THE PATH OF THE SEER
The Eldar are a psychic race, and can all manipulate psychic energy to a greater or lesser degree. Their technology is based upon psychically sensitive materials such as wraithbone, and many devices of an otherwise ordinary nature are operated by means of psychic triggers and controllers. The vast majority of Eldar utilise only the most natural and inborn of their psychic powers. Eldar drawn onto the Path of the Seer are unique in that they explore their psychic potential and learn how to manipulate runes to gain mastery over the psychic universe.
The Path of the Seer is also known as the Witch Path. It is a dangerous path, for psychic phenomena are intimately connected with warp space with all its attendant perils. An Eldar Seer acquires his skills slowly and carefully, for to proceed too quickly would be to invite the most heinous damnation. Daemons lurk on the other side of the warp ready to pounce upon the mind of an over ambitious Seer and devour his spirit.
SEER RUNES
An Eldar Seer controls his psychic powers by means of psycho-receptive runes. Runes are like keys, locking and unlocking the power of the Eldar's mind as well as safeguarding them from the perils of the warp. Different rune shapes represent different powers and states of mind. The more powerful and experienced a Seer becomes, the more runes he can use. His runes are kept in the special bag or case which most Seers hang from their waist belt.
Runes enable a Seer to draw power from the warp. If he draws too much power or attempts a task beyond his capability the rune will glow fiery hot and, if the Seer persists, the rune is destroyed. By using the runes to focus the raw psychic energies of the warp, the Seer avoids serious danger. Only if he attempts to utilise a rune which he has not fully mastered is the Seer in peril of his life and spirit.
It is said that the spirits of ancient Seers flow between a Craftworld's infinity circuit and the runes of its Seers. Thus the power of the infinity circuit lies behind the runic powers, and the spirits of the dead continue to guide the living along the Path of the Seer. This is why the Seer sometimes refer to the guiding spirits that assist them, meaning the ancient Seers whose sage advice comes to them through their runes.
A practised Seer learns how to use many different runes. If he is skilful he may even make new runes of his own and teach others how to use them. As his powers develop a Seer will usually favour some aspect of his art. Some develop their kinetic powers and use them to create living symphonies of shape and movement, they become the Eldar equivalent of artists and composers. Others learn how to use their empathic powers to heal and counsel, and they assume the roles of doctors and advisors. Still others learn how to foretell the future, and they become governors and policy makers, whose role is to safeguard the Craftworld's future.
NEW SKILL - Manufacture Seer Rune
A powerful Seer can create his own runes from a piece of wraithbone. This process is necessary when a Seer wishes to master another runic power. A Seer can only learn a runic power if he is in a Craftworld, which is where the runes can be manufactured. With this skill, a Seer can extend his thought to a piece of wraithbone in order to shape it into a runic power. Once an Int test is passed the rune is shaped and the Seer can use that power. Manufacture Seer Rune allows a Seer to learn a runic power within the gaming environment rather than making a long trip back to his Craftworld if the Seer is powerful enough i.e. level 4.
TRAPPED ON THE PATH OF THE SEER
| Once a 1st level Seer advances to level 2 he may never tread another Eldar path. He or she will always remain either a Bone or Spirit Seer or a Warlock. Through the centuries the Seer's body will eventually become dormant. Once this happens the Seer retreats to the Dome of Crystal Seers where his body eventually turns entirely to crystal. His spirit is then freed into the Craftworld itself, preserved forever within the psycho-conductive wraithbone infinity circuit. |
Needless to say, once a character has been consigned to the Dome of Crystal Seers, that is it he may never adventure again. (This is a brilliant way of getting rid of any powerful Eldar psyker, especially a Warlock, from your gaming sessions.)
Seer Career Exits
A level 1 Seer is free to tread other paths but once he reaches level 2 he will always be on the Path of the Seer. The full list of careers open to Seers are thus: Aspect Warrior (if character has been a Guardian first), Bone Seer (if applicable), Guardian, Outcast, Spirit Seer (if applicable).
BONE SEER
The basis of Eldar technology is unique to the Eldar. No other race has succeeded in replicating their technology. The materials they use is based upon psycho-technic engineering and the manipulation of mental energy. The materials are mutile psycho-plastics which can be formed into solid shapes under psychometric pressure. Such materials have many unusual qualities. In some respects they are more like living tissue than inert substances, growing and reacting with their environment in a similar way to plants. Simple devices, including weapons like the shuriken catapults for which the Eldar are especially well known, function in the same way as the equivalent human items.
The individuals that are skilled in achieving all of this are the Bone Seers. They can actually create an elaborate artefact from a crude block of psycho-plastic. The Bone Seer is also vital to a Craftworld for he or she ensures that there is no psychic breach in its wraithbone core. Wraithbone is psycho-conductive and the wraithbone core of a Craftworld acts as a self-replenishing reservoir of power. The invasive rib-like structures carry this energy throughout the entire length and breadth of the craft.
Advance Scheme - Bone Seer Level 1 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +2 | +10 | +10 | +10 | +10 | +10 | |||||||||||
Advance Scheme - Bone Seer Level 2 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +10 | +10 | +1 | +3 | +20 | +20 | +10 | +20 | +10 | +20 | +20 | +10 | +10 | ||||
Advance Scheme - Bone Seer Level 3 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +10 | +10 | +1 | +1 | +4 | +30 | +30 | +10 | +30 | +20 | +30 | +10 | +30 | +20 | +10 | ||
Advance Scheme - Bone Seer Level 4 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +10 | +10 | +1 | +2 | +5 | +40 | +40 | +20 | +30 | +30 | +40 | +10 | +40 | +20 | +20 | ||
Skills - Level 1
Mechanics - Eldar Vehicles; Psychic Sense; Rune Lore - Eldar Runes.
Skills - Level 2
Engineering; Evaluate; Psychic Awareness.
Skills - Level 3
Customise; Divination.
Skills - Level 4
Manufacture Seer Rune.
Trappings: Robes; Laspistol; Seer Runes.
SPIRIT SEER
Spirit Seers specialise in runes of healing. Their runes are far more able to heal quickly and efficiently than the basic medical instruments of humans. Spirit Seers fill the roll of surgeons or physicians in Eldar society be it Craftworld or Exodite. They use a combination of psycho-technic and psycho-conductive techniques. Where surgeons could drill holes to release the pressure of a blood clot, Spirit Seers will instead use psycho-technics in order to heal an individual perfectly without leaving a single scar. Psycho-technic surgery also reacts very well with the Eldar body, so much so that even potentially fatal wounds can be healed relatively quickly and at little cost to the patient. But Spirit Seers also have to learn the technique of bionic implantation as some injuries are far too serious to be completely healed by runic powers alone. Only the most powerful Spirit Seers can grow back the limb on an amputee.
Advance Scheme - Spirit Seer Level 1 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +2 | +10 | +10 | +10 | +10 | +10 | |||||||||||
Advance Scheme - Spirit Seer Level 2 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +10 | +10 | +1 | +3 | +20 | +20 | +10 | +20 | +10 | +20 | +10 | +20 | +10 | ||||
Advance Scheme - Spirit Seer Level 3 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +10 | +10 | +1 | +1 | +4 | +30 | +30 | +10 | +30 | +20 | +30 | +10 | +20 | +30 | +10 | ||
Advance Scheme - Spirit Seer Level 4 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +10 | +10 | +1 | +2 | +5 | +40 | +40 | +20 | +30 | +30 | +40 | +10 | +20 | +40 | +20 | ||
Skills - Level 1
Genetics; Psychic Sense; Rune Lore - Eldar Runes.
Skills - Level 2
Evaluate; Implant; Psychic Awareness.
Skills - Level 3
Divination.
Skills - Level 4
Manufacture Seer Rune.
Trappings: Robes; Laspistol; Seer Runes.
WARLOCK
| An Eldar character can only enter the Warlock career if he has first been an Aspect Warrior. The requirements are that all the advances, and all the skills, need to be taken from the Aspect Warrior advance scheme in order to progress to the Warlock career. |
Although there are many divisions of the Path of the Seer, most Seers are peaceful members of their society. There is one aspect of the Seer which is bellicose and aggressive, and individuals of this kind are called Warlocks. A Warlock learns the runes of battle and how to wield the powerful Witch Blade. A Witch Blade writhes and twists with living runes, and it focuses the power of the Warlock's mind into destructive energy. Of all the Seers the Warlocks are the most respected, and, except for the Farseers, the most potent.
Warlocks are Seers who have once trodden the Path of the Warrior. It is their previous experience as warriors that enables them to control their destructive impulses in battle. The enclosing helmets that are worn by Warlocks are kept in the shrines of the Warrior Aspects. A Warlock can only don his warrior-seer self by returning to his old shrine and receiving the helmet from an Exarch as part of the blood ritual of the Aspect Warrior. The Warlocks are both warriors and Seers, the most deadly combination imaginable.
Advance Scheme - Warlock Level 1 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +2 | +10 | +10 | +10 | |||||||||||||
Advance Scheme - Warlock Level 2 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +10 | +10 | +1 | +3 | +20 | +10 | +10 | +20 | +10 | +20 | +10 | +10 | |||||
Advance Scheme - Warlock Level 3 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +20 | +20 | +1 | +1 | +4 | +30 | +1 | +20 | +20 | +30 | +20 | +30 | +10 | +20 | +10 | +20 | |
Advance Scheme - Warlock Level 4 |
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| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | Tek | Med | Drv |
| +30 | +30 | +2 | +1 | +6 | +40 | +2 | +30 | +30 | +30 | +30 | +40 | +10 | +30 | +20 | +30 | |
Skills - Level 1
Disarm; Dodge Blow; Psychic Sense; Rune Lore - Eldar Runes; Specialist Weapon -
Close Combat.
Skills - Level 2
Evaluate; Psychic Awareness; Specialist Weapon - Shuriken Weapon; Strike Mighty
Blow.
Skills - Level 3
Customise; Divination; Dodge Shot; Street Fighting.
Skills - Level 4
Deflect Shot; Manufacture Seer Rune; Specialist Weapon - Heavy Weapon.
Trappings: Rune Armour; Witch Blade; Laspistol; Seer Runes.