Rodger Graham |
One of my players in my RotRL campaign wants a prestige class for his character. Here is my first draft of a prestige class based on the sorcerer's destined bloodline and the old WotC Fatespinner PrC. Please, any and all criticism is welcomed. Thanks.
Prerequisites:
Skills: Knowledge (arcana) 5 ranks, Knowledge (history) 5 ranks
Spellcasting: Ability to cast 1st level arcane spells without preparation. If the character has sorcerer levels, he must have the destined bloodline. If the character gains levels of sorcerer after taking this class, he must take the destined bloodline.
Class Skills:
The avenger’s class skills (and the key ability for each) are Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Perception (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks at Each Level: 2 + Int modifier
BAB: Slow
Good Save: Will
Bad Saves: Fort, Ref
Weapon and Armor Proficiency: Destined Disciples gain no proficiency with any weapon or armor.
Spells per Day: At each level except 1st and 6th, a destined disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a destined disciple, he must decide to which class he adds the new level for purposes of determining spells per day.
Greatness in the Blood: A destined disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the destined disciple does not have levels of sorcerer, he instead gains bloodline powers of the destined bloodline, using his destined disciple level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.
Spin Fate (Ex): Destiny conspires to empower the destined disciple. At 1st level, a destined disciple receives a pool of fate points equal to half his destined disciple class level + his Charisma modifier.
As a free action, a destined disciple can spend fate points to increase the save DC of the next spell he casts by the number of points spent, up to an amount equal to half his destined disciple class level (minimum 1).
A destined disciple’s fate pool is replenished whenever he successfully regains his spells for the day.
Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a destined disciple receives one bonus feat, chosen from the destined bloodline’s bonus feat list.
Pulling the Strings (Ex): As the destined disciple continues on, he becomes more keenly aware of the workings of Fate. The insight bonus granted by his touch of destiny increases by an amount equal to his Charisma modifier.
It Was Meant To Be (Su): At 3rd level, a destined disciple gains the It Was Meant To Be bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the destined disciple gains another use of this ability.
Fickle Fate (Ex): At 4th level, a destined disciple more clearly comprehends how his destiny affects the lives of others. Once per day as an immediate action, he can force any other creature, friend or foe, to reroll a roll that it has just made. A destined disciple must have line of sight to the creature to be affects. That creature must abide by the result of the second roll, whether it is higher or lower than the original roll.
Spin Destiny (Ex): At 6th level, the pull of destiny on the destined disciple strengthens. He can now add fate points to any skill check, attack roll, or saving throw that he attempts. In all other ways, this functions just as the Spin Fate ability.
Flash of Insight (Su): At 7th level, the destined disciple has learned to peer past the veil of Fate to see its machinations. Once per day as an immediate action, he can select the exact result of one die roll before the roll is made. This effect can alter an action taken by the destined disciple only, and cannot be applied to the rolls of others.
Within Reach (Su): At 9th level, a destined disciple gains the Within Reach bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the destined disciple gains another use of this ability.
Seal Fate (Su): At 10th level, the destiny of the destined disciple becomes a vortex, affecting the ebb and flow of destiny for all around him, sealing the fate of a friend or foe. Once per day as a swift action, the destined disciple selects a target creature he can see within 30 feet with Hit Dice equal to or less than his. The creature receives either a -10 penalty or a +10 bonus on its next saving throw, as decided by the destined disciple. If the selected target has more Hit Dice than the destined disciple, the ability does not work but the use of the day is not expended. This effect only lasts for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature’s fate is no longer sealed.