Fateweaver
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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

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

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

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

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