Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Sub-Epic Offerings
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Obly99" data-source="post: 9433925" data-attributes="member: 7035194"><p>A rework of the old <a href="https://dndtools.net/classes/fatespinner/" target="_blank">Fatespinner</a> PrC</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Fatespinner</span></strong></p><p></p><p>A fatespinner has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: the destiny.</p><p></p><p>BECOMING A FATESPINNER</p><p></p><p><strong>Hit Die:</strong> d6.</p><p></p><p><strong>Requirement</strong></p><p></p><p>To qualify to become a Fatespinner, a character must fulfill all the following criteria.</p><p></p><p>ENTRY REQUIREMENTS</p><p></p><p><strong>Alignment:</strong> Within one step of his deity.</p><p></p><p><strong>Deity:</strong> One with fate between its areas of concern.</p><p></p><p><strong>Languages:</strong> Abyssal, Celestial, and Infernal.</p><p></p><p><strong>Skills:</strong> Knowledge (arcana) 15 ranks, Knowledge (religion) 15 ranks.</p><p></p><p><strong>Spellcasting:</strong> Able to cast 8th level spells and at least 6 diverse divination spells.</p><p></p><p><strong>Class Skills</strong></p><p></p><p>The Fatespinner’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), and Use Magic Device (Int).</p><p></p><p><strong>Skill Ranks per Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Table: Fatespinneer</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack<br /> Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td><td><p style="text-align: center"><strong>Spells per day</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Spin fate</p> </td><td><p style="text-align: center">–</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Fickle finger of fate, pluck thread</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Snip thread, spin destiny</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Deny fate, resist fate</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Prophecy, shift fate</p> </td><td><p style="text-align: center">+1 level of existing class</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Fatespinner.</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Fatespinner gain proficiency with the favored weapon of their deities.</p><p></p><p><strong>Spellcasting</strong></p><p>At the indicated levels, a fatespinner gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a fatespinner, he must decide to which class he adds the new level for the purposes of determining spells per day.</p><p></p><p><strong>Spin Fate (Su)</strong></p><p>A mage of many fates understands that "destiny" It's not that impossible to understand as many believe it to be, and he can adjust the probability of certain events by applying a force that fatespinners refer to as "spin." Each day, a fatespinner can use a number of points of spin equal to his spellcasting modifier. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a wizard fatespinner with an Intelligence score of 24 casting <em>fireball</em> could choose to boost the DC of the spell by 1 to 7 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A fatespinner's spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer).</p><p></p><p><strong>Fickle Finger of Fate (Su)</strong></p><p>On reaching 2nd level, a fatespinner gains the ability to affect the destiny of others. Once per day as an immediate action, he can force any other creature—friend or enemy—to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it's higher or lower than the original roll.</p><p></p><p><strong>Pluck Thread (Su)</strong></p><p>At 2nd level and higher, as a standard action up to three times per day but no more often than once every 1d4 rounds, a fatespinner can may produce a golden thread linked to a creature’s fate and then attempt to manipulate it to his desire. The target creature must be within 120 feet and in the fatespinner’s line of sight. The target must immediately succeed on a Will save DC 10 + ½ fatespinnder’s character level + his higher mental modifier or be affected as per <em>dominate monster</em> (equivalent caster level equal to the fatespinner character level). Despite being a supernatural ability, this <em>dominate monster</em> can be dispelled as if it were a spell. This is a necromantic compulsion effect but it is not an enchantment or mind-affecting and it does not establish telepathic contact; commands are given to the dominated creature through manipulation of its golden thread which can be performed at any range once control is established, provided the fatespinner and the subject are on the same plane. The fatespinner need not see the subject to control it. However, by concentrating on the creature’s golden thread (a standard action), the fatespinner can understand what a dominated creature is experiencing, in a similar fashion to the spell. A creature can be targeted only once per day by the pluck thread of a specific fatespinner.</p><p></p><p><strong>Snip Thread (Su)</strong></p><p>Beginning at 3rd level, as a standard action up to three times per day but no more often than once every 1d4 rounds, a fatespinner may produce a golden thread linked to a creature’s fate and then attempt to snip it short. The target creature must be within 120 feet and in the fatespinner’s line of sight. The target immediately takes 2d6 points of damage per character level of the fatespinner. A Will save DC 10 + ½ fatespinnder’s character level + his higher mental modifier half the damage. A creature reduced to 0 or less hp is immediately slay, even if it succeed the saving throw or under effects that prevent death, like regeneration (even unstoppable ones like that of the Tarraque, but in its specific case it will rise from death after 3 rounds at usual) or the <em>deathless</em> spell. If the target dies, the fatespinner has cut through the thread—in this case, the target may only be restored to life via <em>miracle</em>, <em>wish</em>, or divine intervention. Snip thread is not a death effect but the insta-death a 0 or less hp it is. A creature can be targeted only once per day by the snip thread of a specific fatespinner.</p><p></p><p><strong>Spin Destiny (Su)</strong></p><p>At 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin to adjust the destiny. The method is identical to increasing a spell's save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll.</p><p></p><p><strong>Deny Fate (Su)</strong></p><p>At 4th level and higher, a fatespinner can chose to negate the destiny to another creature or himself. Once per day, a fatespinner can automatically negate a single damaging or harmful effect that could effect himself or a single creature or object within 60 ft. as an immediate action. The fatespinner must be aware of the attack to be able to counter it, thus he must not be caught flat-footed by it.</p><p></p><p><strong>Resist Fate (Su)</strong></p><p>A fatespinner of 4th level and above can alter his own destiny. As an immediate action, once per day, a fatespinner can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the fatespinner only (like an attack roll, saving throw or check), and cannot be applied to the rolls of others (however, a natural 20 is not an automatic success when using this ability and does not activate abilities and effects that specific a roll, like the vorpal ability [an attack roll it’s still a critical threat]).</p><p></p><p><strong>Prophecy (Su)</strong></p><p>At 5th level, a fatespinner can generate once every 10 years a prophecy. Prophecy might very well be a power even mightier than <em>wish</em>. However, unlike <em>wish</em>, its effects are not felt immediately and in most applications of the power, only come to fruition after the fatespinner is long dead. When the fatespinner makes use of this ability he does so to benefit later generations, and as a result, it is used very infrequently, if at all during a fatespinner’s lifetime. There is usually a dire long-term situation that cannot be easily thwarted or reversed that leads some to consider this ability. Such events may include but are not limited to: the conquest of one’s homeland by an aggressive outside force, civil war, severe drought or other cataclysmic natural event, disease epidemic, or even some calamity caused by magic. To use this ability the fatespinner needs to carefully consider her desired result and then decide on how to achieve this. It might be a simple manner of prophesying that a great warrior will arise and lead the conquered against their oppressors. Or it might be more intricate, something along the lines of predicting the return of a long-lost heir to the throne, identifiable only by a distinct birthmark, as was prophesied, who brings with him a powerful artifact that will help him reunite his kingdom that was torn apart by civil war. The ability then adjusts reality to set in course the proposed outcome of the fatespinner. Whatever the prophecy, it cannot directly or presently benefit the fatespinner whatsoever. Also, sometimes two prophecies might be in direct conflict to one another, used by fatespinner of opposition. If this happens, the two prophecies will have to play out and see which one was the more thoroughly determined or favorable. As the result of this ability is very often vague at best, it is left to the GM to have the final say. Do note though, that prophecies are not faultless and can sometimes be circumvented. Most often this ability will be encountered as it is coming into effect and might very well act against the characters.</p><p></p><p><strong>Shift Fate (Su)</strong></p><p>A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. As an immediate action, he can force any one target within 120 feet to reroll a d20 roll and take a −4 penalty or +4 bonus to the reroll (fatespinner choice)—this ability must be used immediately after the d20 is rolled, and the target must abide by the result of this second roll.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9433925, member: 7035194"] A rework of the old [URL='https://dndtools.net/classes/fatespinner/']Fatespinner[/URL] PrC [CENTER][B][SIZE=7]Fatespinner[/SIZE][/B][/CENTER] A fatespinner has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: the destiny. BECOMING A FATESPINNER [B]Hit Die:[/B] d6. [B]Requirement[/B] To qualify to become a Fatespinner, a character must fulfill all the following criteria. ENTRY REQUIREMENTS [B]Alignment:[/B] Within one step of his deity. [B]Deity:[/B] One with fate between its areas of concern. [B]Languages:[/B] Abyssal, Celestial, and Infernal. [B]Skills:[/B] Knowledge (arcana) 15 ranks, Knowledge (religion) 15 ranks. [B]Spellcasting:[/B] Able to cast 8th level spells and at least 6 diverse divination spells. [B]Class Skills[/B] The Fatespinner’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), and Use Magic Device (Int). [B]Skill Ranks per Level:[/B] 4 + Int modifier. [B]Table: Fatespinneer[/B] [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [TD][CENTER][B]Spells per day[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Spin fate[/CENTER][/TD] [TD][CENTER]–[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Fickle finger of fate, pluck thread[/CENTER][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Snip thread, spin destiny[/CENTER][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Deny fate, resist fate[/CENTER][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Prophecy, shift fate[/CENTER][/TD] [TD][CENTER]+1 level of existing class[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the Fatespinner. [B]Weapon and Armor Proficiency[/B] Fatespinner gain proficiency with the favored weapon of their deities. [B]Spellcasting[/B] At the indicated levels, a fatespinner gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a fatespinner, he must decide to which class he adds the new level for the purposes of determining spells per day. [B]Spin Fate (Su)[/B] A mage of many fates understands that "destiny" It's not that impossible to understand as many believe it to be, and he can adjust the probability of certain events by applying a force that fatespinners refer to as "spin." Each day, a fatespinner can use a number of points of spin equal to his spellcasting modifier. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a wizard fatespinner with an Intelligence score of 24 casting [I]fireball[/I] could choose to boost the DC of the spell by 1 to 7 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A fatespinner's spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer). [B]Fickle Finger of Fate (Su)[/B] On reaching 2nd level, a fatespinner gains the ability to affect the destiny of others. Once per day as an immediate action, he can force any other creature—friend or enemy—to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it's higher or lower than the original roll. [B]Pluck Thread (Su)[/B] At 2nd level and higher, as a standard action up to three times per day but no more often than once every 1d4 rounds, a fatespinner can may produce a golden thread linked to a creature’s fate and then attempt to manipulate it to his desire. The target creature must be within 120 feet and in the fatespinner’s line of sight. The target must immediately succeed on a Will save DC 10 + ½ fatespinnder’s character level + his higher mental modifier or be affected as per [I]dominate monster[/I] (equivalent caster level equal to the fatespinner character level). Despite being a supernatural ability, this [I]dominate monster[/I] can be dispelled as if it were a spell. This is a necromantic compulsion effect but it is not an enchantment or mind-affecting and it does not establish telepathic contact; commands are given to the dominated creature through manipulation of its golden thread which can be performed at any range once control is established, provided the fatespinner and the subject are on the same plane. The fatespinner need not see the subject to control it. However, by concentrating on the creature’s golden thread (a standard action), the fatespinner can understand what a dominated creature is experiencing, in a similar fashion to the spell. A creature can be targeted only once per day by the pluck thread of a specific fatespinner. [B]Snip Thread (Su)[/B] Beginning at 3rd level, as a standard action up to three times per day but no more often than once every 1d4 rounds, a fatespinner may produce a golden thread linked to a creature’s fate and then attempt to snip it short. The target creature must be within 120 feet and in the fatespinner’s line of sight. The target immediately takes 2d6 points of damage per character level of the fatespinner. A Will save DC 10 + ½ fatespinnder’s character level + his higher mental modifier half the damage. A creature reduced to 0 or less hp is immediately slay, even if it succeed the saving throw or under effects that prevent death, like regeneration (even unstoppable ones like that of the Tarraque, but in its specific case it will rise from death after 3 rounds at usual) or the [I]deathless[/I] spell. If the target dies, the fatespinner has cut through the thread—in this case, the target may only be restored to life via [I]miracle[/I], [I]wish[/I], or divine intervention. Snip thread is not a death effect but the insta-death a 0 or less hp it is. A creature can be targeted only once per day by the snip thread of a specific fatespinner. [B]Spin Destiny (Su)[/B] At 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin to adjust the destiny. The method is identical to increasing a spell's save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll. [B]Deny Fate (Su)[/B] At 4th level and higher, a fatespinner can chose to negate the destiny to another creature or himself. Once per day, a fatespinner can automatically negate a single damaging or harmful effect that could effect himself or a single creature or object within 60 ft. as an immediate action. The fatespinner must be aware of the attack to be able to counter it, thus he must not be caught flat-footed by it. [B]Resist Fate (Su)[/B] A fatespinner of 4th level and above can alter his own destiny. As an immediate action, once per day, a fatespinner can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the fatespinner only (like an attack roll, saving throw or check), and cannot be applied to the rolls of others (however, a natural 20 is not an automatic success when using this ability and does not activate abilities and effects that specific a roll, like the vorpal ability [an attack roll it’s still a critical threat]). [B]Prophecy (Su)[/B] At 5th level, a fatespinner can generate once every 10 years a prophecy. Prophecy might very well be a power even mightier than [I]wish[/I]. However, unlike [I]wish[/I], its effects are not felt immediately and in most applications of the power, only come to fruition after the fatespinner is long dead. When the fatespinner makes use of this ability he does so to benefit later generations, and as a result, it is used very infrequently, if at all during a fatespinner’s lifetime. There is usually a dire long-term situation that cannot be easily thwarted or reversed that leads some to consider this ability. Such events may include but are not limited to: the conquest of one’s homeland by an aggressive outside force, civil war, severe drought or other cataclysmic natural event, disease epidemic, or even some calamity caused by magic. To use this ability the fatespinner needs to carefully consider her desired result and then decide on how to achieve this. It might be a simple manner of prophesying that a great warrior will arise and lead the conquered against their oppressors. Or it might be more intricate, something along the lines of predicting the return of a long-lost heir to the throne, identifiable only by a distinct birthmark, as was prophesied, who brings with him a powerful artifact that will help him reunite his kingdom that was torn apart by civil war. The ability then adjusts reality to set in course the proposed outcome of the fatespinner. Whatever the prophecy, it cannot directly or presently benefit the fatespinner whatsoever. Also, sometimes two prophecies might be in direct conflict to one another, used by fatespinner of opposition. If this happens, the two prophecies will have to play out and see which one was the more thoroughly determined or favorable. As the result of this ability is very often vague at best, it is left to the GM to have the final say. Do note though, that prophecies are not faultless and can sometimes be circumvented. Most often this ability will be encountered as it is coming into effect and might very well act against the characters. [B]Shift Fate (Su)[/B] A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. As an immediate action, he can force any one target within 120 feet to reroll a d20 roll and take a −4 penalty or +4 bonus to the reroll (fatespinner choice)—this ability must be used immediately after the d20 is rolled, and the target must abide by the result of this second roll. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Sub-Epic Offerings
Top