Changes to the Fatespinner [Archive] - Wizards Community

Post/Author/DateTimePost
Argon_Asimov

02-24-06, 11:11 PM
Frankly, I don't like how the Fatespinner works. I was reading the class description, I heard things about manipulating probability, and about "spin".

"How great," I thought, "what a genious idea! Allow the character to manipulate luck in his favor. Surely 'spin' indicates that the luck will 'come around again' so to speak, so that the player will have to be canny in his use of this ability.

Not so.

Instead, the Fate Spinner is just a (nearly) flavorless means to improve a caster's save DC. This, to me, is unnacptable, and so I have decided to tinker with the class to see if I can't give it more flavor.

Requirements: Profession (Gambler) changed to Profession (Clerk)

-Gambler? GAMBLER?!! You're telling me my all-powerful mage has to sit around in a gruby tavern throwing dice to become a Fatespinner? Nonsense. Changed to Profession (Clerk); those who keep track of very large numbers are more likely to have a meaningful understanding of them than mere gamblers.

Class Skills: I really want to remove Slieght of Hand...

-but I can't think of anytihng to reasonably replace it. For some reason, this just dosn't "fit" with the rest of the class theme for me, and I think it mudies the focus.

Spin Fate: This is my biggest qualm and will feature the most changes. Any time a Fatespinner casts a spell, he may choose to "spin" it, subjecting it to the laws of chance, over which he has some degree of control. The DC of the spell becomes 1d20 + level of the spell + ability modifier + spin modifier.

A Fatespinner has a spin modifer equal to his level in the prestige class. Everytime he "spins" a spell, this modifier decreases by one point. The fatespinner may "spin" spells when he has a spin modifer of zero, in which case the modifer becomes negative. He may continue to "press his luck" in this manner until he has acrued a negative spin modifier equal to his level in this prestige class, at which point his ability to spin his spells end for the day.

The spin modifier is reset when the Fatespinner readies his spells for the day.

-You'll notice that this allows the Fatespinner to apply somewhat more of a total DC modifier to his spells each day, but that which each spell he "spins" there is a potential risk. Furthermore, he can push his luck and try to gain an advantage, even if the odds are against him. This, I think, is much more in line with the class's theme.

Any thoughts or suggestions?