Blade of Fate (3.5e Class)

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Blade of Fate[edit]

An assassin that is not hired by just anyone, they possess a second consciousness in their mind that they listen to and seek or take counsel from. This voice acts as a mediator between them and the various gods of fate or death, telling the Blade of Fate when and where to act to accomplish necessary outcomes. These agents of fate often start life with the voice in their head that leads them down the path they need to become an instrument of the gods, often training rigorously for years in the shadow arts under the same kinds of conditions monks and wizards do, for the most part often dedicating lifelong devotion to mastering the dark ways to overcome tasks and targets handed to them by fate or death. Once the god whom they listen to deems them worthy, they gain supernatural powers to become stealthier to more easily carry out missions with efficiency.

Making a Blade of Fate[edit]

Strong in melee and stealth as well as skilled. Good for going against spellcasters, those who would try and use magic to avoid fate.

Abilities: Dexterity/Strength (For Damage) and Wisdom (For Class Features)

Races: Any

Alignment: Any

Religion: As a Cleric, the Blade of Fate must decide on a god to follow, but they are limited to gods of fate or death. How they worship or define themselves as followers of their god(s) is up to them, but all must possess one or more.

Starting Gold: 3d6x10 gp

Starting Age: As Monk or Wizard

Table: The Blade of Fate

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Sneak Attack +1d6, Perfect Vision
2nd +2 +0 +3 +0 Shadowmeld (Stealth Bonus), Fate's Boon
3rd +3 +1 +3 +1 Sneak Attack +2d6, Poison Use, Evasion
4th +4 +1 +4 +1 Devoured Power, Fate's Boon, Shadowmeld (Skill Bonus)
5th +5 +1 +4 +1 Sneak Attack +3d6, Daggermaster +1
6th +6/+1 +2 +5 +2 Fate's Boon
7th +7/+2 +2 +5 +2 Sneak Attack +4d6, Fate's Boon
8th +8/+3 +2 +6 +2 Shadowmeld (Camouflage)
9th +9/+4 +3 +6 +3 Sneak Attack +5d6, Improved Evasion, Daggermaster +2
10th +10/+5/ +3 +7 +3 Fate's Faithful Servant, Fate's Boon
11th +11/+6/+1 +3 +7 +3 Sneak Attack +6d6
12th +12/+7/+2 +4 +8 +4 The Unending Agent, Shadowmeld (Produce Shadow)
13th +13/+8/+3 +4 +8 +4 Sneak Attack +7d6, Fate's Boon, Daggermaster +3
14th +14/+9/+4 +4 +9 +4
15th +15/+10/+5 +5 +9 +5 Sneak Attack +8d6
16th +16/+11/+6/+1 +5 +10 +5 Fate's Boon, Shadowmeld (Living Shadow)
17th +17/+12/+7/+2 +5 +10 +5 Sneak Attack +9d6, Daggermaster +4
18th +18/+13/+8/+3 +6 +11 +6
19th +19/+14/+9/+4 +6 +11 +6 Sneak Attack +10d6, Fate's Boon
20th +20/+15/+10/+5 +6 +12 +6 Champion of Fate, Shadowmeld (Death Shadow)

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Blade of Fate.

Weapon and Armor Proficiency: A Blade of Fate is proficient in all Simple and Martial Weapons, Shuriken, and Light Armor; Not shields.

Sneak Attack: If a Blade of Fate can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Blade of Fate’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Blade of Fate flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Blade of Fate levels thereafter. Should the Blade of Fate score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Blade of Fate can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

Perfect Vision (Ex): At first level, through various techniques, training, and drugs administered over time, a Blade of Fate has altered their vision to be able to see in any form of darkness, as Darkvision, even in Deeper Darkness.

Shadowmeld (Su): At 2nd level, a Blade of Fate having trained in combination with their shadow arts and their new found gifts learn to become one with the shadows, wrapping themselves in mystic cloaks of darkness. The effects of Shadowmeld only work in areas of dim or less light. Even a single square of dim light is enough, as long as the Blade of Fate is in it, as is an area concealed by dust or smoke. Occasional shadows scattered around areas considered normally or brightly lit does not qualify. As the Blade of Fate gains more level,s his Shadowmeld techniques become stronger and even unlock new forms as listed below. Unlike other supernatural abilities, this class feature is not canceled by Antimagic Field or similar effects unless otherwise noted.

Stealth Bonus (Ex): At second level and above, a Blade of Fate adds his class level to all Hide and Move silently checks made in conditions of dim or darker lighting. This bonus does not stack with any bonus to these skills gained from invisibility effects, and works even against targets with Darkvision, Scent, or similar senses.
Skill Bonus (Ex): At 4th level and above, the Blade of Fate's comfort within the mastery of shadows allows him to add half his class level to any Balance, Bluff, Climb, Escape Artist, Jump, Sleight of Hand, or Tumble checks made in conditions of dim or darker lighting.
Camouflage (Su): At 8th level and above the Blade of Fate can physically wrap himself in shadow from dim or less light, using it as camouflage and making him more difficult to see, even for targets with darkvision. The Blade of Fate gains 20% concealment in dim or less lighting, even from creatures with darkvision or non-visual senses. This ability may be canceled by Antimagic Field or similar effects.
Produce Shadow (Su): At 12th level and above, the Blade of Fate can carry shadows with him, and produce it when areas of dim light are needed. This functions as the spell Darkness, except it drops all light conditions to dim light (and has no effect in dim light or darkness). Produced shadows negate any light spell of a level equal to or less than half the Blade of Fate’s class level, and are themselves only negated by a light spell of higher level than half the Blade of Fate’s class level. The Blade of Fate can produce shadows for a number of rounds equal to his class level plus Wisdom modifier each day. The duration need not be used consecutively. The Blade of Fate may produce shadows numerous times a day, as long as the total rounds used does not exceed his maximum. A Blade of Fate may only have one shadow produced at a time, however. If a new shadow is produced, any older shadow dissipates. Can also be dispelled or canceled by Antimagic Field or similar effects.
Living Shadow (Su): At 16th level and above, the Blade of Fate can become a living shadow. This functions as the Gaseous Form spell, except the Blade of Fate can still make attacks with light weapons (though such attacks deal only half damage), and the Blade of Fate can attack insubstantial targets without any miss chance or reduction in damage done. The Blade of Fate must be in an area of dim or less lighting to become a living shadow, but may then travel freely into bright light while maintaining the form. The Blade of Fate can maintain the living shadow form for a number of rounds equal to his class level plus Wisdom modifier each day. The duration need not be used consecutively. The Blade of Fate may assume this form numerous times a day, as long as the total rounds used does not exceed his maximum. Living shadow requires a standard action to activate and a free action to dismiss. Affected by Antimagic Field and similar effects.
Death Shadow (Su): At 20th level the Blade of Fate can become a death shadow. This functions as the ethereal jaunt spell, except the Blade of Fate can still make attacks with light weapons against targets in the material plane if those targets are in an area of dim or less lighting. The Blade of Fate must be in an area of dim or less light to become a death shadow, but may then travel freely into bright light while maintaining the form. The Blade of Fate can maintain the death shadow form for a number of rounds equal to his class level plus Wisdom modifier each day. The duration need not be used consecutively. The Blade of Fate may assume this form numerous times a day, as long as the total rounds used does not exceed his maximum. Death shadow requires a standard action to activate and a free action to dismiss.

Fate's Boon: While there are many who focus on concealment, weapon training, and skills, there are numberous paths that a Blade of Fate can choose when acting under the name of their god(s) and training in the ways of shadows. At the 1st level every Blade of Fate selects one Boon from the list below, to represent the direction his particular training takes them. At 4th, 6th, 11th, 13th, and 17th level the Blade of Fate select and additional Boon, which may continue her existing training (selecting the same boon, sometimes more then twice) or she may choose a new one.

Bleeding Attack (Ex): A Blade of Fate with this boon can cause living targets of his light weapons to bleed by successfully hitting them with an attack. This attack causes the target to take 1 additional point of damage each round for each die of damage dealt by the Blade of Fate’s attack. (Thus if the Blade of Fate hits a target with a flaming dagger, dealing 1d4 + 1d6 fire damage, the target suffers 2 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Exotic Weapon Style (Ex): Any Blade of Fate ability the character has that is normally limited to light weapons may also be used with any exotic weapon the character is proficient with. This ability does not grant proficiency with any additional exotic weapon, it just allows such weapons the character is proficient with to count as light weapons for class abilities. The Blade of Fate may also gain the benefits of the Combat Expertise feat with any exotic weapon with which he is proficient. At 6th level, the complex and confusing movements of the Blade of Fate’s exotic weapon also grant her a +2 bonus to his manuvers (such as Sunder, Disarm, Trip, ect;) whenever she is wielding an exotic weapon he is proficient with. At 10th level this increases to a +4 bonus.
If this boon is selected a second time, the Blade of Fate treats any exotic weapon he is proficient with that has a x2 critical multiplier as if it had a x3 multiplier.
Ledge Walker (Ex): This ability allows a Blade of Fate to move along narrow surfaces at full speed using the Balance skill without penalty. In addition, a Blade of Fate with this talent is not flat footed when using Balance to move along narrow surfaces.
Shadowblade (Su): As a swift action the Blade of Fate can create a weapon made of solid shadows (this can be any light weapon with which he is proficient). This weapon is treated as magic for purpose of bypassing DR, and has an enhancement bonus to attack and damage equal to +1 for every three full levels of the Blade of Fate class. It has the same hardness and hit points as a normal magic weapon of its type, and dissipates at the end of any round it is not held in the Blade of Fate’s hand. A Blade of Fate may dissipate the weapon at will.
If this Boon is selected a second time, the Blade of Fate can form a shadow weapon as a free action. The weapon counts as a force effect.
Shadowglide (Su): A Blade of Fate with this style never treats any terrain in dim or worse lighting conditions as difficult terrain. At 6th level he may, when in dim or less lighting, move 10 feet whenever taking the “5-foot step” action. At 12th level, the Blade of Fate gains a 30 foot fly rate that only functions in dim or darker lighting conditions.
If selected a second time, the Blade of Fate is able to master his own shadow to allow him to move more quickly, granting a +10 foot bonus to his speed (even in normal or bright lighting).
Shadow Poison (Su): The Blade of Fate can create umbral venom, a poison distilled from the shadows themselves. One dose of the poison can be create and added to a weapon as a swift action, and lasts until the weapon successfully strikes a target or the beginning of the next round, whichever comes first. Umbral venom is an injury poison with no onset time, a frequency of 1/round for 6 rounds, and a Fortitude save of (10 + ½ Blade of Fate level + Wisdom modifier).
On the first failed saving throw, the poison victim’s sight dims so that it suffers a 10% miss change on all attack rolls (unless it has a nonvisual sense that can compensate, such as tremorsense). On a second failed save, all creatures have concealment against the poison victim’s sight (normally resulting in a 20% miss chance). On a third failed save, the poison victim is blinded. The effects of umbral venom last until the next dawn, or until the victim has a light or daylight spell cast upon it.
Shadow Sensor (Su): When in conditions of dim or less light, the Blade of Fate adds half his class level to Spot and Search skill checks made to locate traps and to Disable Device skill checks (minimum +1). Also, a Blade of Fate can use Disable Device to disarm magic traps in dim or worse lighting.
If selected a second time, whenever the Blade of Fate in dim or worse lighting comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. (This check should be made in secret by the GM.) If selected a third time, it takes the Blade of Fate half the normal amount of time to disable a trap in dim or worse lighting using the Disable Device skill (minimum 1 round).
Shuriken Mastery (Ex): A favored weapon of many Blade of Fate, shuriken are not particularly effective as ranged weapons unless they are used to deliver poison. This boon instead imbues each shuriken thrown with a bit of solid shadow, increasing the amount of damage done by any shuriken the Blade of Fate throws by +1d6. This increases to +2d6 at 5th level, and to +3d6 at 10th level. The additional damage is treated as being normal piercing weapon damage. Thus a 2nd level human Blade of Fate deals 1d2+1d6 damage with a shuriken attack.
If selected a second time, the Blade of Fate increases the enhancement bonus to attack and damage of any shuriken he throws by +1 for every five full class levels. If selected a third time, the Blade of Fate may forgo granting part or all of the additional enhancement bonus to instead give his thrown shurikens the following magic abilities for the listed cost: distance (+1 enhancement), frost (+1 bonus), seeking (+1 bonus), speed (+3 bonus).
Silence (Su): A Blade of Fate with this talent can silence targets hit by his Shadowblade Boon. Each time the Blade of Fate hits with a melee attack from a light weapon, the target must make a Fortitude save. The DC of this save is 10 + half the Blade of Fate’s class level + the Blade of Fate’s Wisdom modifier. This functions like the Silence spell and only affects the target. Use the Blade of Fate's class levels for their caster level.
Skill Mastery: The Blade of Fate becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions.
Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A Blade of Fate may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
A Blade of Fate must be at least 10th level to select this boon.
Swarm of Blades (Ex): A Blade of Fate can only use this boon when wielding a reach weapon, spiked chain, repeating crossbow, shurikens, or two light weapons. When the Blade of Fate successfully hits with a single attack as a standard action, he may activate the swarm of blades as a swift action. All foes within 20 feet of the target must make Reflex saves (DC 10 + ½ Blade of Fate’s class level + Blade of Fate’s Dexterity modifier) or take 1d6 damage. If the Blade of Fate is 9th level the damage increases to 2d6, if 15th increase to 3d6, and if 20th increase to 4d6. If the Blade of Fate uses a repeating crossbow or shuriken for this attack, he must expend ammunition for each target damaged.
A Blade of Fate can use this ability a number of times per day equal to 3 + his Wisdom modifier (minimum 1/day).
Two Weapon Style (Ex): If the Blade of Fate is fighting with two light weapons he can cause ribbons of shadow to flow from his off-hand weapon, concealing his movements and forming complex, confusing patterns. This both makes it more difficult to strike the Blade of Fate, and aids him in efforts to perform combat maneuvers. The Blade of Fate gains a +1 dodge bonus to AC and a +2 insight bonus to his maneuvers whenever he is wielding two light melee weapons. This bonuses increase to +2 dodge bonus to AC and a +4 insight bonus to his combat maneuvers at 6th level, and +3 dodge bonus to AC and a +6 insight bonus to his combat maneuvers at 10th level.
If selected a second time, the Blade of Fate gains a bonus to Bluff checks made to feint equal to half his class level when he wields two light weapons.
Uncanny Dodge (Ex): A Blade of Fate with this boon can react to danger before his senses would normally allow him to do so. He cannot be caught flat footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Blade of Fate with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If selected a second time, the Blade of Fate gains the benefits of Improved Uncanny Dodge. A Blade of Fate with this boon can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the Blade of Fate’s class level.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level in a class that grants sneak attack required to flank the character.

Poison Use (Ex): At 3rd level, Blades of Fate are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade. Poison from the Shadow Poison boon can also fall under this use, and poisons may be applied to weapons made from the Shadowblade boon, however if the weapon dissipates, so does the poison.

Evasion (Ex): At 3rd level and higher, a Blade of Fate can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Blade of Fate is wearing Light or no armor. A helpless Blade of Fate does not gain the benefit of evasion.

Devoured Power (Su): At 4th level, a Blade of Fate has trained so well and is rewarded by their deity(s) with protection from the magical. The Blade of Fate is now immune to spells and spell like abilities cast be creatures of equal or lesser level to the Blade of Fate. If cast by a higher opponent, the Blade of Fate has a Spell Resistance equal to their level plus their Wisdom modifier. Any magic that he is immune to or fails to overcome his spell resistance is instead devoured by the Blade of Fate's being. This generates Power Points equal to the caster level of the spell devoured. There is no limit to how many can be absorbed in this manner, but after 24 hours all points are lost. These points may be spent in the following ways, but may not be spent more then once per round unless stated otherwise:

Bonus Attack (Ex): At the beginning of your turn announce this use, then make one additional attack during your turn at your highest base attack bonus. Costs 1 point.
Burst of Speed (Ex): As a swift action, increase all of the Blade of Fate's movement speed by 20 feet for 1 round. Costs 1 point.
Dark Strike (Su): By spending 1 point for each attack you choose to use this on this round as a swift action, you deal 1d6 points of energy damage based on your alignment. If you are good, it deals positive damage, if you are evil it deals negative. A neutral aligned Blade of Fate cannot use this ability. This damage can only be used to harm, never heal, even against those it would normally do so for. This bonus damage stacks with sneak attack damage and lasts for a number of rounds equal to half your Blade of Fate level.
Deny Power (Su): When attacking with a light melee weapon, you may spend 1 point as a free action before the attack roll. If the attack hits, the Blade of Fate can interrupt the target's flow of ki. If you successfully damage the target of this attack, that opponent's cost to activate abilities increases by 1 ki point for one hour. If he spends 2 points, he can use this ability to affect the target's arcane pool, arcane reservoir, grit point, inspiration, panache, or all other similar 'pool' abilities instead of its ki pool. If used on a spellcaster, they force the spellcaster to make Concentration checks to cast a spell, regardless of the situation for that hour (DC = 10 + 1/2 Blade of Fate's level + his Wisdom modifier). The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. Must be at least level 10 to use this ability.
Energy Burst (Su): A Blade of Fate can expend 4 additional points after using Dark Strike to unleash a gout of energy (matching their alignment as the ability Dark Strike did) in a 30ft cone. Creatures within the cone take 20d6 points of damage. A reflex save (DC = 10 + 1/2 Blade of Fate's levels + his Wisdom modifier) halves the damage. Must be at least level 18 to use this power.
Dark Reach (Su): By spending 1 point as a swift action, you may increase the range increment of any thrown weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.
Death's Touch (Su): A Blade of Fate can mark the body of a creature by death that can thereafter be fatal if the Blade of Fate so desires. Using this ability is a standard action and costs 6 points, and the Blade of Fate must announce his intent to use this ability (and spend the points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the Death's Touch attack succeeds. Thereafter, the Blade of Fate can try to slay the victim at any time withing a number of days equal to his Blade of Fate level. To make such an attempt, the Blade of Fate merely wills the target to die (as a free action); unless the target succeeds a Fortitude saving throw (DC = 10 + 1/2 Blade of Fate's level + his Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular Death's Touch attack, but it can still be affected by another one at a later time. A Blade of Fate can have no more then one Death's Touch in effect at one time. If a Blade of Fate uses Death's Touch while another is still in effect, the previous one is negated. A Blade of Fate must be at least 16th level to use this power.
Enhanced Reflexes (Su): As a swift action, gain a +4 dodge bonus to AC for 1 round.
Fate's Intervention (Su): As an immediate action, spend 4 points to allow one ally within 30 feet to reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. Must be at least level 8 to use this power.
Fate's Resolve (Su): By spending 1 point as a swift action, the Blade of Fate can suppress a fear effect affecting him as if using Remove Fear, using his Blade of Fate level as his caster level. He can spend 2 points to use this ability if he is already under the effects of fear, even when frightened or panicked. You must be at least 6th level to use this.
Feather Balance (Ex): By spending 1 point as a swift action to achieve perfect balance, you can treat any Balance checks made as if they had rolled a 20 (not a natural 20). This ability lasts for 1 minute.
Hydra's Breath (Su): When attacked by a spell that causes poison, or are forced to roll a save for poison effects, you may instead at the cost of 3 points expel the poison as a ranged touch attack on a foe as a swift action.
Raven's Glide (Ex): By spending 1 point as a swift action, you gain a +20 bonus on Jump checks for 1 round. You also do not need a running start when attempting jump checks for this round if any are required.
Resilience (Su): Instead of absorbing further power from spells aimed at the Blade of Fate, the Blade of Fate may instead spend 2 points as an immediate action to send spells that fail to overcome the Blade of Fates Magic Immunity or Spell resistance at its caster as Spell Turning. Must be at least 16th level or higher to use this power.
Shadow Force (Su): By spending 1 point as a swift action, the Blade of Fate gains DR 2/-. At 16th level the damage reduction increases to 4/-. At 19th level, it increases to 6/-. The DR lasts for 1 minute. Must be 12th level to use this ability.
Shadowed Movements (Su): By spending 1 point as an immediate action, the Blade of Fate capitalizes on the weaknesses of an opponent's style. Doing so grants the Blade of Fate +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his Blade of Fate levels on damage rolls. These bonuses last until the end of the Blade of Fate's next turn (or his current turn if he uses this ability on his own turn). This can be activated at the same time as Enhanced Reflexes for a total cost of 4 points. Must be at least level 7 to use this power.
Darkflight (Su): By spending 1 point as a free action, the Blade of Fate grows dark black magical wings from their back, allowing them flight until the rest of their Devoured Power Points run out or dissipate. Must be at least 8th level to use this ability.
Spacial Shift (Su): Using absorbed power, you reform it to allow you to magically slip between spaces as if using the spell Dimension Door. Using this ability is a move action that consumes 2 points. The Blade of Fate's caster level for this effect is equal to their Blade of Fate class levels. He cannot take other creatures with him when he uses this ability. Must be at least 8th level to use this ability.

Daggermaster (Ex): A Blade of Fate prefers weapons that are small, fast and easily concealed. At 5th level his extensive special training with weapons of this kind grants the Blade of Fate a +1 bonus to all attack and damage rolls made with light weapons he is proficient with, as well as shuriken. This bonus increases to +2 at 9th, +3 at 13th, and +4 at 17th level.

Additionally, a Blade of Fate with daggermaster may treat his class level as levels of fighter for purpose of qualifying for feats. However, any feat the Blade of Fate takes that has levels in the fighter class as a prerequisite can only be used with light melee weapons and shuriken.

Impoved Evasion (Ex): At 9th level, the Blade of Fate gains the benefits of Improved Evasion. This works like Evasion, except that while the Blade of Fate still takes no damage on a successful reflex saving throw against attacks, he henceforth only takes half damage on a failed save. A helpless Blade of Faith does not gained the benefit of improved evasion.

Fate's Faithful Servant (Su): At 10th level, while under the effects of Shadowmeld or Devoured Power, the Blade of Fate gains Fast Healing equal to their Wisdom modifier +3 (to a minimum of 1). Additionally, while they have this fast healing, they are immune to disease, both magical and mundane.

The Unending Agent (Ex): At 12th level, the Blade of Fate becomes immune to the effects of aging. He no longer takes penalties from old age (or young), and any preexisting penalties disappear. They also now live up to twice their normal life span for their race.

Champion of Fate (Ex): Whenever you die, you are brought back 1d4 rounds later as the spell True Resurrection, but at a cost. One of either the people you work with, are related to, or know, will die. This may not happen immediately, but it is inevitable, and will not be from natural causes, usually only a couple months at most transpire before their death.

Ex-Blades of Fate[edit]

If you violate any of your deity's instructions, rules, or forsake them (such as choosing to worship another deity(s) not approved by this class), you lose the following:

Shadowmeld
Fate's Boon
Devoured Power(Su)
Fate's Faithful Servant(Su)
The Unending Agent(Ex)
Fate's Champion(Ex)

This does not mean multiclassing will also strip you of the above mentioned features, so long as what you choose does not violate any of the previously mentioned restrictions. To Atone, you simply need to accept and openly worship your deity you had when you were a Blade of Fate last, and perform a task chosen by them told to you from your second consciousness.

Campaign Information[edit]

Playing a Blade of Fate[edit]

Religion: While they only worship gods of Fate or Death themselves, they do acknowledge the existence of other gods. Blades of Fate may not openly worship a deity, but all do, even if in secret.

Combat: A utilitarian style combatant, much like a monk or rogue. They are best as melee, mid range, or ranged support or damage dealers.

Advancement: A typical multiclass could be any number of things that stack well with this class such as Rogue, Fighter, Monk, or even things like Rangers or Duelists. Even spellcasters such as clerics and Favored Souls are not out of the question.

Blades of Fate in the World[edit]

There's a divinity that shapes beauty from our rough hewn lives.
—Durzo, Human Blade of Fate

Daily Life: After their allotted time for rest, these agents of fate can often be found, if at all, practicing their skills, combat, and shadow mastery.

Notables: Due to their nature, none have real traceable names, and often will use the same name as other Blades of Fate. Because of this, while the class or people that call themselves "Blades of Fate" may be well known, the individuals are not. Such as is the case with Durzo.

Organizations: No formal organization is known, but it is known that they all worship some form of deity of fate or death.

Blade of Fate Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Blades of Fate to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
15 Known to be in service directly to the gods of fate or death.
20 Most use the same pen name such as Durzo or Kylar.
25 Their stealth is nearly unparalleled, and their execution of orders flawless.
30 They lose most of their powers if they can be tricked into renouncing their god(s). Also, select information available by choice.

Blades of Fate in the Game[edit]

While a DM may use this class as a plot tool to move slow players along, they can also be implemented as their class was intended as well, acting on behalf of a god for a specific mission.

Adaptation: A possible variant of this class is to serve darker deities or old gods, causing chaos to unravel and fate to be severed, often called "Harbingers of Chaos".


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