Fortuneteller and Hunter Professions

Fortuneteller and Hunter Professions

For reference, here are links to the pages on Making Skill Checks and Secondary Professions and How to Improve Secondary Skills.

The two skills I’ll be covering this week are Fortuneteller and the Hunter.

The two images above are examples of Haruspicy, the diviner’s art of seeing the future in the entrails of a sacrificed animal. Of course, a Fortuneteller can use any method of divination, but the professions is most useful for Clerics and Magic-users who may often consult with higher powers for advice. Even someone who does not use magic of any sort can gain some occasional benefit from the rituals the profession provides. If you are a caster, even if you don’t use this profession, this may give you some ideas on how to roleplay those times you use divination magic.

The Hunter, naturally, is most useful for Thieves, Druids, Barbarians, and, with a bit of redundancy, Rangers. It also works well with the Animal Trainer profession. If your setting includes gathering rare components from animals and plants, this profession is ideal. I’ll also be touching on special materials in the coming weeks. The Hunter is also one of the most forgiving professions if you don’t have much INT. I believe that a smart hunter is going to be the most successful, but being able to run down one’s prey, sneak up on them, or make use of one’s natural wits will also help.

Fortuneteller

Major Stat: WIS        Minor Stat: CHA

Rank 1: Deck of tarot cards; crystal ball (non-magical); sacrificial knife; tea set; smoking pipe; prayer bowl; instructional liver (see picture above), etc. Cost may vary, but typically 10gp to 100gp

  • Choose a type of divination or fortune-telling, typically something requiring a prop or gimmick. This is your speciality. The character may learn more types later, at half the cost and Ranks, but there are no additional benefits, except cultural.
  • Examples include: tarot cards, crystal ball-gazing, palm, haruspicy (entrails), tea leaves, drug-induced trance, dancing, etc.
  • As a point of roleplaying, the player should decide if their character believes they have the power to divine the future or if they know it’s for ‘entertainment purposes only’.
  • Make a skill check to do a ‘reading’ on someone. This reading requires 1 Turn to perform. If successful, it convinces a willing target that something good or bad will happen to them. If the target is unwilling, the reading fails automatically. The check difficulty is adjusted by the WIS stat bonus of the person who is receiving the reading. This is pure mummery with no practical applications. Encourage the player to come up with their own dire predictions or good fortunes!

Rank 2: The fortuneteller has learned a few minor rituals that happen to gather a trickle of loose mana and enable a glimpse into the spiritual realm.

  • Usable once per week, make a skill check to cast Detect Evil or a variation, Detect Magic, Divine Weather, or Detect Illusion. This requires 1 Turn to cast, but otherwise operate normally.
  • No skill check is required to give a reading to a willing person that has a WIS lower than 10.
  • Make a skill check to give an unwilling person (that is, convinced to receive a reading, but not inclined to believe you) is more difficult by 1.
  • Make a skill check to give a reading to someone who has already received a favourable reading from you (that is, they later felt it was accurate) is easier by 1.
  • Note that readings are still complete mummery.

Rank 3: Having discovered that some of their rituals produce tangible and accurate results, they are granted knowledge of their craft’s most potent divinations and have something of a second-sight.

  • Usable once per two weeks (every 15 days or so), make a skill check to cast Augury, Clairvoyance, Speak with Dead, or Reveal Charm. This ritual requires 2 Turns to cast, but otherwise operates normally.
  • No skill check is required for previous the previous Detect rituals and they can be performed up to twice per week.
  • No skill check is required to give a convincing reading to a willing person with a WIS lower than 12.
  • Usable once per week, the Fortuneteller may make a skill check to transfer a portion of her second-sight to another. The chosen recipient of this Powerful Reading, even if they are unwilling, is granted a +1 to all rolls (except damage) at the cost to the Fortuneteller of -1 to all rolls (except damage). This effect lasts 24 hours. An unwilling target receives a saving throw vs spells.
  • Divination spells, including those cast by the Fortuneteller, that have a percentage chance of success (such as Augury, Divination, and Identify) are improved by 10%.

Rank 4: The Fortuneteller is well-known in the spiritual world and many come to find her to hear her predictions or to answer questions.

  • Usable once per year, make a skill check to cast Divination or Legend Lore, Legend Lore only works if the object or person is at hand. The ritual requires 6 Turns and 1000gp in material sacrifices. Ex. gem dust, a rare breed of magical animal, rare tea leaves, etc.
  • Divination spells, including those cast by the Fortuneteller, that have a percentage chance of success are improved by 25% (doesn’t stack with Rank 3).
  • No skill check required to give a convincing reading to someone with a WIS lower than 14.
  • A Powerful Reading no longer requires a skill check on a willing recipient and grants a +2 instead of a +1 for the same -1 cost.
  • With a skill check, may use any scroll containing a divination spell. Failure indicates that false information is provided. If the scroll is of a spell the Fortuneteller has a ritual for, the difficulty is easier by 1. Scrolls that the Fortuneteller creates (see below) require no skill check to use.
  • May craft scrolls containing divination spells and divination magic items (such as a Crystal Ball) at a 25% cost and time reduction from normal. If the Fortuneteller is not a caster, she can only create items involving rituals she can cast or with the help of another caster and she instead makes a skill check to attempt creation.

Hunter

Major Stat: INT                Minor Stat: DEX, CON, or WIS

Rank 1: Requires a skinning knife and camouflage kit. 25gp initially.

  • Make a skill check to identify animals and mimic the calls of common animals.
  • Can skin common animals without a skill check. Four small animals (like a sheep), two medium animals (man-sized), and one large animal (a cow) can produce enough leather for a set of armour or two shields.
  • Make a skill check to make a simple set of boots, gloves, cloak and padded armour with a check.
  • Make a skill check at -1 to create leather or studded leather armour.
  • The normal check to forage for food is replaced by a Hunter skill check.

Rank 2:

  • Can survive alone (or with a pet or a horse) in the wilderness without any check to forage enough food to eat like berries, nuts, small game animals and insects. However, a skill check is still required to find food for more people than just yourself.
  • Making common animal calls doesn’t require a skill check.
  • Make a skill check to mimic an uncommon or strange beast, so long as you’ve encountered that creature before.
  • Skinning animals requires no skill check. Two small animals, one medium, or half a large animal can be skilled for enough leather for a set of armour or two shields.
  • Make a skill check to attempt to harvest Beast Hide.
  • Making common leather items requires no skill check.
  • Make a skill check to attempt to create leather and studded leather armour and, unlike most special materials in crafting, there is no penalty to use Beast Hide.

Rank 3:

  • Can survive in the wilderness without food twice as long as most people and in extreme weather and climate conditions.
  • Make a skill check to gain a second foraging or hunting for food check if the first one failed.
  • Can Track wild animals half as well as a Ranger without a skill check.
  • Harvesting Beast Hide can be done without a skill check.
  • Make a skill check to attempt to harvest Dragonhide, Bone, and Chitin crafting materials.
  • Creating ordinary leather and studded leather armour does not require a skill check.
  • Make a skill check at -1 to attempt to use Dragonhide to create leather and studded leather armour.
  • Make a skill check to attempt to use Chitin and Bone to create a shield and scalemail armour.
  • Make a skill check to create Masterwork armours, though no additional check is required if the armour itself requires a skill check.

Rank 4:

  • Can harvest twice as much meat when hunting or foraging for food.
  • Can Track animals as well as a Ranger and humanoids half as well as a Ranger without a skill check.
  • Making any animal call can be done without a skill check.
  • Can harvest Dragonhide, Bone, and Chitin craft materials without a skill check.
  • Creating Beast Hide armour requires no check.
  • Make a skill check to attempt to use Bone and Chitin to create splintmail and banded armours and weapons.
  • Make a skill check at no penalty to attempt to create Dragonhide leather, studded leather, scalemail, and banded armours. Creating plate armour requires skill as an Armoursmith.
  • Make a skill check to attempt to create magic leather, studded leather, and cloaks (made of leather) as a caster of half his level.
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