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View Full Version : Fatespinner in different splatbooks



Black_Zawisza
2011-09-18, 08:29 PM
I don't have Complete Arcane; is there any difference between the Fatespinner there and the one in Tome and Blood?

tyckspoon
2011-09-18, 08:47 PM
Quite drastic ones, yes. The theme of the class is the same, but the mechanics of it are very different (among other things that would jump out at you immediately, C. Arc Fatespinner is only a 5-level class.)

Black_Zawisza
2011-09-18, 09:00 PM
Quite drastic ones, yes. The theme of the class is the same, but the mechanics of it are very different (among other things that would jump out at you immediately, C. Arc Fatespinner is only a 5-level class.)
Which version would...say, a munchkin prefer? :smallbiggrin:

tyckspoon
2011-09-18, 09:09 PM
Good question, actually. Tome and Blood can be entered earlier with a less annoying prereq and has a more useful Spin mechanic, in that the T&B Fatespinner can make his own and has a much higher cap while Complete Arcane has a set amount to work with at the start of the day. On the other hand, T&B is a violation of the First Rule of Spellcaster Optimization, while Complete Arcane only gives up a caster level at the last level of the class, and the ability you get in return is poor enough that you can pretty easily give it up and just not take that level; the spin applications and rerolls are all in the first 4 levels.

I'll say.. Tome and Blood if you *really* like the playing-with-luck theme, and Complete Arcane if you just want a nice prestige class to round off a build or pick up some power without a meaningful sacrifice. Tome and Blood does give a lot more spin and ways to use it, but those dropped caster levels are a measurable and significant power hit.

ThiefInTheNight
2011-09-18, 09:26 PM
CArc Fatespinner 5 is a pretty solid ability; it's not always worth a spellcasting level, but it's good enough to be worth considering it.

tyckspoon
2011-09-18, 09:38 PM
I.. strenuously disagree. It *is* a nice ability, but it's nowhere near the value of advancing casting. The Fatespinner ability is strongly held back by the 1/day, HD, and duration limits. 1/day encourages you to be very careful about when you use it; the HD limit means anything you *really* want to penalize with it probably can't be affected by it, and the 1 round duration of it means you can't even use it to prebuff an ally- if you want to use it to ensure they pass a critical save, you have to know exactly when that save is going to happen (and it's probably going to happen because you're about to drop a Maximized AoE or save-or-die on their area and you don't want them to get hurt too bad.) A spellcasting level gets you more spells known, more spells per day, and most importantly brings you that next step closer to your next level of spells, which is going to be faaaaaar more powerful than a 1/day single-target limited ability like Seal Fate.

Tvtyrant
2011-09-18, 10:33 PM
Luck Domain Clerics get spinny abilities without losing CLs.