The Fateworker is an agent of destiny. She possesses close ties to Prophecy, and can choose to see fragments of the future to aid herself and her allies, or force enemies to blunder into their Doom. Fateworkers are mysterious and mystical, and their only true master is Fate. Whether they deal Fates personally or decide to push and guide others, they know that the destination is the same, regardless of the journey.
Role: Fateworkers are adept at looking into the river of time to see where the current leads. This allows them to support their allies or hinder their enemies, but just as Fate usually works from the background, so too do Fateworkers excel when they have allies to advise. They may also choose to deal Fate with their own two hands, but this makes them less attuned to the nuances of Fate’s flow. They can serve as a passable melee combatant, using their supernatural insight to aid them more directly, or instead use it to invoke works of Fate in both subtle and not-so-subtle ways.
Hit Die: d6
Starting Wealth: 3d6 x 10 gp
The Fateworker’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Religion (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis)
Skill Ranks Per Level: 2 + Int modifier
The following are class features of the Fateworker.
Weapon and Armor Proficiency
Fateworkers are proficient in simple weapons, and with light armor and shields (but not tower shields).
A Fateworker casts divine spells which are drawn from the Fateworker spell list. Her alignment, however, restricts her from casting Choice-aligned spells. A Fateworker must choose and prepare her spells in advance.
To prepare or cast a spell, a Fateworker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Fateworker’s spell is 10 + the spell level + the Fateworker’s Wisdom modifier.
Like other spellcasters, a Fateworker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Fateworker. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Fateworkers meditate or pray for their spells. Each Fateworker must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Fateworker can prepare spells. A Fateworker may prepare and cast any spell on the Fateworker spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. The Divine Focus for a Fateworker’s spells might be any fortune-telling device, such as a Harrow deck or a crystal ball.
The Holy Symbol/Divine Focus for a Fateworker is some sort of fortune-telling device (a Harrow deck, knucklebones, etc), or something that can be used as the focus for a divination spell (such as a mirror).
Orisons Fateworkers can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Fateworker under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Fated Choice-aligned creatures gain a +4 insight bonus on saves and AC against spells cast using the Fateworker’s spell slots, except for spells specifically targeting Choice-aligned creatures or their abilities.
Destiny Pool (Su)
At first level, a Fateworker gains a pool of Destiny, helpful (albeit circumstantial) bits of information she has gleaned from the future. She has a number of points of Destiny equal to half? her Fateworker level + her Wisdom modifier (min. 1). A third of this pool is restored after 8 hours of rest. As long as she has at least one point in her Destiny pool, she gains an insight bonus equal to 1 + another 1 per 4 levels beyond 1st (maximum +5 at 17th level). This bonus applies to specific things, based on which form she chooses with Fatecall (explained below).
At first level, and every 3 levels thereafter, the Fateworker may choose a Premonition to bestow upon allies. As a standard action, she may expend a point of Destiny to grant the Premonition, which lasts for a number of rounds equal to her Wisdom modifier. An ally must be able to hear the Fateworker to benefit from her premonition. Any bonuses granted are insight bonuses, unless stated otherwise. A creature can only be affected by a single Premonition once every 24 hours.
At 8th level, the Fateworker may bestow premonitions as a move action. At 16th level, they may bestow them as swift actions.
Timely Dodge: Gain the Fateworker’s insight bonus on AC and reflex saves.
Just the Right Spot: Gain the Fateworker’s insight bonus on attack rolls and Strength checks.
Helpful Reminder: Gain the Fateworker’s insight bonus on skill checks.
A Chink in the Armor: Gain the Fateworker’s insight bonus on damage rolls and rolls to confirm critical hits.
Starting at 10th level, the associated Premonitions gain the following effect:
Protection (Timely Dodge): The target’s insight bonus to AC and reflex saves increases by the Fateworker’s Wisdom modifier (treat no bonus as +0) against a single attack /effect.
Unerring (Just the Right Spot / A Chink in the Armor): The target’s insight bonus on attack rolls and damage increases by the Fateworker’s Wisdom modifier (treat no bonus as +0) on a single attack.
Revelation (Helpful Reminder): Reroll a single skill check.
These additional bonus can only be used once per ally per Premonition, and are activated by the ally as a free action (this need not be on their turn).
When she would gain another Premonition, the Fateworker may instead strengthen a Premonition she already knows, allowing it to affect creatures another time/day.
Each day before she prepares spells, the Fatecaller is presented with two paths. She may choose to deal Fate or speak Fate. Forcing her own fate takes a toll on her, however, and should she change her path from the previous day, she loses half of her Destiny Pool (after recovery).
Those who deal Fate are called Divinblades. Their Fateworker BAB increases to ? of their Fateworker level, and their Destiny Pool bonus applies to AC, attack rolls, physical ability and skill checks, and Reflex saves. However, they lose access to their higher half of spell levels (i.e. a Fateworker with 3rd level spells would lose access to 2nd and 3rd level spells while a Divinblade). She may spend a point of Destiny to activate any of the below abilities as an immediate action. Borrowing from the future is draining, however, and she is staggered on the turn after she uses them.
At the Last Second: The Divinblade may take minimum damage from a single attack. At 10th level, she may expend three points to have an attack against her automatically miss. At 19th level, she may expend five points to also have the attacking enemy provoke an attack of opportunity from her.
Prescient Counter: When making an attack, the Divinblade may roll twice and take either result. At 10th level, she may expend three points to have an attack automatically hit. At 19th level, she may expend 5 points to have the attack critically threaten (she must still confirm this as normal).
Perfect Success: When making a saving throw, the Divinblade may roll twice and take either result. At 10th level, she may expend three points to have an save automatically succeed. At 19th level, she may expend 5 points to avoid damage or secondary effects altogether (as if with Evasion or Stalwart).
Premonitions and Dooms originating from a Divinblade only affect creatures that are adjacent or in the same melee combat range as they, and last half as long (minimum one round).
Divinblades also gain proficiency with a single martial or exotic weapon while using this Fatecall. This weapon is selected each time they change their Fatecall, but cannot be changed otherwise.
Those who speak Fate are known as Seers. Their Destiny Pool bonus applies to mental skill checks, caster level checks, mental ability checks, and Will saves. Seers gains certain once per day spell-like abilities, at the listed levels. These use the same caster level and save DC as the same spell cast by the Fateworker. For those with maximum percentages (like augury and divination), the maximum percentage is 100%.
2nd level – Augury
4th level – Blood Biography
6th level – Lesser Geas
8th level – Commune?
10th level – Find the Path
12th level – Vision
14th level – Discern Location
16th level – Foresight (other only)
Additionally, when an ally under the effect of a Premonition succeeds on the rolls modified by the Premonition (or an attack misses them, in the case of AC), the Seer regains a point of Destiny. When an enemy under the effects of a Doom fails on the rolls modified by the Doom (or is hit, in the case of AC), the Seer regains a point of Doom. She can only regain a combined total of points equal to her Wisdom modifier a day, and can only regain a single point of either Doom or Destiny a round.
Finally, a Fateworker cannot ignore her ties to Fate. She cannot multiclass normally, but can use the variant multiclassing system. She may also take levels in any prestige class for which she qualifies.
At 1st level, the Fateworker adds her Wisdom modifier to initiative, in addition to her Dexterity modifier. Additionally, she can always act in the surprise round, even if she was initially unaware of the threat. At 2nd level, she gains Uncanny Dodge, as the rogue ability of the same name (except using her Fateworker level). At 8th level, she gains Improved Uncanny Dodge.
Doom Pool (Su)
At first level, a Fateworker gains a pool of Doom, insidious bits of information she has gleaned from the future. She has a maximum number of points of Doom equal to the maximum number of points in her Destiny Pool. So long as she has at least one point of Doom in this pool, creatures take a penalty to all d20 rolls directed at her. This penalty is equal in magnitude to her Destiny Pool’s insight bonus. Each time she spends Destiny points, she gains a single point of Doom.
At first level, and every 3 levels thereafter, the Fateworker may choose a Doom to pronounce upon an enemy. As a standard action, she may expend a point of Doom to pronounce the Doom, which lasts for rounds equal to the Fateworker’s Wisdom modifier. A will save (DC = 10 + ? Fateworker level + Wisdom modifier) reduces the duration to 1 round. An enemy must be able to hear the Fateworker to suffer their Doom. A target can only be affected by a single Doom at a time. A creature can only be affected by a specific Doom once every 24 hours.
At 8th level, the Fateworker may pronounce Dooms as a move action. At 16th level, they may pronounce them as swift actions.
Injury: The target takes the Fateworker’s Doom penalty to AC.
Failure: The target takes the Fateworker’s Doom penalty to saves.
Fecklessness: The target takes the Fateworker’s Doom penalty on attack and damage rolls.
Drudgery: The target takes the Fateworker’s Doom penalty to skill checks.
Pain: Any time the target takes damage, they take additional damage equal to her Doom penalty.
Starting at 10th level, the associated Dooms gain the following effect:
Crippling (Failure): The target’s penalty to saves increases by the Fateworker’s Wisdom modifier until the Fateworker’s next turn.
Destruction (Injury): The target’s penalty to AC increases by the Fateworker’s Wisdom modifier until the Fateworker’s next turn.
Faltering (Drudgery): The target’s penalty to skill checks increases by the Fateworker’s Wisdom modifier until the Fateworker’s next turn.
Frailty (Pain): Any time the target takes damage this turn, they take additional damage equal to her Wisdom modifier.
Weakness (Fecklessness): The target’s penalty to attack and damage increases by the Fateworker’s Wisdom modifier until the Fateworker’s next turn.
These additional effects can only occur once per enemy per Doom, and are activated as a free action by the Fateworker (this need not be on her turn).
When she would gain another Doom, the Fateworker may instead strengthen a Doom she already knows, allowing it to affect creatures another time/day.
Tread the Current (Ex)
At 3th level, the Fateworker may use the Automatic Writing, Dowsing, Psychometry and Prognostication occult skill unlocks as if she possessed the Psychic Sensitivity feat, but only for those skills (Linguistics, Survival, Appraise, and Sense Motive, respectively).
Greater Foresight (Su)
At 6th level, the Fateworker may spend a point of Destiny and allow an ally to use her initiative roll instead of their own. This choice must be made before either of them roll. She may expend additional points to allow additional allies to receive the same benefit. This is a free action.
At 11th level, the Fateworker may tie their fate to that of specific spell on her spell list. The spell is chosen when she attains 11th level. When she casts the spell using her spell slots, that spell’s DC and caster level are increased by 1. She may spend a Destiny Point to cast it as a spell-like ability. If she identifies the spell being cast by another, she may (as an immediate action) spend a Doom point to automatically counter it (as if by counterspelling). She can invoke her Fated Spell (whether to cast the spell or dispel it) a number of times per day equal to her Wisdom modifier. Every 3 levels after 11th (14th, 17th, and 20th), she may swap out her fated spell for another spell. Once she swaps it out, it cannot be changed for another three levels.
Avatar of Fate (Ex)
At 20th level, the Fateworker becomes fully imbued with the power of Fate. She may spend a standard action to determine what a creature is Fate-bound to, and its fate-bound abilities. She may switch between Fate’s callings as a full-round action, and loses none of her Destiny Pool when she switches between callings. She may spend 7 points of both Destiny and Doom to forcibly Fate-Bind a creature. A Will save (DC = 10+? her Fateworker level + her Wisdom modifier) evades this, but the creature is still staggered for a round.