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A man, no more male than female, who is not unlike an atomic bomb in their military potential, though no less impactful in the realm of human society.

They are less people and more accurately described as fulcrums around which humanity revolves. Not fate holds them for they are the indrawn breath of reality that waits before the moment of decision.

Who in our great history as a species can claim to be the same? None, I suspect, but that does not mean that this person is not waiting beyond our time; held in the bullpen of destiny to throw a wrench into our world and the perception we have of it. So it is that, unbound from fate such a one might do wonderful or horrific things… and without the dictum of the gods it is impossible to discern between the two kinds of actions.

Fateless ones are being free from the influence of both fate and destiny either by universal agreement, their own design, or the designs of others. They can neither be influenced by gods or the tendrils of fate; ruly free beings untethered from the rules that bind the rest of us. The deeper exploration of this renders one devoid of the tethers that bind them and, as they expand away from the familiar they become further unbound, defined largely in absence of the familiar we find in them.

Fateless [2nd Level]

You are unsheltered but also untethered from fate, the gods, all greater powers, and their agents. This has several implications:

  • Spells: You gain a +4 enhancement bonus on saving throws against spells. You are never a willing target for a spell however.
  • Luck & Insight Bonuses: You cannot benefit from any luck or insight bonuses. However, no creature receives luck or insight bonuses when targeting a fateless one or when a fateless one is involved.
  • Indefinable Future: Any attempt to perceive the future or ascertain probably futures (such as an augury spell) always automatically exclude you and any influence you might have. Likewise the gods and other omnipotent beings have a blind spot when it comes to you, so attempting to ascertain information from a divine source about you always fails.
  • Upsetting Outsiders: Outsiders feel a stinging disruption when in your presence and always have initial starting attitudes 2 steps lower than normal. It has been likened to a “high-pitched tone at an exceptionally high volume”, but in ones soul.

Unbindings (Optional) [4th, 6th, 12th, 18th Level]

You can free yourself from characteristics, existing as whatever you desire if an effect calls for it. You no longer gain any mechanical benefit or detriment from it; any characteristic of your character that you unbind yourself from has no mechanical impact on your character any longer. By unbinding, you may superficially change that characteristic of them physical form (or at least the form understood by those who perceive it). As they no longer truly possess this aspect of themselves it only really grants them a means by which they can change their appearance and a +20 bonus on Disguise checks to appear that way. Changing an aspect of themselves is a free action.

Example: If you unbind yourself from race you cease to gain any benefit from your race (including ability score bonuses, racial abilities, etc). From that point on however, you can count as any (or any combination) of races for the purpose of things like feats, technology, magic items, etc. You can chose on a whim to change their superficial appearance to that of any race so long as it doesn’t change anything about them mechanically (for example, a medium fateless one could not assume the form of a huge sized race).

If you unbind yourself from a certain characteristic creatures will perceive you as having a version of that characteristic that they most desire. This has no effect if you to temporary define that characteristic.

Example: If a xenophobic group of elves comes across you and you’ve unbound yourself from the concept of race, the elves would see you as an elf. At the same time, a human party member would see them as a human (if they thought humans the most pleasing).

This is not a magical or supernatural effect; you simply lack a defined characteristic in a way that only a fateless can and the creature’s mind fills in something it wants to see. This can cause a great deal of drama as people will disagree over their perception of your characteristics or perceive things that are impossible (imagine the surprise of the last dwarf in the universe if it across you and saw another member of its own kind!). Mindless creatures or creatures of limited perceptive abilities always have a murky, hazy, perception of what a fateless is (and, ironically, may have a view clearest to what they actually are).

Example: If you communicate with a plant via a commune with nature spell while hunting a fated they may tell you that someone passed through the forest but be unable to describe their race except in frustratingly vague and conflicting terms terms. “It was like you but… not”, “it was like a breath of spring air”, “it was a dwarf or an elf or a human or a gnome or maybe not”.

This class feature is optional. You may elect to replace the class features normally gained at any or all of the following level with an instance of the unbinding class feature: 4th, 6th, 12th, 18th. Each time you elect to take it you are unbound from one of the following concepts in the following ways: Race


You are freed from your race. As this removes a great many benefits, you receive a +2 bonus to any ability score you wish and gains 3 bonus feats that they both qualify for and that a character of 1st level could select. This does not, however, free them from their creature type or size category. A fateless one may count as all races within their creature type, no races (though they retain their creature type), a specific race within their creature type, some mix, or some entirely new race within their creature type.

Creature Type

You one no longer possess a creature type. This is a natural extension of their unbinding from race and thus functions in the same way, though without the constraint of creature type. You must be unbound from your race before you can become unbound from your creature type. After unbinding you become aware of the true nature of all creatures and the connections the bind this. This grants you a +4 insight bonus on all checks made to identify creatures.


You are now ageless and can shift their age to anything they wish. This does not have any mechanical changes and frees them from any existing mechanical changes due to age. They are also ageless, unable to die from aging (though they may die from things like damage). They may count as all ages, no age, a specific age, some mix, or something entirely new. The fateless one also becomes immune to spells and abilities that play with one’s time such as haste, slow, and similar effects.


You are freed from your gender. However, all genders and orientations now find them desirable, seeing whatever they most desire. They receive a +4 circumstance bonus on all skill checks made to influence the attitude of those who share a creature type with them. A fateless one can assume any gender role (biological or social) at will, both at once, neither, some mix, or something entirely new.


You are no longer bound by the laws of physical presence and, as such may decide at will whether you are physically present or incorporeal at will at the cost of 1 RP and it lasts for 1 round per character level. If this is done during combat or other time of stress, you may only change this at the start of their turn as a free action. You can only select this unbinding at 18th level.

Section 15: Copyright Notice

Classes of Red Sector © 2019 Little Red Goblin Games LLC; Authors: Scott Gladstein, Ian Sisson, Sasha Lindley Hall.