View Single Post

Thread: The Fatekeeper (3.5 Base Class)

  1. - Top - End - #2
    Bugbear in the Playground
     
    Circle of Life's Avatar

    Join Date
    Jul 2010

    Default Re: The Fatekeeper (3.5 Base Class)

    List of Seals

    1st:
    Spoiler
    Show
    Seal of the Pyre
    Saving Throw: Will half

    The Fatekeeper seals a creature's fate to one of death by fire, causing it to spontaneously combust. The fated creature takes 1d8 fire damage for every two Fatekeeper levels, minimum of 1d8 damage. A successful Will save halves the damage dealt.

    Seal of Mercy
    Saving Throw: None

    Not all fates need end in death, as the Fatekeeper knows all to well. When this Seal is activated, the fated creature takes 1d4 nonlethal damage per Fatekeeper level.

    Seal of the Slashing Blade
    Saving Throw: Fortitude half

    The Fatekeeper seals a creature's fate to one of death by steel, causing deep slash wounds to appear in its flesh. The fated creature takes 1d8 slashing damage for every two Fatekeeper levels, minimum of 1d8 damage. A successful Fortitude save halves the damage dealt.

    Seal of the Crushing Blow
    Saving Throw: Fortitude Half

    The Fatekeeper seals a creature's fate to one of death by crushing, bruising flesh and breaking bones. The fated creature takes 1d8 bludgeoning damage for every two Fatekeeper levels, minimum of 1d8 damage. A successful Fortitude save halves the damage dealt.

    Seal of Misfortune
    Saving Throw: Will negates

    The Fatekeeper curses the sealed creature with persistent unluck, causing it to take a -2 penalty on all attack rolls, saving throws, ability checks and skill checks for one hour per class level. A successful Will save negates this effect.

    Seal of Lost Memories
    Saving Throw: Will negates

    The Fatekeeper erases recent memory from the sealed creature's mind, causing it to forget the events of the past hour. The creature may wonder where new wounds came from or how it got to where it is, if appropriate, but it cannot recall anything in that hour of lost time with any clarity. If the creature is currently threatened, such as by being in combat or in an otherwise dangerous situation, it receives a +5 bonus on its saving throw.

    Seal of Authority
    Saving Throw: Will negates

    The Fatekeeper consumes a creature's fate to issue a single overwhelming command. Unlike most seals, the Fatekeeper must have line of sight and effect to the fated creature for this seal to take effect. If the creature fails its save, it must obey a single, simple command, such as “go there” or “attack this” or “don't attack” for one round. Commands that obviously threaten the creature or go against its loyalties, such as moving through a threatened space or attacking one of its allies offer a second save.


    2nd:
    Spoiler
    Show
    Seal of Frigid Doom
    Saving Throw: Fortitude half and Fortitude negates

    The Fatekeeper seals a creature's fate to one of death by freezing, causing its entire body to experience a sudden sharp decline in temperature. The fated creature takes 1d8 cold damage per two Fatekeeper levels, and is fatigued for one hour. A successful Fortitude save halves the cold damage and negates the fatigue.

    Seal of Dispelling
    Saving Throw: None

    The Fatekeeper allows a bit of fate to dissipate into mist, and as he does so, the corresponding creature feels its magical defenses slip away. The Fatekeeper makes a dispel check, as if casting a targeted dispel magic on the creature, except that he uses his Fatekeeper level in place of his caster level, and the maximum caster level adjustment is +20.

    Seal of the Comatose
    Saving Throw: Will negates

    The Fatekeeper grinds a bit of fate between his fingers, and it falls to earth like so many grains of sand. At once, the corresponding creature feels a wave of intense drowsiness pass over it. If the creature fails a will save, it falls asleep at the end of its next 1d2 turns, and remains asleep for at least the next hour, unless damaged or otherwise forcefully awakened. (See the sleep spell for details on waking a sleeping creature.)

    Seal of Wearied Limbs
    Saving Throw: Will negates

    The Fatekeeper consumes a bit of fate, causing it to rapidly melt away like a bit of ice left in the sun. As it fades, the creature feels a great lethargy in every muscle, making moving or attacking difficult. If the creature fails its save, it is exhausted for a number of rounds equal to half the Fatekeeper's level.

    Seal of the Fairweather Friend
    Saving Throw: Will negates

    Charm!



    3rd:
    Spoiler
    Show
    Seal of the Lidded Eye
    Saving Throw: Will partial

    Blinds!

    Seal of Malignant Flesh
    Saving Throw: Fortitude negates

    Diseases!

    Seal of the Thunderstorm
    Saving Throw: Fortitude half and Fortitude negates

    Shocks, chance of losing next action.

    Seal of the Weakened Body
    Saving Throw: Fortitude negates

    Penalizes Fort saves.

    Seal of the Broken Will
    Saving Throw: Will negates

    Penalize Will saves.


    4th:
    Spoiler
    Show
    Seal of Deception
    Saving Throw: None

    Target believes one simple lie unless presented with incontrovertible proof of its falsehood.

    Seal of the Fool
    Saving Throw: Will negates

    Save or take -20 penalty to int/cha/wis checks/abilities.

    Seal of the Cripple
    Saving Throw: Will negates

    Save or be unable to move or attack unless effect is broken.

    Seal of the Broken Psyche
    Saving Throw: Will negates

    Save or act like member of another race for short time.

    Seal of Stunning
    Saving Throw: Fortitude partial

    Save or stunned for 1d4 rounds


    5th:
    Spoiler
    Show
    Seal of the Revealed
    Saving Throw: None

    Reveals target location and plane to the Fatekeeper.

    Seal of the All-Seeing
    Saving Throw: None

    Grants the Fatekeeper True Seeing in regards to the creature; know current health.

    Seal of the Clouded Mind
    Saving Throw: Will negates

    Removes spell levels from target's mind.

    Seal of Vulnerability
    Saving Throw: None

    Lower DR temporarily, can become negative.

    Seal of the Damned
    Saving Throw: Will negates

    As greater bestow curse.

    Seal of Renounced Loyalty
    Saving Throw: Will negates

    Enemy treats allies as enemies too.


    6th:
    Spoiler
    Show
    Seal of Death
    Saving Throw: Will negates

    The Fatekeeper brutally crushes the fate of the creature, willing it to simply die. If the creature fails a Will save, it dies. Unlike most Seals, the Fatekeeper requires both line of sight and line of effect for this Seal to take effect.

    Seal of Dominion
    Saving Throw: Will negates

    Dominate effect, 1 hour/level.

    Seal of the Displaced
    Saving Throw: Will negates

    Plane Shift, harmless random plane.

    Seal of Elemental Fury
    Saving Throw: See text.

    Acid, cold, electric, and fire damage; ongoing burns, exhaustion, and stunning.

    Seal of Terror
    Saving Throw: None

    Panic for one round.

    Seal of the Sacred Smite
    Saving Throw: Will half

    Divine or profane damage, stunned and knocked prone.
    Last edited by Circle of Life; 2011-07-30 at 07:29 AM.