Chapter 2: Classes
Classes Allowed From Other Sources
Warlock [CAr,
QtR 13]
Others TBD
DEITIES
Code: Select all
Deity/Faith Nickname Alignment Domains
Aklisarous He Who Watches NE Air, Darkness, Evil, Weather
Brumiliex The Maleficent Murderer NE Evil, Protection, Strength, War
Forscientrall The Serendipitous Scholar N Artifice, Luck, Knowledge
Harresnia The Maiden of Majesty CN Chaos, Glory, Nobility
Jemenavora The Invigorating Emancipator NG Good, Healing, Liberation
Lumien The Luminous NG Fire, Good, Protection, Sun
Ordraus The Senseless Sibyl NE Evil, Luck, Magic, Madness
Rovanakreux The Anarchic Annihilator CE Chaos, Death, Destruction, Evil
Paxurstrav The Wanderer LN Earth, Law, Water, Travel
Seporos Magister of Magic NG Good, Knowledge, Magic, Rune
Shappatra Watchdog of Wraiths N Glory, Protection, Repose
Sprishaeous Lady of the Wild CG Animal, Chaos, Good, Plant
Valatterios The Ruling Rector LG Charm, Community, Good, Law
Wraxauliex The Beguiling Beast LE Animal, Evil, Law, Trickery
New Class:
The Fate Weaver
ABILITIES
Wisdom determines how powerful an inspiration a fate weaver can invoke, how many inspirations she can invoke per day and how hard those inspirations are to resist. Charisma, Dexterity and Intelligence are important for many of the fate weaver’s class skills.
Alignment: Any non-chaotic
HIT POINTS
Hit Die: D6
CLASS SKILLS
The fate weaver’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Geography, History, Local, Nature & Nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Use Magic Device (Cha).
Skill Points at 1st Level: (8 + Int modifier) x4
Skill Points/Level Gained: 8 + Int Modifier
Code: Select all
Class Base Fort Ref Will Inspirations per Day
Level Attack Bonus Save Save Save Special Hands Omens Prophecies
1 +0 +0 +0 +2 Consult The Cards, Tarot Focus 2 - -
2 +1 +0 +0 +3 Manipulate Fate 1/Day 3 - -
3 +1 +1 +1 +3 Call Card, Summon Deck 3 - -
4 +2 +1 +1 +4 Arcana Amulet +2 4 - -
5 +2 +1 +1 +4 Manipulate Fate 2/Day 5 - -
6 +3 +2 +2 +5 5 - -
7 +3 +2 +2 +5 Better Lucky Than Dead 6 2 -
8 +4 +2 +2 +6 Manipulate Fate 3/Day 7 3 -
9 +4 +3 +3 +6 Reweave Fate 7 3 -
10 +5 +3 +3 +7 Arcana Amulet +4 8 4 -
11 +5 +3 +3 +7 Manipulate Fate 4/Day 9 5 -
12 +6/+1 +4 +4 +8 Reweave Fate 9 5 -
13 +6/+1 +4 +4 +8 Manipulate Reading 10 6 2
14 +7/+2 +4 +4 +9 Manipulate Fate 5/Day 11 7 3
15 +7/+2 +5 +5 +9 Reweave Fate 11 7 3
16 +8/+3 +5 +5 +10 Arcana Amulet +6 12 8 4
17 +8/+3 +5 +5 +10 Manipulate Fate 6/Day 13 9 5
18 +9/+4 +6 +6 +11 Reweave Fate 13 9 5
19 +9/+4 +6 +6 +11 14 10 6
20 +10/+5 +6 +6 +12 No Fate But What I Make 15 11 7
CLASS FEATURES
All of the following are class features of the fate weaver.
Weapon and Armor Proficiency: Fate Weavers are proficient with all simple weapons. Additionally the fate weaver is proficient with one of the following weapons: composite longbow, composite shortbow, longbow, longsword, rapier, sap, short sword, shortbow or whip. Fate Weavers are proficient with light armor, medium armor and shields. Note that wearing armor heavier than leather gives the fate weaver an armor check penalty on some class skills.
Inspirations: A fate weaver invokes inspirations according to the tables found below. Inspirations are similar to spells, divided into three types; hands, omens and prophecies. They all have verbal and somatic components, but no material ones.
Hands are quick inspirations of magic that can be invoked as move actions. This means that a fate weaver can perform a standard action in the same round that she invokes a hand inspiration. She could, for example, invoke a hand and then make a single attack, move up to her speed or even invoke another hand or omen. Omens are more complex invocations involving a drawn out combination of hands. These are invoked as standard actions. Prophecies are the most complex inspirations and take a full round to invoke.
Except where noted, always treat inspirations as spells for such purposes as dispel magic, detect magic, spell resistance and so on. If a spell-level equivalent is needed, treat hands as 1st level spells, treat omens as 3rd level spells and treat prophecies as 5th level spells.
Similar to the way sorcerers cast spells, fate weavers need not prepare inspirations beforehand or need to keep a record of the inspirations they know (like a spellbook). Fate weavers receive bonus inspirations for high Wisdom, as shown in the table below. To invoke an inspiration a fate weaver must have a Wisdom score of at least 11 for hands, 13 for omens and 15 for prophecies. The Difficulty Class for a saving throw against a fate weaver’s inspiration is 11 + Wisdom modifier for hands, 13 + Wisdom modifier for omens and 15 + Wisdom modifier for prophecies.
Hands can be combined into omens, and omens can be combined to make prophecies. A fate weaver can expend five hands for the day to create an omen. Likewise a single omen can power five hands and using one prophecy slot, a fate weaver can invoke three omens (or 15 hands).
Unlike other spellcasters, fate weavers can combine their talents easily to produce powerful inspirations. Multiple fate weavers contribute omens, for example, to create a prophecy effect that they all know. The inspiration’s effects are based on the highest fate weaver’s level and ability score for determining parameters of the inspiration that depend on them (in particular, save Difficulty Classes). Further, if a saving throw is called for, for every two fate weavers involved, the Difficulty Class to resist the inspiration increases by +1.
Inspirations can be used to make spell-completion and other magic items, including scrolls, potions, wands and son, assuming the fate weaver has the correct item creation feats. For costs, treat hands as 1st level spells, treat omens as 3rd level spells and treat prophecies as 5th level spells.
Code: Select all
Fate Weaver Inspirations Known Bonus Inspirations For High Wisdom
Level Hands Omens Prophecies Score Modifier Hands Omens Prophecies
1 2 - - 1 -5 Can't invoke inspirations
2 2 - - 2-3 -4 Can't invoke inspirations
3 3 - - 4-5 -3 Can't invoke inspirations
4 3 - - 6-7 -2 Can't invoke inspirations
5 4 - - 8-9 -1 Can't invoke inspirations
6 4 - - 10-11 0 - - -
7 5 2 - 12-13 +1 1 - -
8 5 2 - 14-15 +2 2 - -
9 6 3 - 16-17 +3 3 1 -
10 6 3 - 18-19 +4 4 2 -
11 7 4 - 20-21 +5 5 3 1
12 7 4 - 22-23 +6 6 4 2
13 8 5 - 24-25 +7 7 5 3
14 8 5 2 26-27 +8 8 6 4
15 9 6 2 28-29 +9 9 7 5
16 9 6 3 30-31 +10 10 8 6
17 10 7 3 32-33 +11 11 9 7
18 10 7 4 34-35 +12 12 10 8
19 11 8 4 36-37 +13 13 11 9
20 11 8 5 38-39 +14 14 12 10
40-41 +15 15 13 11
Consult the Cards (Ex/Su): A number of times per day equal to one quarter her class level + her Wisdom modifier (minimum once per day at 1st level) the fate weaver may take a reading from her tarot deck to divine the outcome of an event for herself or someone else.
The Fate Weaver makes a D20 check, with the DC ordinarily set at 15. Depending on how far in the future the event is and how specific the topic is the DC can fluctuate up or down. Generic questions (Will I be successful in life?) to the deck have no modifier and the more specific the topic the higher the DC gets (+1 for each set of specific conditions).
As a general rule, this class feature is meant to determine whether one is on the right path, not identify a secret door’s location or tell what lies in the next room in the dungeon). When used in this regard Consult the Cards works as an extraordinary ability.
If in doubt treat this ability as if the fate weaver had cast
augury and use her class level as her caster level. This function of consult the cards is a supernatural ability instead of extraordinary; the power behind it comes from within, not from the aid of magic.
Tarot Focus (Ex): Sages say that the even the most powerful fate weavers are truly blind if they don’t have the mental tranquility to guide them. As Wisdom is the driving ability score in the fate weaver’s inspirations, so to does it affect how well she understands a reading she draws; the fate weaver applies her Wisdom modifier to determine the result of her DC or caster level check when she is consulting the cards.
Manipulate Fate (Ex): The fate weaver maintains control over her own fate through use of this ability. Starting at 2nd level, the fate weaver can roll twice for any task resolution roll (ability check, attack roll, saving throw and skill checks) and use the better of the two. The fate weaver can use this ability a number of times per day depending on her level, but only once in any given encounter. The fate weaver can use this ability once per day at 2nd level and one additional time per day for every three levels attained thereafter.
Call Card (Sp): At 3rd level the fate weaver is able to touch any non-magical deck of cards and mentally speak the name of the card that she desires. The order of the deck is reorganized and the desired card is put at the top of it, face down. This ability can be used once per day per level of the fate weaver.
Summon Deck (Sp): The fate weaver is able to form a one word bond with her preferred deck of tarot cards. When the fate weaver speaks this word, the tarot deck is immediately transported to her hands. In order for this ability to work, the deck must be on the same plane as the fate weaver and must be unattended. If the deck is attended (in use or being held by another creature), the creature attending it may make a Will save (DC 10 + the fate weavers level + the fate weavers Wisdom modifier) in order to keep it in their possession. Summoning your deck is a conjuration spell based effect.
Arcana Amulet (Su): At 4th level the fate weaver is able to imbue a small item of personal significance (most often an amulet or a ring) with a portion of her own divine willpower. It takes one full day to attune the item as well as the expenditure of two points of Wisdom (which is regained later as normal). Once the bond between the item and the fate weaver is established, the item provides the fate weaver a +2 resistance bonus on saving throws made to defend against spells and spell-like abilities.
At 10th and 16th level, the fate weaver can spend a day with her attuned item, strengthening the bond and increasing her resistance bonus against spells and spell-like effects by an additional +2.
Better Lucky Than Dead (Su): At 7th level, the Fate Weaver may invoke this power a number of times per day equal to 1 + her Wisdom modifier (minimum once per day) and gain a bonus to an attack roll or saving throw equal to one quarter her class level.
The fate weaver can use this ability as a free action and must declare it before the DM reveals the result of the roll. The fate weaver can use this ability in conjunction with her manipulate fat class ability and add the bonus to the higher of the two rolls.
Reweave Fate: At 9th level the fate weaver taps into the power of chance and is able to increase her odds of succeeding at a certain task. Each time the fate weaver gains this class ability, she may select from any one of the abilities listed below and may select the same ability more than once.
- Inspired Defense: The fate weaver gains a +1 luck bonus to her AC.
- Inspired Grace: The fate weaver gains a +1 luck bonus to her Fort, Ref & Will saves.
- Inspired Health: The fate weaver gains 1 additional hit point per hit die.
- Inspired Inspirations: The DC to resist the effects of all your inspirations increases by +1.
- Inspired Skill: The fate weaver chooses one of her skills and gains a +3 luck bonus to all checks made with it.
- Inspired Strike: The fate weaver gains a +1 luck bonus on all attack and damage rolls.
- Inspired Senses: The fate weaver gains a +4 luck bonus on all Perception checks.
- Muse: The fate weaver chooses any one of the above inspired abilities and can grant it to a number of characters or creatures equal to her Wisdom modifier (minimum 1) for the day so long as she remains within eyesight of the target(s) for the rest of the day. The fate weaver does not gain the benefits of and can never be the recipient of the chosen inspired ability she chooses to be a muse of.
If the fate weaver chooses Inspired Skill for her muse ability, she grants the luck bonus to the next skill check the the target creature(s) makes.
Manipulate Reading: Once per day, when the fate weaver does a tarot reading for a client or anyone else, she is able to mentally reorder the entire deck to ensure an outcome for the reading that she desires.
No Fate But What I Make (Su): Whenever the fate weaver is the target of any attack, spell or spell-like ability that would kill her, the fate weaver is able to treat the attack as if it failed. This ability is usable only once per day.