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Fatespinner -- Anyone Tried it?

wolff96

First Post
I'm making a back-up character for a rather dangerous campaign that I'm currently playing in.

I was seriously considering making a wizard/fatespinner for my new guy.

Reading the abilities, it sounds like a fun character. Especially since you can boost your spell DCs pretty high if you want to do so.

Not to mention the nice dice re-roll capability...

Has anyone played one or had one in a campaign? I'm curious if they are as fun as they look.
 

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I have a halfling rogue 1 / wizard 5/ fate spinner 3, and hes pretty cool.

The adjusting DC's takes a little work on your spell selection, as you have to cast spells with saves (that don't mater to much) to spin down and save points so you can use them on the big stuff.

Re-rolling 1 roll for your self is ok but making others reroll is the best.

Short example...
We were fighting some kind of giant I think, I was hasted and had a few points saved already but needed some more. So for my first spell I spun down (fireball I think) and he made the save, so I have the DM reroll and the reroll fails. (:D ) Then for the second spell I hit him with another fireball spun up (using above points) and he fails that due to the higher DC. (:cool: ) IT was just all around fun.

One thing to keep in mind is the random leveling of spell casting ablities. It does slow do your progress some, but I think its worth it.

JDragon
 

I think they are pretty kewl. Had an NPC enemy one almost commit a TPK when the party had to go up against him. Think only 2 players lived out of 6. And the fatespinner was nowhere near out of spells and still had his OF spells left.
 

JDragon said:
The adjusting DC's takes a little work on your spell selection, as you have to cast spells with saves (that don't mater to much) to spin down and save points so you can use them on the big stuff.

Thanks for the input.

And on spinning down spells... I was looking at using Chill Touch through a Spectral Hand. That gives me a number of touch attacks equal to my level. No matter what, you do 1d6 of damage to the target. But you can spin down the DC on the strength drain and rapidly accumulate spin. If you don't drain a point of strength... who cares?
 

I use a completely homebrewed magic system, but I still stole some of the class abilities from this guy for one of my custom classes. He's all around cool.
 

The BBEG is my last campaign was a transmuter/fatespinner. She was seriously powerful.

The way I portrayed her was very arrogant but very powerful. Between her magic and her fatespinning powers, she was conceived that she 'deserved' to rule the world, and that her preservation and power was of singular importance. She was most amenable to those who didn't necessarily obstruct her way, but absolutely ruthless and deadly to those who did get in her way.

Very powerful character- the only problem being the lag in spellcasting. Don't max out fatespinner if you want 8th level spells, but certainly take a few levels- it is very useful indeed, especially at the higher levels, where a combat can turn on a single Initiative roll.
 

In an adventure I just concluded my group of players went up agianst an 18th level half-fiend Wizard who had a Runic Guardin as a pet. Well one of the players had a Fate Spinner with the nice ability of "Your Fate is Sealed". The save DC was 25 and the fortitude bonus of the Wizard was +17. The Wizard went first and cast Greater Dispelling Sphere (basically a targeted dispel against everyone in the party) then the Fatespinner goes and points at him saying, "Your Fate is Sealed!" Needless to say I rolled a one and the Wizard died instantly. Even if I made my first save he could have rolled it again to see if he failed. So in less than one round the Wizard was toast as well as the Runic Guardian who got disentegrated the very next action.

In my opinion this is a very COOL class just as long as your DM doesn't fudge any dice rolls. I am still a little irked about how quickly my group killed my BBEG who I thought was going to be a royal pain in the arse, especially since I was going to try out some new nifty spells from the BoVD.

D*mn my players to H*ll!!!!!!! :D
 

I have to come in on the other side and say Fatespinners suck.
I had a wizard with 4 levels of Fatespinner. I grew to hate it.

First, you have to remember you have the ability to reroll.
Second you have to determine the best time to use that reroll.
Third, I just do not believe the ability to reroll is worth a level of spell casting.

If you could somehow redo the Fatespinner so that rerolling wasn't the sole ability you gain, then maybe I'd think about it again.

Granted, part of my loathing of the class is a huge string of bad luck. In the entire campaign using the ability to reroll dice, the reroll was successful a total of twice. Once for our archer and once for my saving throw.
 

Just a question

How does the fatespinner missisn a +1 spell caster level affect overcomming SR? - does a transmutter5/fatespinner2 roll 1d20+6 to overcome SR or 1d20+6?.
 

Wolf,

Good call on the Chill touch, I may have to add that to my spellbook. :D My dm will hate it.

BTW don't forget you can only collect your caster level in Fate points at one time. Then you have to use some before you can collect more.

JDragon
 

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