Lix Lorn
2010-12-12, 05:48 PM
Fatetamer
“My destiny is whatever I say it is.”
The Fatetamers are in some ways similar to the Warblades and Swordsages who study the same arts as them, and in other ways utterly different. Their numbers are made up exclusively of those with immense natural talents, who defy physical limits and manipulate their inner powers without even realising that’s what they do. Although they regularly train, or even learn from other martial adepts, they can reach the peak of their power only be doing what comes naturally to them.
MAKING A FATETAMER
A Fatetamer is a frontline combatant, similar to any other martial or initiating class. It focuses on taking out its opponents quickly, due to its weaker defences.
Abilities: Strength, Dexterity, and Charisma are the most important abilities for the Fatetamer. Charisma governs their class abilities, whereas Strength and Dexterity are important in combat. To play a Fatetamer who can take a hit, Constitution is also important.
Races: Due to their sheer numbers and a tendency towards ambition, many Fatetamers are human. Other Fatetamers often come from self-assured races-Spellscales are common, as are elves.
Alignment: Fatetamers, due to their natural talent, are often chaotic. However, this is by no means a hard and fast rule. Fatetamers come from all alignments.
Starting Gold: 4d4x10 (100gp)
Starting Age: As Sorcerer
Class Skills The Fatetamer’s class skills (And the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). In addition, the skills of any disciplines you gain access to using this class also become class skills for you.
Skill Points at 1st Level: 6+int (Multiply by four)
Skill Points at each Level: 6+int
Hit Die: d6
Fatetamer
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+0
+0
+2
+2
First Strike +1, Call of Destiny
5
3
1
2nd
+1
+0
+3
+3
6
4
2
3rd
+2
+1
+3
+3
Kiting Blade-Dodge
7
4
2
4th
+3
+1
+4
+4
Killing Blow +2
8
5
2
5th
+3
+1
+4
+4
First Strike +2
9
5
3
6th
+4
+2
+5
+5
Kiting Blade-Mobility
10
6
3
7th
+5
+2
+5
+5
Killing Blow +4
11
6
3
8th
+6/+1
+2
+6
+6
12
6
3
9th
+6/+1
+3
+6
+6
Kiting Blade-Spring Attack
13
7
4
10th
+7/+2
+3
+7
+7
First Strike +3, Killing Blow +6
14
7
4
11th
+8/+3
+3
+7
+7
15
8
4
12th
+9/+4
+4
+8
+8
Kiting Blade-Bounding Assault
16
8
4
13th
+9/+4
+4
+8
+8
Killing Blow +8
17
8
4
14th
+10/+5
+4
+9
+9
18
9
5
15th
+11/+6/+1
+5
+9
+9
First Strike +4, Kiting Blade-Rapid Blitz
19
9
5
16th
+12/+7/+2
+5
+10
+10
Killing Blow +10
20
10
5
17th
+12/+7/+2
+5
+10
+10
Ignition
21
10
5
18th
+13/+8/+3
+6
+11
+11
Kiting Blade-Dance of Reckoning
22
11
5
19th
+14/+9/+4
+6
+11
+11
Killing Blow +12
23
11
5
20th
+15/+10/+5
+6
+12
+12
Melded Style, First Strike +6
24
11
6
Weapon and Armour Proficiencies: A Fatetamer is proficient with all simple and martial weapons, but no armour or shields. Armour interrupts many of their class abilities.
(Note that although they do not gain shield proficiency, if they gain it through another method, it does not interrupt their abilities.)
Maneuvers: A Fatetamer begins with knowledge of five martial maneuvers from any five different disciplines. Fatetamers vary greatly in their fighting styles. At first level, choose any five martial disciplines that can be gained by any initiating class at first level. These are your class disciplines.
A Fatetamer may use Martial Study to access other disciplines, as normal. However, to gain true access to another discipline, he must use the discipline's access feat, if there is one, or take Martial Stance in that discipline to represent prolonged study.
Once you know a maneuver, you must ready it before you use it. A maneuver used by Fatetamer is an extraordinary ability, unless otherwise noted in its description. If a maneuver used by a Fatetamer requires a saving throw, it is always based on their Charisma modifier, even if it would normally be otherwise. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.
You learn additional maneuvers at higher levels, as shown in the table. You must meet a maneuver’s prerequisite to learn it. To determine the highest level maneuver you can learn, simply halve your initiating level (to a minimum of one.)
Upon reaching 4th level, and each level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in place of the new one. You can choose a maneuver of any level you like, as long as you obey your restriction on the highest level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only one maneuver at any given level, and you never have to.
Maneuvers Readied: You can ready three of your five maneuvers known at first level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by exercising and concentrating for five minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend five minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a full round action to concentrate and reflect on the fight, and how you plan to finish it. Doing this does not provoke attacks of opportunity. If you do this, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
First Strike: A Fatetamer relies on getting the first strike. They gain a +1 bonus to initiative checks, and whenever they make a charge or utilise the Spring Attack feat, they gain +10ft to all their speeds until the end of the round.
This ability increases by +1 and +10ft at 5th level, and each five levels thereafter.
At 20th level, this ability increases by an additional one.
Call of Destiny (Ex): Trying to harm a Fatetamer is harder than it ought to be. They wear no armour, and are often lithe and light of form, but striking them is difficult.
A Fatetamer can add their Charisma bonus to AC, as long as they are uncencumbered and wearing no armour. This bonus applies even against touch attacks or if you are flat-footed. However, the Fatetamer loses these bonuses when immobilized or helpless.
Kiting Blade: A Fatetamer relies on speed and agility to never remain close to their foe. At 3rd level, they receive Dodge as a bonus feat. They continue moving up this feat chain, gaining Mobility at 6th level, Spring Attack at 9th, Bounding Assault at 12th, and Rapid Blitz at 15th. In all cases, if they already possess this feat, they may select a fighter or warblade bonus feat instead.
At 18th level, a Fatetamer may make as many attacks while using Spring Attack as he may make in a full attack. Any penalties he would normally suffer, such as a -2 penalty for using Snap Kick, are applied as normal. This is treated as both a Spring Attack and a full attack, and benefits from abilities that use both.
As a special note, a Fatetamer may use this ability in conjunction with the maneuver Time Stands Still, and may move at any time before, during, and after the attacks, but may still only move his normal speed.
Killing Blow: When charging or using a spring attack, a Fatetamer of at least 4th level gains an untyped bonus to damage on all attacks. This bonus starts at +2, and increases by another two at each third level after 4th. (+4 at 7th, 6 at 10th…)
This ability does not function in armour.
Ignition: A Fatetamer of at least 17th level, begins combat with a furious display of power. When making a full attack, the first attack can be replaced with any maneuver that takes a standard action to initiate, and requires an attack roll.
Melded Style: A 20th level Fatetamer has consummate skill, attained in a way that would make any studious warrior flinch. Their styles are an unholy fusion of different disciplines.
A 20th level Fatetamer can enter two stances at once, gaining the benefits and penalties of both.
THE EPIC FATETAMER
Level
Abilities
21
Bonus Feat
22
Killing Blow +14
23
24
Bonus Feat
25
First Strike +7, Killing Blow +16
26
27
Bonus Feat
28
Killing Blow +18
29
30
Bonus Feat, First Strike +8
An Epic Fatetamer's First Strike and Killing Blow abilities continue to advance after 21st level. At 21st level, and each third level thereafter, they gain a bonus feat. This can be used on any fighter feat, or any feat that interacts with maneuvers, disciplines, or otherwise fits the class well.
PLAYING A FATETAMER
Above all else, you are a warrior. Out of combat, you can serve as a spy with use of Move Silently and Hide, or even a diplomat, but it is battle where you truly shine.
Religion: Gods of battle and of martial skill are most common among Fatetamers. Kord is a particular favourite, as is Garyx.
Other Classes: Fatetamers find common ground with Sorcerers, who also manipulate reality without training, although to a greater extent. Other initiators tend to think of them as having ‘stole’ their skills, rather than having earned them.
Combat: You are at your best while moving. Using the Spring Attack feat chain, you can charge each turn, making a full attack on your foe and dashing past them. Ideally, you can avoid being hit.
Advancement: Fatetamers are well placed to take on an initiating prestige class, due to their wide discipline choices.
FATETAMERS IN THE WORLD
”They give real warriors a… an annoyingly good name.” ~Eraius, Swordsage
Most people would find it impossible to tell the difference between a Fatetamer and another initiator, while anyone with formal martial training can see the difference .
Daily Life: Fatetamers vary greatly, with few sharing many characteristics. Nonetheless, it is common for them to begin the day by practicing their fighting skills.
Notables: Larissa, a powerful Fatetamer, single handedly slew a dangerous dragon as it attacked a small village. On the other hand, a Fatetamer by the name of Iliana spent several years killing every warrior she saw in a quest for ultimate power.
Organisations: Few Fatetamers belong to organisations, although some of them join societies of initiators, like Warblades and Swordsages often do.
NPC Reaction
Fatetamers tend to be treated the same as any other initiator. At low levels, they are merely a warrior, while at high levels, their defiance of the very laws of reality makes them akin to powerful magic users-that is to say, often shunned by normal folk.
FATETAMERS IN THE GAME
Fatetamers are an alternative for Cha based characters without a religious bent, focussing more on the personality aspect of Charisma.
Adaption: Fatetamers could be similar to Sorcerers; relying on arcane blood to improve natural fighting talents.
Encounters: An arrogant Fatetamer could easily be an antagonist, insisting that his skill gives him the right to take over a village, or even a country or plane. That said, a Fatetamer could equally ally with the PCs to defeat a tyrannical foe.
Feats
Student of Broken Fate
Prerequisites: About to or already have taken at least one level of Fatetamer.
Benefits: Class abilities normally based on Charisma are instead based on Intelligence.
Normal: You don't put hard work and study into it, you're just awesome!
Understanding the Kobayashi Maru
Prerequisites: About to or already have taken at least one level of Fatetamer.
Benefits: Class abilities normally based on Charisma are instead based on Wisdom.
Normal: You're not ignoring fate cause you know how and you understand, you throw caution to the wind. And go beyond the impossible.
“My destiny is whatever I say it is.”
The Fatetamers are in some ways similar to the Warblades and Swordsages who study the same arts as them, and in other ways utterly different. Their numbers are made up exclusively of those with immense natural talents, who defy physical limits and manipulate their inner powers without even realising that’s what they do. Although they regularly train, or even learn from other martial adepts, they can reach the peak of their power only be doing what comes naturally to them.
MAKING A FATETAMER
A Fatetamer is a frontline combatant, similar to any other martial or initiating class. It focuses on taking out its opponents quickly, due to its weaker defences.
Abilities: Strength, Dexterity, and Charisma are the most important abilities for the Fatetamer. Charisma governs their class abilities, whereas Strength and Dexterity are important in combat. To play a Fatetamer who can take a hit, Constitution is also important.
Races: Due to their sheer numbers and a tendency towards ambition, many Fatetamers are human. Other Fatetamers often come from self-assured races-Spellscales are common, as are elves.
Alignment: Fatetamers, due to their natural talent, are often chaotic. However, this is by no means a hard and fast rule. Fatetamers come from all alignments.
Starting Gold: 4d4x10 (100gp)
Starting Age: As Sorcerer
Class Skills The Fatetamer’s class skills (And the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). In addition, the skills of any disciplines you gain access to using this class also become class skills for you.
Skill Points at 1st Level: 6+int (Multiply by four)
Skill Points at each Level: 6+int
Hit Die: d6
Fatetamer
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+0
+0
+2
+2
First Strike +1, Call of Destiny
5
3
1
2nd
+1
+0
+3
+3
6
4
2
3rd
+2
+1
+3
+3
Kiting Blade-Dodge
7
4
2
4th
+3
+1
+4
+4
Killing Blow +2
8
5
2
5th
+3
+1
+4
+4
First Strike +2
9
5
3
6th
+4
+2
+5
+5
Kiting Blade-Mobility
10
6
3
7th
+5
+2
+5
+5
Killing Blow +4
11
6
3
8th
+6/+1
+2
+6
+6
12
6
3
9th
+6/+1
+3
+6
+6
Kiting Blade-Spring Attack
13
7
4
10th
+7/+2
+3
+7
+7
First Strike +3, Killing Blow +6
14
7
4
11th
+8/+3
+3
+7
+7
15
8
4
12th
+9/+4
+4
+8
+8
Kiting Blade-Bounding Assault
16
8
4
13th
+9/+4
+4
+8
+8
Killing Blow +8
17
8
4
14th
+10/+5
+4
+9
+9
18
9
5
15th
+11/+6/+1
+5
+9
+9
First Strike +4, Kiting Blade-Rapid Blitz
19
9
5
16th
+12/+7/+2
+5
+10
+10
Killing Blow +10
20
10
5
17th
+12/+7/+2
+5
+10
+10
Ignition
21
10
5
18th
+13/+8/+3
+6
+11
+11
Kiting Blade-Dance of Reckoning
22
11
5
19th
+14/+9/+4
+6
+11
+11
Killing Blow +12
23
11
5
20th
+15/+10/+5
+6
+12
+12
Melded Style, First Strike +6
24
11
6
Weapon and Armour Proficiencies: A Fatetamer is proficient with all simple and martial weapons, but no armour or shields. Armour interrupts many of their class abilities.
(Note that although they do not gain shield proficiency, if they gain it through another method, it does not interrupt their abilities.)
Maneuvers: A Fatetamer begins with knowledge of five martial maneuvers from any five different disciplines. Fatetamers vary greatly in their fighting styles. At first level, choose any five martial disciplines that can be gained by any initiating class at first level. These are your class disciplines.
A Fatetamer may use Martial Study to access other disciplines, as normal. However, to gain true access to another discipline, he must use the discipline's access feat, if there is one, or take Martial Stance in that discipline to represent prolonged study.
Once you know a maneuver, you must ready it before you use it. A maneuver used by Fatetamer is an extraordinary ability, unless otherwise noted in its description. If a maneuver used by a Fatetamer requires a saving throw, it is always based on their Charisma modifier, even if it would normally be otherwise. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.
You learn additional maneuvers at higher levels, as shown in the table. You must meet a maneuver’s prerequisite to learn it. To determine the highest level maneuver you can learn, simply halve your initiating level (to a minimum of one.)
Upon reaching 4th level, and each level thereafter, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in place of the new one. You can choose a maneuver of any level you like, as long as you obey your restriction on the highest level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only one maneuver at any given level, and you never have to.
Maneuvers Readied: You can ready three of your five maneuvers known at first level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by exercising and concentrating for five minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend five minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a full round action to concentrate and reflect on the fight, and how you plan to finish it. Doing this does not provoke attacks of opportunity. If you do this, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
First Strike: A Fatetamer relies on getting the first strike. They gain a +1 bonus to initiative checks, and whenever they make a charge or utilise the Spring Attack feat, they gain +10ft to all their speeds until the end of the round.
This ability increases by +1 and +10ft at 5th level, and each five levels thereafter.
At 20th level, this ability increases by an additional one.
Call of Destiny (Ex): Trying to harm a Fatetamer is harder than it ought to be. They wear no armour, and are often lithe and light of form, but striking them is difficult.
A Fatetamer can add their Charisma bonus to AC, as long as they are uncencumbered and wearing no armour. This bonus applies even against touch attacks or if you are flat-footed. However, the Fatetamer loses these bonuses when immobilized or helpless.
Kiting Blade: A Fatetamer relies on speed and agility to never remain close to their foe. At 3rd level, they receive Dodge as a bonus feat. They continue moving up this feat chain, gaining Mobility at 6th level, Spring Attack at 9th, Bounding Assault at 12th, and Rapid Blitz at 15th. In all cases, if they already possess this feat, they may select a fighter or warblade bonus feat instead.
At 18th level, a Fatetamer may make as many attacks while using Spring Attack as he may make in a full attack. Any penalties he would normally suffer, such as a -2 penalty for using Snap Kick, are applied as normal. This is treated as both a Spring Attack and a full attack, and benefits from abilities that use both.
As a special note, a Fatetamer may use this ability in conjunction with the maneuver Time Stands Still, and may move at any time before, during, and after the attacks, but may still only move his normal speed.
Killing Blow: When charging or using a spring attack, a Fatetamer of at least 4th level gains an untyped bonus to damage on all attacks. This bonus starts at +2, and increases by another two at each third level after 4th. (+4 at 7th, 6 at 10th…)
This ability does not function in armour.
Ignition: A Fatetamer of at least 17th level, begins combat with a furious display of power. When making a full attack, the first attack can be replaced with any maneuver that takes a standard action to initiate, and requires an attack roll.
Melded Style: A 20th level Fatetamer has consummate skill, attained in a way that would make any studious warrior flinch. Their styles are an unholy fusion of different disciplines.
A 20th level Fatetamer can enter two stances at once, gaining the benefits and penalties of both.
THE EPIC FATETAMER
Level
Abilities
21
Bonus Feat
22
Killing Blow +14
23
24
Bonus Feat
25
First Strike +7, Killing Blow +16
26
27
Bonus Feat
28
Killing Blow +18
29
30
Bonus Feat, First Strike +8
An Epic Fatetamer's First Strike and Killing Blow abilities continue to advance after 21st level. At 21st level, and each third level thereafter, they gain a bonus feat. This can be used on any fighter feat, or any feat that interacts with maneuvers, disciplines, or otherwise fits the class well.
PLAYING A FATETAMER
Above all else, you are a warrior. Out of combat, you can serve as a spy with use of Move Silently and Hide, or even a diplomat, but it is battle where you truly shine.
Religion: Gods of battle and of martial skill are most common among Fatetamers. Kord is a particular favourite, as is Garyx.
Other Classes: Fatetamers find common ground with Sorcerers, who also manipulate reality without training, although to a greater extent. Other initiators tend to think of them as having ‘stole’ their skills, rather than having earned them.
Combat: You are at your best while moving. Using the Spring Attack feat chain, you can charge each turn, making a full attack on your foe and dashing past them. Ideally, you can avoid being hit.
Advancement: Fatetamers are well placed to take on an initiating prestige class, due to their wide discipline choices.
FATETAMERS IN THE WORLD
”They give real warriors a… an annoyingly good name.” ~Eraius, Swordsage
Most people would find it impossible to tell the difference between a Fatetamer and another initiator, while anyone with formal martial training can see the difference .
Daily Life: Fatetamers vary greatly, with few sharing many characteristics. Nonetheless, it is common for them to begin the day by practicing their fighting skills.
Notables: Larissa, a powerful Fatetamer, single handedly slew a dangerous dragon as it attacked a small village. On the other hand, a Fatetamer by the name of Iliana spent several years killing every warrior she saw in a quest for ultimate power.
Organisations: Few Fatetamers belong to organisations, although some of them join societies of initiators, like Warblades and Swordsages often do.
NPC Reaction
Fatetamers tend to be treated the same as any other initiator. At low levels, they are merely a warrior, while at high levels, their defiance of the very laws of reality makes them akin to powerful magic users-that is to say, often shunned by normal folk.
FATETAMERS IN THE GAME
Fatetamers are an alternative for Cha based characters without a religious bent, focussing more on the personality aspect of Charisma.
Adaption: Fatetamers could be similar to Sorcerers; relying on arcane blood to improve natural fighting talents.
Encounters: An arrogant Fatetamer could easily be an antagonist, insisting that his skill gives him the right to take over a village, or even a country or plane. That said, a Fatetamer could equally ally with the PCs to defeat a tyrannical foe.
Feats
Student of Broken Fate
Prerequisites: About to or already have taken at least one level of Fatetamer.
Benefits: Class abilities normally based on Charisma are instead based on Intelligence.
Normal: You don't put hard work and study into it, you're just awesome!
Understanding the Kobayashi Maru
Prerequisites: About to or already have taken at least one level of Fatetamer.
Benefits: Class abilities normally based on Charisma are instead based on Wisdom.
Normal: You're not ignoring fate cause you know how and you understand, you throw caution to the wind. And go beyond the impossible.