Marai: The Long Dark
To many, the very mention of the name Fatesim (FAT-eh-sym) invokes many emotions including fear, awe, and even joy. To the new mother, the arrival of a Fatesim can be both a blessing as and a curse, as the words could mean the difference between keeping their child and gaining insight into the child’s place in the world, or having their child taken from them to be trained, never to be seen again. A Fatesim, saying nothing can be more terrifying than one providing a prophecy of a farmer’s impending doom. To be fair, no one is certain of how they will react to the presence of a Fatesim, until she is standing before you, speaking words that may alter how you live your life.
Adventures: The reasons for a Fatesim to adventure are as varied as the visions themselves. For some, it is important to move to prevent situations that would cause a vision to come to pass. For others, it is a duty to make certain that these visions do. This will sometimes bring Fatesim in conflict with one another, and there is no loyalty when it comes to their interpretations. Conversely, small groups of Fatesim have been known to travel with one another for a variety of causes, or even join influential adventuring groups for the same reason.
Religion: While a Fatesim is free to worship whomever she likes, the majority favor the goddess Kol, due to the domain of prophecy and time being under her control. The training a Fatesim undergoes is also part of their religious outlook, for it usually grounds them in a strict and disciplined existence.
Characteristics: The key facet of the Fatesim’s training is her ability to see a few moments into the future at all times to avoid and evade a wide variety of attacks and situations. In addition, this training allows her to strike with deadly precision, waiting for the exact moment when an opponent has his guard down, to produce a staggering amount of damage.
In addition, the Fatesim is able to anticipate actions against her allies, protecting them as well. She also is able to offer possible insight into a wide variety of situations by peering into the future and obtaining an answer to a simple question.
As a Fatesim gains power, she begins to unravel the mystery of her own visions, allowing her to even alter and change what was meant to be, and to see the truth regardless of what her eyes can see.
Alignment: A Fatesim’s training requires strict discipline and concentration, so the majority of Fatesim tend towards law. However, since the ability to see visions can occur within any race or background, a Fatesim may be of any alignment. The training would simply be more difficult for a chaotic character to endure
Origin: It is the end of time which provides the source of power for the Fatesim. Though only Kol, the goddess of time and prophecy, is certain of when that moment will come, it is the effect of that event which ripples back through time, guiding each person, empire, and race towards the inevitable conclusion. The Fatesim began as simple contemplatives in an isolated location, but soon they received a mandate from Kol: begin training in meditation, provide guidance to those who have the sight, seek out the seers for training, and go out and do my work.
Through out the centuries the Fatesim have been present in the world, they have taken on a mysterious quality. Fables and legends have been told time and time again, with only the slightest bit of truth to them. And until recently, their oaths of silence outside of the order unless giving a prophecy, caused most to see them as aloof, and to some even terrifying.
But it has been during the last decade where the Fatesim begun to fracture, with visions beginning to failure and oaths rejected due to the volatile nature of a world torn by war. Some Fatesim consider this to be a coming of the end of time which fuels their own. Others believe it is simply another part of plan, but all believe the interpretation of the visions have begun to fracture the order.Fatesim have traditionally always worn red robes, but that too is beginning to change, though most still have red within their clothing to denote their affiliation. It is still considered to be polite to offer a visiting Fatesim shelter and food, but in parts of the world where Djiri holds the most influence, even they are coming under the destructive gaze of the Devourer.
Races: Any race can be Fatesim as any race can receive the sight, though most Fatesim tend to be Shadree or Elven.
Other Classes: Fatesim find Monks and Paladins to have the most in common with them due to their discipline. Clerics and Wizards show a level of devotion similar to their own experience, so they are respected. Spontaneous casters such as Bards and Sorcerers, and natural classes, such as Barbarians, Druids, and Rangers, are often considered to be to chaotic or wild for most Fatesim’s tastes.
|1||+0||+0||+2||+0||Prophetic Vision, Vatic Strike, Imposing Visage||+1||+1|
|2||+1||+0||+3||+1||Evasion, Prevised Assault (2d6)||+1||+1|
|4||+3||+1||+4||+2||Uncanny Dodge, Alter Fate (1/day)||+1||+2|
|5||+3||+1||+4||+2||Prevised Assault (3d6)||+2||+3|
|6||+4||+2||+5||+3||Prescient Escape (1/day)||+2||+3|
|8||1||+2||+6||+3||Prevised Assault (4d6), Alter Fate (2/day)||+2||+4|
|9||1||+3||+6||+4||Foreseen Resistance (1/day)||+2||+5|
|10||2||+3||+7||+4||Improved Evasion, Danger Sense||+3||+5|
|11||3||+3||+7||+5||Prevised Assault (5d6), Warning Call||+3||+6|
|12||4||+4||+8||+5||Prescient Escape (2/day), Alter Fate (3/day)||+3||+6|
|14||5||+4||+9||+6||Prevised Assault (6d6)||+3||+7|
|16||7/+2||+5||+10||+7||Alter Fate (4/day)||+4||+8|
|17||7/+2||+5||+10||+7||Prevised Assault (7d6)||+4||+9|
|18||8/+3||+6||+11||+8||Prescient Escape (3/day)||+4||+9|
|19||9/+4||+6||+11||+8||Foreseen Resistance (2/day)||+4||+10|
|20||10/+5||+6||+12||+9||Prevised Assault (8d6), Alter Fate (5/day), Prophetic Sight||+5||+10|
Game Rule Information:
Fatesim have the following game statistics.
Abilities: Wisdom is responsible for the Fatesim’s special defensive capabilities and prophetic visions. Dexterity grants the unarmored Fatesim with a better defense and with bonuses to some skills. Strength improves a Fatesim’s combat skills, while Intelligence can assist with knowledge and interpretation of his visions.
Hit Die: d8
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at each additional level 4 + Int modifier
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Wis), Heal (Wis), Hide (Dex), Intimidation (Cha), Jump (Dex), Knowledge (Religion) (Int), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex)
All of the following are class features of the Fatesim
Weapon and Armor Proficiency: Fatesim are trained to use five weapons: club, dagger, quarterstaff, sling, and one favored weapon which may be chosen from any list. This weapon exemplifies your interpretation of your visions, your abilities, and your place in the world, and you are always considered proficient in that weapon. If you choose one of the first four weapons as a favored weapon, you also receive the feat Weapon Focus in that weapon for free. Since most of your training involves the ability to move with the speed of thought, you must be unhindered by armor or encumbrance. Therefore, Fatesim are not proficient in any kind of armor or shield.
Prophetic Vision (Su): You possess the ability to see the future. Often, these visions have no context as to time, place, or person, and much of the training you have undergone has been based on how to channel these visions into short glimpses of the very near future, at most a few seconds. Despite this training, there are visions that extend beyond this short time frame which you have little control. Usually, these visions will allow you a glimpse into the fate of yourself or another, though interpreting what such visions means is oft times the most daunting aspect of your prophetic vision. It is up to your DM to present these visions to you, often using vague or uncertain terms to describe them in any way he chooses to better advance the story. The DM may allow an Intelligence check to guide you, but this is by no means a way to gain an instant understanding of your Prophetic Vision.
The intense training you have endured may allow you to bring on a vision to gain a perspective over a situation, granting you the ability to determine the outcome of a particular action that would resolve within the next half hour or so. To invoke this vision, you must spend a minute in silent meditation. If you are exposed to any noise greater than the rustling of leaves, you may lose your focus during this intense motive and must immediately make a Concentration check against DC 25. Failure will cause the meditation to end immediately, and an attack, either physical or magical, will always end the meditation.
Once you have successfully centered your mind to the question at hand, you will receive a vision of the results. The answer will be one of four outcomes: Weal (for good results), Woe (for bad results), Unclear (for results that are both good and bad), or Nothing (for results that are neither good nor bad). The vision does not take into account neither extenuating circumstance nor long-term consequences. These visions are not required to be described, and simply act similar to an augury spell.
For purposes of the concentration check, the Fatesim may use either their Constitution bonus or Wisdom bonus, whichever is higher.
Vatic Strike (Su): You are able to use your prophetic vision to guide your attacks, adding your level as a bonus to a single attack roll. Vatic Strike may be used for melee, ranged, and magical attacks that require a roll to hit. You may only use Vatic Strike once per encounter.
Imposing Visage (Ex): The standard garb of the Fatesim are a series of bright crimson robes, which are recognizable in the majority of civilizations through-out Marai which invoke fear and respect. When wearing your Reds, you receive a +4 bonus on intimidation skill check.
AC Bonus (Ex): Your prophetic sight allows you to anticipate attacks, including ones that you could not normally sense. When unarmored and unencumbered, you add your Wisdom bonus to your AC. In addition, you gain a bonus to AC beginning at 1st level.
These bonuses apply even against touch attacks or when flat-footed. You lose this bonus when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Initiative Bonus (Ex): You are able to move more quickly than others, by seeing events before they actually occur. You gain a +1 bonus to your initiative roll at 1st level, and this bonus increases every other level to a maximum of +10. You must be free from restriction to move in this way; you must be unarmored and unencumbered.
Evasion (Ex): At 2nd level and higher, you may avoid magical and unusual attacks due to your prophetic visions. If you make a successful Reflex saving throw against an attack that normal deals half damage on successful save, you instead take no damage. If you are helpless, paralyzed, or otherwise unable to move, you do not gain the benefit of Evasion.
Prevised Assault (Su): Beginning at 2nd level, you may channel your prophetic sight into martial prowess, allowing you to strike a foe at the precise moment when his guard will be down, causing extra damage. Any time the target would be denied a Dexterity bonus to AC (whether your target actually has a Dexterity bonus or not), or when you flank your target, you may use a full round action to activate a Prevised Assault. This extra damage is +2d6 at 2nd level and an additional +1d6 every three levels thereafter. Should you score a critical hit with the Prevised Assault, do not multiply this extra damage.
You may make a Prevised Assault with a ranged weapon, but only up to a range of 30 feet.
Warning Sign (Ex): Your honed ability to see the world before it happens allows you to often escape being caught unaware, allowing you to warn your friends of impeding attack. Any ally that can see your sign will receive a +4 bonus to any skill check that would allow you to avoid being surprised.
Alter Fate (Su): You have seen the future, and want to change it. You may reroll any single die roll once per day. You must take the result of the second roll. You gain an additional use of this ability every four levels.
Uncanny Dodge (Ex): Starting at 4th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose her Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class you automatically gains improved uncanny dodge (see below) instead.
Prescient Escape (Ex): You may avoid a melee attack that would otherwise hit you, regardless of the circumstance. You must announce your decision to use Foresight after an attack roll is made, but before any damage is rolled. You may use this power once per day for every six levels you possess.
Warning Shout (Ex): Your ability to anticipate danger allows you to offer quick protection to your allies. Before an Area of Effect spell or effect occurs in which you are within the spell’s area, you may use an immediate action to warn those within 30 feet of your position. Any ally within this range receives a +4 bonus to their saving throws against that Area attack. You may use this ability once per encounter.
Improved Evasion (Ex): This ability works like evasion, except that while you still takes no damage on a successful Reflex saving throw against attacks, henceforth you take only half damage on a failed save. You do not gain benefit from Improved Evasion if you are helpless or immobilized.
Danger Sense (Su): Your abilities allow you to anticipate nearly any danger. You are immune to surprise, and receive a +4 bonus to any saving throw you are forced to make due to a trap. In addition, you are able to roll your initiative twice, and take the most desirable of the results.
Warning Call (Su): Your visions can now warn you when you or a friend will be under assault by a magical spell or ability. As an immediate action, you may grant a +4 bonus to a saving throw to yourself or any ally that can hear you within 30 feet. You may use this ability once per encounter.
Defensive Roll (Ex): Using your prophetic sight, you can roll with a potentially lethal blow to take less damage from it than you otherwise would. When an attack would reduce you to 0 or fewer hit points, (from a weapon or other blow, not a spell or special ability), you may attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. If you are denied your Dexterity bonus to AC, you can not use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.
Foreseen Resistance (Su): Your ability to foresee events has advanced to the point where you can now use it to resist an incoming spell. The spell must be targeting only you for this ability to function, but you are considered to have made any saving throws required for that spell. You may use this ability once per day at 9th level, and you gain an additional use at 19th level.
Warning Cry (Su): As your understanding of prophecy matures, you find that you are able to anticipate attacks upon another, and call out to allow them to avoid them. As an immediate action, you may use your Prescient Escape ability upon another so that any single attack misses them, as long as you have a use left for the day. The target must be within 20 feet of your position and able to hear your warning. The Warning Cry counts against the number of uses of the Prescient Escape you have for the day.
Prophetic Sight (Su): Your ability to see the future causes illusions to fail against you. This ability functions exactly as the true seeing arcane spell.