Awakened Fate Administrator

An Awakened Fate Administrator is a unique human who possesses the qualities required to become God. Implanted with a Fate Awakening Crystal created through binding with their own soul as well as that of an angel and a devil. This grants great divine and unholy power within the host and gives them the ability to alter people's fates as a powerful entity.

**Role**: Awakened Fate Administrators are hybrid combat casters, specializing the dualty of their own power and nature.

**Alignment**: Any

**Hit Die**: d8

**Requirements**

To qualify to become a Awakened Fate Administrator, a character must fulfill all the following criteria.

**Race**: Human

**Base Attack Bonus**: +7

**Feats**: Oh the Humanity, And Destined D.N.A

**Special:** The character must undergo the Fate Awakening Crystal Installation Ritual, in which they have a crystal placed within their chest and bind their soul with a willing angel and a willing demon. It is believed that there is a much more vile method of accomplishing this goal that only the most powerful and horrible of demons have ever achieved, and as such little is known about  it.

**Class Skills**

The Awakened Fate Administrator's class skills (and the key ability for each skill) are Perception (Wis), Intimidate (Cha), Diplomacy (Cha), Bluff (Cha), Any two Martial Knowledge skills, Knowledge (Religion) (Int), any one knowledge skill.

**Skill Ranks at Each Level**: 4 + Int modifier.

**Class Features**

All of the following are class features of the Awakened Fate Administrator prestige class.

**Weapon and Armor Proficiency**: A Awakened Fate Administrator gains no weapon proficiencies.

**Techniques Readied**: At every level a Awakened Fate Administrator gains the ability to ready martial techniques as if they had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Fate Awakening Crystal (Su):** A Fate awakening crystal is a powerful object placed in the body to grant the Awakened Fate Administrator great power. To create a Fate Awakening crystal, you must undergo a strange process which sacrifices a soul of an angel and the soul of a devil. Through some means the devil and angel soul sacrifices can be lessened to 1/2 of the soul being required, and thus the demon and angel stay intact.

The three creatures involved in the creation process, the Human, the Angel, and the Demon, can all speak with one another mentally, so long as they exist on the same plane of existence, or so long as there is an open gate or dimensional portal to and from where the other is they are trying to contact.

Creatures with a fate awakening crystal in their body heal at twice the rate of a normal human, and as such only require 4 hours of rest. However this crystal resonance also causes some imbalances within the body. When the creature is targeted by an attack from an angel or demon type monster, the monster is treated as if it had the bane enchantment against the creature. This bonus is included even if it's on a spell (Raise the DC by the bonus that would normally be raised for attack and damage rolls for bane, and add 2d6) and if the creature already has Bane, add the effects again. This ability is nullified when in a deitized form.

The crystal gives off a radiant aura of energy, good or evil, out to 30 feet. The aura is naturally registered as all of the alignments of the creatures involved in your creation, however when deitized, it registers as the alignment of the angel or devil you are synched with, depending on the kind of deitization you use.

Just like any other magic item, the Fate Awakening Crystal gives off a magic aura. This can be detected with abilities such as arcane sight or detect magic, however the user can attempt to mask it with a Stealth, Bluff, or Use Magic device check when creatures attempt to locate it.

The holder of this crystal can learn Angel or Demon martial techniques as if they were an angel or demon. These abilities can be used outside of your angel or demon form, however if you use one, you instantly deitize in the same round into the form of the technique you had just utilized.

The Fate Awakening Crystal is required for a creature to survive once it's been placed within them. The Crystal can be removed from the creature by dealing at least 1/4 of their hitpoints, and subsequently making a CMB attack or a called shot against the creature, both attacks have a -15 penalty to the roll. If successful, the crystal is removed, the Awakened Fate Administrator immediately drops to 0 hitpoints, and it's total maximum becomes 0 hitpoints. The creature cannot move regardless of feats or abilities it may possess. It will begin dying until the crystal is replaced. The crystal has a hardness of 40 and is immune to any sort of elemental damage (Not including force and the like). It possesses hitpoints equal to the combined total of the three people involved in it's creation, divided by 2.

**Deitize (Su)**

The Awakened Fate Administrator gains the ability to resonate with the angelic and demonic sides of it's own power and can go back and forth between his two forms. An Awakened Fate Administrator can deitize for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can deitize for 3 additional rounds. Temporary increases to Charisma, such as those gained from deitize and spells like *Eagle's* Splendor, do not increase the total number of rounds that an Awakened Fate Administrator can deitize per day. An Awakened Fate Administrator can enter Deitize as a free action. The total number of rounds of Deitize per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While Deitized, the character selects one of the following abilities.

*Deitize: Angel Form:*

You gain a powerful celestial appearance and a half mask that covers the Right side of your face. You gain a +2 bonus to Strength, Dexterity, and Charisma. In addition you gain a +2 bonus against saving throws against effects that deal holy damage. All techniques, spells, or attacks you have that would deal divine/holy or Profane/unholy damage, deal divine/holy damage.

*Deitize: Devil Form:*

You gain a powerful celestial appearance and a half mask that covers the Right side of your face. You gain a +2 bonus to Intelligence, Wisdom, and Constitution. In addition you gain a +2 bonus against saving throws against effects that deal unholy damage. All techniques, spells, or attacks you have that would deal divine/holy or Profane/unholy, deal Profane/Unholy damage.

An Awakened Fate Administrator can end her Deitize as a free action and is fatigued after deitize for a number of rounds equal to 2 times the number of rounds spent in the Deitize. An Awakened Fate Administrator cannot enter a new deitize while fatigued or exhausted but can otherwise enter deitize multiple times during a single encounter or combat. If an Awakened Fate Administrator falls unconscious, her deitize immediately ends, placing her in peril of death.

**Fate Awakening Pool (Su):** You learn to guide the fate of your allies and enemies, and use your newfound godly powers to protect love and justice. You gain a pool of Fate Awakening points that you can use to guide you and your ally's fates. You gain a number of Fate Awakening points equal to 1/2 of your Awakened Fate Administrator level + your Wisdom or Charisma modifier, whichever you choose at first level. You gain the following abilities.

* So long as you possess a point in your Fate Awakening Pool, you can use Detect Magic, Detect Poison, and Read Magic at will.

* So long as you possess a point in your Fate Awakening Pool, the Angel and Demon you have bound with can speak telepathically across any distance. They can also project stereoscopic images of themselves near you that only you can see. Though it's telepathic communication, you must speak out loud still for the person to hear you. This works even in areas of anti-magic.

* By spending a point from your Fate Awakening pool, you can cast the spells Anticipate peril, Detect Charm, Heightened Awareness, and See Alignment.

* By spending 2 points from your Fate Awakening pool, you can cast the spells Detect Thoughts, Determine Depth, and Embrace Destiny.

* At 3rd level, by spending 3 points from your Fate Awakening pool, you can cast the spells Arcane Sight, Aura Sight, Locate Weakness, Seek Thoughts, and Unravel Destiny.

* At 3rd level, by spending 3 points from your Fate Awakening pool, you can summon the angel or demon you made a pact with as a standard action to your side. The creature must be within 1 mile per Awakened Fate Administrator level to be able to answer the call.

* At 5th level when you spend points to summon your Angel or Demon, they only need to be on the same plane of existence as you and there is no range limit.

* At 10th level when you spend points to summon your angel or demon they can even be on a different plane of existence.

**Awakening (Su)**: Training and honing their abilities with divine and devilish power, the Awakened Fate Administrator can access the undeniable power of the Fate Awakening Crystal. At Every level, the Awakened Fate Administrator can choose an ability from this list. Each ability can only be used when Deitized, and most only apply to one form of your Deitize ability. Each can be chosen only once unless otherwise noted. if the ability allows you to choose one of your forms when you select it, you can select one other time, selecting the form you did not previously choose. If an ability requires a saving throw, the saving throw is 10+ Awakened Fate Administrator level+ Charisma modifier.

*Godly Resilience:*  You gain DR 5 overcome by Silver. If you select this for your Angel form it becomes DR overcome by Evil and Silver, and if you select this for your Devil form it becomes Good and Silver. This can be selected multiple times.

*Divine Glory:* When in Angel form, you deal an additional amount of holy damage on all damage rolls equal to 1/2 of your Awakened Fate Administrator level.

*Profane Glory:* When in Devil form, you deal an additional amount of unholy damage on all damage rolls equal to 1/2 of your Awakened Fate Administrator level.

*Greater Divine Glory:* When in Angel form, you deal an additional +1d6 holy damage on all damage rolls. You must possess Divine Glory to select this.

*Greater Profane Glory:* When in Devil form, you deal an additional +1d6 unholy damage on all damage rolls. You must possess Profane Glory to select this.

*Fast Healing:* Select one of your deitize forms, You gain Fast healing 5 while in that form.. This can be taken more than once.

*Natural Armor:* You gain a +2 bonus to Armor class, This can be taken more than once. If this is selected for the Angel form it is a Sacred bonus, if selected for the Devil form it is a Profane Bonus.

*Resistance:* Select one of your forms, you gain gain resistance 5 to any two elements while in that form. This can be taken more than once.

*Supremacy:* Select one of your forms, when you enter that form you gain a +2 bonus to any Ability score. This ability score must be selected upon taking this ability and cannot be altered. This can be taken more than once, but only once for every ability score for each form.

*Curse Breaker:* Select one of your forms, while in that form, you gain a +2 bonus to saving throws against all curses. This bonus increases by +2 for every 2 levels you possess in Awakened Fate Administrator. In addition you can spend 3 points from your Fate Awakening pool to cast Remove Curse.

*Fate Awakening Crystal:* Select one of your forms, So long as you possess at least 1 point in your fate Awakening pool, you gain a +2 bonus to any 2 ability scores of your choice.

*Simple Fate:* Select a single ability or Awakening you can do with your Fate Awakening Pool, You can do that ability for 1 less point (Minimum 1). This can be taken multiple times, it's effects do not stack, rather you must select a different ability.

*Extra Deitize:* Gain 3 additional rounds of deitize per day. This can be selected multiple times. You need not select a form for this ability.

*Extra Fate Awakening Pool:* Gain 2 additional points to your Fate Awakening pool. This can be taken more than once.

*Rage Power:* Select one of your deitize forms. While in this form you gain access to a rage power or bloodrage power. You use your Awakened Fate Administrator level as your Barbarian level to determine the ability you can select. you must meet all other prerequisites. The Angel form cannot select any Infernal, Devilish, Demonic, or otherwise evil abilities and the Devil form cannot select any Angelic or otherwise good abilities. This can be selected multiple times, selecting the same ability for multiple forms, or to select other rage powers. When you select this power for one of your forms, you must wait one level before you can select this ability for that form again.

*Prayer for Power:* Once per day while in Angel or Devil form, you can select a single ability from this list that you do not possess. You possess that ability for it's normal duration. This ability must correlate with whatever form you've chosen to deitize in, and you must qualify to select the ability as if you were selecting it from reaching a new level.

*ANGEL ONLY*

*Challenge Evil:* When you activate your Angel Deitize, you also activate a Challenge Evil spell. This works on Evil creatures, as well as any creature with the Demon type or Subtype, or creatures with the Monster Subtype. This spell uses your Awakened Fate Administrator level as your caster level. At 3rd level, 6th level, and 9th level you can select another target for this spell when it's activated.  This spell lasts until you leave this form, and for 1 round after.

*Aura of Courage (Su)* While in Angel form, The Awakened Fate Administrator, and Creatures within 30 feet of the Awakened Fate Administrator gain a bonus to will saves vs. Fear equal to 1/2 of the Awakened Fate Administrator's level. In addition, creatures gain a second save against fear effects the round after they are first effected by one.

*Aura of Menace (Su)* While in Angel form, A righteous aura surrounds Awakened Fate Administrators that fight or get angry. Any hostile creature within a 20-foot radius of an Awakened Fate Administrator must succeed at a Will save to resist its effects. The save DC is 10+1/2 Awakened Fate Administrator level +relevant ability modifier. Those who fail take a –2 penalty on attack rolls, on saves, and to AC for 24 hours or until they successfully hit the Awakened Fate Administrator who generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same Awakened Fate Administrator's aura, however activating a new deitize will force them to make the save again. The effect does not stack.

*Blessed Divinity:* While in Angel form, you activate the effects of a Bless spell centered on you. This spell only lasts for as long as you remain in this form, and for one round after you exit the form.

*Angel's Calling:* When activating angel form, you cast a Knight's Calling spell on one creature within range. This works identically to the spell. At 5rd, and 10th level when you activate this spell you can target another creature. You must possess the Challenge Evil ability to select this.

*Angelic Demand:* When in angel form, you can choose for once per deitize, to cast a Litany of Sloth spell. This targets one additional creature at 3rd, 6th, and 9th levels.

*Rallying Advancement:* When activating angel form, you can cast the spell Tactical Acumen. This spell lasts until your deitize ends, and for one round following that.

*Angel's Vengeance:* Upon activating Angel form, you are effected by a Righteous vigor spell and a Weapon of Awe spell. This lasts for the duration of your deitize and for one round after. You must possess Angel's Calling to select this ability.

*Ultra Vengeance:* Upon activating Angel form, you are effected by a Deadly Juggernaut spell. This lasts for the duration of your deitize and for one round after. You must possess the Blessed Divinity ability to select this.

*Demon Slaying Weapon:* By spending a point from your Fate Awakening pool while in Angel form, you can add the bane enchantment to any weapon you possess. This lasts for 1 minute. At 10th level by spending another point, you can double the effects of bane.

*Angel Prayer:* When you activate your angel form, you also activate the effects of a Prayer spell.

*Angel's Smite:* Once Per Deitize in your Angel form, you can designate an attack as a smite. This attack adds your charisma modifier to the attack roll and adds your Awakened Fate Administrator level to the damage. This attack bypasses all damage reduction.

*Divine Presence*: When in Angel form, you can activate a Divine Presence ability. You can emit a 30-foot aura of divine presence for the duration of your deitize and for one round afterwards. All allies within this aura are treated as if under the effects of a *sanctuary* spell with a DC equal to 10 + your Judge of Awakened Fate level + your relevant modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

*Battle Rage*: When in your angel form, You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to your Awakened Fate Administrator level for 1 round (minimum +1). This lasts for as long as you are deitized and for 1 round after. At 3rd, 6th and 9th level you can use this on another creature within range.

*Holy Smite:* While in Angel form , you can activate the effects of a Holy Smite spell. This can be used once per Deitize. You must possess the Demon slaying weapon power to select this.

*Angel Healing:* While in Angel form, you can spend a point from your Fate Awakening pool to cast a Heal spell. At 5th level you can spend 2 points to cast Mega heal, and at 8th level you can spend 3 points to cast Giga Heal. Creatures effected by this also heal 1 ability damage or drain for every point spent, or recover from the Sickened, Blinded, dazed, staggered, stunned, or fatigued conditions. You may select 1 ability (Healing ability damage or curing ailments) for each point spent to cast the healing spell.

*DEVIL ONLY*

*Devil Works:* In your devil form, you add the spells Bleed, Disrupt Undead, and Touch of Fatigue as spells you can use at will so long as you have a point in your Fate Awakening Pool. By spending 1 point from your fate awakening pool you can cast Cause fear, Chill Touch, Ray of Enfeeblement, or Ray of Sickening. By spending 2 points you can cast Blindness/Deafness, Ghoul Touch, Pernicious Poison, or Spectral Hand.

*Greater Devil Works:* You must possess Devil works to select this. In your devil form you spend 1 less point from your Fate Awakening pool to use any of your Devil works spells. If this drops it's cost to 0 they can be used so long as you have 1 point in your pool. In addition for  2 points (Already including the reduction from this ability) You can cast the spells Eldritch Fever, Healing Thief, Ray of Exhaustion, and Vampiric Touch.

*Mageknight:* While in devil form, Select a 1st  or 2nd level spell you can perform by spending fate awakening points that requires an attack roll or ranged attack roll and costs no more than a standard action to perform. Select a single type of martial technique which you know techniques for. When using a technique with that sort of weapon, you can choose to cast the spell as a part of performing the technique. This does not provoke attacks of opportunity, nor do you need to fight defensively. This spell does not need to be cast on the same opponent. This can be selected multiple times for different spells or martial techniques. You must possess the greater devil works ability to select this.

*Counterspell:* As an instant Action, when effected by a spell of some sort while in Devil form. You can spend a number of points from your Fate Awakening pool equal to 1/2 the spell's level (Rounded up)  to instantly stop the spell.

*Devil Magic:* While in your Devil form, you can spend points from your Fate Awakening pool to apply meta magic feats to spells. You must possess the metamagic feats in question. These spells can be spells cast from you, or from class abilities, spell like abilities, or even items. You must spend a number of points from your pool equal to the amount that the meta magic feat alters the spell level by. Alternatively, you can spend 1 point from your pool as a free action when casting a spell to increase it's DC by +2. At 10th level you lessen the point cost of using this by 1.

*Greater Devil Magic:* While in your Devil form, feats like Spell focus, Spell penetration, and the like are increased by 1/2 of their value, rounded up. (For example, Spell penetration gives +4 to bypass spell resistance, with this it would gain +2 more). In addition, By spending an amount of points from your Fate Awakening pool equal to 1/2 of the spell's level (Rounded down, Minimum 1), you can ignore the spell immunity ability of creatures such as golems. You must possess the devil magic ability to select this.

*The Devil's in the Defense:* You gain a +1 dodge bonus to armor class and DR 2/- while in Devil form. This can be selected multiple times.

*Greater Devil's in the Defense:* When activating devil form, you are effected by a Shield of Faith spell as well as a Shield spell. This lasts until the end of your deitize and for one round after. By Spending a standard action and a point from your fate awakening pool, you are also effected by Mage Armor.

*Devil Protection:* When using Combat Expertise, you double the bonus to armor class granted by the feat. In addition, you always negate 2 damage from all sources of damage before applying damage reduction. (This does not apply to ability score damage.)

*Devil Hand:* While in Devil form, all spells you cast with a range of touch become ranged touch spells with a range of 30 feet. This includes spells cast with wands or as spell like abilities.

*Ultra Violence:* While in Devil Form, as a swift action you can spend a point from your Fate Awakening pool to grant anything the Vicious enchantment for 1 minute. By spending 1 point it can be applied to any weapon, including ranged weapons. By spending 2 points it can be applied to any spell, wand, or ability that requires an attack roll, and by spending 3 points it can be applied to any ability that deals damage (Except for evilities). if this spell has multiple rays or missiles, it applies only to the first one.

*Dark Mobility:* In devil form your movement speed increases by 10 feet. This increases by another 10 feet at 5th and 10th level. In addition you can ignore a number of spaces of hindering terrain equal to 1/2 your level in this class every round.

*Dark Fortification:* In Devil form, Your Fortification increases by 10%. This stacks with other forms of fortification. This can be taken multiple times.

*Arcane Spell Knowledge:* While in Devil form, Add a number of 1st level spells from the Sorcerer/Wizard spell list to your spell list, or list of spells you can perform with Fate Awakening points equal to 1/2 your class level. These each cost 1 fate awakening point to cast. This bonus is retroactive and you gain new spells for leveling up. You can select this a second time and select 2nd level spells equal to 1/4 your level (Rounded up).

*Profane Spell Knowledge:*  While in Devil form, Add a number of 1st level spells from the Cleric/Oracle spell list to your spell list, or list of spells you can perform with Fate Awakening points equal to 1/2 your class level. These cost 1 fate awakening point to cast. This bonus is retroactive and you gain new spells for leveling up. You can select this a second time and select 2nd level spells equal to 1/4 your level (Rounded up).

**Restless Deitize (Su):** Your Deitize ability no longer leaves you Fatigued when you exit it. In addition, the bonuses to ability scores increase by +2 for each score that gains a bonus while deitized.

**Resonant Deitize (Su):** A display of the ultimate power of fate and godly ability, you are accepted by the universe as God. Once per day as a standard action, the Awakened Fate Administrator can become a grand Deity of epic proportions. The Awakened Fate Administrator must select one of the following abilities once they reach maximum level. Once selected, this ability cannot be altered.

*Angel Resonance:* You activate your Angelic form. While active, you gain all of the bonuses from your angel form, you also gain a +4 bonus to Strength, Dexterity, and Charisma. You activate a Litany of Righteousness spell on up to 5 creatures when you activate this ability, This ignores any other Litany abilities on the creature already for this one round. Your Damage Reduction increases by 5/-, and you always ignore 10 damage from evil or demon creatures before you apply resistances. You gain a fly speed of 120 feet with Good maneuverability. You gain an Insight bonus to attack and damage rolls equal to 1/2 of your Awakened Fate Administrator level. You gain resistance 30 to divine/sacred/holy damage. Additionally the Awakened Fate Administrator can choose to instantly end the effect by making a single attack roll as a standard action. This attack roll targets every creature within 50 feet of the Awakened Fate Administrator and cannot be a critical hit or a technique. This deals +2d6 damage for every round you have remaining of your Resonance. If it hits it deals all divine damage. This transformation lasts a number of rounds equal to ½ of your Awakened Fate Administrator level.

*Devil Resonance:* You activate your Devil form. While active, you gain all of the bonuses from your devil form, you also gain a +4 bonus to Constitution, Intelligence, and Wisdom. You are effected by a Litany of Warding and Litany of Defense spells, ignoring the rule that only one litany ability can be active for 1 round. Your Damage Reduction increases by 5/-, and you always ignore 10 damage from good or angel creatures before you apply resistances. You gain a fly speed of 120 feet with Good maneuverability. You gain a dodge bonus to armor class and saving throws equal to 1/2 of your Awakened Fate Administrator level. You gain resistance 30 to profane/Unholy damage. Additionally the Awakened Fate Administrator can choose to instantly end the effect by making a single attack roll as a standard action. This attack roll targets every creature within 50 feet of the Awakened Fate Administrator and cannot be a critical hit or a technique. This deals +2d6 damage for every round you have remaining of your Resonance. If it hits it deals all profane damage. This transformation lasts a number of rounds equal to ½ of your Awakened Fate Administrator level.

*Dual Synthesis:* You gain the effects of both your angel and devil deitize at the same time. In addition, you gain a fly speed of 60 feet with perfect maneuverability. You gain resistance 10 to all Profane and divine damage, and you subtract 5 damage from all attacks from Good/Evil/Angel/Demon creatures before applying resistances. Additionally the Awakened Fate Administrator can choose to instantly end the effect by making a single attack roll as a standard action. This attack roll targets every creature within 50 feet of the Awakened Fate Administrator and cannot be a critical hit or a technique. This deals +2d6 damage for every round you have remaining of your Resonance. If it hits it deals half profane and half divine damage. This transformation lasts a number of rounds equal to ½ of your Awakened Fate Administrator level.

This transformation lasts a number of rounds equal to ½ of your Awakened Fate Administrator level.