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  • About
  • Home
  • Play
    • Small Moments
    • Mage's Guild
    • Pathfinder 1E >
      • General Options >
        • Equipment >
          • Ash Runners
          • Element-Forged Weapons
          • Gardeskiffs
          • Spirit Jade
        • Feats and Traits >
          • Deific Boons
          • Demeanor Feats
          • Order Unit Feats
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      • Races >
        • Andrui
        • Daldrum
        • Devorim
        • Ezymir
        • Gahennan
        • Ganej
        • Idala
        • Jichi
        • Kuurite
        • Luminate
        • Nattinuq
        • Paeori
        • Rukelle
        • Shifuni
        • Tebani
        • Vaellu
        • Viero
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      • Class Options >
        • Alchemist >
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          • Field Medic
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        • Antipaladin >
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        • Aristocrat >
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            • Springing Skirmisher
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          • Orders >
            • Order of the Swift Blade
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        • Cleric >
          • Archetypes >
            • Cleric of the Fourth Bridge
            • Element Speaker
            • Landslide Exarch
            • Sacred Spellkeeper
            • Source of Strength
          • Domains >
            • Children Domain
            • Disease Domain
            • Prophecy Domain
            • Sleep Domain
            • Survival Domain
          • Subdomains >
            • Dream Subdomain
            • Endurance Subdomain
            • Heir Subdomain
            • Oni Subdomain
            • Orphan Subdomain
            • Outcast Subdomain
            • Premonition Subdomain
            • Prognostication Subdomain
            • Preparation Subdomain
            • Slumber Subdomain
            • Vampire Subdomain
        • Druid >
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        • Fighter >
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          • Stylistic Savant
          • Obvious Threat
        • Gunslinger >
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          • Cobra Khan
          • Feral Rider
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        • Inquisitor >
          • Archetypes >
            • Brutal Redeemer
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  • Explore
    • Player's Guide
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        • Aerial Tract
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        • Marsh Tract
        • Oceanic Tract
        • Flaming Tract
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        • Mountain Tract
      • The Jadengarde
      • The Afterlife
      • Frost Hawks
      • The Human Tribes
    • Locations >
      • Blackship
      • Genamott
      • Harjess
      • House of Herons
      • Kugona
      • Motogama
      • Oduma
      • Persistence
      • Scarpatch and Osislav
    • Pantheon >
      • Adrigor
      • Agrigarian
      • Alquatl
      • Arneas
      • Athgani
      • Azar
      • Birala
      • Cayto
      • Chiabali
      • Chriuk
      • Damini
      • Delnach
      • Dijabo
      • Elendra
      • Elric
      • Evicianna
      • Frumhovin
      • Haygi
      • Hinemoa
      • Hyalus
      • Iminicron
      • Involdr
      • Jericho
      • Jhana
      • Jun Almaya
      • Kelsidruun
      • Kyaal
      • Mama Iji
      • Marco Von
      • Matsura
      • Oglahain
      • Old White Wing
      • Rajima
      • Rigma
      • Sgurn
      • Silwyr
      • Sondiq
      • Taíocht
      • Talia
      • Thelmourga
      • Therou
      • Tongvaidu
      • Walaiku
      • Wendo Spirits
      • Yatsuo
  • Read
  • About
Kind of on Fire
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Fortune Peddler

The mystical forces of the world delight in happenstance, serendipity, and coincidence. The tides of fortune can often be changed with a small breath of wind or a rock moved a few inches, ensuring that the right people, place and time collide. The fortune peddler ties these changes of circumstance into small charms, spreading happy coincidences to those she favors.
Peddler's Charms
A fortune peddler uses her Charisma score and modifier in place of her Intelligence score and modifier for all class features (including spells).

Gri Gri Talisman (Su)
At 1st level, a fortune peddler creates a Gri Gri talisman, a mixture of lucky herbs, powders and gemstone shards which she uses as the focus of her magic. Her Gri Gri Talisman acts as a witch's familiar for the purpose of storing, preparing and gaining spells. A witch cannot cast spells or use her hexes unless she is wearing her Gri Gri Talisman.

The fortune peddler may store a bit of her good luck within her Gri Gri Talisman. When the fortune peddler prepares spells, she rolls a number of d20s equal to her Charisma modifier and records the results. At any before she next regains her spell slots, the fortune peddler may expend one of her stored rolls when she would roll a d20, using the recorded result in place of rolling. This effect cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll.
This replaces the fortune peddler’s familiar

Luck Peddler (Su)
The fortune peddler must select the Fortune hex at 1st level. If the hexed target does not call upon on the hex’s good luck, the witch may target that creature with her Fortune hex again as though it had not been benefited from the hex.
This modifies the fortunes peddler’s 1st level hex

Basket of Luck (Su)
At 4th level, creatures under the effects of the fortune peddler’s Fortune hex may gain the benefits of that hex an additional time per round.
This replaces the fortune peddler’s 4th level hex

Swift Luck (Su)
At 10th level, the fortune peddler may use her Fortune hex as a move action. The fortune peddler may use this ability once per day at 10th level and an additional time per day at 16th level.
This replaces the fortune peddler’s 10th level hex