
Role: Leader. You use cryptic insight to direct your allies' attacks and terrifying hexes to bring your foes one step closer to death's door. Your secondary role is controller, for your power is easily used to torment and terrorize your enemies.
Power Source: Shadow. Your connection to death allows you to see the fate of all things, and your shadow hexes usher your allies and enemies down their predestined paths.
Key Abilities: Wisdom, Constitution, Intelligence, Charisma
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, Simple ranged
Implements: tomes, orbs, staffs
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills:Arcana (Int), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Religion (Int), Thievery (Dex)
Build Options: Doom Seer, Glory Spinner, Plague Speaker
Class Features: Weaver's Veil, Ritual Caster, Wyrding Way, Evil Eye.
You stand with one foot in the grave, and by straddling two worlds, your perception of this world has been… altered. When you view people, you see them not as they are, but as they will be in death - and beyond. While you could easily sink into the depth of bitterness or despair, you have at last found hope - companions who, even in death bear the mantle of greatness. While you don't know in full how their story will unfold, you know enough to help guide it and make it reality.
As a Fateweaver, you guide combat by seeing fate and manipulating its threads. When you behold a foe and see his throat slit, with blood gurgling out, you know where the fighter must land the killing blow. When the rogue is struck by poisoned arrows, you know this isn't the ending. Or perhaps it is, but you can write a new one. That orc is meant to feel the frailty of old age, but you can bring it about sooner. So are the powers of the Fateweaver. How have you come to see the world as if from beyond the grave? Did you always have this gift, or did some event bring it about? Did you choose it, or was it thrust upon you? Did you die before?
Class Features
All Fateweavers have the following class features.
Weaver's Veil
You have the ability to perceive the veil of destiny which binds all things into the web of life, and to weave your own and your ally's fates so that they attain a great destiny. Your powers grant you the preternatural ability to sense the future, and the ability to remake the future you perceive.
While you are wearing cloth armor or no armor you may use Wisdom instead of intelligence or dexterity to determine your AC, and you gain a +2 bonus to AC while wearing cloth armor or no armor.
At the end of a short rest, you may choose up to 2 targets amongst you and your allies. The chosen targets may spend a healing surge and regain additional hit point equal to your Wisdom modifier + 2 + one-half your level.
In addition, you gain the Reweave Fate and Greater Destiny powers. In any given encounter you may use either or both powers in any combination twice, or three times at 16th level and above.
Reweave Fate | Fateweaver Feature |
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Your ally's lifeblood is draining, but you see their damaged lifeline, and you mend it.
Encounter (Special) • Healing, Shadow
Immediate Reaction Close burst 5 (10 at 11th level, 15 at 21st level)
Trigger: You or an ally is reduced to 0 hit points or fails a saving throw
Target: You or the triggering ally in burst.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. In addition, the target can roll a saving throw against one effect a save can end.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use two Weaver's Veil powers per encounter, but only one per round. At 16th level you can use three Weaver's Veil powers per encounter.
Greater Destiny | Fateweaver Feature |
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Your companions are destined for greatness, and you know how to make them achieve that greatness.
Encounter (Special) • Shadow
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst.
Effect: The target spends a healing surge but does not regain hit points. Instead, it gains temporary hit points equal to its surge value plus your Wisdom modifier. While these temporary hit points last, the target gains a +2 power bonus to attack rolls and skill checks.
Special: You can use two Weaver's Veil powers per encounter, but only one per round. At 16th level you can use three Weaver's Veil powers per encounter.
Evil Eye
You gain the evil eye power.
Evil Eye | Fateweaver Feature |
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You turn your eye to your foe, and you see what Death has in store for him. Knowledge in hand, you help make it happen.
Encounter • Gaze, Shadow
Minor Action Ranged 10
Target: One creature.
Effect: Until the end of your next turn, the target gains vulnerability to all damage equal to your Charisma, Constitution, or Intelligence modifier.
Wyrding Way
Choose one of the following features.
Agent of Doom: When you look beyond the veil, you see death and decay, the failure of all things. You see your foes' future failures, and you bring them into the here and now. When you use your evil eye power, the target also takes a -2 penalty to attack rolls until the end of your next turn.
Agent of Glory: When you look beyond the veil, you see how we shall live on after death. For most people, you see them lost in the passage of time. But your allies seem destined for greatness. As an agent of fate, you nudge them in the right direction. When you use your evil eye power, also choose one ally within range. Until the end of your next turn, that ally can score critical hits on a roll of 19-20.
Agent of Plague: Your worldview is perhaps more warped than that of most other Fateweavers. While you still see the frailties of people, they seem more remote, because you see clearly just how insignificant their lives and deaths are. One person means nothing anymore. You see the truly huge calamities. Plagues, infernos, and all manner of tragedies are your purview. If your allies manage to catch your attention, they must truly be destined to leave an undeniable mark on history. Or perhaps it will be a gaping wound which never heals… When you use your evil eye power, the target also takes a -2 penalty to saving throws until the end of your next turn.
Ritual Caster
You gain either the Ritual Caster feat or the Alchemist feat as a bonus feat. You begin play with 3 1st level rituals of your choice. When using a Divination or Scrying ritual you have mastered, you have a +1 class bonus to any skill checks required for the ritual. The bonus increases to +3 at 11th level, and +5 at 21st level.
Fateweaver Powers
At each level where you choose powers, you may choose any power of that level so long as you meet the prerequisites. The section below provides several options for each level.
Heroic Fateweaver Powers
Paragon Fateweaver Powers
Epic Fateweaver Powers
Paragon Paths
At level 11 you may choose a paragon path from among the choices available to you. The section below presents a few options.
Gray Witch
Dead-Eye Oracle
Doom Spinner
Chaos Theurge
Fate's Blade
Page Discussion
Hey ya´ll I found this wiki a few days ago looking for a Necromancer and love what i found! But i was wondering if you could make the Fateweavers powers more accesible by making tags to open and hide the powers as it would be alot easier to copy and paste the whole class to take home with me as there are (I am sure) many people who don´t have Internet at home. It would be nice if you could do that. And thanks for making the Shadow power souce how its SUPPOSED to be, thanks alot.
Mentioned issues that came up with AC switched to primary over on the duskblade's page, this one might have to be looked at too.
The ability to sustain this power with a minor action (not a particularly valuable commodity within the economy of actions) makes the power a bit too strong, especially considering it does not need to hit and increases all damage done to the target (even more so because it is possible to create a "lazy" fateweaver thanks to Seed of Discord). As a class feature, causing the the target to become vulnerable 2 per tier to, functionally, all damage is already plenty powerful (compare to the Channel Divinity class features). In all honesty, the power should not be able to be sustained for balance reasons.
Since Wisdom is the primary attack stat, you can logically assume that the Fateweaver's AC is going to appropriately scale with level already so you don't need to have the AC bonus for wearing cloth or no armor scale.
Okay, that's it. Fateweaver levels 1-30 with 4 (or more) powers each level and five paragon paths. Our last class is officially ready for playtesting.
I've actually been playtesting the low level stuff for a couple weeks already. Fateweaver, necromancer, and duskblade. I can say this much about the fateweaver: Reweave Fate is an awesome healing power. Being an immediate reaction makes it incredibly useful as a last-minute savior.
The problem I can see with having the healing (rather than temp hp) be based around interrupting bad situations is that there isn't a mechanism to more efficiently recover hit points during a short rest. Without that, attrition styled games (4-6 fights between extended rests) are going to be made substantially more difficult with the fateweaver as the only leader.
Possibly add a class feature that allows the fateweaver to choose 2 allies during a short rest to spend a healing surge and regain additional hit points equal to Wisdom + 2 + one-half the fateweaver's level.
I changed some of the formatting on the Fateweaver's main page. I think it looks better, but if anyone objects I can mess with the coding a bit more. I also took the liberty of messing with some of the class features and stuff to put them more in line with other leaders.
Btw, I also changed "Secrets Beyond the Veil" to "Weaver's Veil" because the former name seemed a little too long for a class feature.
I'm not sure how many other people read Dominic Deegan: Oracle for Hire, but today's comic gave me an idea that seems to scream shadow magic, and the fateweaver is the most oracular of them, so I was thinking maybe a paragon path for this class? Or maybe we could make it a paragon path available to any shadow class? Anywho, the idea is this: using the reflective surface of a sword instead of an orb, mirror, or pool of water as a focus for oracular visions. Now, tie it in further with the fateweaver theme. Since the fateweaver's Sight specializes in Death and the Beyond, it seems that the spilling of lifeblood would be a perfect addition. My one concern is, "Oh goodie. Another paragon path that focuses on bladed weapons and throwing a caster into melee." So I just wanted to toss the idea out there and get a feel for response.
Multiclass! Make it a requirement that you already have to be able to use blades as implements, or just flat-out say "fateweaver, swordmage" in the prerequisite line.
As far as "caster in melee" goes, I'm actually getting a vibe like Lexshu's cane! You're not diving into melee so much as using that shiny sword to direct it! So we'd have a sword-user who actually can't melee, for once! Well, not without a feat, at least…
Cool idea. I'll have to look up Lexshu's cane. As an alternative, if we make it any bladed weapon, we could give more of a range. Combined with swordmage, you can do some melee and Lexshu's cane. Or you could go with a dagger, make it less melee oriented, and this same paragon path could also cover cultists, with a blood-stained dagger or even a clean sacrificial dagger being the focus to peer through the Gates of Death.
It's Crest of the Stars. According to background material, the cane that a ship commander carries functions as a combination attention-grabber and laser pointer, or something like that.
Basically, the proposed sword-using fateweaver would use his blade to focus his hexes on the target or, more mundanely, point out where his allies need to go. As well as, of course, using it as a meditative tool. :3
I think we need to change one of those names. As is, both the class and one of its builds are named for Fate. I don't like it - it places too much emphasis on Agent of Fate, as if it were the default option. I think we should be careful of subconscious associations.
So Doom and Fate are Int-secondary, and Plague is Con-secondary?
That's what I initially figured. Though, I suppose one of the other two could be "CON or INT". Or maybe Charisma. Would there be any problems with having three different secondaries?
Not that I can see. If we go for three different ones, I'd figure Doom would be Cha-secondary, or Fate would be Dex-secondary (which might be a bit too far for the sake of a pun). Up to you, I was just wondering if I should go in and remove that question mark. :3
I think Dex would be too far for a pun (which I'm not getting). So, Con and Int definitely make sense. Cha would too, but there is that concern about the primary and secondary both working for the same NAD - it would place the Agent of Doom as having slightly lower defenses than the other builds. Not a huge problem - other classes have it - but it can be a little frustrating.
It's been far too long since I've worked on this class. Or looked at any of this project, really. Doesn't look like anyone else has touched the witch in my absence. I think I can get some work done this weekend. But in the meantime, I guess transferring the powers to the witch powers thread would be useful. I still haven't figured out any of that coding…
(I dunno why it posted my response to that other thread…)
But I still love this concept so much.
Since I finished the Necromancer, I figured I'd start helping out with this one. I went ahead and changed the name like Ekio suggested. If it's unwanted, I can always change it back. I also added some at-will powers. I'll work on filing the powers in this thread into the appropriate pages when I get some more free time.
Hey, thanks. Not sure when I'll get back to contributing my share. And hey, so many people object to "witch" that I guess we can go with Fateweaver. I still think people are being oversensitive, but I haven't walked a mile in the shoes of anyone with grounds to take offense.
The easiest way to do the coding is just to find a power on this wiki that has the same format, go to edit, copy+paste the power block into your new page, and then just change the words around until you get what you want. for example:
You attack your foe with your weapons in such a quick flurry that it looks like only one attack.
At-Will • Shadow, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two light blades
Target: One creature
Attack: Dexterity vs. AC (main weapon)
Hit: 1[W] + Dexterity modifier + 1[W] (off-hand weapon) damage
Level 21: 2[W] + Dexterity modifier + 2[W] (off-hand weapon) damage
Becomes…
Your brief glimpse into the future allows you to guide your allies when to strike.
At-Will • Implement, Psychic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier psychic damage and the next attack against the target made by you or your allies gains a +2 power bonus to the attack roll.
Level 21: 2d8 + Wisdom modifier psychic damage.