Fate Weaver (3.5e Prestige Class)

From D&D Wiki
Jump to navigation Jump to search


Fate Weaver[edit]

The Sun and the Skull. The best and the worst. I think your fate will be interesting...
—Illuminus, Elf Fate Weaver, Fortune of Zander Kol

Fate Weavers are no ordinary casters.they shape destiny with their spells.

Becoming a Fate Weaver[edit]

Anyone can become a Fate Weaver, but shamans, sorcerers, fortune tellers and diviners are most drawn to the class. For a small investment, Fate Weavers introduce a new element of destiny into their spells.

Entry Requirements
Skills: Knowledge (arcane) 5 ranks, Profession (gambler) 5 ranks
Spellcasting: Ability to cast 2nd level spells.
Special: Must craft or buy a specially enchanted Tarot deck (like Deck of Many Thing)
Table: The Fate Weaver

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Tarot Spell, Card Specialty 1/day, Bonus feat, Prestidigitation +1 to existing spellcasting class
2nd +1 +0 +0 +3 Bend Fate, Lesser +1 to existing spellcasting class
3rd +1 +1 +1 +3 Card Specialty 2/day +1 to existing spellcasting class
4th +2 +1 +1 +4 Tarot Divination, Lesser +1 to existing spellcasting class
5th +2 +1 +1 +4 Card Specialty 3/day +1 to existing spellcasting class
6th +3 +2 +2 +5 Bonus Feat +1 to existing spellcasting class
7th +3 +2 +2 +5 Card Specialty 4/day +1 to existing spellcasting class
8th +4 +2 +2 +6 Fortune's Favor, Lesser +1 to existing spellcasting class
9th +4 +3 +3 +6 Card Specialty 5/day +1 to existing spellcasting class
10th +5 +3 +3 +7 Card Mastery, Fate Master +1 to existing spellcasting class

Class Skills (3 + Int modifier per level)
Appraise (Int), Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (Int), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int)

Class Features[edit]

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Fate Weaver, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Tarot Card (Su): Whenever a Fate Weaver casts a spell, they may choose to pull a Tarot card from their deck to augment said spell. This modifies their spell as described in the table below. Save DC is equal to spell DC plus half Fate Weaver level (same effects cannot be stacked).

Fate Weaver's Tarot Deck
Plaque Tarot Card Playing Card Effect on Target
Balance XI. Justice Two of spades Deal 1d6 damage per Weaver level if target has at least one opposing alignment (Fortitude half)
Comet Two of swords Two of diamonds Next time target kills an enemy, gain untyped version of Heroism for 1 hour.
Donjon Four of swords Ace of spades Target is Paralyzed for 1d4 rounds (fortitude negates)
Euryale Ten of swords Queen of spades Target gets –2 penalty on all saving throws for 1 hour (Will partial, -1 if successful).
The Fates Three of cups Ace of hearts Gain a +5 bonus to chosen roll within 1 hour.
Flames XV. The Devil Queen of clubs Deal 1d4 additional damage per Weaver level to target(s).
Fool 0. The Fool Joker (with trademark) Cast Enervation on target.
Gem Seven of cups Two of hearts 1d8 gems worth 5x(Weaver level) gp drop at target's feet (maximum once a day).
Idiot Two of pentacles Two of clubs Target gets 1d6 Intelligence damage (Will negates).
Jester XII. The Hanged Man Joker (without trademark) Target see a number of illusion of the deck’s owner equal to the fate weaver class level (Will negates).
Key V. The Hierophant Queen of hearts Weapon gains random abilities (see Magic Weapons, roll Minor for weaver level 1-2, Medium for 3-6, and Major for 7+).
Knight Page of swords Jack of hearts Summon a warrior (level = ECL) wielding full plate, a heavy shield and a longsword for 1 hour.
Moon XVIII. The Moon Queen of diamonds Choose a card’s benefit (this card cannot be chosen with the Card Specialty ability).
Rogue Five of swords Jack of spades One random ally of the target makes a basic attack against target when within range (Will negates).
Ruin XVI. The Tower King of spades All the targets equipment disappears for 1d3 rounds.
Skull XIII. Death Jack of clubs Wraith (HD = ECL) appears next to target and attacks the closest foes.
Star XVII. The Star Jack of diamonds Gain a +4 bonus to a chosen ability score for 2 hour.
Sun XIX. The Sun King of diamonds Gain random beneficial wondrous item for 1 hour (same roll as Key).
Talons Queen of pentacles Ace of clubs Casts Dispel Magic on target's equipment.
Throne Four of staves King of hearts Gain a bonus on Diplomacy checks equal to Weaver level for one day.
Vizier IX. The Hermit Ace of diamonds Gain a +2 insight bonus to saves, skill checks, attack rolls and damage for the next two rounds.
The Void Eight of swords King of clubs Temporarily displace soul for 1d4 rounds, leaving target helpless (Will negates).

Card Specialty (Su): Fate Weavers generally choose to specialize in their favorite cards, learning to pull them from the deck when needed. A Fate Weaver can pull a favored card once per day instead of drawing a random card, gain more uses as he advances levels.

Bonus Feat: Odds are so in favor of the fate weaver that they may learn any applicable feat at level 1 and 6

Prestidigitation: Fate weaver's attunement with his cards grants him a +6 bonus when using Sleight of hand skill with them

Bend Fate, Lesser (Su): Fate Weavers can bend the fate of their opponents to obtain an advantage over them. Their spells DC increases by 1 (this also includes Tarot Card effect)

Tarot Divination, Lesser (Su): Fate Weavers gain the ability to read the future with their enchanted tarot deck and may choose to take a 3 minutes action to ask the tarot a question. The deck can only provide the weaver with vague answers regarding present or immediate future of the weaver or one person next to him (once per day). The weaver is completely conscious of himself but he may be subject to attack of opportunities. He may ask questions regarding something up to five kilometers away in space and one day in time, and the divination gets vaguer and vaguer the further the focus is.

Fortune's Favor, Lesser (Su): Even when not using their Card Specialty, Fate Weavers can push the odds in their favor. Whenever a Fate Weaver draws a card he does not want, or roll a die of which he does not like the result, he can make a DC 14 Fortune's Favor check. On a success, he may replace the card with another, or reroll the die. This can be done only one time for any action, and he must take the second result, whatever it is.

Card Mastery (Su): The strongest of Fate Weavers learn to twist fate with unparalleled mastery. The effects of their cards double in both duration and effect (if applicable).

Fate Master (Su): The Fate Weavers must decide their specialization path. As soon as the weaver reach level 10 he has to choose one of the following talent:

   Bend Fate, Greater (Su): The Fate Weaver is a master in bending his opponents' fate. His spells DC further increases by 3.
   Tarot Divination, Greater (Su): The weaver is one with his enchanted tarot deck and once a day he may take a 20 minutes action to perform a divination. In order to do this he must enter a trance state and open his mind to the being. While in this state he completely looses his physical senses, his hands move by themselves to manipulate the cards, and cannot perceive anything but the focus of his divination. He may travel further in space and time, up to 300 kilometers and 7 days. Visions are very detailed and start to fade out after 80 kilometers and 4 days.
   Fortune's Favor, Greater (Su): The Fate Weaver masters the twisting of the odds in his favor. The DC Fortune's Favor check is now 12 and he may add half the Weaver level to the roll. Moreover he may choose which result to take. This ability can be used 5 times per day plus Wisdom modifier.

Campaign Information[edit]

Playing a Fate Weaver[edit]

Combat: Fate Weavers generally have identical roles to whatever class they were before - the only difference is that now, their spells are more chaotic and more powerful.

Advancement: Any class that suits the Fate Weaver's previous class also works to advance the Fate Weaver. Classes with spells that modify rolls, and not abilities in general, can make Fortune's Favor more effective (especially when working with the once-a-year draw from the Deck of Many Things).

Fate Weavers in the World[edit]

...and don't worry about the vase.

NPC Reactions: Fate Weavers are often simply casters who took a slight turn in their path. In this case, they will often be treated exactly the same as any other member of their class. However, some Fate Weavers are mystics, shamans, palm-readers or otherwise thus inclined. These people are often treated with disrespect and disbelief, until the people in question are desperate enough to come for help, or see the power for themselves.

Sample Encounter: Patricia the Diviner (her last name unknown) has made herself a bit of a name as a fortune teller who's fortunes actually come true. She's gained a huge black market bounty due to her support of the city's authorities, who have torn down various criminal organizations with her help. However, many attempts on her life have been made, all failures - it turns out it's hard to assassinate someone who can see the future. Apparently, she's going on a vacation, and her travel plans have been discovered and are being sold on the black market. She's sure to have quite a fortune from advising kings and nobles, so if the party is willing to do so unscrupulous work, this could be a rather lucrative job.

EL 18: Patricia is travelling in what appears to be a simple horse-drawn carriage - however, it is heavily guarded. It is enchanted to counter up to ten spells, deflect projectiles, and be impossible to enter without a keyword. It also has every Symbol on it - Death, Insanity, Stunning, Weakness, Fear, Persuasion, Pain and Sleep. Additionally, it can take up to 250 hp of damage before breaking (though the wards remain). Additionally, she has many protections on herself for the journey. However, this is in the briefing (buyable for 1000 gp), and thus the party can prepare for it.

Patricia the Diviner

CR 16

Female human Cleric 6, Fate Weaver 10
LG Medium humanoid (human)
Init/Senses -1/-; Listen +20, Spot +20
Languages Common
AC 19, touch 13, flat-footed 19
hp 78(6d12+6d4+30) (12 HD)
Fort/Ref/Will +9/+4/+19
Speed 30 ft. (6 squares)
Base Atk/Grp +9/+7
Special Actions Tarot Card, Card Mastery
Abilities Str 6, Dex 8, Con 12, Int 14, Wis 28, Cha 22
SQ Fortune's Favor, Shield of Law, Sanctuary.
Feats Silent Spell, Still Spell, Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Empower Spell, Quicken Spell.
Possessions +4 Circlet of Wisdom, Nightstick, Reliquary Holy Symbol, Scroll of Teleport, +2 Mithril Chain Shirt, Potion of Heal.
Patron Deity Pelor

Patricia can cast 6/7/7/7/5/5/4/2 spells per day (0 through 8th), plus one domain spell each level. These are the spells she might use in combat:

Quickened Still Death Knell, Still Silent Dispel Magic, Quickened Still Silent Detect Evil, Still Silent Command, Quickened Still Silent Hold Person, Dictum, Still Hold Monster, Silent Hold Monster, Greater Restoration, Still Silent Word of Recall, Heal (x3), Empowered Flamestrike (x2), Harm, Greater Dispel Magic (x2).



Back to Main Page3.5e HomebrewClassesPrestige Classes -->