Fatespinner

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Requirements

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.

Summary



You feeling lucky punk? That's what I'm asking. There is nothing more mutable than fate in the game of Dungeons and Dragons, every major thing is usually done with a die roll and success or the degree to which someone succeeds is determined by these rolls as part of the game that is D&D. Now having a class that can alter that? That's simply intoxicating power that may be hard to overlook once people are made aware of it. With fatespinner you can "Spin" fate to alter it and make outcomes a little less uncertain or more uncertain should your enemy be trying to accost you. You can use to augment your own magicks as well. You can also at the highest levels seal fate so it becomes less fickle and mutable. After all Fate is in your hands now.

Role: Spell Utility

Characteristics: An arcane caster that can spin fate to help allies and hurt foes.

Source: Complete Arcane

Game Rule Information

The Fatespinner has the following game statistics.

Abilities: Whatever your casting stat is, Dexterity and Constitution for added survivability to keep the fate of your enemies locked and unfortunate.

Alignment: Any

Hit Die: d4

Starting Gold: N/A

Class Skills

The Fatespinner's class skills are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Listen (Wis), Pickpocket (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Fatespinner.

Weapon and Armor Proficiency: A Fatespinner is proficient with whatever they were already proficient with.

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 FateEx: 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 FateEx: 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 DestinyEx: 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 FateEx: 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 FateEx: 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 FateEx: 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.

Table 1-1: Fatespinner Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
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

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.