Frog Dragon
2009-02-19, 11:14 AM
Chaos warriors are something like paladins of chaos. They embrace chaos in all it's forms and disdain organizations and order. Some champion against order like paladins champion against evil. Good Chaos Warriors tend to be the first to oppose tyranny, even at the risk of their own lives. Neutral chaos warriors tend to live on the slightest whim trusting in their luck and prowess with weapons to pull them through. Evil Chaos Warriors are often reavers, despised and feared for they care nothing for no one and destroy and pillage at the slightest whim. All are extremely chaotic in nature and they draw supernatural powers from chaos.
Prequisites
Base Attack Bonus: +5
Feats: Power Attack, One luck feat
Alingment: Any Chaotic
HD: d10
CHAOS WARRIOR
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Touch of Chaos +1, Wild 3/Day
2nd|
+2|
+3|
+0|
+0|Grace of Chaos
3rd|
+3|
+3|
+1|
+1|Touch of Chaos +2
4th|
+4|
+4|
+1|
+1|Chaos Initiate, Wild 4/Day
5th|
+5|
+4|
+1|
+1|Touch of Chaos +3
6th|
+6|
+5|
+2|
+2|Chaos Disciple
7th|
+7|
+5|
+2|
+2|Touch of Chaos +4, Wild 5/Day
8th|
+8|
+6|
+2|
+2|Chaos Paragon
9th|
+9|
+6|
+3|
+3|Touch of Chaos +5
10th|
+10|
+7|
+3|
+3|Epitome of Chaos, Wild 6/Day[/table]
Skill Points: A chaos warrior gains 2+Int modifier skill points per level
Class Skills: The class skills (and the key ability for each skill) for a Chaos Warrior are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis) Ride (Dex), Spot (Wis), Swim (Str)
Weapon and Armor Proficiencies: A chaos warrior gains no new weapon or armor proficiencies.
Touch of Chaos (Su)
Chaos Warriors guide the chaos in and out of them aiding their already impressive fighting prowess.
You may touch any character of a nonlawful alingment so they gain the indicated bonus to saves and attack rolls for a duration equal to 1 round/2 Chaos Warrior levels. Usable once per day
Wild (Su)
Chaos warriors may call on chaos, but the result is never controllable. The result may be beneficial or harmful making the ability dangerous to use.
You may use Wild the indicated times per day. Each time you use wild roll a d10 on the following table to determine what happens. Using a Wild is a standard action. The standard DC:s for abilities that allow saves are 10+Cha Mod+Class Level unless another number is noted
1.|Chaos Combust
2.|Flames of Chaos
3.|Frost of Chaos
4.|Chaos Lightning
5.|Chaos Acid
6.|Roar of Chaos
7.|Draining Chaos
8.|Might of Chaos
9.|Chaos Unseen
10.|Chaos Overwhelm
Chaos Combust
You call on chaos and spontaneously combust
You and everyone adjecent to you take 1d8 Fire damage each round for 1d6 rounds.
Flames of Chaos
Chaos pours from you in a jet of flame
You blast fire in a 15 ft cone. Everyone in the cone takes 1d8/Class Level Fire Damage. Reflex Save for half
Frost of Chaos
Chaos pours from you in a cone of frost
You blast frost in a 30 ft line. Everyone in the line takes 1d8/Class Level Cold Damage. Reflex Save for half
Chaos Lighting
Chaos pours from you in a blast of lighting
You blast lighting in a 30 ft line Everyone in the line takes 1d8/Class Level ElectricityDamage. Reflex Save for half
Chaos Acid
Chaos pours from you in a blast of Acid
You blast acid in a 15 ft cone. Everyone in the cone takes 1d8/Class Level Acid Damage. Reflex Save for half
Roar of Chaos
Chaos roars through you in a cacophone of noise dealing damage to everyone around
You roar, dealing 1d6/Class Level Sonic Damage to everyone withing 50 ft and deafening them for 1d6 rounds unless they make a Fort Save
Draining Chaos
Chaos rolls through you draining you reserves of strenght.
You must succeed on a Fort Save or take two
negative levels that persist for 24 hours. The DC is 20
Might of Chaos
Chaos strenghtens you, giving you power beyond your normal capability.
You gain a +4 unnamed bonus to charisma and Strenght. You also gain a +2 unnamed bonus to Attack rolls, Damage rolls and AC for 1 round/4 Class levels (minimum 1)
Chaos Unseen
Chaos makes light turn away from you, granting you invisiblity
You are affected by greater invisiblity as per the spell. The effect persists for 1d4 rounds.
Chaos Overwhelm
Chaos pounds on you, overwhelming your senses.
You must make a DC 20 Fort save or be stunned for 1d4 rounds.
Grace of Chaos (Su)
Chaos lends you its power helping you overcome hardship
You gain a bonus equal to your Charisma bonus (if positive) to all saves.
Chaos Initiate (Su)
Your first steps in the route of chaos have been taken
All your attacks count as Chaotic alinged for the purposes of overcoming damage reduction
Chaos Disciple (Su)
Chaos flows through you ever stronger.
2/Day you may add your charisma bonus to your AC as a free action
Chaos Paragon (Su)
Your path to chaos is almost complete
2/Day you may add your charisma bonus to your Attack Roll as a free action
Epitome of Chaos (Su)
Chaos turns negative effects to positive at your whim
Any the you make your save against an ability that causes a numerical penalty to a stat or ability, you instead gain a numerical bonus equal to the same amount you would have taken if you had not made your save. This ability does not extend to hit points or negative levels.
In addition you gain the Chaotic Subtype.
Even though giving it a Smite Law ability might seem like an obvious choice, I didn't see it necessary. Chaos Paragon and Chaos Disciple do much the same things and Wild gives them variety.
So. Is it balanced or will it blow the game up? And are the Wild abilities worth using even when risking taking negative levels or stunning yourself? Or are they too powerful?
I was also thinking of Doing the Divine Anarch and Chaos Mage prestige classes sometime, but don't really know how to go about them.
Here is the Chaos Mage
Much like Chaos Warriors, Chaos mages are the arcane champions of chaos. They are anarchists and fickle in their use of power. They are usually carefree and will blast spell after spell disregarding any limitation while in the worst case scenario, they are simply insane. Chaos Mages are more often sorcerers than wizards for the nature of the sorcerers magic more easily leads to the path of the chaos mage.
Prequisites
Feats: Any three metamagic feats
Spells: The Ability to Cast level 3 arcane spells
Alignment: Any Chaotic
HD: d4
CHAOS MAGE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Chaos Magic|
2nd|
+1|
+0|
+0|
+3||+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3||+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Metachaos Magic|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4||+1 level of existing spellcasting class
6th|
+3|
+2|
+2|
+5||+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Elemental Chaos Magic|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6||+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6||+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Improved Chaos Magic|+1 level of existing spellcasting class [/table]
Skill Points: A chaos mage gains 2+Int modifier skill points per level
Class Skills: The class skills (and the key ability for each skill) for a Chaos Mage are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge: Arcana (Int), Knowledge: The planes (Int), Profession (Wis), Spellcraft (Int)
Weapon and Armor Proficiencies: A chaos mage gains no new weapon or armor proficiencies.
Chaos Magic
Choose three spells of each spell level after cantrips. If you don't have three known spells of a level then do not choose any. You may choose spells of that level anytime you have three, but the choice is permanent.
You may prepare a "Chaos Spell" When you cast a chaos spell from any spell level roll randomly from the Chaos Magic pool of the next level. For example
Jared is a Wizard/Chaos Mage. He casts a level 4 Chaos Spell. This means he rolls randomly between his three fifth level spells from his chaos spell pool. The effects of the spell rolled then take place. You need not choose a target before rolling, but you cannot call back your action. After you roll a chaos spell you must use it. Casting a chaos spell is a standard action. You may not add spells that require more time than a standard action to cast.
Spontaneus casters may simply cast Chaos magic and get the effects. They need not prepare anything.
Metachaos Magic
Choose three metamagic feats you have. You may now, at a +1 spell level adjustment cast chaos metamagic spells. Roll randomly between the metamagic effects you have chosen. The spell level adjustment for any chosen metamagic feat cannot exceed +3
Casting a a spell with Metachaos magic takes a standard action
Elemental Chaos Magic
If a spell deals Elemental Damage you may instead choose to roll a d12 on the following table. The spell now deals a type of damage damage according to the roll.
1,2 - fire
3,4 - cold
5,6 - lightning
7,8 - acid
9 - Untyped non-lethal
10 - Negative energy
11 - Sonic
12 - Force
Improved Chaos Magic
You may now cast Chaos Magic taking spells from a pool two levels above it.
Here we go.
Prequisites
Base Attack Bonus: +5
Feats: Power Attack, One luck feat
Alingment: Any Chaotic
HD: d10
CHAOS WARRIOR
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Touch of Chaos +1, Wild 3/Day
2nd|
+2|
+3|
+0|
+0|Grace of Chaos
3rd|
+3|
+3|
+1|
+1|Touch of Chaos +2
4th|
+4|
+4|
+1|
+1|Chaos Initiate, Wild 4/Day
5th|
+5|
+4|
+1|
+1|Touch of Chaos +3
6th|
+6|
+5|
+2|
+2|Chaos Disciple
7th|
+7|
+5|
+2|
+2|Touch of Chaos +4, Wild 5/Day
8th|
+8|
+6|
+2|
+2|Chaos Paragon
9th|
+9|
+6|
+3|
+3|Touch of Chaos +5
10th|
+10|
+7|
+3|
+3|Epitome of Chaos, Wild 6/Day[/table]
Skill Points: A chaos warrior gains 2+Int modifier skill points per level
Class Skills: The class skills (and the key ability for each skill) for a Chaos Warrior are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis) Ride (Dex), Spot (Wis), Swim (Str)
Weapon and Armor Proficiencies: A chaos warrior gains no new weapon or armor proficiencies.
Touch of Chaos (Su)
Chaos Warriors guide the chaos in and out of them aiding their already impressive fighting prowess.
You may touch any character of a nonlawful alingment so they gain the indicated bonus to saves and attack rolls for a duration equal to 1 round/2 Chaos Warrior levels. Usable once per day
Wild (Su)
Chaos warriors may call on chaos, but the result is never controllable. The result may be beneficial or harmful making the ability dangerous to use.
You may use Wild the indicated times per day. Each time you use wild roll a d10 on the following table to determine what happens. Using a Wild is a standard action. The standard DC:s for abilities that allow saves are 10+Cha Mod+Class Level unless another number is noted
1.|Chaos Combust
2.|Flames of Chaos
3.|Frost of Chaos
4.|Chaos Lightning
5.|Chaos Acid
6.|Roar of Chaos
7.|Draining Chaos
8.|Might of Chaos
9.|Chaos Unseen
10.|Chaos Overwhelm
Chaos Combust
You call on chaos and spontaneously combust
You and everyone adjecent to you take 1d8 Fire damage each round for 1d6 rounds.
Flames of Chaos
Chaos pours from you in a jet of flame
You blast fire in a 15 ft cone. Everyone in the cone takes 1d8/Class Level Fire Damage. Reflex Save for half
Frost of Chaos
Chaos pours from you in a cone of frost
You blast frost in a 30 ft line. Everyone in the line takes 1d8/Class Level Cold Damage. Reflex Save for half
Chaos Lighting
Chaos pours from you in a blast of lighting
You blast lighting in a 30 ft line Everyone in the line takes 1d8/Class Level ElectricityDamage. Reflex Save for half
Chaos Acid
Chaos pours from you in a blast of Acid
You blast acid in a 15 ft cone. Everyone in the cone takes 1d8/Class Level Acid Damage. Reflex Save for half
Roar of Chaos
Chaos roars through you in a cacophone of noise dealing damage to everyone around
You roar, dealing 1d6/Class Level Sonic Damage to everyone withing 50 ft and deafening them for 1d6 rounds unless they make a Fort Save
Draining Chaos
Chaos rolls through you draining you reserves of strenght.
You must succeed on a Fort Save or take two
negative levels that persist for 24 hours. The DC is 20
Might of Chaos
Chaos strenghtens you, giving you power beyond your normal capability.
You gain a +4 unnamed bonus to charisma and Strenght. You also gain a +2 unnamed bonus to Attack rolls, Damage rolls and AC for 1 round/4 Class levels (minimum 1)
Chaos Unseen
Chaos makes light turn away from you, granting you invisiblity
You are affected by greater invisiblity as per the spell. The effect persists for 1d4 rounds.
Chaos Overwhelm
Chaos pounds on you, overwhelming your senses.
You must make a DC 20 Fort save or be stunned for 1d4 rounds.
Grace of Chaos (Su)
Chaos lends you its power helping you overcome hardship
You gain a bonus equal to your Charisma bonus (if positive) to all saves.
Chaos Initiate (Su)
Your first steps in the route of chaos have been taken
All your attacks count as Chaotic alinged for the purposes of overcoming damage reduction
Chaos Disciple (Su)
Chaos flows through you ever stronger.
2/Day you may add your charisma bonus to your AC as a free action
Chaos Paragon (Su)
Your path to chaos is almost complete
2/Day you may add your charisma bonus to your Attack Roll as a free action
Epitome of Chaos (Su)
Chaos turns negative effects to positive at your whim
Any the you make your save against an ability that causes a numerical penalty to a stat or ability, you instead gain a numerical bonus equal to the same amount you would have taken if you had not made your save. This ability does not extend to hit points or negative levels.
In addition you gain the Chaotic Subtype.
Even though giving it a Smite Law ability might seem like an obvious choice, I didn't see it necessary. Chaos Paragon and Chaos Disciple do much the same things and Wild gives them variety.
So. Is it balanced or will it blow the game up? And are the Wild abilities worth using even when risking taking negative levels or stunning yourself? Or are they too powerful?
I was also thinking of Doing the Divine Anarch and Chaos Mage prestige classes sometime, but don't really know how to go about them.
Here is the Chaos Mage
Much like Chaos Warriors, Chaos mages are the arcane champions of chaos. They are anarchists and fickle in their use of power. They are usually carefree and will blast spell after spell disregarding any limitation while in the worst case scenario, they are simply insane. Chaos Mages are more often sorcerers than wizards for the nature of the sorcerers magic more easily leads to the path of the chaos mage.
Prequisites
Feats: Any three metamagic feats
Spells: The Ability to Cast level 3 arcane spells
Alignment: Any Chaotic
HD: d4
CHAOS MAGE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Chaos Magic|
2nd|
+1|
+0|
+0|
+3||+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3||+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Metachaos Magic|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4||+1 level of existing spellcasting class
6th|
+3|
+2|
+2|
+5||+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Elemental Chaos Magic|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6||+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6||+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Improved Chaos Magic|+1 level of existing spellcasting class [/table]
Skill Points: A chaos mage gains 2+Int modifier skill points per level
Class Skills: The class skills (and the key ability for each skill) for a Chaos Mage are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge: Arcana (Int), Knowledge: The planes (Int), Profession (Wis), Spellcraft (Int)
Weapon and Armor Proficiencies: A chaos mage gains no new weapon or armor proficiencies.
Chaos Magic
Choose three spells of each spell level after cantrips. If you don't have three known spells of a level then do not choose any. You may choose spells of that level anytime you have three, but the choice is permanent.
You may prepare a "Chaos Spell" When you cast a chaos spell from any spell level roll randomly from the Chaos Magic pool of the next level. For example
Jared is a Wizard/Chaos Mage. He casts a level 4 Chaos Spell. This means he rolls randomly between his three fifth level spells from his chaos spell pool. The effects of the spell rolled then take place. You need not choose a target before rolling, but you cannot call back your action. After you roll a chaos spell you must use it. Casting a chaos spell is a standard action. You may not add spells that require more time than a standard action to cast.
Spontaneus casters may simply cast Chaos magic and get the effects. They need not prepare anything.
Metachaos Magic
Choose three metamagic feats you have. You may now, at a +1 spell level adjustment cast chaos metamagic spells. Roll randomly between the metamagic effects you have chosen. The spell level adjustment for any chosen metamagic feat cannot exceed +3
Casting a a spell with Metachaos magic takes a standard action
Elemental Chaos Magic
If a spell deals Elemental Damage you may instead choose to roll a d12 on the following table. The spell now deals a type of damage damage according to the roll.
1,2 - fire
3,4 - cold
5,6 - lightning
7,8 - acid
9 - Untyped non-lethal
10 - Negative energy
11 - Sonic
12 - Force
Improved Chaos Magic
You may now cast Chaos Magic taking spells from a pool two levels above it.
Here we go.