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    Default The Fatekeeper (3.5 Base Class)

    Fatekeeper



    ”You wish to fight me, who holds your very fate in his hands? Very well, let us dance with destiny.”

    Class Skills
    Fatekeepers treat all skills as class skills. Measureless time spent studying the fate of others gives a Fatekeeper very keen insight into their abilities. (Note: Several skills are added to the usual list of skills in various supplemental sources. Consult with your DM before assuming such skills are on the Fatekeeper's list of class skills.)
    Skills Points at Each Level: 6 + int

    Hit Dice: d6

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Seals

    1st| +0 | +0 | +2 | +2 |Fateful Strikes +1d6, Sealed Fates|1st

    2nd| +1 | +0 | +3 | +3 |Unbound Destiny|1st

    3rd| +2 | +1 | +3 | +3 |Fateful Strikes +2d6|1st

    4th| +3 | +1 | +4 | +4 |Extract Fate|2nd

    5th| +3 | +1 | +4 | +4 |Fateful Strikes +3d6|2nd

    6th| +4 | +2 | +5 | +5 |Unsealed Fate|2nd

    7th| +5 | +2 | +5 | +5 |Fateful Strikes +4d6|3rd

    8th| +6/+1 | +2 | +6 | +6 |Shroud of Destiny|3rd

    9th| +6/+1 | +3 | +6 | +6 |Fateful Strikes +5d6|3rd

    10th| +7/+2 | +3 | +7 | +7 |Striding the Pattern|4th

    11th| +8/+3 | +3 | +7 | +7 |Fateful Strikes +6d6, Unsealed Fate|4th

    12th| +9/+4 | +4 | +8 | +8 |Two Fates as One|4th

    13th| +9/+4 | +4 | +8 | +8 |Fateful Strikes +7d6|5th

    14th| +10/+5 | +4 | +9 | +9 |Deny Fate|5th

    15th| +11/+6/+1 | +5 | +9 | +9 |Fateful Strikes +8d6|5th

    16th| +12/+7/+2 | +5 | +10 | +10 |Unsealed Fate|6th

    17th| +12/+7/+2 | +5 | +10 | +10 |Fateful Strikes +9d6|6th

    18th| +13/+8/+3 | +6 | +11 | +11 |Reverse Destiny|6th

    19th| +14/+9/+4 | +6 | +11 | +11 |Fateful Strikes +10d6|6th

    20th| +15/+10/+5 | +6 | +12 | +12 |Weaving the Pattern|6th[/table]

    Class Features: The following are all class features of the Fatekeeper class.

    Weapon and Armor Proficiencies: Fatekeepers are proficient with all simple weapons and with the rapier, sap, scimitar and shortbow. Fatekeepers are proficient with light armor, but no shields.

    Fate: All Fatekeepers have access to a pool of fate points equal to half their class level plus their Charisma modifier. This pool resets whenever the Fatekeeper rests for eight hours. In addition, while in an encounter, a Fatekeeper gains one fate point whenever he or a creature he can perceive rolls a 1 or a 20 on an attack roll or saving throw. Fate points gained in this way cannot increase a Fatekeeper's pool of fate points beyond his normal maximum.

    Fateful Strikes: Whenever he attacks with a melee weapon, a Fatekeeper can choose to expend one fate point to make the attack a fateful strike. Fateful strikes come in two varieties, as seen below, but always deal bonus damage based on the Fatekeeper's class level, as seen on the table above.

    Destined Strike: When delivering a destined strike, the Fatekeeper treats the result of his attack roll as 10 before any modifiers. In effect, this allows him to 'take 10' on attack rolls when delivering a fateful strike.

    Sealing Strike: If a sealing strike hits, the Fatekeeper pulls away a tiny fragment of his target's fate with the attack, which forms a quasi-real sphere of undulating energy orbiting the Fatekeeper. The exact appearance of a creature's fate varies, with Evil creatures tending to have fates of very dark, almost black energy, while Good creatures' fates tend to be blue or gold-hued. Regardless, the Fatekeeper can instinctively tell which bit of fate belongs to which creature.

    Bits of fate that have not yet been consumed can be attacked and destroyed. Fates have AC 10 + the HD of the originating creature + the Fatekeeper's Cha modifier, and one hitpoint per HD. Fates are not subject to area of effect damage. Successfully destroying a bit of fate causes it to dissipate harmlessly.

    A Fatekeeper can only ever possess one bit of fate from a given creature at a time, and only a total number of fates at one time equal to his Charisma modifier. Bits of fate do not expire – unless the creature they originate from dies, in which case they dissipate into nothingness – but the Fatekeeper can dismiss an unwanted bit of fate as a standard action, in which case it dissipates to no effect.

    The Fatekeeper may never extract bits of fate from himself, whether via this ability or another.

    Sealed Fates (Su): All Fatekeepers have access to a variety of unique abilities, known as Seals. A Fatekeeper begins play with knowledge of a single 1st level Seal, and learns a new Seal at each Fatekeeper level thereafter. The highest level Seal a Fatekeeper can learn is given on the table above.

    While in possession of a creature's fate, a Fatekeeper can 'consume' the fate as a standard action to activate a Seal that he knows. Generally speaking, Seals require neither line of sight nor line of effect to function; exceptions are noted in the individual Seal's description. Seals are always Supernatural abilities, and as such are not subject to spell resistance. The Difficulty Class of a saving throw, if any, against a Seal is 10+1/2 class level+Charisma modifier.

    The list of seals is given in the next post.

    Unbound Destiny (Ex): Beginning at 2nd level, so long as a Fatekeeper has at least one fate point remaining in his pool, he gains an insight bonus to AC equal to his Charisma modifier.

    Extract Fate (Ex): Beginning at 4th level, a Fatekeeper can extract bits of fate with a casual touch. As a standard action, a Fatekeeper may make a melee touch attack with the same range as his unarmed strikes, without provoking attacks of opportunity. If he succeeds, he leeches away a bit of the target's fate, as if he had hit with a sealing strike. Willing creatures may be touched as a move action without the need for an attack roll.

    Unsealed Fate (Ex): Beginning at 6th level, a Fatekeeper may take a hand in his own destiny, avoiding unsavory fates. Once per day as a nonaction, the Fatekeeper may reroll any roll he has just made by expending one fate point, even after the results of the roll have been determined, but before damage has been rolled, if appropriate. The Fatekeeper must use the result of this second roll, even if it is worse than the original.

    In addition, the Fatekeeper gains a luck feat (Complete Scoundrel) that he meets the requirements for as a bonus feat.

    At 11th level and again at 16th level, the Fatekeeper gains an additional daily use of this ability and another bonus luck feat that he meets the requirements for.

    Shroud of Destiny (Su): Beginning at 8th level, a Fatekeeper learns to cloak himself from his opponents, either to escape or to set up a later ambush. While in possession of a creature's fate, the Fatekeeper may hide in any sort of terrain, even without concealment or cover, though creatures whose fate he does not hold may still detect him normally (and as such, he must possess cover or concealment to hide from them, as usual).

    Striding the Pattern (Su): Beginning at 10th level, a Fatekeeper may consume a bit of stolen fate as a standard action to instantly teleport to a location adjacent to the creature whom the fate originally belonged to, regardless of distance (though he must still be on the same plane of existence).

    Two Fates as One (Su): Beginning at 12th level, whenever a Fatekeeper takes damage of any sort (including ability damage or drain), he may redirect half of the damage dealt to him to a creature whose fate he holds, and whom he can currently perceive. A successful Will save, DC 10+1/2 Fatekeeper level+Cha modifier negates the transfer of damage, and as such causes the Fatekeeper to take the full normal amount.

    Deny Fate (Su): Beginning at 14th level, once per day a Fatekeeper can spurn death, denying that such could ever be his fate. When the Fatekeeper would be reduced to -10 hitpoints or be slain outright by an attack or spell (such as a holy word spell with a caster level ten higher than his hit dice) he may expend three fate points as a nonaction to ignore all effects of the attack or spell.

    Reverse Destiny (Su): Beginning at 18th level, a Fatekeeper can unweave the strands of destiny that led a creature to a certain place. Once per encounter as a standard action, the Fatekeeper can expend three fate points to undo all effects dealt to and by a creature in the last round. In essence, the last round of the encounter never happened for the creature – it occupies its previous position if it moved, spells cast by it have their effects undone and the spell restored to the creature, lost hitpoints are regained, and so on. If the creature is unwilling, a successful Will save, DC 10+1/2 class level+Cha modifier negates the effects of this ability.

    Weaving the Pattern (Su): At 20th level, a Fatekeeper becomes a true master of his craft. Three times per day, the Fatekeeper may extract bits of fate from creatures he has encountered previously, without needing to attack or touch them. The Fatekeeper need not see the creature or be especially familiar with it – a casual conversation or similar is enough for him to use this ability with regards to that creature. In addition, the Fatekeeper's striding the pattern ability now functions across planes, and he may hold two bits of fate from any given creature at a time, instead of one.
    Last edited by Circle of Life; 2011-08-01 at 03:42 AM.

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    List of Seals

    1st:
    Spoiler
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    Seal of the Pyre
    Saving Throw: Will half

    The Fatekeeper seals a creature's fate to one of death by fire, causing it to spontaneously combust. The fated creature takes 1d8 fire damage for every two Fatekeeper levels, minimum of 1d8 damage. A successful Will save halves the damage dealt.

    Seal of Mercy
    Saving Throw: None

    Not all fates need end in death, as the Fatekeeper knows all to well. When this Seal is activated, the fated creature takes 1d4 nonlethal damage per Fatekeeper level.

    Seal of the Slashing Blade
    Saving Throw: Fortitude half

    The Fatekeeper seals a creature's fate to one of death by steel, causing deep slash wounds to appear in its flesh. The fated creature takes 1d8 slashing damage for every two Fatekeeper levels, minimum of 1d8 damage. A successful Fortitude save halves the damage dealt.

    Seal of the Crushing Blow
    Saving Throw: Fortitude Half

    The Fatekeeper seals a creature's fate to one of death by crushing, bruising flesh and breaking bones. The fated creature takes 1d8 bludgeoning damage for every two Fatekeeper levels, minimum of 1d8 damage. A successful Fortitude save halves the damage dealt.

    Seal of Misfortune
    Saving Throw: Will negates

    The Fatekeeper curses the sealed creature with persistent unluck, causing it to take a -2 penalty on all attack rolls, saving throws, ability checks and skill checks for one hour per class level. A successful Will save negates this effect.

    Seal of Lost Memories
    Saving Throw: Will negates

    The Fatekeeper erases recent memory from the sealed creature's mind, causing it to forget the events of the past hour. The creature may wonder where new wounds came from or how it got to where it is, if appropriate, but it cannot recall anything in that hour of lost time with any clarity. If the creature is currently threatened, such as by being in combat or in an otherwise dangerous situation, it receives a +5 bonus on its saving throw.

    Seal of Authority
    Saving Throw: Will negates

    The Fatekeeper consumes a creature's fate to issue a single overwhelming command. Unlike most seals, the Fatekeeper must have line of sight and effect to the fated creature for this seal to take effect. If the creature fails its save, it must obey a single, simple command, such as “go there” or “attack this” or “don't attack” for one round. Commands that obviously threaten the creature or go against its loyalties, such as moving through a threatened space or attacking one of its allies offer a second save.


    2nd:
    Spoiler
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    Seal of Frigid Doom
    Saving Throw: Fortitude half and Fortitude negates

    The Fatekeeper seals a creature's fate to one of death by freezing, causing its entire body to experience a sudden sharp decline in temperature. The fated creature takes 1d8 cold damage per two Fatekeeper levels, and is fatigued for one hour. A successful Fortitude save halves the cold damage and negates the fatigue.

    Seal of Dispelling
    Saving Throw: None

    The Fatekeeper allows a bit of fate to dissipate into mist, and as he does so, the corresponding creature feels its magical defenses slip away. The Fatekeeper makes a dispel check, as if casting a targeted dispel magic on the creature, except that he uses his Fatekeeper level in place of his caster level, and the maximum caster level adjustment is +20.

    Seal of the Comatose
    Saving Throw: Will negates

    The Fatekeeper grinds a bit of fate between his fingers, and it falls to earth like so many grains of sand. At once, the corresponding creature feels a wave of intense drowsiness pass over it. If the creature fails a will save, it falls asleep at the end of its next 1d2 turns, and remains asleep for at least the next hour, unless damaged or otherwise forcefully awakened. (See the sleep spell for details on waking a sleeping creature.)

    Seal of Wearied Limbs
    Saving Throw: Will negates

    The Fatekeeper consumes a bit of fate, causing it to rapidly melt away like a bit of ice left in the sun. As it fades, the creature feels a great lethargy in every muscle, making moving or attacking difficult. If the creature fails its save, it is exhausted for a number of rounds equal to half the Fatekeeper's level.

    Seal of the Fairweather Friend
    Saving Throw: Will negates

    Charm!



    3rd:
    Spoiler
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    Seal of the Lidded Eye
    Saving Throw: Will partial

    Blinds!

    Seal of Malignant Flesh
    Saving Throw: Fortitude negates

    Diseases!

    Seal of the Thunderstorm
    Saving Throw: Fortitude half and Fortitude negates

    Shocks, chance of losing next action.

    Seal of the Weakened Body
    Saving Throw: Fortitude negates

    Penalizes Fort saves.

    Seal of the Broken Will
    Saving Throw: Will negates

    Penalize Will saves.


    4th:
    Spoiler
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    Seal of Deception
    Saving Throw: None

    Target believes one simple lie unless presented with incontrovertible proof of its falsehood.

    Seal of the Fool
    Saving Throw: Will negates

    Save or take -20 penalty to int/cha/wis checks/abilities.

    Seal of the Cripple
    Saving Throw: Will negates

    Save or be unable to move or attack unless effect is broken.

    Seal of the Broken Psyche
    Saving Throw: Will negates

    Save or act like member of another race for short time.

    Seal of Stunning
    Saving Throw: Fortitude partial

    Save or stunned for 1d4 rounds


    5th:
    Spoiler
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    Seal of the Revealed
    Saving Throw: None

    Reveals target location and plane to the Fatekeeper.

    Seal of the All-Seeing
    Saving Throw: None

    Grants the Fatekeeper True Seeing in regards to the creature; know current health.

    Seal of the Clouded Mind
    Saving Throw: Will negates

    Removes spell levels from target's mind.

    Seal of Vulnerability
    Saving Throw: None

    Lower DR temporarily, can become negative.

    Seal of the Damned
    Saving Throw: Will negates

    As greater bestow curse.

    Seal of Renounced Loyalty
    Saving Throw: Will negates

    Enemy treats allies as enemies too.


    6th:
    Spoiler
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    Seal of Death
    Saving Throw: Will negates

    The Fatekeeper brutally crushes the fate of the creature, willing it to simply die. If the creature fails a Will save, it dies. Unlike most Seals, the Fatekeeper requires both line of sight and line of effect for this Seal to take effect.

    Seal of Dominion
    Saving Throw: Will negates

    Dominate effect, 1 hour/level.

    Seal of the Displaced
    Saving Throw: Will negates

    Plane Shift, harmless random plane.

    Seal of Elemental Fury
    Saving Throw: See text.

    Acid, cold, electric, and fire damage; ongoing burns, exhaustion, and stunning.

    Seal of Terror
    Saving Throw: None

    Panic for one round.

    Seal of the Sacred Smite
    Saving Throw: Will half

    Divine or profane damage, stunned and knocked prone.
    Last edited by Circle of Life; 2011-07-30 at 07:29 AM.

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    Default Re: The Fatekeeper (3.5 Base Class)

    Seals are currently unfinished, as you might notice. The saves and effects are all there, I just haven't gotten about to writing them all up yet. That said, I don't feel there are enough of them yet, so feel free to suggest new ones.

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    Default Re: The Fatekeeper (3.5 Base Class)

    This is fantastic. I'll need to take a closer look at the seals and see if I can think of anymore to suggest, but my cursory overlook makes this seem like a terribly fun class.
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    Default Re: The Fatekeeper (3.5 Base Class)

    Is the penalty of seal of the fool only on checks? If so it is fine, but if it is actual ability damage, that is way too steep.
    Seal of the clouded mind doesn't look complete, but I'm hoping the penalty is temporary. I'm just not a fan of permanently penalizing a character with an effect that can't be removed by another spell (and I don't mean wish or miracle, or a spell that requires some ridiculously short time frame). I avoided picking up spells and effects like that simply because I didn't think they were 'fair'.
    I really like the system though. It is both unique and flavorful.
    Last edited by eftexar; 2011-07-30 at 03:59 PM.

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    Default Re: The Fatekeeper (3.5 Base Class)

    Quote Originally Posted by eftexar View Post
    Is the penalty of seal of the fool only on checks? If so it is fine, but if it is actual ability damage, that is way too steep.
    Only on checks. 20 ability damage would be ridiculous.

    Seal of the clouded mind doesn't look complete, but I'm hoping the penalty is temporary. I'm just not a fan of permanently penalizing a character with an effect that can't be removed by another spell (and I don't mean wish or miracle, or a spell that requires some ridiculously short time frame).
    It removes (Fatekeeper level) spells of the target's choice from their mind until they rest to recover spells.

    I really like the system though. It is both unique and flavorful.
    Thanks.

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    Default Re: The Fatekeeper (3.5 Base Class)

    ...

    You made D&D Sidereals.

    ...

    Nice job.

    Needs a bit of fluff, but besides that looks nice. And a very interesting mechanic for using their abilities.
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    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
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    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
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    Default Re: The Fatekeeper (3.5 Base Class)

    Quote Originally Posted by Welknair View Post
    You made D&D Sidereals.
    I have absolutely no idea what those are, aside from them coming from Exalted, I think. So, uh, thanks. I think.

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    Default Re: The Fatekeeper (3.5 Base Class)

    Quote Originally Posted by Circle of Life View Post
    I have absolutely no idea what those are, aside from them coming from Exalted, I think. So, uh, thanks. I think.
    They're "Fate Ninjas". Which is pretty much what your Fatekeeper seems to be.
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    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: The Fatekeeper (3.5 Base Class)

    Quote Originally Posted by Welknair View Post
    They're "Fate Ninjas". Which is pretty much what your Fatekeeper seems to be.
    Oh. Well, guilty as charged then!

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    Default Re: The Fatekeeper (3.5 Base Class)

    Simply amazing. Well done. I look forward to the finished product.

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    Default Re: The Fatekeeper (3.5 Base Class)

    You know, I think this may be Bloodline-able. If I have time, do you mind if I make a bloodline based off of this?

    Of course the Seals would need to be fleshed out first...
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    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Default Re: The Fatekeeper (3.5 Base Class)

    Quote Originally Posted by Welknair View Post
    ...

    You made D&D Sidereals.

    ...

    Nice job.

    Needs a bit of fluff, but besides that looks nice. And a very interesting mechanic for using their abilities.
    He's very, and I mean, veeeeery right
    Very interesting mechanics, and looks promising, so I hope it's finished soon

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    Default Re: The Fatekeeper (3.5 Base Class)

    You might think about adding some beneficial seals as well. You mention that you can draw fates out of willing creatures, but there's not a whole lot of reason too with most of the abilities working to make someones fate worse. Yet it would make sense that you could also make it better, right? Perhaps seals that give healing, or attack/damage bonuses, additional spell slots or power points, etc, or that remove bad spells.
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    Quote Originally Posted by ForzaFiori View Post
    You might think about adding some beneficial seals as well. You mention that you can draw fates out of willing creatures, but there's not a whole lot of reason too with most of the abilities working to make someones fate worse. Yet it would make sense that you could also make it better, right? Perhaps seals that give healing, or attack/damage bonuses, additional spell slots or power points, etc, or that remove bad spells.
    I had originally intended to include seals of that sort as well, but as they are no-cost, no-recharge abilities, it essentially turned the Fatekeeper into the ultimate out of combat healer and buffbot.

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    Default Re: The Fatekeeper (3.5 Base Class)

    Quote Originally Posted by Circle of Life View Post
    I had originally intended to include seals of that sort as well, but as they are no-cost, no-recharge abilities, it essentially turned the Fatekeeper into the ultimate out of combat healer and buffbot.
    Still, it might be nice to have a way to "spend" the seals without hurting something. In the playtest I'm noticing a lack of reason to ever take an ally's seal, and yet the ability to do so taunts me. Perhaps just keeping the buffs minor and only allowing once buff per person at a time?
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    Quote Originally Posted by RaggedAngel View Post
    Still, it might be nice to have a way to "spend" the seals without hurting something. In the playtest I'm noticing a lack of reason to ever take an ally's seal, and yet the ability to do so taunts me. Perhaps just keeping the buffs minor and only allowing once buff per person at a time?
    I included the ability to take allied fates for the Striding the Pattern ability as an emergency evac, but... perhaps. I'll take a second look at allied seals when I finish my current project.

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    Default Re: The Fatekeeper (3.5 Base Class)

    Quote Originally Posted by Welknair View Post
    You know, I think this may be Bloodline-able. If I have time, do you mind if I make a bloodline based off of this?

    Of course the Seals would need to be fleshed out first...
    Uh... So would this be alright? It would certainly make for an interesting bloodline.
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    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

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    Quote Originally Posted by Welknair View Post
    Uh... So would this be alright? It would certainly make for an interesting bloodline.
    What? I am so offended that you think my homebrew is interesting enough to make derivative works! How dare you suggest such a thing?

    ...go ahead.

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    Default Re: The Fatekeeper (3.5 Base Class)

    I know it's probably a little late to be posting, but I just found the class. I think it is very flavourful. That being said, I'm a little confused by a few things.

    Wit respect to Seal, looking at the DC of the saves, are you saying higher level Seals are not harder to counter than lower level ones? I'm simply surprised that the Seal's level does not play into the DC.

    With Deny Fate, I've never heard of an unaction. If it does exist, where is it from? If it does not, wouldn't it make more sense for it to be an immediate action?

    Also, does Fateful Strike qualify you for Sneak Attack related feats or PrC?

    I like the Fate system very much. Have you thought of making some feats around it (as there are with Ki Pools and such) or thought about delegating this task? I like class specific feats and think that feats for a Fate Pool would be pretty neat.

    Overall, nice work.
    Last edited by Tibbaerrohwen; 2011-09-21 at 06:46 AM.

  21. - Top - End - #21
    Halfling in the Playground
     
    Twin Dragons's Avatar

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    Default Re: The Fatekeeper (3.5 Base Class)

    Wow, I hadn't seen this class before, but it bears some resemblance to my Fate Weaver.
    Last edited by Twin Dragons; 2011-09-22 at 10:50 AM.
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    Lawful Neutral Human Druid/Cleric (2nd/2nd Level)

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    STR 9, DEX 11, CON 12, INT 13, WIS 14, CHA 14


  22. - Top - End - #22
    Bugbear in the Playground
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    Default Re: The Fatekeeper (3.5 Base Class)

    Delicious! Om nom nom :O

    Loving the fate pool, lots of other flavorful crunch.

  23. - Top - End - #23
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    Soliloquy's Avatar

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    Default Re: The Fatekeeper (3.5 Base Class)

    I don't recommend having buff seals for the reasons given above.
    I think that you shouldn't see "ally" where "willing" is written. I see it as more of a threat.

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