Fate Killer

Fate Killer
Level 28 (+10)
"Why was I the one that was abandoned? Impossible numbers of organisms in the universe, and out of all of them, that curse fell on me. I wish fate had been willing to talk to me just once, then maybe you all would not be standing here ready to die for her mistake."
——The Fate Killer, addressing a group of powerful heroes
The Fate Killer can split itself into different versions, each Fate Killer having its own unique appearance and identity. To an outside observer, they appear as normal material beings and some Fate Killers might not even be aware of their true nature. The creature seeks to destroy the fates of others, and perhaps kill fate itself should it create a vessel strong enough to accomplish the task. The Fate Killer itself can warp, distort, and sever fate’s design, constantly changing and perverting the fates of others. It possesses an impossibly sharp golden knife which it can use to sever the golden thread of fate that ties a creature to its destiny. Should it succeed in this, the creature will become comatose until its fate is somehow restored, or it is given a fate from another source. It can also summons echoes of its personal torment, known as Fate Stealers, which attack a being’s fate thread, trying to consume it with an insatiable hunger. Potentially the most dangerous being in the universe, it is fortunate that since it exists outside of Fate’s design, it cannot easily determine the best course of action to accomplish its goal.
Awareness
18
Senses
Darkvision
Initiative
49/1d4
Max HP
1260
Resilience: +9
Healing Value: 252
Morale
8
Defenses
AC
30/33
Touch
27
Fort
27
Reflex
33
Will
28
Resistances: Resistance to all Damage. MR 1d8+10. Immune to Mind-Affecting
Vulnerabilities:
Defensive Actions
Swap Fate
Pot 2d8+10
Free Action, 1 Fate Point
The Fate Killer may change the target of any power or attack to another target of his choice. (Ultimate)
Attributes / Saving Throws
STR
20 / 29
DEX
26 / 35
CON
31 / 40
INT
40 / 51
WIS
23 / 34
CHA
37 / 48
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 35ft / 3
Sprint 60ft / 3
Teleport 50ft / 3
At-Will
+22 vs AC (Crit 9%/8)
Golden Knife
3d6+12 damage (ArN 1)
REC 3, Reach 5ft
3d8+5 Bludgeoning damage
Grapple +19
Special Actions
+19 vs Will
Summon Fate Stealers
Automatic Action (Limit 1/rnd), Range 100ft
Targets all creatures within range. On a hit, deal 1d4+1 damage to the target's Fate Thread (see Fate Manipulator feature). (Legendary)
Fate Killer Abilities
On each turn, roll 1d12 to determine the actions available to the Fate Killer.

Any result, choose one of the following:
Melee Attack: Make a Golden Knife attack. (Basic)
Attune to Fate [REC 6]: The Fate Killer gains 1d4 Fate Points that can be used for its Swap Fate ability. (Ultimate)
Psychic Wound [REC 3]: Target one creature within 50ft, +22 vs Will. On a hit, deal 5d8+40 Psychic damage. (Basic, Pot 1d4+10, MR)
Severe Fate Thread [REC 6]: Target one Fate Thread within reach, +19 vs Will. On a hit, the target suffers 1d8+2 damage to its Fate Thread (see Fate Manipulator feature). (Advanced)

3 or more, choose one of the following:
Alter Fate [REC 4]: Target one creature within 100ft, +22 vs Will. On a hit, choose one of the following effects: 1d6 Stamina Damage, 1d6 Resolve Damage, or force the target to make a Resilience check or suffer an injury. (Advanced, Pot 1d8+10, MR)
Psychic Scream [REC 5]: Targets all creatures within 100ft, +22 vs Will. On a hit, deal 5d8+85 Psychic damage. (Advanced, Pot 1d8+10, MR)

5 or more:
Dominate Fate [REC 6]: Target one creature within 50ft, +22 vs Will. On a hit, the target is Dominated [SE, ST 6d10 vs CHA]. On a miss (or if target succeeds initial saving throw), the target is Dazed for 1d6 segments. (Advanced, Pot 1d8+10, MR)

8 or more, choose one of the following:
Destiny Undone [REC 6]: Target one creature within 250ft, +22 vs Will. On a hit, the target cannot use any powers (except Innate abilities) [SE, ST 7d10 vs CHA]. (Legendary, Pot 1d12+10, MR)
Tangled in Fate [REC 7]: Target one creature within 250ft, +22 vs Will. On a hit, the target becomes consumed in a web of Fate Threads and until it escapes [SE, ST 6d10 vs INT, no initial save]. While tangled, the target disappears from the field of play and has no Line of Perception (or Line of Effect) to other creatures. (Ultimate, Pot 2d8+10, MR)
Overland Movement
35 mi/day
Qualities
  • Fate Manipulator: Each creature has a Fate Thread with hitpoints equal to their Character Level. Creature's with the Fate Manipulator ability are able to deal damage to a creature's Fate Thread. If the Fate Thread of a creature is reduced to 0 hitpoints, the creature becomes Fateless and is effectively Comatose until a Fate is somehow restored to them.
  • Previous Lives: The Fate Killer has lived through a multitude of lives, and so has become a master of every skill and language. He is considered to have a +40 bonus to all Skill Checks and can communicate and understand in any known language.
  • Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
  • Partially Out-of-Phase: The Fate Killer is partially Out-of-Phase with reality and as such has Resistance to all damage. (inc)
  • Magic Resistance: 1d8+10. (inc)
  • Exceptional Mind: The Fate Killer is immune to Mind-Affecting abilities. (inc)
Skills: +40 to All Skills
Feats: Fast Initiative [3], Great Morale, Improved Reflex [2], Improved Attack [2], Heavy Hitter [2]
Philosophies: Rank 6 Mental, Rank 4 Physical, Rank 10 Draconic
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 4, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Bracers of Armor (Greater)
Social
Languages: Any Language*
Composure: 74
Charm
+40
Coercion
+40
Deception
+40
Manipulation
+40
Persuasion
+40
Aloofness
+40
Bravery
+40
Intuition
+40
Tolerance
+40
Suspicion
+40
Prejudices:
    Motives: