A fatereaper is a being born with an innate understanding of the fraying nature of time. From the moment they're born, they simultaneously sense the deep power of true free will, and the terrible fragility of the world around them. Although many of the chronokinetically gifted view timelines as threads and the world as a braid, the fatereaper understands that no braid is perfectly knit - and that individuals' belief in free will is, to a certain degree, true.
The path of a fatereaper takes one of glorious highs and terrible, nervewracking lows. Trusted with the power of understanding the nature of fate itself, a fatereaper often becomes apathetic to the suffering of individuals - seeking either a greater good, or the perfection of her own fate. With a great responsibility on their shoulders to protect the future of the material plane, some choose to also use that power for personal gain along the way.
The fatereaper that embraces her ability learns to trim the frayed ends of time, picking and choosing only the fates that she prefers. Indeed, as they subtly control the behaviour of space by their visions and manipulation, many find that fatereapers seemingly trust that luck will take care of them. From the fatereaper's perspective, nothing could be further from the truth; how could one live a life so blindly? Tying off the fraying edges of time is simply as if choosing the short and easy path instead of the long and tedious one.
Intended balance point: PF Bard.
Notes: The fatereaper plays a lot like a bard might - boosting allies while providing supporting fire. Unlike the bard, she does not gain spells per level; instead, her defenses and martial damage output are significantly improved.
Flavour side-note: What gives the fatereapers their power? Are they simply akin to a sorcerer or a savant - randomly chosen to hold a great and terrible gift? Are they more like oracles - "gifted" by some god of chronology with the responsibility to defend time itself from failure? Maybe many people - or even everyone - holds this premonitive, possibilities-based form of second sight, but only fatereapers choose to consciously develop it. This doesn't exhaust the list of possible explanations, of course...
Starting Age: As Fighter
Starting Equipment: As Cleric
Alignment: Fatereapers dictate their own rules, but can be found with any alignment. They often tend to the extremes of chaos and law.
Hit Die: d8
Skill Points: 4+Int
Class Skills:
Class Feature
Weapon and Armor Proficiency.
Fatereapers are proficient with all simple weapons, as well as the kama, scythe, short sword, and temple sword, and with light armour, but not with shields.
Fortune (Su).
At 1st level, a fatereaper begins to walk down her path as a manipulator of fate. Once per round, after another ally makes an attack roll, saving throw, skill check, or ability check, and the results are revealed, she may choose to add her fortune bonus (listed in the table above) as a fate bonus to the roll. If this changes the outcome of the roll, the GM describes the new results. She may use this ability while flat-footed, but this does not cause her to be considered to have acted.
Reaper (Ex).
At 1st level, a fatereaper becomes familiar with the reaping of grain and of souls. She gains a bonus to damage on attacks with a scythe, sickle, or kama. This bonus is halved (rounded down) on attacks with a sickle or kama in her off hand. This damage is multiplied on a critical hit.
The bonus value she gains is equal to the lesser of her Wisdom modifier and her class level, and referred to as the fatereaper's reaper damage.
In addition, when making a trip attempt with a scythe, sickle, or kama, she treats her base attack bonus as equal to her class level for the purpose of calculating CMB.
Unmaker (Su).
At 2nd level, a fatereaper begins to strike at both body and timeline. She may take a swift action to invoke unmaker whenever she makes an attack with a scythe, sickle, or kama. For that attack, all sources of damage reduction, except epic damage reduction, are reduced by her reaper damage.
In addition, if she hits, she may have the target take her reaper damage as ability damage instead of hit point damage, split as she chooses between Strength, Dexterity, and Charisma. No one ability score can be damaged for more than half of her reaper damage (rounded up). Critical strikes do not cause additional ability damage.
On a critical: Multiply her base reaper damage, as hit point damage, by the critical multiplier as normal. Reduce the product by her base reaper damage. Add her base reaper damage as ability damage as noted above.
She may use this ability a number of times per day equal to 3 + her Wisdom modifier + her class level.
Ill-Fated (Su).
At 2nd level, a fatereaper tampers with their own calamity. As an immediate action, a fatereaper who receives slashing weapon damage may expend a use of unmaker to reduce that damage by her reaper damage.
Card Counting (Ex).
At 3rd level, a fatereaper starts to recognize opportunities in the near future. She may spend an immediate action and a use of unmaker to gain a bonus equal to her Wisdom modifier on her next attack roll, damage roll, Reflex save, or ability check or skill check based on a physical attribute. She must choose to do this immediately before making the roll.
In addition, she may now apply her fortune bonus to damage rolls.
Intractable Destiny (Su).
When damaged by a scythe, sickle, or kama, if the fatereaper has at least four more fatereaper levels than the attacker, she reduces any slashing damage received to 1.
Two-Faced (Su).
At 5th level, a fatereaper learns to harness both good and ill fates. Whenever an enemy she is aware of makes an attack roll, saving throw, skill check, or ability check that she can detect, she may expend that round's use of fortune to penalize that enemy by an amount equal to her fortune bonus as a fate penalty. If this changes the outcome of the roll, the GM describes the new results. She may use this ability while flat-footed, but this does not cause her to be considered to have acted.
This might allow her, for example, to modify some Perception checks. It would not allow her to modify all, depending in part on whether she is aware of their presence.
Rip Clean (Su).
At 7th level, a fatereaper has begun to discern the nature of true fate - that road which an individual must inevitably walk. Once per day, when she successfully hits with a scythe, sickle, or kama, but before she rolls for damage, she may take an immediate action and expend her use of fortune for that round to treat her attack as a critical threat. If she successfully confirms the critical, treat her critical multiplier as 1 lower than normal; otherwise, continue with the attack as normal. If she is using a sickle or kama, instead increase her critical multiplier by 1. She may reduce her new critical multiplier by 1 to apply unmaker without consuming a use. She may not use rip clean if the attack was already a critical threat.
Gambler's Fortune (Su).
At 9th level, a fatereaper becomes ever more familiar with the highs and lows of fortune. She may apply her fortune bonus a second time each round at a penalty of -3, as demonstrated in the table above.
She may apply her use of gambler's fortune before she applies her use of fortune, if she so desires. She may not, however, apply both to the same roll. She may use gambler's fortune with two-faced, although the penalty is 3 less, as above. She may apply her use of gambler's fortune with rip clean in place of her use of fortune, although she takes a -3 to the confirmation roll.
Bonus Feats (Ex).
At 9th level, a fatereaper gains Improved Critical (scythe), Improved Critical (sickle), and Improved Critical (kama) as bonus feats, even if she does not meet the prerequisites.
Lucktap (Su).
At 11th level, a fatereaper learns to reweave the braid. Once per day, she may take an immediate action to reroll any attack roll, saving throw, skill check, or ability check she just made, before the results are revealed, twice and choose the best of the three rolls.
Fatereap (Su).
At 13th level, a fatereaper gains the ability to strip time from an individual. Once per day, when she successfully damages an opponent's ability scores with unmaker, she may choose to instead apply the lesser of her Wisdom modifier and her class level in ability damage to each of the listed ability scores, rather than splitting it between them.
She gains an additional use per day of fatereap every four levels thereafter.
Anneal Future (Su).
At 15th level, a fatereaper discovers how to thin a frailer individual's strand in the braid of time to breaking point. In any combat in which she successfully damages an opponent with a scythe, whenever that opponent attempts to cast a spell, she may take an immediate action and expend a use of unmaker to force that character to make a concentration check (DC 15 + spell level + 1/2 fatereaper level) or lose their spell. She may use this ability a maximum of once per round.
Twist of Fate (Su).
At 17th level, a fatereaper nears perfection of her manipulation of fate. Once per day, she may do one of the following, her targets allowed a Will save (DC 10 + 1/2 fatereaper level + Wisdom modifier):
Choose up to 1d6 characters within 100' of her and no further than 100' from each other and reposition them to any chosen character's spot (including their own). Then move each character 5' in any direction that does not put them in immediate harm (suspended in air, standing on lava, etc). If any character saves, they cannot be repositioned to any other character's location, but she may still move them 5' in any direction.
Apply the dazed condition to any 1d6 characters within 100' and no further than 100' from each other for 1d6+1 rounds. If any character saves, apply the staggered condition to that character for 1 round.
Apply her unmaker ability to any 1d6 characters within 100' of her and no further than 100' from each other. If any character saves, instead deal 1 ability damage to any ability score which could be affected by her unmaker ability.
Choose up to 1d6 characters within 100' of her and no further than 100' from each other. For the next 4 rounds, they treat all terrain as 1 step more difficult than it is (normal -> difficult, difficult -> impassable) and are treated as entangled. If any character saves, apply the entangled condition to that character for 1 round.
She may roll for number of targets before deciding which option to take. She gains an additional use per day of twist of fate every three levels thereafter.
Collector of Time (Ex).
At 19th level, a fatereaper has reaped so much from the braid she has become infused with time itself. She gains an additional swift action each round. In addition, she may use gambler's fortune an additional time per round.
Reap Eternity (Su).
At 20th level, a fatereaper has learned how to sever an individual's strand from the braid of time itself. Whenever she uses fatereap, she may also choose to have the opponent make a Fortitude save (DC 10 + 1/2 fatereaper level + Wisdom modifier) or be erased from time itself. Any creature erased from time instantly vanishes, and may only be remembered in brief, occasional flashes that can't be perfectly described - with the exception of the fatereaper, who not only remembers them, but may choose to gain 1d4 important memories of the subject (perceived as if in third person; the GM chooses what memories are gained). Creatures particularly close to the subject, like spouses and children, may immediately make a Will save (DC 10 + 1/2 fatereaper level + Wisdom modifier) with no limit on range, even across planes; if they succeed, they may remember a few additional details, such as a name, eye colour, cologne scent, and a pronunciation quirk, although they still do not remember all details. Memories involving the creature involve a void in their place, potentially confusing matters.
A 20th level eternity rider may return an eternally severed individual with one week of preparation, and most will recognise the work of a fatereaper when those flashes of memory are described. A wish or miracle may return the individual if several details can be provided. A returned individual will perceive an equal amount of time as having passed as passed on the plane from which they were reaped; when returned, the story of their stay outside the braid has a fair similarity to the stories an inexorable tells, although generally with much less clarity.