Fate Bender (3.5e Prestige Class)

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Fate Bender[edit]

"You think you're safe from my mind? I think otherwise!"
—Avern Gladomane, Human, Psion, Shaper, The last stand and Dragon's Spine

Through extensive training and excessive of your Psionic powers, you have learned how to influence the outcome of destiny/fate itself. Those few that have refined their mental prowess qualify to become Fate Benders. Playing with the very fabric of the universe is a tiresome task when you stop and think about it, so when starting off on the road of the Fate Bender, it takes time to learn to control fate the way you think it should be. After learning how to better manipulate fate, you begin to learn different ways to bend it to best suit your whim, be it with narrowly avoiding death, making sure your sword swinging companion makes contact with that raging Owlbear, and eventually even change the fate of your enemies.

This prestige class is focused on more of a control style of Psion, and works well with Psions of most any mental focus.

Becoming a Fate Bender[edit]

Fate Benders are for characters that are tired of leaving things up to chance, and want to impose their thoughts onto the "Grand Scheme", Any class who has the ability to manifest Psionic powers has the ability to become a Fate Bender, Intelligence is still a core stat needed for this Psionic prestige class, after that the "core" stat for this prestige class is up to the base class.

Entry Requirements
Skills: Knowledge (psionics) 10 ranks, Autohypnoses 10 ranks.
Feats: Psicrystal Affinity.
Psionics: Manifester level 4th.

Table: The Fate Bender

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Manifesting Power
Maximum Power
Level Known
Fort Ref Will
1st 0 0 0 2 Save Your Skin 1/day +1 to existing Manifesting level 2 1 1
2nd 1 0 0 3 Bonus Feat +1 to existing Manifesting level 5 2 1
3rd 1 1 1 3 Save Your Skin 2/day +1 to existing Manifesting level 9 3 2
4th 2 1 1 4 Friendly Time laps 1/day +1 to existing Manifesting level 15 4 2
5th 2 1 1 4 Save Your Skin 3/day, Bonus Feat +1 to existing Manifesting level 20 5 3
6th 3 2 2 5 Friendly Time Laps 2/day +1 to existing Manifesting level 24 6 3
7th 3 2 2 5 Save Your Skin 4/day +1 to existing Manifesting level 28 7 4
8th 4 3 3 6 Friendly Time Laps 3/day, Bend Fate 1/day, Bonus Feat +1 to existing Manifesting level 37 8 4
9th 4 3 3 6 Save Your Skin 5/day +1 to existing Manifesting level 47 9 5
10th 5 4 4 7 Friendly Time Laps 3/day, Bend Fate 2/day +1 to existing Manifesting level 58 10 5

Class Skills (2+ Int modifier per level)

Autohypnosis* (Wis), Concentration* (Con).
Table: The Epic Fate Bender
Level Special
11th +1 to existing Manifesting level, Bonus Feat
12th +1 to existing Manifesting level
13th +1 to existing Manifesting level
14th +1 to existing Manifesting level, Bonus Feat
15th +1 to existing Manifesting level
16th +1 to existing Manifesting level
17th +1 to existing Manifesting level, Bonus Feat
18th +1 to existing Manifesting level
19th +1 to existing Manifesting level
20th +1 to existing Manifesting level, Bonus Feat

Class Features[edit]

All of the following are class features of the Fate Bender.

Manifesting: At the first level and each level after the first, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting 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. If you had more than one manifesting class before becoming a Fate Bender, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Power Points/Day: A Fate Bender's ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Fate Bender. In addition, you receive bonus power points per day if you have a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X (where X is the total number of powers known upon entering the Fate Bender class) Psionic powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against the Fate Bender's powers is 10 + the power's level + your Int modifier.

Your powers known at each level do not increase automatically after 10th level.

To learn or manifest a power, you must have an Intellegence score of at least 10 + the power’s level.

Save Your Skin (Ex): Starting at the first level and every other level after the first, the Fate Bender gets to re-roll one roll a day. The Fate Bender can announce the use of Save Your Skin after the initial roll as a swift action. The ability to use Save Your Skin increases by 1/day on every other level (3,5,7, and 9). The Fate Bender after the second roll uses the better of the two dice rolls.

Friendly Time Laps (Ex): Starting at the 3rd level and every other lever there after (5,7, and 9) can alter the outcome of an ally, bending fate in their favor. The class acts identical to Save your Skin, except as noted above, the target for the ability has changed to an someone you deem as an ally.

Bend Fate (Ex): The Fate Bender has hit the pinnacle of the powers, and grasp the full understanding of the inner workings of what people would call Fate and Destiny, and have learned to alter fate for those that would confront him. Once a day starting a level 8, The Fate Bender may alter a roll an an enemy makes and may choose the outcome. After seeing the initial roll, the Fate Bender is allowed to meddle with the outcome and can have an enemy re-roll any skill, attack, saving throw, or initiative roll. He gains the ability to use this 2/day at level 10.

Bonus Feats: Starting at level 2 a Fate Bender can pick up another feat and does so every 3 levels after level 2 (5 and 8th level).

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-Fate Bender[edit]

Campaign Information[edit]

Playing a Fate Bender[edit]

Combat: A Fate Bender lacks the knowledge in most arms and under most circumstances does not wear armor, although it is not entirely unheard of. Fate Benders tend to stick towards the back bending the battle to have better odds.

Advancement: Since your abilities focus on changing the outcome of rolls, it is up to whatever class you came into a Fate Bender is what you want to continue to focus on. Feats that let increase the amount of power points you have to use or how many powers you know never go to waste on a Fate Bender.

Resources: Fate Benders are seldom seen and very rarely travel with more than one Fate Bender because then it becomes a battle for who's meddling in whom's fate. If under the rare occasion there is more than 1 Fate Bender in a party, there is most likely an extremely good reason for it

Fate Benders in the World[edit]

"I think not!"

NPC Reactions: To be able to re-write fate, change destiny, and avoid death are all pretty hefty powers, and the people who have harnessed them are some of the can be some of the most fickle of people or the most righteous, but either way wherever they go people step aside for them in fear of what they do not and con not comprehend.

Fate Bender Lore[edit]

Characters with ranks in Knowledge (Psionic) can research Fate Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge, Psionic DC Result
11 Fate Benders are Psions that have trained so much that they can impose their will upon reality.
16 Fate Benders can change the outcome of spit second actions.
21 Fate Bender Seers act as Oricals and have the ability to potentially change outcomes that have not already happened.
26 Characters who get this result can know the names and locations of specific Fate Benders and items related to them.

Fate Benders in the Game[edit]

PC Fate Benders can fill most any roll due to the fact the Fate Bender prestige class can be picked up by most psionic characters. NPC Fate Benders can very from the Lucky Psionic Rogue that just wants a second chance, to the High Guard who has dedicated his life and psionic powers to protect and serve.

Adaptation: If Psionics are not allowed in your game, the class can be changed an adapted into a spell caster prestige class.

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