids and learned mages, and they conceived of a method to stem the tide of fear and death washing upon their peoples.

 

They sought to take an already outcast and unmissed figure, to harness their gifts of foretelling and endurance and through endeavours of arcana & physical hardship, enhance them with elements of base-magic and unbending martial training.

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Through coercion or force, those deemed with the Seer's gift and still of a young enough age, were taken from their homes or off their already wandering path and put to face the endeavours that the conclave had contrived. Through enchanted libations and elixirs they fashioned a caste of individuals to perform a work far beyond that what any normal born race could hope to; they would stand to defeat the unnatural creatures of the world with their own unnatural embodiment.

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And hence from these lowly outcasts of society was created the school of Harbingers, Sword-Seers and Hex-Seers that they are known as. Loathed, feared and needed alike, in truth they have eclipsed their true origins and few Seers remain untouched or untrained in this way.

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The gift to augur the future, an enhanced natural endurance, strength & speed gains through use of strange decoctions, aswell as knowledge in the base-magic of hexes & signs present the Hex-Seer as a formidable figure. They are often cold, un-charming and solitary personalities to treat with, though this suits their work as they have little ties to the wider world that might give rise to doubt and delay amidst an encounter.

 

The ability to stand face to face and best the terrors of the land make a Hex-Seer an easy choice for a company venturing into the unknown if, and only if, the other companions can resolve to remain around these somber and ill-fated individuals.

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GAMEPLAY INSTRUCTIONS
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Choose one from the two Level 0 Hex Signs available, Aard or Yrden, that your Character will begin with.

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**RULES EXCEPTIONS**

Races with any elemental traits cannot take this profession, due to the nature of their imbued physiology, that will not adapt during the process of enhancement to create a Hex-Seer.

Hex-Seers cannot be equipped with any non Hex-Seer specific magical Weapons, Armour or Shields - these types of magical items generate too much magical interference and kick-back with the performance of Hexes that render them no advantage to a Hex-Seer.

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NEW RESTRICTED ITEM: Hex-Seer Amulet
The wearer can foretell a magical attack. Allows the wearer the choice to re-roll the highest dice result that scores a hit when defending from a magical attack. Any re-rolled result must be accepted.
Can only be used by a Hex-Seer

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NEW RESTRICTED ITEM: Hex-Seer Hauberk
Level Requirement:  5
Cost : 8 gold
Effect: +1 Armour
The Hex-Seer is experienced enough to acquire and fight in a custom chainmail hauberk, embued by their School with arcane elixirs that enable it to be equipped and allow Hexes to be performed with no magical counter-effect.
May be acquired as your purchase when visiting the Tavern.
Can only be used by a Hex-Seer

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NEW ITEMS: Hex-Seer Decoctions
A collection of specialist potion & elixir items that only a Hex-Seer has the constitution and knowledge to use (see card details). Decoctions have a temporary effect on the Hex-Seer and can only be used once per adventure, however they are not discarded once used like a common potion, but remain in their repetoire for future quests and they are automatically replenished during Downtime.

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**NOTE** When at the adequate level to learn how to use a new Decoction, the Hex-Seer may choose not to learn the Decoction defined at that level but can opt to learn one with a LOWER level.

NEW ITEM CARDS: Hex-Seer Decoctions
1) Blizzard: uses 1 action
DESCRIPTION: Boosts reflexes and reaction time
EFFECT: Level 1, Move +2, use at any stage, follows legal movement rules and allows dis-engage from combat without suffering a Free Strike, One Use Only

2) deVries Extract: uses 1 action
DESCRIPTION: Hidden opponents become visible, ability to see through walls
EFFECT: Level 3, Reveal any secrets in the current room/zone OR layout the next zone plus enemies but keep secrets hidden, One Use Only

3) White Raffard: uses 1 action
DESCRIPTION: Restores lost vitality
EFFECT: Level 5, Restore 1 point of health, use at any stage, One Use Only

4) Full Moon: uses 1 action
DESCRIPTION: Increase maximum vitality
EFFECT: Level 7, Increase  wound level by +1 for duration of dungeon, One Use Only

5) Wolf: uses 1 action
DESCRIPTION: Increases chance of critical hit
EFFECT: Level 9, Combat +1 for Duration of Dungeon, One Use Only

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NEW MAGIC: Hexes
A rudimentary base-magic known as hexes that are performed with a hand gesture or "sign" from short distances that only a Hex-Seer has the training and ability to perform (see card details).

 

**NOTE** Similar to the rules for Hex-Seer Decoctions, when at the adequate level to learn a new Hex, the Hex-Seer may choose not to learn the Hex Sign defined at that level but can opt to learn one with a LOWER level.

NEW MAGIC CARDS: Hexes

1) Aard
DESCRIPTION: Telekinetic thrust that can stun, repel, knock down or disarm opponent or remove a barrier.
EFFECT: Level 0, Range: Short/Adjacent, Line of Sight: Yes, Recharge: 90, Knocks a standard sized enemey model back, up to 2 spaces (if possible following rules for legal movement), and inflicts a 2 dice magical attack.

2) Yrden
DESCRIPTION: Magical trap on ground causing stun.
EFFECT: Level 0, Range: Short, Line of Sight: Yes, Recharge: 90, Target cannot move next turn and suffers -2 armour against attacks. Maximum 2 placed at one time. Place an Yrden Hex token on one square/tile that indicates a trap that targets any enemey model that enters or passes through that tile and stuns them. If trap activated, place the token on the target model.

3) Quen
DESCRIPTION: Protective shield from physical attacks around the caster.
EFFECT: Level 2, Range: Caster, Line of Sight: No, Recharge: 90, Caster gets +2 dice to his next defence roll, up to maximum of 6. Place a Quen Hex counter on the caster to indicate when active. Lasts 1 turn.

4) Somne
DESCRIPTION: Mental wave that causes the target to fall asleep
EFFECT: Level 4, Range: Short, Line of Sight: Yes, Recharge: 180, target is immediately debilitated and cannot move or attack for duration of the hex. They defend at -2 dice for the duration of the hex. Place the Somne Hex token on the target to indicate this. Only one target at any time. Hex is borken when the target is attacked or when the hex is cast on another target.

5) Heliotrop
DESCRIPTION: Protective shield against charms, spells and sounds and other energies (not against physical attacks)
EFFECT: Level 6, Range: Caster, Line of Sight: No, Recharge: 180, Caster gets +3 dice to his next defence roll against any magical attack, up to maximum of 6. Place a Heliotrop Hex token on the caster to indicate this Hex is active. Remove token after the next defence roll has been made.

6) Igni
DESCRIPTION: Pyrokinetic burst to repel or ignite opponents
EFFECT: Level 8, Range: Short, Line of Sight: Yes, Recharge: 180, target suffers a 5 dice magical attack.

7) Axii
DESCRIPTION: Mental wave that causes an enemy to fight alongside the caster
EFFECT: Level 10, Range: Short/Adjacent, Line of Sight: Yes, Recharge: 180, Target can immediately be controlled by the caster to change facing and make one legal movement and a 4 dice attack. Place an Axii Hex token on the target. Target remains under the control of the caster to make a movement and attack as per any other Hero, until the Target is either attacked or moves outside Short range of the caster.

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*inspired by Andrzej Sapkowski's and CD Projekt RED's depiction of the Witcher

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