The Fatespinner
"Keep trying. I have a feeling your luck will change-soon."
Some people are lucky. Others, less so. And 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 unthinking drive-with prejudice. He can increase the
probablility of events in his favor, at the expense of a greater probability
of undesirable events.
Any arcane spellcaster who has cursed his bad luck is a potential candidate
for this prestige class. Who has not fired off a spell, hoping to fervently
but impotently for a particular outcome, or sadly noted the astounding luck
of an enemy who resists spell after spell? The fatespinner is all about
applying 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.
Hit Dice: d4.
Level BAB Fort.Save Ref.Save WillSave Special SpellsPerDay
1 +0 +0 +0 +2 Spin fate
2 +1 +0 +0 +3 Resist fate +1 level of existing class
3 +1 +1 +1 +3 Fickle finger of fate
4 +2 +1 +1 +4 As fate would have it +1 level of existing class
5 +2 +1 +1 +4 Spin destiny
6 +3 +2 +2 +5 Deny fate +1 level of existing class
7 +3 +2 +2 +5 Luck to the wind
8 +4 +2 +2 +6 As fate would have it +1 level of existing class
9 +4 +3 +3 +6 Seal fate
10 +5 +3 +3 +7 Favored one +1 level of existing class
Requirements
To qualify to become a fatespinner, a character must fulfill all of the
following criteria:
Knowledge (arcana): 8 ranks.
Knowldge (any): 8 ranks.
Spells: Ability to cast arcane spells of 3rd level of 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 sparred him.
Class Skills
The fatespinner's class skills (and the key ability for each skill) are:
Appraise (Int), Concentration (Con), Craft (Int), Gather Information (Cha),
Intuit Direction (Wis), Knowledge (Int), Profession (Wis),
Scry (Int, exclusive skill), Search (Int), and Spellcraft (Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency
A fatespinner gains no additional proficiency in any weapon or armor
Spells per Day
At every second level gained in the fatespinner class, as well as at 7th
level, the character gains new spells per day as if he had also gained a level
in a spellcasting class he belonged to before adding the prestige class. He
does not, however, gain any other benefits a character of that class would
have gained (improved chance of controlling or rebuking undead, metamagic or
item creation feats, hit points beyond those he receives from the prestige
class, and so on), except for an increased effective level of spellcasting.
If a character had more than one spellcasting class before becoming a
fatespinner, he must decide to which class he adds the new level for purposes
of determining spells per day.
Spin Fate (Ex)
The mage of many fates understands that "chance" is less random than many
believe, and he can adjust the probability of certain events. This is an
extraordinary ability.
When a fatespinner casts a spell that allows a saving throw, he can choose
to subtract 2 from the spell's save DC (making it easier for the target to
resist)-neither more nor less. He stores the 2 opints as a sort of spell
karma called "spin." Each time he so adjusts a spell, he accumulates another 2
opints of spin. At any one time, the fatespinner can store a maximum spin
value equal to his caster level (the total of all spellcasting class levels,
including this prestige class). For example, a 5th-level wizard/1st-level
fatespinner can store up to 6 points of spin at any one time.
The fatespinner can use accumulated spin to boost the save DC of other
spells he casts, adding up to 3 opints of spin to any one spell. Thus, the
above 5th-level wizard/1st-level fatespinner can increase the Will save DC of
a charm person spell by up to +3. If he spends all 3 points, his spin "balance"
drops to 3.
Sometimes more points are subtracted from save DC's that can be
accumulated as spin. In this case, exess is lost. If the above spellcaster
were to reduce the save DC's of two spells before using his spin again, he
would accumulate 4 points of spin. Since his maximum is 6 not 7, the extra
point is lost.
Note: You can't cheat fate. A fatespinner accumulates no spin from casting
spells on targets who voluntarily fail their saving throws. Nor can he
accumulate spin by reducing the save DC of a benign spell cast on a friend or
a meaningless inanimate object. Only where the outcome of the spell is
important to the fatespinner's own fate can he use this ability.
Resist Fate (Ex)
At 2nd level, the fatespinner develops extraordinary good luck. Once per
day, he may reroll one roll that he has just made. He must take the result of
the reroll, even if it's worse than the original roll. If the fatespinners has
levels of cleric with the Luck domain, this benefit stacks with that domain's
granted power.
Fickle Finger of Fate (Ex)
On reaching 3rd level, the fatespinner gains the extraordinary ability to
affect the luck of others. Once per day, he may reroll one roll that another
creature-friend or enemy-had just made. That creature must take the reroll,
even if it's worse than the original roll.
Fickle finger of fate takes place outside the normal initiative order,
but the fatespinner still can't use it if he is caught flat-footed. he must be
able to see the recipient to use this ability.
Note: the fatespinner must decide whether to reroll before the results of
the roll in question are applied; otherwise he must wait for another
opportunity. He is not automatically privy to the rolls of others, especially
enemies, but it is usually easy to tell when a creature makes a saving throw
or hits a target. The fatespinner player should notify the DM prior to a foe's
roll, stating his intention to use this ability immediately if the outcome
appears undesirable.
As Fate Would Have It
At 4th and 8th level, fate conspires with circumstance to bring about a
useful, if rather mundane, result. The fatespinner learns a bonus metamagic
feat.
Spin Destiny (Ex)
Beginning at 5th level, the fatespinner more clearly apprehends 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 boost any skill check, attack roll, or saving throw.
However, he can't subtract points from these checks to accumulate spin.
In addition, he can apply a number of points of spin up to his caster
level (which is still the maximum spin he can store) to skill checks, attack
rolls, or saving throws. For example, a 5th-level wizard/5th-level fatespinner
could apply up to 10 points of spin to a desired check, assuming enough had
been stored.
Deny Fate (Ex)
At 6th level, the fatespinner's control of chance becomes stronger. he can
now reroll a roll, as with Resist Fate, twice per day. This also stacks with
the Luck domain's granted power.
Luck to the Wind (Ex)
On reaching 7th level, the mage of many fates can appease chance by
"throwing luck to the wind." This is an extraordinary ability. He chooses
whether or not to use this power each time he casts a spell that allows a
saving throw. The save DC for a spell so adjusted is 1d20 + spell level +
caster's Charisma or Intelligence modifier (whichever is greater). The
fatespinner rolls the d20 when he casts the spell. He can also enhance the
spells by adding up to 3 points of spin to the spell's save DC, or accumulate
spin by deducting 2 points from it, but not both. This cannot be further
adjusted by other abilities such as spin destiny.
Seal Fate (Sp)
At 9th level, the fatespinner can meddle in matters literally of life and
death. Once per day, he can attempt to seal the fate of one other creature as
a spell-like ability. As a standard action, the fatespinner selects a size
Large or smaller target creature he can see within 100 feet and speaks the
words, "Your fate is sealed." The target must make a successful Fortitude save
(DC 20) or die. Even if the save is successful (or if the target is Huge or
larger), it instead takes 3d6+13 points of damage. The fatespinner may add
spin to increase the fortitude save DC, the amount of damage dealt, or both,
as desired.
Favored One
On attaining 10th level, the fatespinner is favored by chance, rising above
the common animal caught in the web of reality it can't see or appreciate.
His type changes to "outsider," which means (among other things) that he is
no longer affected by spells that specifically target humanoids, such as
charm person, but he can be hedged out by a magic circle spell against his
alignment. The Favored One can store a maximum value of spin equal to twice
his caster level.