Those that stare into the fates attempting to unpick the strands of reality can be powerful allies.
Consider this class to be a divination wizard without formal training, a fortune teller, mystic or local wise person. They may consult the tarot, read tea leaves or consult a bag of rune stones to tease out secret knowledge.
Soothsayer
Requirements: None
Prime requisite: WIS
Hit Dice: 1d4
Maximum level: 14
Armour: None
Weapons: Dagger, staff
Languages: Alignment, Common
To perform their craft all soothsayers require some equipment of their trade, this will vary from culture to culture and may take the form of bones, dice, cards, sticks, rune stones or similar.
Scrying
Soothsayers may use a crystal ball, mirror, pool of water or similar to attempt to scry on others. Scrying takes a turn to prepare and may only be attempted once per day per subject.
▶ Duration: The vision lasts for one turn.
▶ Clarity: The clarity of the vision is dependent on the scryer’s familiarity with the subject.
Subject is Chance of Locating
Personally well known 100%
Personally known slightly 85%
Pictured 50%
Part of in possession 50%
Garment in possession 25%
Well informed of 25%
Slightly informed of 20%
On another plane 25%
Soothsayer Skills
Soothsayers can use the following skills with a range of 30’ unless stated otherwise, with the chance of success shown below.
▶ Augury (AU): Requires 1 turn of concentration. Can tell the caster whether a particular action will bring good or bad results in the next 3 turns. May only be attempted once per particular action.
▶ Divination (DI): Requires 1 turn of concentration. Can provide the caster with useful information regarding an area, building or location. May only be attempted once per subject.
▶ Identify (ID): Requires 1 turn of concentration. Can provide the caster with the magical properties of one item. Failed checks may be re-attempted if the soothsayer is willing to spend the additional time.
▶ Know alignment (KA): Grants immediate knowledge of the alignment of one character, monster, object, or location. May only be attempted once per subject.
▶ Legend Lore (LL): Reveals legends about a person, thing or place.Casting requires 1d4x10 turns for a subject in the casters presence, 1d10 days if the caster has detailed knowledge of the subject and 2d6 weeks if only rumours are known. Failed checks may be re-attempted if the soothsayer is willing to spend the additional time.
After Reaching 11th Level
A soothsayer may build a stronghold, often a great tower. 1d6 apprentices of levels 1-3 will arrive to sudy under the soothsayer.
Soothsayer Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 13 14 13 16 15
2 2,000 2d4 19 [0] 13 14 13 16 15
3 4,000 3d4 19 [0] 13 14 13 16 15
4 8,000 4d4 19 [0] 13 14 13 16 15
5 16,000 5d4 19 [0] 13 14 13 16 15
6 32,000 6d4 17 [+2] 11 12 11 14 12
7 64,000 7d4 17 [+2] 11 12 11 14 12
8 150,000 8d4 17 [+2] 11 12 11 14 12
9 300,000 9d4 17 [+2] 11 12 11 14 12
10 450,000 9d4+1* 17 [+2] 11 12 11 14 12
11 600,000 9d4+2* 14 [+5] 8 9 8 11 8
12 750,000 9d4+3* 14 [+5] 8 9 8 11 8
13 900,000 9d4+4* 14 [+5] 8 9 8 11 8
14 1,050,000 9d4+5* 14 [+5] 8 9 8 11 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Soothsayer Skills Chance of Success
Level AU DI ID KA LL
1 70 30 50 50 20
2 72 35 55 55 23
3 74 40 60 60 25
4 76 45 65 65 26
5 78 50 70 70 35
6 80 55 75 75 45
7 82 60 80 80 55
8 84 65 83 83 65
9 86 70 86 86 70
10 89 75 90 90 75
11 92 80 92 92 80
12 95 85 95 95 85
13 98 90 98 98 90
14 99 95 99 99 95