Circle of Life
2011-07-30, 07:25 AM
Fatekeeper
http://img51.imageshack.us/img51/9118/fatekeeper.jpg
”You wish to fight me, who holds your very fate in his hands? Very well, let us dance with destiny.”
Class Skills
Fatekeepers treat all skills as class skills. Measureless time spent studying the fate of others gives a Fatekeeper very keen insight into their abilities. (Note: Several skills are added to the usual list of skills in various supplemental sources. Consult with your DM before assuming such skills are on the Fatekeeper's list of class skills.)
Skills Points at Each Level: 6 + int
Hit Dice: d6
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Seals
1st| +0 | +0 | +2 | +2 |Fateful Strikes +1d6, Sealed Fates|1st
2nd| +1 | +0 | +3 | +3 |Unbound Destiny|1st
3rd| +2 | +1 | +3 | +3 |Fateful Strikes +2d6|1st
4th| +3 | +1 | +4 | +4 |Extract Fate|2nd
5th| +3 | +1 | +4 | +4 |Fateful Strikes +3d6|2nd
6th| +4 | +2 | +5 | +5 |Unsealed Fate|2nd
7th| +5 | +2 | +5 | +5 |Fateful Strikes +4d6|3rd
8th| +6/+1 | +2 | +6 | +6 |Shroud of Destiny|3rd
9th| +6/+1 | +3 | +6 | +6 |Fateful Strikes +5d6|3rd
10th| +7/+2 | +3 | +7 | +7 |Striding the Pattern|4th
11th| +8/+3 | +3 | +7 | +7 |Fateful Strikes +6d6, Unsealed Fate|4th
12th| +9/+4 | +4 | +8 | +8 |Two Fates as One|4th
13th| +9/+4 | +4 | +8 | +8 |Fateful Strikes +7d6|5th
14th| +10/+5 | +4 | +9 | +9 |Deny Fate|5th
15th| +11/+6/+1 | +5 | +9 | +9 |Fateful Strikes +8d6|5th
16th| +12/+7/+2 | +5 | +10 | +10 |Unsealed Fate|6th
17th| +12/+7/+2 | +5 | +10 | +10 |Fateful Strikes +9d6|6th
18th| +13/+8/+3 | +6 | +11 | +11 |Reverse Destiny|6th
19th| +14/+9/+4 | +6 | +11 | +11 |Fateful Strikes +10d6|6th
20th| +15/+10/+5 | +6 | +12 | +12 |Weaving the Pattern|6th[/table]
Class Features: The following are all class features of the Fatekeeper class.
Weapon and Armor Proficiencies: Fatekeepers are proficient with all simple weapons and with the rapier, sap, scimitar and shortbow. Fatekeepers are proficient with light armor, but no shields.
Fate: All Fatekeepers have access to a pool of fate points equal to half their class level plus their Charisma modifier. This pool resets whenever the Fatekeeper rests for eight hours. In addition, while in an encounter, a Fatekeeper gains one fate point whenever he or a creature he can perceive rolls a 1 or a 20 on an attack roll or saving throw. Fate points gained in this way cannot increase a Fatekeeper's pool of fate points beyond his normal maximum.
Fateful Strikes: Whenever he attacks with a melee weapon, a Fatekeeper can choose to expend one fate point to make the attack a fateful strike. Fateful strikes come in two varieties, as seen below, but always deal bonus damage based on the Fatekeeper's class level, as seen on the table above.
Destined Strike: When delivering a destined strike, the Fatekeeper treats the result of his attack roll as 10 before any modifiers. In effect, this allows him to 'take 10' on attack rolls when delivering a fateful strike.
Sealing Strike: If a sealing strike hits, the Fatekeeper pulls away a tiny fragment of his target's fate with the attack, which forms a quasi-real sphere of undulating energy orbiting the Fatekeeper. The exact appearance of a creature's fate varies, with Evil creatures tending to have fates of very dark, almost black energy, while Good creatures' fates tend to be blue or gold-hued. Regardless, the Fatekeeper can instinctively tell which bit of fate belongs to which creature.
Bits of fate that have not yet been consumed can be attacked and destroyed. Fates have AC 10 + the HD of the originating creature + the Fatekeeper's Cha modifier, and one hitpoint per HD. Fates are not subject to area of effect damage. Successfully destroying a bit of fate causes it to dissipate harmlessly.
A Fatekeeper can only ever possess one bit of fate from a given creature at a time, and only a total number of fates at one time equal to his Charisma modifier. Bits of fate do not expire – unless the creature they originate from dies, in which case they dissipate into nothingness – but the Fatekeeper can dismiss an unwanted bit of fate as a standard action, in which case it dissipates to no effect.
The Fatekeeper may never extract bits of fate from himself, whether via this ability or another.
Sealed Fates (Su): All Fatekeepers have access to a variety of unique abilities, known as Seals. A Fatekeeper begins play with knowledge of a single 1st level Seal, and learns a new Seal at each Fatekeeper level thereafter. The highest level Seal a Fatekeeper can learn is given on the table above.
While in possession of a creature's fate, a Fatekeeper can 'consume' the fate as a standard action to activate a Seal that he knows. Generally speaking, Seals require neither line of sight nor line of effect to function; exceptions are noted in the individual Seal's description. Seals are always Supernatural abilities, and as such are not subject to spell resistance. The Difficulty Class of a saving throw, if any, against a Seal is 10+1/2 class level+Charisma modifier.
The list of seals is given in the next post.
Unbound Destiny (Ex): Beginning at 2nd level, so long as a Fatekeeper has at least one fate point remaining in his pool, he gains an insight bonus to AC equal to his Charisma modifier.
Extract Fate (Ex): Beginning at 4th level, a Fatekeeper can extract bits of fate with a casual touch. As a standard action, a Fatekeeper may make a melee touch attack with the same range as his unarmed strikes, without provoking attacks of opportunity. If he succeeds, he leeches away a bit of the target's fate, as if he had hit with a sealing strike. Willing creatures may be touched as a move action without the need for an attack roll.
Unsealed Fate (Ex): Beginning at 6th level, a Fatekeeper may take a hand in his own destiny, avoiding unsavory fates. Once per day as a nonaction, the Fatekeeper may reroll any roll he has just made by expending one fate point, even after the results of the roll have been determined, but before damage has been rolled, if appropriate. The Fatekeeper must use the result of this second roll, even if it is worse than the original.
In addition, the Fatekeeper gains a luck feat (Complete Scoundrel) that he meets the requirements for as a bonus feat.
At 11th level and again at 16th level, the Fatekeeper gains an additional daily use of this ability and another bonus luck feat that he meets the requirements for.
Shroud of Destiny (Su): Beginning at 8th level, a Fatekeeper learns to cloak himself from his opponents, either to escape or to set up a later ambush. While in possession of a creature's fate, the Fatekeeper may hide in any sort of terrain, even without concealment or cover, though creatures whose fate he does not hold may still detect him normally (and as such, he must possess cover or concealment to hide from them, as usual).
Striding the Pattern (Su): Beginning at 10th level, a Fatekeeper may consume a bit of stolen fate as a standard action to instantly teleport to a location adjacent to the creature whom the fate originally belonged to, regardless of distance (though he must still be on the same plane of existence).
Two Fates as One (Su): Beginning at 12th level, whenever a Fatekeeper takes damage of any sort (including ability damage or drain), he may redirect half of the damage dealt to him to a creature whose fate he holds, and whom he can currently perceive. A successful Will save, DC 10+1/2 Fatekeeper level+Cha modifier negates the transfer of damage, and as such causes the Fatekeeper to take the full normal amount.
Deny Fate (Su): Beginning at 14th level, once per day a Fatekeeper can spurn death, denying that such could ever be his fate. When the Fatekeeper would be reduced to -10 hitpoints or be slain outright by an attack or spell (such as a holy word spell with a caster level ten higher than his hit dice) he may expend three fate points as a nonaction to ignore all effects of the attack or spell.
Reverse Destiny (Su): Beginning at 18th level, a Fatekeeper can unweave the strands of destiny that led a creature to a certain place. Once per encounter as a standard action, the Fatekeeper can expend three fate points to undo all effects dealt to and by a creature in the last round. In essence, the last round of the encounter never happened for the creature – it occupies its previous position if it moved, spells cast by it have their effects undone and the spell restored to the creature, lost hitpoints are regained, and so on. If the creature is unwilling, a successful Will save, DC 10+1/2 class level+Cha modifier negates the effects of this ability.
Weaving the Pattern (Su): At 20th level, a Fatekeeper becomes a true master of his craft. Three times per day, the Fatekeeper may extract bits of fate from creatures he has encountered previously, without needing to attack or touch them. The Fatekeeper need not see the creature or be especially familiar with it – a casual conversation or similar is enough for him to use this ability with regards to that creature. In addition, the Fatekeeper's striding the pattern ability now functions across planes, and he may hold two bits of fate from any given creature at a time, instead of one.
http://img51.imageshack.us/img51/9118/fatekeeper.jpg
”You wish to fight me, who holds your very fate in his hands? Very well, let us dance with destiny.”
Class Skills
Fatekeepers treat all skills as class skills. Measureless time spent studying the fate of others gives a Fatekeeper very keen insight into their abilities. (Note: Several skills are added to the usual list of skills in various supplemental sources. Consult with your DM before assuming such skills are on the Fatekeeper's list of class skills.)
Skills Points at Each Level: 6 + int
Hit Dice: d6
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Seals
1st| +0 | +0 | +2 | +2 |Fateful Strikes +1d6, Sealed Fates|1st
2nd| +1 | +0 | +3 | +3 |Unbound Destiny|1st
3rd| +2 | +1 | +3 | +3 |Fateful Strikes +2d6|1st
4th| +3 | +1 | +4 | +4 |Extract Fate|2nd
5th| +3 | +1 | +4 | +4 |Fateful Strikes +3d6|2nd
6th| +4 | +2 | +5 | +5 |Unsealed Fate|2nd
7th| +5 | +2 | +5 | +5 |Fateful Strikes +4d6|3rd
8th| +6/+1 | +2 | +6 | +6 |Shroud of Destiny|3rd
9th| +6/+1 | +3 | +6 | +6 |Fateful Strikes +5d6|3rd
10th| +7/+2 | +3 | +7 | +7 |Striding the Pattern|4th
11th| +8/+3 | +3 | +7 | +7 |Fateful Strikes +6d6, Unsealed Fate|4th
12th| +9/+4 | +4 | +8 | +8 |Two Fates as One|4th
13th| +9/+4 | +4 | +8 | +8 |Fateful Strikes +7d6|5th
14th| +10/+5 | +4 | +9 | +9 |Deny Fate|5th
15th| +11/+6/+1 | +5 | +9 | +9 |Fateful Strikes +8d6|5th
16th| +12/+7/+2 | +5 | +10 | +10 |Unsealed Fate|6th
17th| +12/+7/+2 | +5 | +10 | +10 |Fateful Strikes +9d6|6th
18th| +13/+8/+3 | +6 | +11 | +11 |Reverse Destiny|6th
19th| +14/+9/+4 | +6 | +11 | +11 |Fateful Strikes +10d6|6th
20th| +15/+10/+5 | +6 | +12 | +12 |Weaving the Pattern|6th[/table]
Class Features: The following are all class features of the Fatekeeper class.
Weapon and Armor Proficiencies: Fatekeepers are proficient with all simple weapons and with the rapier, sap, scimitar and shortbow. Fatekeepers are proficient with light armor, but no shields.
Fate: All Fatekeepers have access to a pool of fate points equal to half their class level plus their Charisma modifier. This pool resets whenever the Fatekeeper rests for eight hours. In addition, while in an encounter, a Fatekeeper gains one fate point whenever he or a creature he can perceive rolls a 1 or a 20 on an attack roll or saving throw. Fate points gained in this way cannot increase a Fatekeeper's pool of fate points beyond his normal maximum.
Fateful Strikes: Whenever he attacks with a melee weapon, a Fatekeeper can choose to expend one fate point to make the attack a fateful strike. Fateful strikes come in two varieties, as seen below, but always deal bonus damage based on the Fatekeeper's class level, as seen on the table above.
Destined Strike: When delivering a destined strike, the Fatekeeper treats the result of his attack roll as 10 before any modifiers. In effect, this allows him to 'take 10' on attack rolls when delivering a fateful strike.
Sealing Strike: If a sealing strike hits, the Fatekeeper pulls away a tiny fragment of his target's fate with the attack, which forms a quasi-real sphere of undulating energy orbiting the Fatekeeper. The exact appearance of a creature's fate varies, with Evil creatures tending to have fates of very dark, almost black energy, while Good creatures' fates tend to be blue or gold-hued. Regardless, the Fatekeeper can instinctively tell which bit of fate belongs to which creature.
Bits of fate that have not yet been consumed can be attacked and destroyed. Fates have AC 10 + the HD of the originating creature + the Fatekeeper's Cha modifier, and one hitpoint per HD. Fates are not subject to area of effect damage. Successfully destroying a bit of fate causes it to dissipate harmlessly.
A Fatekeeper can only ever possess one bit of fate from a given creature at a time, and only a total number of fates at one time equal to his Charisma modifier. Bits of fate do not expire – unless the creature they originate from dies, in which case they dissipate into nothingness – but the Fatekeeper can dismiss an unwanted bit of fate as a standard action, in which case it dissipates to no effect.
The Fatekeeper may never extract bits of fate from himself, whether via this ability or another.
Sealed Fates (Su): All Fatekeepers have access to a variety of unique abilities, known as Seals. A Fatekeeper begins play with knowledge of a single 1st level Seal, and learns a new Seal at each Fatekeeper level thereafter. The highest level Seal a Fatekeeper can learn is given on the table above.
While in possession of a creature's fate, a Fatekeeper can 'consume' the fate as a standard action to activate a Seal that he knows. Generally speaking, Seals require neither line of sight nor line of effect to function; exceptions are noted in the individual Seal's description. Seals are always Supernatural abilities, and as such are not subject to spell resistance. The Difficulty Class of a saving throw, if any, against a Seal is 10+1/2 class level+Charisma modifier.
The list of seals is given in the next post.
Unbound Destiny (Ex): Beginning at 2nd level, so long as a Fatekeeper has at least one fate point remaining in his pool, he gains an insight bonus to AC equal to his Charisma modifier.
Extract Fate (Ex): Beginning at 4th level, a Fatekeeper can extract bits of fate with a casual touch. As a standard action, a Fatekeeper may make a melee touch attack with the same range as his unarmed strikes, without provoking attacks of opportunity. If he succeeds, he leeches away a bit of the target's fate, as if he had hit with a sealing strike. Willing creatures may be touched as a move action without the need for an attack roll.
Unsealed Fate (Ex): Beginning at 6th level, a Fatekeeper may take a hand in his own destiny, avoiding unsavory fates. Once per day as a nonaction, the Fatekeeper may reroll any roll he has just made by expending one fate point, even after the results of the roll have been determined, but before damage has been rolled, if appropriate. The Fatekeeper must use the result of this second roll, even if it is worse than the original.
In addition, the Fatekeeper gains a luck feat (Complete Scoundrel) that he meets the requirements for as a bonus feat.
At 11th level and again at 16th level, the Fatekeeper gains an additional daily use of this ability and another bonus luck feat that he meets the requirements for.
Shroud of Destiny (Su): Beginning at 8th level, a Fatekeeper learns to cloak himself from his opponents, either to escape or to set up a later ambush. While in possession of a creature's fate, the Fatekeeper may hide in any sort of terrain, even without concealment or cover, though creatures whose fate he does not hold may still detect him normally (and as such, he must possess cover or concealment to hide from them, as usual).
Striding the Pattern (Su): Beginning at 10th level, a Fatekeeper may consume a bit of stolen fate as a standard action to instantly teleport to a location adjacent to the creature whom the fate originally belonged to, regardless of distance (though he must still be on the same plane of existence).
Two Fates as One (Su): Beginning at 12th level, whenever a Fatekeeper takes damage of any sort (including ability damage or drain), he may redirect half of the damage dealt to him to a creature whose fate he holds, and whom he can currently perceive. A successful Will save, DC 10+1/2 Fatekeeper level+Cha modifier negates the transfer of damage, and as such causes the Fatekeeper to take the full normal amount.
Deny Fate (Su): Beginning at 14th level, once per day a Fatekeeper can spurn death, denying that such could ever be his fate. When the Fatekeeper would be reduced to -10 hitpoints or be slain outright by an attack or spell (such as a holy word spell with a caster level ten higher than his hit dice) he may expend three fate points as a nonaction to ignore all effects of the attack or spell.
Reverse Destiny (Su): Beginning at 18th level, a Fatekeeper can unweave the strands of destiny that led a creature to a certain place. Once per encounter as a standard action, the Fatekeeper can expend three fate points to undo all effects dealt to and by a creature in the last round. In essence, the last round of the encounter never happened for the creature – it occupies its previous position if it moved, spells cast by it have their effects undone and the spell restored to the creature, lost hitpoints are regained, and so on. If the creature is unwilling, a successful Will save, DC 10+1/2 class level+Cha modifier negates the effects of this ability.
Weaving the Pattern (Su): At 20th level, a Fatekeeper becomes a true master of his craft. Three times per day, the Fatekeeper may extract bits of fate from creatures he has encountered previously, without needing to attack or touch them. The Fatekeeper need not see the creature or be especially familiar with it – a casual conversation or similar is enough for him to use this ability with regards to that creature. In addition, the Fatekeeper's striding the pattern ability now functions across planes, and he may hold two bits of fate from any given creature at a time, instead of one.