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Personally, I think that if you are not taking a standard profession, such as barrister or sailor, then it should be flavorful and add to the character. For example a Leshy Warden Druid with profession gardener.
My Cleric of Naderi has Profession: Counselor. Her business cards lists Couples Counseling on one side...and End of Life Counseling on the other.

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Nohwear wrote:Personally, I think that if you are not taking a standard profession, such as barrister or sailor, then it should be flavorful and add to the character. For example a Leshy Warden Druid with profession gardener.My Cleric of Naderi has Profession: Counselor. Her business cards lists Couples Counseling on one side...and End of Life Counseling on the other.
That's... mildly disturbing. But then, most things associated with Naderi are.
It's ironic how the outright pure unadulterated evil is accepted as a matter of course, but the neutral, just slightly disturbing stuff is far more unnerving.
Which reminds me of "The death of one is a tragedy. The death of millions is just a statistic."
Wow, my train of thought has gone free form today. I think I need more sleep.
As for the original topic, BNW nailed it. You're not actually telling the future, just convincing others that you are. Maybe this should be a perform skill, not a profession.

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Step 1: Make a Harrower/Fortune Teller or a Diviner.
Step 2: Only play that character through scenarios you have previously GMed (so you know the basic idea of whats coming).
Step 3*: Make incredibly vague statements about whats coming/make general statements like "I have forseen this"/ give knowing glances to NPCs.
*Do this kind of stuff within reason, and probably clear it with the GM first. The goal is to be amusing and play up the mysticism of being able to see the future without ruining anything for anyone else. And make sure you don't steal the spotlight from those playing the scenario for the first time.
:)

Drahliana Moonrunner |

Yeah, fortune teller is fine. Just keep in mind it doesn't actually tell the future it only gets people to pay you because they think you have :)
Going by real life analogues, I think it would be more accurately described as a Perform skill. :)
Case in point, I used to amuse myself by offering people their fortunes, they'd get amazed at my skill up to the point where I tell them that I faked it all. Fortune telling in practise isn't that much different than getting advice from your local bartender.

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Step 1: Make a Harrower/Fortune Teller or a Diviner.
Step 2: Only play that character through scenarios you have previously GMed (so you know the basic idea of whats coming).
Step 3*: Make incredibly vague statements about whats coming/make general statements like "I have forseen this"/ give knowing glances to NPCs.*Do this kind of stuff within reason, and probably clear it with the GM first. The goal is to be amusing and play up the mysticism of being able to see the future without ruining anything for anyone else. And make sure you don't steal the spotlight from those playing the scenario for the first time.
:)
Step 2 is completely unnecessary. You can do this just as effectively on scenarios you haven't played/GMed before, so you really don't know what's coming. Just keep the statements vague, and you'll be "right" often enough to claim to be a true fortune teller. That's how fortune tellers do it in the real world. When you're playing Pathfinder, vague predictions of trouble coming, and a fight about to start will be right more often than they're wrong.

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If you don't have Profession as a class skill, the Varisian Wanderer trait out of the Inner Sea Primer will give you +1 to Profession (fortuneteller) and give it to you as a class skill. Or you can select any Perform skill or Sleight of Hand.
Harrow Born is also thematic, if a little underpowered compared to other options (like Reactionary). +1 to Initiative and a free Harrow deck.

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Step 1: Make a Harrower/Fortune Teller or a Diviner.
Step 2: Only play that character through scenarios you have previously GMed (so you know the basic idea of whats coming).
Step 3*: Make incredibly vague statements about whats coming/make general statements like "I have forseen this"/ give knowing glances to NPCs.*Do this kind of stuff within reason, and probably clear it with the GM first. The goal is to be amusing and play up the mysticism of being able to see the future without ruining anything for anyone else. And make sure you don't steal the spotlight from those playing the scenario for the first time.
:)
it would be even funner (not a typo - funner = more fun) to do it in scenarios you have never played and know nothing about. After all: "Make incredibly vague statements about what's coming/make general statements like "I have forseen this"/ give knowing glances to NPCs..." and PCs alike works great...
"I forsee blood in your future! and ... getting woken up in the middle of the night."

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godsDMit wrote:Step 1: Make a Harrower/Fortune Teller or a Diviner.
Step 2: Only play that character through scenarios you have previously GMed (so you know the basic idea of whats coming).
Step 3*: Make incredibly vague statements about whats coming/make general statements like "I have forseen this"/ give knowing glances to NPCs.*Do this kind of stuff within reason, and probably clear it with the GM first. The goal is to be amusing and play up the mysticism of being able to see the future without ruining anything for anyone else. And make sure you don't steal the spotlight from those playing the scenario for the first time.
:)
it would be even funner (not a typo - funner = more fun) to do it in scenarios you have never played and know nothing about. After all: "Make incredibly vague statements about what's coming/make general statements like "I have forseen this"/ give knowing glances to NPCs..." and PCs alike works great...
"I forsee blood in your future! and ... getting woken up in the middle of the night."
I do this a little with my Kapenia Dancer with profession: fortune-teller. There are also a lot of magic eight ball jokes. Will they get a laugh? Signs point to no.

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Step 2 is completely unnecessary. You can do this just as effectively on scenarios you haven't played/GMed before, so you really don't know what's coming. Just keep the statements vague, and you'll be "right" often enough to claim to be a true fortune teller. That's how fortune tellers do it in the real world. When you're playing Pathfinder, vague predictions of trouble coming, and a fight about to start will be right more often than they're wrong.
This is definitely true, I GM for an extremely pessimistic dwarf, who jumps to extremely pessimistic conclusions about everything. He's usually right.

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Ms. Pleiades wrote:How about a cleric of Lamashtu with Profession Daycare Worker.That dingo ate my baby!
That dingo IS your baby
I'm to take the word of a Wolf about baby eating? Wait, sorry it's Grandmothers and girls wearing red. *whispers* you have some BBQ sauce on your muzzle.

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BigNorseWolf wrote:I'm to take the word of a Wolf about baby eating? Wait, sorry it's Grandmothers and girls wearing red. *whispers* you have some BBQ sauce on your muzzle.Ms. Pleiades wrote:How about a cleric of Lamashtu with Profession Daycare Worker.That dingo ate my baby!
That dingo IS your baby
I'll have you know that winter wolves are legal citizens and Ulfen children are property! He's well within his rights!

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godsDMit wrote:Step 1: Make a Harrower/Fortune Teller or a Diviner.
Step 2: Only play that character through scenarios you have previously GMed (so you know the basic idea of whats coming).
Step 3*: Make incredibly vague statements about whats coming/make general statements like "I have forseen this"/ give knowing glances to NPCs.*Do this kind of stuff within reason, and probably clear it with the GM first. The goal is to be amusing and play up the mysticism of being able to see the future without ruining anything for anyone else. And make sure you don't steal the spotlight from those playing the scenario for the first time.
:)
it would be even funner (not a typo - funner = more fun) to do it in scenarios you have never played and know nothing about. After all: "Make incredibly vague statements about what's coming/make general statements like "I have forseen this"/ give knowing glances to NPCs..." and PCs alike works great...
"I forsee blood in your future! and ... getting woken up in the middle of the night."
I was meaning more specific than that, but didn't want anyone thinking I was suggesting saying "I forsee goblins attacking" right before you walk into a room with goblins in it.