Fatemark (3.5e Prestige Class)
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|Editing:||Discuss major edits first|
|“||We must ensure that what will be, will be.||”|
|—Alicia Edgeworth, human Fatemark|
The Fatemark are a reclusive and little-known elite class within the Church of Modroben. They advise other sectors of the Church and serve as the primary protectors of fate, a purpose for which their relatively anonymity is helpful - they regard fate as being something that few mortals should know anything about, and as they serve as fate's guardians, they too seek seclusion.
Becoming a Fatemark
The Fatemark are chosen from among the wisest and most educated spellcasters among the Claine. Intelligence is their most important Ability Score.
|Base Attack Bonus:||+2.|
|Skills:||Knowledge (Necrology) 11.|
|1st||+1||+2||+0||+2||Avenge Murder, Divinatory Death, Know of Death Continually, Necromatic Eye 1, Status||+1 of existing spellcasting|
|2nd||+2||+3||+0||+3||Fatesense 1, Find Corpse, Know Death||+1 of existing spellcasting|
|3rd||+3||+3||+1||+3||Detection Sight 1, Greater Prying Eyes, Know Sire||+1 of existing spellcasting|
|4th||+4||+4||+1||+4||Detection Sight 2, Foresight 1, Identify Undead||+1 of existing spellcasting|
|5th||+5||+4||+1||+4||Detection Sight 3, Fatesense 2, Know Ghost, Know Murderer||+1 of existing spellcasting|
|6th||+6||+5||+2||+5||Advanced Know Death, Detection Sight 4, Necromatic Eye 2||+1 of existing spellcasting|
|7th||+7||+5||+2||+5||Detection Sight 5, Fatesense 3||+1 of existing spellcasting|
|8th||+8||+6||+2||+6||Detection Sight 6, Foresight 2||+1 of existing spellcasting|
|9th||+9||+6||+3||+6||Detection Sight 7, Know Murder||+1 of existing spellcasting|
|10th||+10||+7||+3||+7||Detection Sight 8, Fatesense 4||+1 of existing spellcasting|
Class Skills (2 + Int modifier per level)
Like all members of the Church of Modroben, Fatemark are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Fatemark powers to be used against anyone other than enemies of the Church. All of the following are class features of the Fatemark:
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. Foolsmen are divination specialists and gain an extra spell per day per level as other specialists do.
Spells: To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your e. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your In bonus (if any).
Avenge Murder: Fatemark can cast Avenge Murder at will, though the spell restriction that it can only be cast once per week for each murder remains in effect.
Know of Death Continually: Fatemark can cast Know of Death Continually once per day per level on themselves and only on themselves (i.e. enabling them to know when another person has died).
Necromantic Eye: Fatemark can perceive necromantic magic as if Detect Magic were cast. They may also identify necromantic spells as they are cast with a Spellcraft check as a free action. This is not a magical effect and isn't affected by anti-magic shells, fake magical auras and similar deceptions.
- At sixth level, Fatemark can also cast Legend Lore on any necromantic object at will.
Status: At first level, Fatemark can cast Status at will, though no more than one time per day on any individual person.
Fatesense: At second level, Fatemark can detect through sight any person or object that is attempting to influence or counteract fate. This applies even to minor instances like an individual trying to quit drinking when he is fated to die of alcoholism - Fatemark would not intervene in such circumstances, but they are aware of them. The Fatemark rather target people using magical or other advanced means to influence fate.
- At fifth level, Fatesense extends to 100' in any direction and does not require sight.
- At seventh level, Fatesense extends to 500' in any direction and also includes magical or psionic contact (e.g. fatesense applies to a person a hundred miles away who psionically contacts the Fatemark).
- At tenth level, Fatesense extends to objects. For example, a man searching for an herb would be perceived under fatesense if he is searching for it to give to someone else who is planning on using it to subvert fate.
Find Corpse: At second level, Fatemark can cast Find Corpse at will.
Know Death: At second level, Fatemark can cast Know Death one time per day.
Detection Sight: At third level, Fatemark begin receiving constant always-on magical detection powers at the rate of one per Fatemark level.
- 3rd: Detect Undead
- 4th: Detect Magic
- 5th: Detect Evil
- 6th: Detect Animals or Plants
- 7th: Detect Good
- 8th: Detect Law
- 9th: Detect Chaos
- 10th:Detect Scrying
Greater Prying Eyes: At third level, Fatemark can cast Greater Prying Eyes one time per day.
Know Sire: At third level, Fatemark can cast Know Sire one time per day.
Foresight: At fourth level, Fatemark can use Foresight a number of times per day equal to the Fatemark's Intelligence modifier.
- At eighth level, the duration of Foresight when cast by a Fatemark goes up to one hour/Fatemark level.
Identify Undead: At fourth level, Fatemark can cast Identify Undead Species at will.
Know Ghost: At fifth level, Fatemark can cast Know Ghost once per day.
Know Murderer: At ninth level, Fatemark can cast Know Murderer once per week.
Advanced Know Death: At sixth level, Fatemark can cast Advanced Know Death one time per day.
Know Murder: At ninth level, Fatemark can cast Know Murder once per week.
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