The Fatebender PrC: A lucky so-and-so (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Talisman

06-25-07, 08:32 PM
Caveat: I do not have Complete Scoundrel, and therefore have not read any of the "luck" stuff therein.

Fatebender
In every land, in every time, there exist a few individuals who, through no virtue of their own, alter the laws of fate and chance wherever the go. Known as the destined, thieves of fate, living foci and other names, these people have the innate ability to alter the laws of probability, sometimes unconsciously.
Unlike many powers, the unique abilities of the fatebender are clearly unnatural. When a fatebender uses divert fate to dodge an arrow, she stumbles wildly at just the right moment, or perhaps a nearby warrior blunders into the path of the missile. When she uses feat of destiny to score a hit, a hardened veteran of many campaigns leaves an obvious opening, or the fatebender manifests a brief moment of uncanny skill with the sword.

Level BAB Fort Ref Will Special
Save Save Save Abilities
1 +0 +2 +2 +2 Fate focus +1
2 +1 +3 +3 +3 Fortune 1/day
3 +2 +3 +3 +3 Fate focus +2, divert fate 1/day
4 +3 +4 +4 +4 Feat of destiny 1/day, winds of fate
5 +3 +4 +4 +4 Fate focus +3, fortune 2/day
6 +4 +5 +5 +5 Divert fate 2/day
7 +5 +5 +5 +5 Fate focus +4, feat of destiny 2/day, winds of fate
8 +6 +6 +6 +6 Fortune 3/day
9 +6 +6 +6 +6 Fate focus +5, divert fate 3/day
10 +7 +7 +7 +7 Feat of destiny 3/day, winds of fate

Requirements:
Character Level: 5th*
Special: Must have survived a near-fatal experience by rolling a natural 20 on an attack or saving throw.

Skill Points: 6+Int modifier
Class Skills: Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Profession (Wis), Search (Int), Sense Motive (Wis).
Hit Die: d6
Weapon and Armor Proficiencies: A fatebender gains no proficiency with weapons, armor or shields.
Fate Focus (Ex): At 1st level the fatebender gains a +1 luck bonus, which may be applied to one of the following: AC, attack rolls, saving throws, or skill and ability checks. The fatebender may reassign this bonus (such as from attacks to AC) once per round as a free action.
The bonus from fate focus increases by +1 every odd-numbered level, to a maximum of +5 at 9th level. This bonus cannot be split between rolls; the whole bonus must be applied to one category.
Fortune (Ex): At 2nd level a fatebender gains the power of good fortune, which is exactly like the granted power from the Luck domain. Once per day the fatebender may reroll one roll but must accept the new result, even if it is worse than the original.
At 5th level the fatebender may use fortune 2/day, and at 8th level, 3/day. If the fatebender is a cleric with the Luck domain, the powers stack. However, the fatebender can never use any of these abilities more than once on any given die-roll.
Divert Fate (Ex): At 3rd level the fatebender gains the ability to divert harm from himself to another. When struck by a ranged attack (physical or spell) or affected by a targeted (non-area-effect) spell or effect, the fatebender may divert the effects onto another creature within 10' of himself. This decision must be made after any attack roll or saving throws, but before the effects of the attack or effect have been resolved.
There is a catch, however. The effect is diverted to a target within 10' of the fatebender, but the target is chosen randomly from all available--friend or foe. The only exception is that the attacked cannot affect himself because of this power. If there are no susceptible targets within 10' of the fatebender, she cannot use this power.
At 6th level the fatebender can use divert fate 2/day, and at 9th level, 3/day.
Feat of Destiny (Ex): At 4th level the fatebender gains the ability, once per day, to replace any attack roll, saving throw, or skill or ability check with a natural 20. Alternately, the fatebender may declare one attack upon herself to be a natural 1, regardless of the attacker's roll or her AC. This decision may be made as an immediate action, after the initial attack roll, saving throw or skill check is made, but before specific effects are determined.
Alternately, the fatebender may affect an attack roll that was already successful, treating the attack as a critical threat. The threat must still be confirmed normally, and creatures immune to critical hits are still unaffected.
At 7th level the fatebender can use feat of destiny 2/day, and at 10th level, 3/day.
Winds of Fate: At 4th level the fatebender's powerful presence begins to affect the laws of reality. The laws of chance are skewed in a minor way in her immediate presence. This has no game effect, but random effects tend to be...weirder in the presence of a fatebender. A dice game might result in every player rolling double 1's...ten times in a row. When playing poker, every player might draw a straight flush of a different suit. The effects of this are left to the GM's discretion.
At 7th level the effects becom more pronounced. A coin flipped in the air might land on its edge thirty times. A dropped mug of wine might not shatter; instead, all the wine falls neatly back into the mug.
At 10th level the effects begin to break the laws of probability by producing results that are technically impossible. A poker player might draw five aces of hearts from a standard deck. Two daggers tossed in the air might land, perfectly balanced, point-to-point. A boulder, struck with a hammer, might shatter into the shape of a perfect statue.

*I know raw character level is never used for PrC requirements, but I couldn't think of any appropriate prereq's for a non-spellcasting luck-based PrC. Ideas?
Gideon_Gideonson

06-26-07, 02:30 PM
I haven't looked over the class yet (I will, be sure of that), but I thought you had to know that Winds of Fate is, without a doubt, one of the most amazingly flavorful abilities I've ever seen, and I'd actually be tempted to play this class solely to get that ability.

EDIT: Okay...looked at it, and it seems pretty good...except for one thing. Feat of Destiny is to good. If it were "treat the roll as a natural 20," that might actually be less overpowered...because what happens when my buddy summons some powerful celestial and I auto-diplomacy it to fanatic?
Talisman

06-26-07, 07:38 PM
I haven't looked over the class yet (I will, be sure of that), but I thought you had to know that Winds of Fate is, without a doubt, one of the most amazingly flavorful abilities I've ever seen, and I'd actually be tempted to play this class solely to get that ability.

Thanks...I blatantly stole this ability from the ta'veran ability in Robert Jordan's Wheel of Time series. It seemed like such a cool thing, and one I had never seen in an RPG.

Feat of Destiny is to good. If it were "treat the roll as a natural 20," that might actually be less overpowered...because what happens when my buddy summons some powerful celestial and I auto-diplomacy it to fanatic

And this is why I like good feedback. So edited.
eleyas

06-26-07, 10:40 PM
first let me say i love the wheel of time series, and thank you for making this class (been tryin to make one on my own but couldn't think of spells and such).

as for requirements there are many possibiliteis if people actually read WoT, but that might not be the case so here are a few i can think of that should make sense to everyone:

1)Must have rolled a natural 20 to save there own life in the last 2 days before choosing to become this class
2)Must be able to cast 3rd lvl luck spells
3) Must have been the target of a permanent luck enchant

thats all i got for now hope it helps.
Talisman

06-30-07, 01:01 AM
:bump: