Fatesinger

Beta

Requires Draconic Incarnation 3 or Magister 3 or Shadowdancer 4

Autogranted:

Fatesinger's Repertoire (required 0): (Active - toggle) For every level of Fatesinger, gain 2 Songs, +3 sonic resistance and 25 Spell Points. If you didn't have inspire courage gain that feat. You also gain +1 effective Arcane caster level.

Glitter of fame (required 4): (Passive) Gain +1 to your effective Arcane caster level and a +1 to hit. Special Effect: As long as you are above 10% Health, you radiate confidence: gain a +1 to all Ability scores.

Harmonic resonance (required 8): (Passive) Special Effect: Your melee and missile attacks have a 10% chance per hit of building a stacking resonance in your enemies. Each stack increases the creature's vulnerability to Sonic damage by 10%. The effect may stack up to 5 times. and lasts up to 20 seconds" Active: You may expend a Song to activate Harmonic Resonance. If you do so, your voice thrums with magic, and you no longer require material components to cast spells.

Intoxicationg presence (required 12): (Passive) Passive: Gain +1 to your effective Arcane caster level and a +1 to hit. Special Effect: As long as you are above 10% Health, enemies that strike you have a 5% chance of becoming Fascinated for 12 seconds, with no saving throw."

Grandeur (required 16): (Passive) Passive: Gain +1 to your effective Arcane caster level. Special Effect: As long as you are above 10% Health, you project an Aura of Grandeur. This aura grants you and your friends a +1 to all saving throws, a +2 to all Charisma-based skills, and a +3 Unique bonus to damage.

Majesty (required 20): (Passive) Passive: +1 to your effective Arcane caster level and a +1 to hit. You also gain +5 to all saving throws vs enchantments, a +2 to the effective level of your Enchantment/Charm spells and a +10 to the Spell Power of your Sonic, Light and Positive spells. Special Effect: Enemies that strike you also have a 5% chance to become blinded by your glory (in addition to other effects), with no saving throw.

Tier One:
Tier 1 (0 points required)

O Fortuna (required 0 - No prereq) (3 ranks - 1 AP): (Passive) Inspire courage gives [1/+2/+3] fortitude and reflex saves (morale bonus, does not stack with Heroism)

Allure (required 0 - No prereq) (3 ranks - 1 AP): (Passive) [+2/+4/+6] to haggle, perform and bluff and an extra [1/+2/+3] song per rest.

Music of the spider queen (required 0 - No prereq) (1 rank - 1 AP): (Passive) Fascinate can mesmerize vermin. Vermin still cannot be suggested.

Dirge (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 6secs) You deal 10d[4/6/8] negative damage and 10d[8/10/12] sonic damage every 3 seconds for 18 seconds (fort save for half). In addition, enemies may be slowed by 5% if they fail their fort save. Duration 18 seconds.

Charisma/Strength (required 0 - No prereq) (1 rank): (Passive) +1 Charisma/Strength

Tier Two:
Tier 2 (4 points required)

Tailwind (required 4 - Prereq : O Fortuna) (3 ranks - 1 AP): (Passive) Inspire courage grants +[2/4/6] damage to all missile weapons (does not stack with Wind Howler Bracers).

Lucidity (required 4 - Prereq: Allure) (3 ranks - 1 AP): (Passive) [+2/+4/+6] to Concentration, diplomacy and UMD and an extra [1/+2/+3] song per rest.

Masked ball (required 4 - Prereq: Music of the spider queen) (2 ranks - 1 AP): (Passive) Fascinate or dirge grants you and your friend [+10/+20] jump and tumble, +2 charisma; ability to run over slippery surfaces (tier II).

Charisma/Strength (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Charisma/Strength

Tier Three:
Tier 3 (8 points required)

Siren's song (required 8 - No prereq) (3 ranks - 1 AP - 1 max song): (Active Cooldown: [60/50/40]secs)Unbreakable mez on a single target and deals 2 constitution damage every [3/2/1] seconds. Duration 12 seconds.

Reign (required 8 - Prereq: Allure) (3 ranks - 1 AP & 1 max song): Spontaneous Song (expands a song but instant activation): You gain a +[20/40/60] temporary Health. On a vorpal strike, you unleash a thunderclap for [7/9/11]d20 Sonic and [7/9/11]d20 Electrical damage. Duration: 180 seconds.

Aria (required 8 - Prereq: Dirge) (3 ranks - 1 AP): (Active - Cooldown ?) Spontaneous Song (expands a song but instant activation): You generate [10%/20%/30%] less threat for spellcasting. In addition, you gain a [25/50/75] Spell Power bonus to your Sonic spells, and a [5/10/15] spell Spell Power bonus to your force, Positive and Negative spells. Duration equals 10 seconds x your perform skill

Echoes of the ancestor: Arcane (required 8 - No prereq) (1 ranks - 2 AP - 1 song): (Active Cooldown: 7secs) Stance: Grants you either
 * Gain a +1 Constitution, a 20 to your maximum spell points, a +1 Natural Armor and a +2 to your saves vs. Poison. You also gain an additional 5 Spell Power when casting Fire, Acid, Cold or Electricity spells.
 * Gain a +1 Intelligence, a +1 to Use Magic Device, a +2 Spell Penetration bonus to your spells, a +2 to the DC's of your offensive wands and +20 to your maximum Spell Points.

Charisma/Strength (required 8 - No prereq) (1 rank): +1 Charisma/Strength

Tier Four:
Tier 4 (12 points required)

Chord of disruption (required 12 - Prereq: Siren's song) (3 ranks - 1 AP): (Passive) When siren's song expires, chord of disruption focuses your energy to a single disruptive point causing [5D100+700/6d100+800/7d100+900] disintegrating sonic damage. If save made effects are halved.

Echoes of the ancestor: Martial (required 12 - Prereq: Masquerade) (1 ranks - 2 AP - 1 song): (Passive) Stance, 1 song to activate: either
 * Gain a +1 Constitution, +10 to your maximum Health, +1 to the DC's of all combat Feats, a 2/- DR Bonus to blocking, +2 AC bonus to blocking, and a +1 Attack bonus.
 * Gain a +1 Wisdom, a +2 AC while Tumbling and a +1 to all saving throws. If you are centered, you gain a 5% bonus to your total AC. You may only activate this ability if you already have ki.
 * Gain a +1 Dexterity, a +2 to saving throws vs. Traps and a 1d6 Sneak Attack damage bonus. In addition, every time you are hit, you have a 5% chance of being affected by Lingering Shadows for 4 seconds. Lingering Shadows grants you displacement and a +4 to hit and +2 damage, and +15% Attack Speed, but is removed if you are damaged.

Masquerade (required 12 - No prereq) (1 ranks - 1 AP): (Passive) Activate masquerade to switch your twist of fate at a rest shrine

Echoes of the ancestor: Primal (required 12 - Prereq: Masquerade) (1 ranks - 2 AP - 1 song): (Passive) Stance, 1 song to activate: Either
 * Gain a +1 Constitution and +20 to your maximum Health. If you have Rage, your Rage grants you an additional +1 Strength and +1 Constitution while raging. You also have a +2% chance to trigger weapon effects on glancing blows.
 * Gain a +1 Dexterity, +2 Spot, +2 Listen, +2 Hide, +2 Move Silently, +2 Diplomacy and an extra Action Boost per rest. Your attack speed with bows and thrown weapons is 5% faster, and you gain a 1% Dodge bonus.

Charisma/Strength (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Charisma/Strength

Tier Five:
Tier 5 (16 points required)

Bound fate (required 16 - no prereq) (1 ranks - 2 AP): (Active Cooldown: 4mins) A single target must make a Will save with a DC modified by the caster's Charisma modifier. On a failed save, the target is bound briefly to the spot, and for one minute is also [6/10/15]% more vulnerable to Sonic, Cold and Electric damage, and has a -[6/10/15] Spell Resistance. In addition, the creature deals -[4/6/8] damage on attacks. Instant cast.

Fragment of the song: Clarity (required 16 - No prereq) (2 ranks - 1 AP): (Passive) Inspire courage reduces your spell points cost by [5/5]% and your and your companions SP cost by [0/5]% and all players gain [0/4] concentration. You also gain [15/15] temporary spell points.

Echoes of the ancestor: Divine (required 16 - Prereq: Masquerade) (1 rank - 2 AP - 1 song): (Passive) Stance: Either
 * The songs of legend fill your soul. You are eternally inspired by the radiance of divinity. Gain a +1 Wisdom, a +15 to your maximum spell points, a +3 Jump, a +4 to Fortitude saves vs. Disease, and +20 Spell Power when casting Positive Energy spells.
 * Gain a +1 Wisdom and a +1 to all saving throws. Your Inspire Courage grants an additional +2 to saves vs. Fear. If you possess an Aura of Good, that grants an additional +2 to all saves vs. fear as well. If you possess Turn Undead, you gain +2 to your effective level for Turning Undead.

Fragment of the song: Valor (required 16 - No prereq) (2 ranks - 1 AP): (Passive) Inspire courage increase your attack speed by 4% and grants you 20 competence bonus to temporary HP. It also grants your allies [0/20] morale bonus to temporary HP and a +[0/4] intimidate. Tier 1 removes combat penalties for moving. Tier 2 gives you a 2% chance to cause 5% electricity/light/sonic vulnerability (stacks 3 times).

Charisma/Strength (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Charisma/Strength

Tier Six:
Tier 6 (20 points required)

Grim fate (required 20 - Prereq: Bound fate 1) (3 ranks - 1 AP): (Passive) Your bound's fate increase the target vulnerability to physical attacks by [5%/10%/15%]. Grim fate may take effect if bound fate is resisted. Duration 30 seconds.

Turn of the tide (required 20 - Prereq: Fragment of the song: Valor 1) (3 ranks - 1 AP): (Active Cooldown: 10 mins) Expend a Song to activate, Turn of the Tide grants a +5 to hit, +40% damage, DR 15/-, a +4 Charisma, and deals +5d20 +150 Sonic damage per hit. (Sonic damage does not affect Bosses.). In addition, while under the effects of Turn of the Tide, you cannot fail a Will save an a roll of 1. Duration: 20 seconds. Require Draconic incarnation 3 or Magister 3 or Shadowdancer 4