Lorechaser (3.5e Class)

From D&D Wiki

Jump to: navigation, search
A lorechaser and a companion pull an all-nighter in search of obscure information. Art by Kagetsu.


Luckiest bastard I ever met.

All the world is information. He who has information has power. He who can hide information has power. He who can find information finds power. Digging out that hidden information is the job of the lorechaser, whether it be finding a hidden tome, deducing the identity of a murderer, or spying out secrets that others keep hidden. Where information is hidden, there are people who want that information to stay hidden. This makes a lorechaser's job dangerous, if not lethal. With only a little magic, and more luck than smarts, lorechasers go into these dangerous situations with no real plan, yet manage to land on their feet and walk out with their intellectual treasure.

Lorechaser can best be described as rogues with unbelievable luck, and a little Divination magic to help things along.

If you find that your style is more flashy than confrontational, and that your plans are daring and unorthodox, then lorechaser is the class for you.

Adventure: Lorechasers are a good choice for any adventure that deals with intrigue or mystery. They are also good at getting out of sticky situations, although their impulsive nature causes as many sticky situations as they cause. They act as spies, infiltrators, detectives, and field investigators of all sorts.

Characteristics: Lorechasers vary widely from character to character. Some are bright and energetic, almost naïve about the world. Others are gritty and cynical, having seen one too many bodies and solved on too many murders. Others are polymorphic, wearing whatever personality that they need at the moment.

Alignment: Lorechasers are often chaotic in alignment, as their profession calls for a highly independent nature. Some lorechasers are lawful, working for organizations to achieve their goals.

An Evil Lorechaser will use the information acquired to blackmail and manipulate others usually to accomplish some deeper goal.

A Neutral Lorechaser tends to use information for personal gain, not caring about the consequences of their dealings.

Good Lorechasers search out information in an attempt to help the greater good, either by providing critical evidence, bringing in a criminal or uncovering hidden truth.

Making a Lorechaser[edit]

The lorechaser is the very model of "thinking outside the box." To be a good lorechaser means getting information, putting that information together, and thinking of solutions that no one else had predicted. Lorechasers focus on what is important, rather than the next battle. The best lorechasers never even draw weapons.

Abilities: The primary abilities of a lorechaser are Charisma and Intelligence. In addition, their skills often require a good Dexterity. A lorechaser needs these abilities for his considerable skill set, and his ability to be sneaky. In combat, lorechasers rely deeply on Charisma to pull off the clever moves.

Races: Each race has a need for information, and so each race has lorechasers. Humans, elves, and half-elves are the most usual races for the lorechaser. Some of the small races also make excellent lorechasers, especially halflings and gnomes. Dwarven lorechasers are infamous for their patience, obstinance, and determined approach to uncovering the truth. Dwarves have spent a lifetime solving a single murder.

Alignment: Any.

Starting Gold: As rogue(5d4 x10).

Starting Age: As rogue(simple).

Table: The Lorechaser

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +0 Lucky Star, Skill Focus (Use Magic Device), Trapfinding 1
2nd +1 +0 +3 +0 Evasion, Inspired Strike 1
3rd +2 +1 +3 +1 Luck +1 2 1
4th +3 +1 +4 +1 Inspired Defense 2 1
5th +3 +1 +4 +1 3 2 1
6th +4 +2 +5 +2 Uncanny Dodge 3 2 1
7th +5 +2 +5 +2 Improved Inspired Strike 4 3 2 1
8th +6/+1 +2 +6 +2 Improved Luck 4 3 2 1
9th +6/+1 +3 +6 +3 Luck +2 5 4 3 2 1
10th +7/+2 +3 +7 +3 Improved Uncanny Dodge, Improved Inspired Defense 5 4 3 2 1
11th +8/+3 +3 +7 +3 6 5 4 3 2 1
12th +9/+4 +4 +8 +4 Defensive Roll, Uncanny Strike 6 5 4 3 2 1
13th +9/+4 +4 +8 +4 7 6 5 4 3 2 1
14th +10/+5 +4 +9 +4 Incredible Luck 7 6 5 4 3 2 1
15th +11/+6/+1 +5 +9 +5 Luck +3 8 7 6 5 4 3 2 1
16th +12/+7/+2 +5 +10 +5 Transformation 8 7 6 5 4 3 2 1
17th +12/+7/+2 +5 +10 +5 9 8 7 6 5 4 3 2 1
18th +13/+8/+3 +6 +11 +6 Improved Lucky Star 9 8 7 6 5 4 3 2 1
19th +14/+9/+4 +6 +11 +6 10 9 8 7 6 5 4 3 2 1
20th +15/+10/+5 +6 +12 +6 Luck +4 10 9 8 7 6 5 4 3 2 1

Class Skills (8+Int modifier per level; ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the lorechaser.

Weapon and Armor Proficiency: Lorechasers are proficient with all simple weapons, bows, light martial weapons, and rapiers. Lorechasers are proficient with light armor, shields, and bucklers.

Spells: Lorechasers know the following spells:

0—detect poison, detect magic, guidance, read magic

1st—comprehend languages, detect secret doors, detect undead, identify, obscure object, true strike, undetectable alignment

2nd—deathwatch, detect chaos/evil/good/law, detect thoughts, dispel magic, locate object, see invisibility

3rd—arcane sight, augury, clairaudience/clairvoyance, nondetection, remove curse, speak with animals, speak with plants, tongues

4th—arcane eye, break enchantment, detect scrying, locate creature, scrying, speak with dead

5th—contact other plane, Discern lies, divination, prying eyes, telepathic bond

6th—analyze dweomer, commune, commune with nature, legend lore, true seeing

7th—greater arcane sight, find the path, greater scrying, vision

8th—discern location, moment of prescience, greater prying eyes


Lorechasers cast spells as sorcerers. Lorechasers do not gain bonus spells due to Charisma. Lorechasers know all spells on their spell list. They do not need to pick spells. Also like sorcerers, they can user higher level spell slots to cast lower level spells.

Lucky Star (Su): Having a lorechaser around brings luck to the entire party. A lorechaser gains one Lucky Star attempt per lorechaser level - this ability grants a Luck reroll. A lorechaser using Lucky Star rerolls any one roll that she just made, or any one roll an opponent just made. The second result is the new value, any previous roll is discarded. This ability works as a free action or immediate action. This ability is used for any single die roll (d20, 1d6, 2d8, etc). A damage roll containing a "+" (1d6 + 1d4 fire) is not a single die roll. In these cases, the lorechaser must choose which die to reroll. Lucky Star does not work when the lorechaser is unconscious. No feat or other enhancement can raise the number of Luck Star reroll attempts, but they may be used as luck rerolls for luck feats.. Lorechasers regain these Lucky Star uses as if they were arcane spellcasters resting to regain spells.

Skill Focus (Use Magic Device): Lorechasers gain the feat Skill Focus (Use Magic Device).

Trapfinding: Lorechasers (like rogues) can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Lorechasers (like rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A lorechaser who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex): At 2nd level and higher, a lorechaser can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the lorechaser is wearing light armor or no armor. A helpless lorechaser does not gain the benefit of evasion.

Inspired Strike (Ex): At 2nd level and higher, with a light weapon, quarterstaff, rapier, whip, or spiked chain made for a creature of your size category, you may use your Charisma modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Luck (Su): At 3rd level and higher, the lorechaser gains a +1 Luck bonus on initiative rolls and saving throws. This improves to +2 at 9th level, +3 at 15th level, and +4 at 20th level. In addition, she may use a luck reroll attempt to activate the special damage of a magic weapon when it hits, such as Thundering. The enhancement's base price modifier plus may not be larger than the lorechaser's luck bonus. Example: With a base price modifier of +5, a lorechaser may never use this ability with a vorpal weapon as his luck bonus only goes to +4. If he is 8th level, he may use this ability with a Thundering item (+1), but not a Flaming Burst item (+2).

Inspired Defense (Ex): At 4th level, when lightly encumbered or unencumbered, the Lorechaser adds her Charisma modifier (if any) to her AC. These bonuses to AC apply against touch attacks or when flat-footed. She loses these bonuses when she wears heavy armor, when she carries a medium or heavy load, or when she has no more Lucky Star uses remaining.

Uncanny Dodge (Ex): Starting at 6th level, a lorechaser can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a character already has Uncanny Dodge (see above) from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum lorechaser level required to flank the character.

Improved Inspired Strike (Ex): Starting at 7th level, a Lorechaser may add her Charisma bonus to her damage rolls. A lorechaser can only use this bonus against living creatures with discernible anatomies — undead, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to Improved Inspired Strikes, except for constructs. Lorechasers have a knack for finding the weak spot on a construct. In addition to melee weapons, this bonus applies to ranged weapon if the target is within thirty feet.

Improved Luck (Su): Starting at 8th level, once per day, plus once per day per charisma bonus, a lorechaser may skip any single non-D20 die roll she would make and choose the result instead. This must be done before the die is rolled. Hit point die can not be dictated using this ability. This ability applies to damage rolls made by the lorechaser. In the case of criticals, one die in the critical may be dictated. At later levels, a lorechaser can use Lucky Star to dictate more die. In the case of magic items, the damage may be dictate.

Die-based gambling (knucklebones, craps, etc) is affected by this ability. Magic items such as a Rod of Wonder or Bag of Tricks are also affected by this ability, but only once per day. The lorechaser spends a Lucky Star, and chooses his outcome (including any sub-options in that outcome). Artifacts may be affected by this ability starting at 15th level.

Improved Uncanny Dodge (Ex): A lorechaser of 10th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has lorechaser levels.

Improved Inspired Defense (Ex): A lorechaser of 10th level or higher may add her Charisma bonus to her Wisdom bonus when making Will saves.

Nine Lives (Ex): Starting at 12th level, the lorechaser can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, she may make a Reflex save and subtract that number from the damage taken before the damage is applied to the lorechaser.

Uncanny Strike (Ex): Starting at 12th level, the lorechasers develop an inexplicable talent for striking an opponent in any situation. A lorechaser ignores all concealment when attacking a foe, and has no percentage chance to miss due to that concealment. This includes invisible targets and any target that blink, blur, mirror image, or otherwises uses befuddlement or random chance to fool an attacker. The lorechaser must attack the proper square to gain the benefit of this ability.

Incredible Luck (Ex): Starting at 14th level, the lorechaser may now use a Luck reroll attempt to take 20 on a skill she is about to use. However, the time to perform this skill remains identical to a single use of this skill.

Transformation (Ex): Beginning at 16th level, when the going gets tough, Lorechasers get going. Their inspiration and courage allows them to stand where others would fall. As a full round action, a Lorechaser may use the spell-like ability transformation, where her caster level is equal to her Lorechaser level.

Improved Lucky Star (Su): The lorechaser is now deeply connected with luck. Beginning at 18th level, there is now no limit to the number of times that a lorechaser can use Lucky Star each round. Each use of this ability still uses a Luck reroll attempt.

Epic Lorechaser[edit]

Table: The Epic Lorechaser

Hit Die: d8

Level Special
23rd Bonus Feat
25th Luck +5
26th Bonus Feat
29th Bonus Feat
30th Luck +6

8 + Int modifier skill points per level.

Spells: The lorechaser’s caster level is equal to his or her class level. The lorechaser’s number of spells per day does not increase after 20th level. The sorcerer does not learn additional spells unless he or she selects the Spell Knowledge feat.

Luck: The epic lorechaser’s luck increases by +1 at every fifth level.

Bonus Feats: The epic lorechaser gains a bonus feat (selected from the list of epic lorechaser bonus feats) every three levels after 20th.

Epic Lorechaser Bonus Feat List: Energy Resistance, Epic Skill Focus, Epic Spell Focus, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Spell Capacity, Intuitive Trapfinding, Spell Knowledge, Superior Initiative.

Human Lorechaser Starting Package[edit]

Weapons: Short sword and light crossbow.

Skill Selection: Pick a number of skills equal to 8 + Int modifier times 4.

Skill Ranks Ability Armor
Gather Information 4 Cha

Feat: Skill Focus (Gather Information).

Bonus Feats: Skill Focus (Sense Motive).

Gear: Short sword, light crossbow, leather armor.

Gold: 8d6 x 10 minus cost of gear.

Campaign Information[edit]

Playing a Lorechaser[edit]

Lorechasers are part of every settings. They are found among all people where information becomes critical.

Religion: Although the lorechaser has no particular antipathy towards religion, they somehow always wind up entangled with it. No religion is free of corruption and secrets. Due to their delving into the secrets of cults, they often develop expertise in Knowledge (Religion). Many religions need information gathered and develop their own agents to investigate and stop opposing cults and religions.

Background: All societies need information. Anyone whose job includes the gathering of information can become a lorechaser. An academic developing new theories of criminology is a lorechaser. A guard regularly tasked with solving crimes is a lorechaser. An agent sent forth to spy on the enemy is a lorechaser. A historian researching lost civilizations is a lorechaser. A criminal that makes their living by blackmail is a lorechaser.

Races: As all races need or use information, all races make a good lorechasers.

Other Classes: Lorechasers work well with most classes. They often find themselves in danger, so having a brawny friend such as a barbarian or fighter is invaluable. Some things can not be solved by force, so having friends who know deeper magics is helpful. Danger inevitably leads to injury, so lorechasers value clerics and other healers. Sometimes a lorechaser has too many leads, and so relies on collegues such as bards and rogues to help him in his eneavors.

Role: A Lorechaser fills a social similar niche to the Rogue, using stealth and luck to get the job done.

Combat: Lorechasers aid in combat by helping the entire party. They excel at identifying the weaknesses of enemies. They bring luck to the entire party, helping the party to avoid unlucky situations and denying good luck to their opponents. Lorechasers work best when someone else is in danger. When they find themselves in melee, most lorechasers prefer light weapons. Lorechasers can be very effective against living opponents, but have difficulty fighting non-living things such as Undead or Constructs.

Advancement: Lorechaser benefit most by remaining lorechasers for their entire career. They learn increasingly obscure Divinations to help them in their missions. When they do multiclass, they often prefer skilled classes, such as rogue, or charismatic classes, such as sorcerer or bard. Some benefit by picking up some heavier weapons and multiclass into fighter. Some need wider arrays of equipment, or join specialized organizations, and so become wizards or clerics.

Lorechasers in the World[edit]

I came home in the morning, exhausted, having found no new leads in the case. That's two days without sleep. I ate something, then went back out. The creature was still out there.
—Alexandria Black, Human Lorechaser

Daily Life: Lorechasers are rarely seen by most people. They are a rare breed. Most lorechasers avoid public notoriety, needing some level of secrecy to achieve their goals.

Notables: There are many lorechasers in literature. Famous example include Sherlock Holmes, Sam Spade, Indiana Jones, Von Helsing, and James Bond.

Organizations: Lorechasers have many types of organizations. Spy organizations are filled with lorechasers. Universities have academicly minded lorechasers. Large cities may have special lorechaser units in their guard. Some lorechasers form societies to research special lore topics, like a lost empire, and collaborate on finding information.

NPC Reactions: NPC reactions to lorechasers varies greatly as lorechasers themselves vary greatly. Three things are certain with a lorechaser: that someone will like them, that someone will distrust them, and that someone will try to kill them.

Lorechaser Lore[edit]

Characters with ranks in Knowledge (local) can research lorechasers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 Lorechasers are experts in ferreting out information.
10 Lorechasers work with divination magics to help them uncover information.
15 Lorechasers have an uncanny ability to slip away from certain death, deliver just the right blow, or find just the right piece of information. These people don't bend chance, they break it.
20 Lorechasers are sorcerers who have specialized in acquiring hidden knowledge.

Lorechasers in the Game[edit]

Adaptation: The lorechaser is a highly variable class. Any number of archetypes is possible, such as a spy, a scholar, or a hero-detective.

Sample Encounter: In a race to find a treasure, a lorechaser keeps finding the clues first. The lorechaser rolls a Gather Information check against the best Gather Information check in the party. If successful, the lorechaser gains a key piece of information and sell it to you for a handsome price.

EL Variable: The lorechaser is best used to complicate the player's goals and not to fight the players.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!