Fatemaker

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Life is what you make of it. Your life can be grand, exciting, filled with glory, and long remembered once past—if you choose to make your own fate. Those who hope luck and happenstance will propel them into a magnificent fortune or endow them with lasting fame are rarely satisfied. Each morning as they rise, ready to face a new day, fatemakers repeat to themselves the following credo: “There are two paths to take; one is easy, and that is its only reward.”

Player characters in general are attracted to the fatemaker philosophy, since making your own fate is a primary motivation for adventuring. Fighters and barbarians tend to play the bully, while the other classes may take a more subtle approach.

Fatemakers can be found at the heads of successful ventures or scrambling to reach the head. Others find success in maintaining collections, doing deeds of good (or bad), or as important functionaries in government.

Role: Spell Utility

Characteristics: Savvy leaders with limited spells that shapes the world around them using their charisma.

Source: Planar Handbook

Game Rule Information

The Fatemaker has the following game statistics.

Abilities: Charisma for casting and leadership abilities, and Intelligence for getting all the skill points you need to be successful.

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Fatemaker's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Fatemaker.

Weapon and Armor Proficiency: A Fatemaker is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Fatemakers are proficient with light armor and shields (except tower shields). Because the somatic components required for fatemaker spells are relatively simple, a fatemaker can cast fatemaker spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a fatemaker wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (as most do). A fatemaker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: Beginning at 1st level, a fatemaker gains the ability to cast a number of arcane spells. To cast a spell, a fatemaker must have a Charisma score of at least 10 + the spell's level, so a fatemaker with a Charisma of 10 or lower cannot cast these spells. Fatemaker bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + Caster level. When Table 1-2 indicates that a fatemaker gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level fatemaker), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The fatemaker's spell list appears below. A fatemaker casts spells just as a sorcerer does (Spontaneously).

Upon reaching 6th level, and at every even-numbered level after that (8th and 10th), a fatemaker can choose to learn a new spell in place of one she already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level fatemaker spell the character can cast. A fatemaker can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.

Take-Charge Appeal Ex: A fatemaker is a naturally confident leader. She adds 1 point to her Charisma score at 1st, 5th, and 10th level.

Confidence of the Fated Su: Once per day, a fatemaker of 2nd level or higher can add her class level as a morale bonus on any single attack roll, weapon damage roll, saving throw, or skill check. At 7th level and higher, she can do this twice per day, but only once in any given round.

Sneak Attack Ex: Beginning at 3rd level, a fatemaker deals an extra 1d6 points of damage on any successful melee attack against a flat-footed or flanked target, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. A fatemaker can choose to deliver nonlethal damage with her sneak attack, but only when using a weapon designed for that purpose, such as a sap (blackjack).

At 6th level, the extra damage dealt by a fatemaker's sneak attack increases to 2d6 points, and at 9th level it increases to 3d6 points.

Aura of Confidence Su: A fatemaker's confidence tends to rub off on her allies. Beginning at 4th level, a fatemaker grants a +1 morale bonus on attack rolls, saves, and skill checks to all adjacent allies (but not to herself). This ability functions only while the fatemaker is conscious.

At 8th level, the bonus increases to +2.

Ego Manifestation Sp: At 10th level, a fatemaker's internal confidence and ego can be made physically manifest, increasing her size and power. This effect is the equivalent of the Righteous Might spell (caster level equals class level), except that the fatemaker doesn't gain damage reduction, but instead gains a +4 bonus on Intimidate checks. She can use this ability once per day.