General Prestige Class : Fatespinner
Some people are lucky; others are not. A few make their own luck. A fatespinner (also called a "mage of many fates") has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability. When one event occurs, innumerable possible ones do not as the universe blindly seeks balance. Through his newfound understanding, the fatespinner satisfies that blind seeking - with prejudice. He can increase the probability of events in his favor.
Any arcane spellcaster who has cursed his bad luck is a candidate for this prestige class. Who has not cast a spell, hoping fervently but impotently for a particular outcome, or sadly noted the astounding luck of an enemy who resists spell after spell? The fatespinner seeks to apply some control over the seeming vagaries of chance - fortune for himself, misfortune for his foes.
NPC fatespinners are often found in positions of power and authority, as would be expected from those able to directly affect their own destiny. Others continue to ply the world, honing their abilities and seeking their ultimate fortune.
Adaptation: Adapting this class to other methods of play might include the idea of draining luck from NPCs, and using that drained luck as stored spin. However, determining the method whereby this luck is drained that doesn't merely allow the fatespinner to always have a method of rejuvenating his spin is tricky. This effect could potentially be tied to the fickle finger of fate ability; if the fatespinner successfully uses this ability, he gains 1 additional point of spin that he must use within 1 round (he can't store it). This ability should be usable only once per day.
Requirements
To qualify to become a Fatespinner, a character must fulfill all the following criteria:
- Skills: Knowledge (arcana) 10 ranks, Profession (gambler) 5 ranks
- Spells: Able to cast 4th-level arcane spells, including at least one divination spell of 1st level or higher.
- Special: The fatespinner must have avoided death (or severe calamity) by the machinations of fate. For instance, if he misses a ferry crossing to the nearby Isle of Sadonne due to a strange premonition that caused him to tarry overlong at the landing, and learns that the ferry was lost with all aboard to a sudden storm, it can be said that fate has spared him.
Class Skills
The fatespinner's class skills are Appraise, Concentration, Craft, Knowledge (arcana), Profession, Sleight of Hand, and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the fatespinner prestige class.
Weapon and Armor Proficiency: Fatespinners gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each level except 5th, a fatespinner gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming a fatespinner, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Spin Fate (Ex): A mage of many fates understands that "chance" is not as random as many believe it to be, and he can adjust the probability of certain events by applying a force that fatespinners refer to as "spin." Each day, a fatespinner can use a number of points of spin equal to his fatespinner class level. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a 5th-level wizard/3rd-level fatespinner casting fireball could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day.
A fatespinner's spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer).
Fickle Finger of Fate (Ex): On reaching 2nd level, a fatespinner gains the ability to affect the luck of others. Once per day as an immediate action, he can force any other creature-friend or enemy-to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it's higher or lower than the original roll.
Spin Destiny (Ex): Beginning at 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin to adjust other random events. The method is identical to increasing a spell's save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll.
Deny Fate (Ex): At 4th level and higher, a fatespinner has a better chance of beating the odds should he ever be rendered unconscious and dying. Once per day, on the first occasion when a fatespinner must make a check to become stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally.
Resist Fate (Ex): A fatespinner of 4th level and above embraces his extraordinary good luck. Once per day, he can reroll one roll that he has just made. He must abide by the result of the reroll, even if it's worse than the original roll.
Seal Fate (Su): A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. Once per day as a free action, the fatespinner selects a target creature he can see within 30 feet with Hit Dice equal to or less than his. The creature receives either a -10 penalty or a +10 bonus on its next saving throw, as decided by the fatespinner. If the selected target has more Hit Dice than the fatespinner, the ability doesn't work but the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature's fate is no longer sealed.
Fatespinner | Hit Die: d4 | |||||
CL | BAB | Fort | Ref | Will | Special | Spells |
1st | +0 | +0 | +0 | +2 | Spin fate | +1 level of existing spellcasting class |
2nd | +1 | +0 | +0 | +3 | Fickle finger of fate | +1 level of existing spellcasting class |
3rd | +1 | +1 | +1 | +3 | Spin destiny | +1 level of existing spellcasting class |
4th | +2 | +1 | +1 | +4 | Deny fate, resist fate | +1 level of existing spellcasting class |
5th | +2 | +1 | +1 | +4 | Seal fate | - |
Source: Complete Arcane
Tome and Blood