The Complete Thief's Handbook[]
Recommended: Swindler.
This nonweapon proficiency covers knowledge of a variety of methods of divination-all of them fake. The thief with Fortune Telling is familiar with numerous devices and methods, such as tarot cards, palm reading, interpreting the flight of sparrows or the arrangement of a sacrificed animal's entrails, and so forth-or at least the thief is familiar enough with these practices to make it appear that he's an authentic soothsayer. (If fortune telling can make accurate predictions in the DM's campaign, this proficiency does not necessarily enable the thief to do so; it confers no magical powers.) The thief makes up the prediction he wishes to tell.
A successful proficiency check indicates that the thief's customer or client believes the fortune he was told to be authentic. If the check fails, the sham is discovered in some way, or the prediction is simply not believed. If the DM wishes, the same modifiers described for fast-talking (above) may be used, based on the Intelligence and Wisdom of the subject and the believability of the fortune predicted.
Optional Rule: If a natural 1 (or another number secretly chosen by the Dungeon Master before the die is rolled) comes up, the event that the thief predicted actually comes true!
The Complete Book of Humanoids[]
Many humans and demihumans believe humanoids have mysterious powers and abilities. While many do have abilities which are strange and different, telling the future is not among them (except for the rare shaman or witch doctor). However, few members of other races know this, and that's where the fortune telling proficiency comes in.
With this proficiency, characters know a variety of methods for divining the future — and they are all fake. Humanoids with this skill employ odd-looking devices, sonorous oratory, or other methods to convince others that they are authentic soothsayers. Common methods include cards, palm reading, counting bumps, casting runes, examining animal entrails, and more. Humanoid fortune tellers put on a good show, then proclaim whatever prediction they want. This is done to gain money from the gullible, to impress other humanoids, or even to substitute for a true diviner when none are available. Humanoids are extremely superstitious, after all, and many tribes are happy to have the services of a fake when no true shaman is available. Without the fortune teller, many tribes might be paralyzed by their fear of the unknown.
A successful proficiency check indicates that the target believes the fortune. If it fails, the sham is discovered or the fortune is simply not believed. Failure for a character trying to convince his tribe of his powers could prove deadly — for the fake! The fast-talking modifiers can be used if the DM desires. Note that PCs are never forced to believe a prediction regardless of the roll.
Optional Rule: As an optional rule, the prediction made by the fortune teller actually comes true on a roll of a natural 1 (or some other number chosen secretly by the DM before the check is made). |
The Complete Spacefarer's Handbook[]
This proficiency allows the character to use popularly known methods of predicting the future to per-form a divination. The character has no way to predict the real future using this proficiency, but he can put on a convincing show. He might even get lucky and actually be right!
On a successful proficiency check, the character is able to convince his customer that the divination is real. (Player characters must make an Intelligence check on 4d6 to recognize the fortune teller as a charlatan.) The character must make up the fortune; there is no magic associated with this proficiency.
For example, Emile the Aperusa is trying to scrape up a few coins to buy himself dinner. He sets up his palmist's booth on the outskirts of the market, and soon the wife of a wealthy merchant comes by. Emile offers to tell the woman's fortune and will not accept payment unless she believes his tale.
Emile then takes the woman's hand, staring intently at her. He tells an elaborate tale of the woman's future, making several references to a dark-eyed stranger who will fill her nights with passion. He then makes a proficiency check. He succeeds, and the woman tosses him a small pouch containing silver— and the location of her villa.