Fatesinger

A glorious weaver of fate, herald of ancestral legend and master of magical song, the Fatesinger's power at once empowers companions, and sends foes to their graves with a smile on their face.

''This Arcane Epic Destiny gains song abilities and performs the legends of the ancients. By seeking the perfection of the song, the Fatesinger is able to boost allies' abilities like few others and completely confound, control, or even defeat enemies with a mix of magical artistry, powerful musicianship, and subtle misdirection. Being extremely versatile, the Fatesinger can also mimic many passive abilities from other destinies.''

Requires Draconic Incarnation 3 or Magister 3 or Shadowdancer 4

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