This is my first attempt at any sort of homebrew, so I apologize in advance if its horrendously over/underpowered, or simply doesn't work. I'd love and appreciate any and all constructive criticism.
Edit: Of course, I scroll down to see another fate flavored class that also uses points, and now I feel entirely unoriginal. Oh well.
Fateweavers are few in number, and begin their lives as arcane or divine casters. Those who display considerable aptitude in the school of divination or the domain of luck are occasionally sought out by other fateweavers and taught to weave the threads of fate. Some shapers of destiny are often unaware they even possess such talent, progressing through life with only the knowledge that everything always appears to work out for the best. Many weavers worship an ancient and nameless goddess of fate, while many more simply earn her favor through acts of unmitigated goodness. Weavers are powerful but reclusive casters, rarely gathering in groups of more than two (master and disciple), though an alliance of these masters of fate could prove a valuable asset in the battle for good.
(Nauseatingly adorable bishi angel wings optional.)
“Fight me? You won’t win. It’s not your destiny.”
Knowledge Arcana: 7 or Knowledge Religion: 7, Spellcraft: 7, One divination spell of first level or higher.
|1st||+0||+0||+2||+2||Chosen of Fate, Skew Destiny||-|
|2nd||+1||+0||+3||+3||Weave Destiny||+1 Level of existing arcane or divine spellcasting class|
|3rd||+1||+1||+3||+3||Guided Prescience||+1 Level of existing arcane or divine spellcasting class|
|4th||+2||+1||+4||+4||Resist Fate||+1 Level of existing arcane or divine spellcasting class|
|5th||+2||+1||+4||+4||Seal Fate||+1 Level of existing arcane or divine spellcasting class|
|6th||+3||+2||+5||+5||Reorient the Axis||-|
|7th||+3||+2||+5||+5||Unluck||+1 Level of existing arcane or divine spellcasting class|
|8th||+4||+2||+6||+6||Luck||+1 Level of existing arcane or divine spellcasting class|
|9th||+4||+3||+6||+6||Mirrored Destinies||+1 Level of existing arcane or divine spellcasting class|
|10th||+5||+3||+7||+7||Rethread the Weave||+1 Level of existing arcane or divine spellcasting class|
Bluff, Concentration, Craft, Diplomacy, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft
Skill Points at Each Level:
2 + Int Modifier
Abilities granted by Fate’s Favor are free actions unless otherwise noted.
Fateweavers who willingly adopt a non-good alignment may no longer replenish Fate's Favor.
Weapon and Armor Proficiencies:
You gain no additional proficiencies with any weapons or armor.
Chosen of Fate:
You are a chosen of fate. You gain two Fate’s Favor at first level, and two at every class level thereafter. You may sacrifice this favor to pay the cost of any fate-based power you know. You regain favor whenever you would normally regain your spells for the day.
(Su) Skew Destiny:
You may sacrifice one favor to alter any roll by +1/-1 before you have learned the outcome. You must have line of sight to the target to activate this ability.
(Su) Weave Destiny:
You may sacrifice two favor to alter any roll by +1/-1 after you have learned the outcome. You must have line of sight to the target to activate this ability.
(Sp) Guided Prescience:
During an encounter, you may sacrifice three favor to grant yourself or one willing ally within thirty feet the equivalent of total concealment (50% miss chance) for a number of rounds equal to your class level. For every additional two favor sacrificed this way, you may provide this benefit to one additional ally. Activating this ability is a standard action.
(Su) Resist Fate:
You may sacrifice four favor to reroll any roll you have just made, or force another creature to reroll any roll it has just made. The second result must be used. You must have line of sight to the target to activate this ability.
(Su) Seal Fate:
You may sacrifice five favor to extend any magical or non-magical status condition (other than dying or dead) currently afflicting a creature of your choice for one additional round. The creature receives no additional saves. You must have line of sight to the target to activate this ability.
(Su) Reorient the Axis:
If you or a willing ally would be afflicted by a status condition (other than dying or dead), you may sacrifice six favor to transfer the condition to one other creature to which you have line of sight. If you or your ally received a save against the status condition, the target of Reorient the Axis receives the same save, at the same DC.
You may sacrifice seven favor to activate Unluck. Target one enemy to which you have line of sight. The target creature must make a DC 17 + Cha will save or suffer the effects of Unluck for a number of rounds equal to your class level. Whenever a creature under the influence of Unluck rolls, it must instead roll twice and use the lesser result. Activating this ability is a standard action.
You may sacrifice eight favor to activate Luck. Luck functions as Unluck, except you may target a willing ally, including yourself, and he or she may use the higher of the two. Activating this ability is a standard action.
(Sp) Mirrored Destinies:
You may sacrifice nine favor to convert any one die roll made by you to its highest possible value after you have learned the outcome.
(Su) Rethread the Weave:
Once per day, you may sacrifice ten favor to undo the events of the last round. Place yourself at the top of the initiative order and begin the round again. You and any allies you choose within thirty feet recall the events of the undone round and may act on this knowledge. You may activate this ability as a free action, this ability activates automatically if you would otherwise die. Rethreading the weave does not return this ability or favor sacrificed to activate this ability, but does return any other favor sacrificed during the turn it was activated.