Pawn of Fate (Apath)

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Unofficial rules compendium
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A pawn of fate is a medium that can change psrit at the draw of a card or roll of a die, but the spirit called is random. THis archetype requires great facility woth the medium rules on the part of the player, and thus works best for experienced players that want to add an element of chance and flexibility.

Class Information

This is an medium archetype that channels random spirits.


Hit Die: d8.

Class Features

The pawn of fate has all the standard medium’s class features, except as noted below.

Spirit of Chance (Su)

When using the spirit ability, the pawn of fate calls a random spirit instead of one chosen by the medium. This is done as a full-round action that must involve some randomizer element, such as drawing cards, throwing dice,l drawing chits, or observing a random natural phenomenon.

After performing a spirit of chance seance, the pawn of fait cannot perform another ritual until an hour has passed or the medium has taken any attribute damage or hit point damage (lethal or nonlethal) equal to the pawn of fate's class level. Some pawns of faith use drugs or poisons to speed up this process by inflicting attribute damage, others use flaggelation or ritual combat.

When the seance is complete, the player makes a series of random rolls to determine the abilities of the spirit, going throug a number of steps and finally fleshing out the abilities.

Random Level Roll 1d20. If the result is greater than or equal to the pawn of fate's class level, the spirit works normally. If the roll is lower than that, the spirit has the spirit powers typical of medium of that level. This counts as channeling a weaker spirit.

Random Legend Roll 1d6 for the spirit's legend:

  1. Archmage
  2. Champion
  3. Guardian
  4. Hierophant
  5. Marshal
  6. Trickster

Random Abilities Each legend has one factor that is determined randomly, as follows.

Archmage Half of all new spells learned must be of a specific school of magic; roll 1d10. 1: abjuration, 2: conjuration, 3: divinatio, 4: enchantmen, 5: evocation, 6: illusion, 7: necromancy, 8-9: transmutation, 10 no restrictions.
Champion The exotic weapon you gain proficency with is determined randomly; roll 1d10. 1: dwarven waraxe, 2: elven curve blade, 3: falcata, 4: gnome hooked hammer, 5: hand crossbow, 6: net, 7: repeating crossbow, 8: two-bladed sword, 9: whip, 10: Any weapon of choice.
Guardian Gain a bonus feat; roll 1d10. 1: Agile Maneuvers, 2: Armor Focus, 3: Blind-Fight, 4: Combat Expertise, 5: Combat Reflexes, 6: Dodge, 7: Improved Bull Rush, 8: Improved Initiative, 9: Improved Trip, 10: Any feat of choice. You need not fulfil the prerequisites of this feat. If you already know this feat, you can select any feat that has this feat as a prerequisite that you fulfil the prerequisites for.
Hierophant The spirit is tied to either positive or negative energy and can only channel energy of this type. Roll 1d10. 1-3: positive energy, 4-6: negative energy, 7-9: Negative energy if you are of evil alignment, otherwise positive energy. 10: An energy type of your choice. This has no effect unless the spirit has the intemediate spirit power.
Marshal Gain a bonus feat; roll 1d10.
Trickster

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:


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