Defiant
“Some rare folk are what’s called fateless, ye see. They wander through their lives doing as they see fit, creating their own destinies. Ye have no fortune to tell, scarred one… none at all. I’ve nothing to tell ye… and so here is yer coin.”
—Fortuneteller returning her fee
I'm sure you've heard it before. "You can't fight fate. Everything that happens, has happened, or ever will happen has been pre-ordained from the moment the universe came into being. No one can escape the inexorable tide of destiny..." Well, screw that! The Defiant defy fate itself, and even bend it against others.
Prereqs:
Concentration: 6 ranks
Can manifest Destiny Dissonance
[table to be added.
3 levels, 3/4 BAB, poor Fort/Ref, abnormal will (+2/+4/+5), manifesting gets +1 of existing class at levels 1 and 3, specials are as described in features.]
Hit Die: d4
Class Skills
The defiant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int).
Skill Points at Each Level
2 + Int modifier
Powers Known
At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of defiant to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became an defiant, she must decide to which class she adds the new level of defiant for the purpose of determining power points per day, powers known, and manifester level.
Defy (Ex):
A defiant is not bound by the the winds of prophecy. Any attempts to observe the future ignore any defiant. Therefore defiant can ignore or subvert any predicted events.
Twist (Su):
A defiant of at least 2nd level can bend fate in their favor. Once per day, they roll two dice for a given roll of a d20, and ignore the worse of the two. At 3rd level, they may use this ability an additional time per day.
Will (Ex):
The defiant are very strong of will. They get a +1 to their Will saves for each level of defiant they have beyond the first. This is an actual increase to the save, and is accounted for in the Will save column of the chart.
Command (Su):
At 3rd level, the defiant discovers their strongest ability. Once per day, they can stop an event from occurring, or cause it to happen. They can force a given roll of a d20 being rolled within 40 ft to be either a 1 or a 20. No save is afforded to an unwilling target. Using this ability is a swift action.
(This is a work in progress, as I need to do formatting and fluff, but I wanted to get this out there.)