Fortune Teller (3.5e NPC Class)
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Fortune Teller[edit]
Abilities: Fortune Teller's spells run off Charisma, and they need Dexterity and Constitution to survive danger.
Races: Any.
Alignment: Any.
Starting Age: As rogue.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | |||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Focus | 1 | 1 | — | — | — | — | ||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Wheel of Fortune (1d4) | 2 | 2 | — | — | — | — | ||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | 2 | 2 | — | — | — | — | |||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Wheel of Fortune (1d6) | 3 | 3 | 1 | — | — | — | ||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | 3 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Wheel of Fortune (1d8) | 3 | 3 | 2 | — | — | — | ||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | 3 | 3 | 3 | — | — | — | |||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Wheel of Fortune (1d10) | 4 | 4 | 3 | 1 | — | — | ||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | 4 | 4 | 3 | 2 | — | — | |||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Wheel of Fortune (1d12) | 4 | 4 | 3 | 2 | — | — | ||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | 4 | 4 | 4 | 3 | — | — | |||||||||||||||||||||||||||||||
12th | +6 | +4 | +4 | +8 | 4 | 4 | 4 | 3 | 1 | — | |||||||||||||||||||||||||||||||
13th | +6 | +4 | +4 | +8 | 4 | 4 | 4 | 3 | 2 | — | |||||||||||||||||||||||||||||||
14th | +7 | +4 | +4 | +9 | Wheel of Fortune (2d8) | 4 | 4 | 4 | 3 | 2 | — | ||||||||||||||||||||||||||||||
15th | +7 | +5 | +5 | +9 | 4 | 4 | 4 | 4 | 3 | — | |||||||||||||||||||||||||||||||
16th | +8 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 3 | 1 | |||||||||||||||||||||||||||||||
17th | +8 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 3 | 2 | |||||||||||||||||||||||||||||||
18th | +9 | +6 | +6 | +11 | Wheel of Fortune (2d10) | 4 | 4 | 4 | 4 | 3 | 2 | ||||||||||||||||||||||||||||||
19th | +9 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 3 | |||||||||||||||||||||||||||||||
20th | +10 | +6 | +6 | +12 | 4 | 4 | 4 | 4 | 4 | 3 | |||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Fortune Teller.
Weapon and Armor Proficiency: Fortune Tellers are proficient in simple weapons and throwing cards, but no armor or shields.
Spells: A fortune teller casts divine spells as a cleric. To learn or cast a spell, the fortune teller must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fortune teller's spell is 10 + the spell level + the fortune teller's Charisma modifier.
Upon reaching 4th level, and at every even-numbered fortune teller level after that (6th, 8th, and so on), a fortune teller can choose to learn a new spell in place of one he already knows. In effect, the fortune teller "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level fortune teller spell the fortune teller can cast. A fortune teller may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A fortune teller prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A fortune teller may prepare and cast any spell on the fortune teller spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
0— arcane mark, dancing lights, detect magic, detect poison, ghost sound, guidance, know direction, lullaby, prestidigitation, read magic
1st— alarm, bane, bless, comprehend languages, detect animals or plants, detect chaos, detect evil, detect good, detect law, detect secret doors, detect snares and pits, detect undead, doom, identify, silent image, speak with animals, true strike, ventriloquism
2nd— animal trance, augury, detect thoughts, enthrall, find traps, greater alarmSpC, locate object, minor image, misdirection, obscure object, see invisibility, status, undetectable alignment
3rd— arcane eye, arcane sight, bestow curse, clairaudience/clairvoyance, detect scrying, discern lies, divination, helping hand, lesser geas, locate creature, major image, nondetection, prayer, remove curse, scrying, sending, speak with dead, speak with plants, tongues, unluckSpC
4th— analyze dweomer, break enchantment, commune, commune with nature, contact other plane, dream, false vision, find the path, geas/quest, legend lore, mark of justice, nightmare, prying eyes, stone tell, telepathic bond, true seeing
5th— discern location, greater arcane sight, greater prying eyes, greater scrying, vision
Focus: A fortune teller always requires some manner of focus to cast their spells, often cards, magic crystal balls, or the like. They recieve a suitable focus of a value no more than 300 gp for free at 1st level and which acts as a masterwork skill tool in either Perform, Sense Motive, or Sleight of Hand. The focus can be enhanced as a magic item in its own right. Enhanced or not, the focus adds the users class level to its hardness, and twice class level to its hp. If the focus is ever lost, it can be replaced with the base masterwork version for the cost of 300 gp.
Wheel of Fortune (Su): At 2nd level, a fortune teller can risk fortune's bane or boon at will on any willing target within Close range (25 ft. + 5 ft./2 levels). Over the course of 1 minute the creature's fortune is told, and at the end roll a 1d4. On a result of 4, the creature gains a +1 luck bonus to any d20 roll made within the next 24 hours. On a 1, they gain a -1 luck penalty which occurs whenever fickle fate (that is, the DM) deems fit within the next 24 hours.
As they level they may roll higher and higher dice, getting different and more extreme results. A creature can always choose to take a smaller die.
Level Obtained | Die Rolled | Results |
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4th | 1d6 | 1 (-2), 2 (-1), 3-4 (0), 5 (+1), 6 (+2) |
6th | 1d8 | 1 (-1), 2 (-2), 3 (-1), 4-5 (0), 6 (+1), 7 (+2), 8 (+3) |
8th | 1d10 | 1 (-4), 2 (-3), 3 (-2), 4 (-1), 5-6 (0), 7 (+1), 8 (+2), 9 (+3), 10 (+4) |
10th | 1d12 | 1 (-5), 2 (-4), 3 (-3), 4 (-2), 5 (-1), 6-7 (0), 8 (+1), 9 (+2), 10 (+3), 11 (+4), 12 (+5) |
14th | 2d8 | 2 (-7), 3 (-6), 4 (-5), 5 (-4), 6 (-3), 7 (-2), 8 (-1), 9 (0), 10 (+1), 11 (+2), 12 (+3), 13 (+4), 14 (+5), 15 (+6), 16 (+7) |
18th | 2d10 | 2 (-9), 3 (-8), 4 (-7), 5 (-6), 6 (-5), 7 (-4), 8 (-3), 9 (-2), 10 (-1), 11 (0), 12 (+1), 13 (+2), 14 (+3), 15 (+4), 16 (+5), 17 (+6), 18 (+7), 19 (+8), 20 (+9) |
A creature can only benefit from a use of Wheel of Fortune once every 24 hours.
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Eiji-kunv |
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | Eiji-kun + |
Base Attack Bonus Progression | Poor + |
Class Ability | Prepared Spellcasting + and Divine Spellcasting + |
Class Ability Progression | Other + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e NPC Class + |
Length | 20 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Autohypnosis +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Forgery +, Gather Information +, Knowledge +, Listen +, Perform +, Profession +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft + and Spot + |
Skill Points | 4 + |
Summary | The NPC diviner, who uses cards, crystal balls, smoke, or other things to tell the future in vague terms. + |
Title | Fortune Teller + |
Will Save Progression | Good + |