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View Full Version : Chaos themed Base Class: Anarchomancer(PEACH)



Darth Stabber
2009-02-23, 11:27 AM
Inspired by Frog Dragon's PRC's I am going to attempt a chaotic base class

Anarchomancer

anarchy, ataxia, bedlam, disarray, discord, disorder, disorganization, entropy, freedom, tumult, turmoil, unruliness; all these terms and more describe Chaos, but even in describing it we are attempting to impose order over it. An Anarchomancer seeks to channel the powers of chaos, for what ever reason, in a way more close to the power's source than even the most disorganized spellcaster of any other tradition. They do not cast spells, they do not seek to control this power merely direct it with intent.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Entropy|Maximum Entropy

1st|
+0|
+0|
+2|
+2|Wisdom of Limbo|4|1

2nd|
+1|
+0|
+3|
+3|Limbo's luck|6|1

3rd|
+2|
+1|
+3|
+3||8|1

4th|
+3|
+1|
+4|
+4||10|2

5th|
+3|
+1|
+4|
+4|Intent Focus|12|2

6th|
+4|
+2|
+5|
+5|State of flux 2/day|14|2

7th|
+5|
+2|
+5|
+5|Magic Unbound|16|3

8th|
+6/+1|
+2|
+6|
+6||18|3

9th|
+6/+1|
+3|
+6|
+6|State of flux 3/day|20|3

10th|
+7/+2|
+3|
+7|
+7|Turmoil, change of state|22|4

11th|
+8/+3|
+3|
+7|
+7||24|4

12th|
+9/+4|
+4|
+8|
+8|State of flux 4/day|26|4

13th|
+9/+4|
+4|
+8|
+8|Improved Intent Focus|28|5

14th|
+10/+5|
+4|
+9|
+9||30|5

15th|
+11/+6/+1|
+5|
+9|
+9|State of flux 5/day, Freedom of Movement|32|5

16th|
+12/+7/+2|
+5|
+10|
+10||34|6

17th|
+12/+7/+2|
+5|
+10|
+10||36|6

18th|
+13/+8/+3|
+6|
+11|
+11|State of flux 6/day|38|6

19th|
+14/+9/+4|
+6|
+11|
+11||40|7

20th|
+15/+10/+5|
+6|
+12|
+12|Greater Turmoil, Madness' Hold, Transformation|42|7[/table]
Hit die - d6
Skills - As Sorcerer + spot, Listen, Survival, and Know(nature)

Proficiencies - anarchomancers powers require a certain amount of freedom of movement and lack of restraint, therefore they restrict themselves to light armors. Anarchomancers are proficient in light armor(but no shields), simple weapons, and 1 martial weapon chosen at first lvl.

Class Abilities

Whims of Chaos - Unlike spell casters who cast spells with specific effects, anarchomancers only real control over effects is intent, and energy invested. Anarchomancer spells are referred to as whims (not by anarchomancers, who adamantly refuse to apply a label) but they do not behave as normal spells. When an anarchomancer unleashes a whim he chooses a target, declares intent (Either help, hinder, or harm), and chooses the strength of the effect. The ability to channel chaos is measured (again not by anarchomancers themselves) in units called entropy, and no living being channel more than a certain amount over a given period of time. An anarchomancer begins each day with an amount of entropy equal to the value indicated in the entropy column. Every hour the Anarchomance regains 1d6*(ClassLevel/4{round down} +1 ) entropy (may not put you above daily starting value). You may spend 15 minutes meditating (or making a big ruckus) and spending a point of entropy to regain 1d4*(ClassLevel/4{round down} +1 ) entropy .When they unleash a whim, they spend an amount of entropy up to their Maximum entropy (minimum 1), this determines the power of the direction as illustrated in the appropriate intent chart. Certain effects on charts are not available until a certain amount of entropy is invested in a whim, If an effect in one of the charts that has a minimum entropy lower than the invested entropy is rolled, reroll it until a suitable effect is rolled. If the target has spell resistance, your caster lvl is 1d6-2 +anarchomancer lvls. All all help whims are delivered by touch, harm whims have a maximum range of 55ft + 5ft/invested entropy and require a ranged touch attack, and hinder whims have a range of 60ft and offer a saving throw of DC10+cha+invested entropy(with save type determined by the individual effect). Anarchomancy is both more and less inhibited by armor than arcane spell casting, Whims do not suffer spell failure while the anarchomancer is wearing light armor, but they cannot be utilized while wearing medium or heavy armor, Shields are likewise prohibited, weapons do not impose restrictions. Unleashing a whim is a standard action that provokes attacks of opportunity. As a full round action you may make a concentration check, dc 14 + invested entropy and unleash a whim with out provoking.

Help(roll 1d12) (help effects do not stack with themselves)(bonuses are untyped unless otherwise stated)
1 - Heroics - Target gains +1 to hit on attack rolls and +1 on damage rolls For a number of minutes equal to the invested entropy.
2 - Defence - Target Gains a bonus to AC equal to 2X entropy invested in this effect. This effect lasts 4 + 1d6/entropy rounds.
3 - power - Target Gains a bonus to Str and Dex equal to the invested entropy of this effect, at the end of each turn roll a d8, on roll of 1 this effect ends.
4 - Resilience - Target gains bonus hit points equal to 4Xinvested entropy. These hit points are lost before normal hit points, and last until all are gone or until the end of the encounter.
5 - Health - target regains lost hit points equal to 1d8 plus invested entropy.
6 - Protection - Target gains a bonus on all saving throws equal to invested entropy. Duration 1 minute/entropy
7 - Resistance - {Minimum 2}Target gains resistance to all energy types equal to 5xInvested entropy and damage reduction/- equal to the invested entropy. 1 minute/entropy
8 - Speed - {minimum 3}Target gains (5 times entropy invested) feet to their move speed, and when making a full attack they gain an extra attack at their full base attack bonus. Duration 1 min.
9 -Spell resistance - {Minimum 4}Target gains spell resistance equal to 12+invested entropy. This effect lasts until the end of the encounter
10 - Cloak - {Minimum 5} - target becomes invisible as per the spell greater invisibility, except duration equals 1 minute per invested entropy.
11 - Spell turning {minimum 6} As the spell, spell turning, only the number of spell lvls returned equals 1d6 +invested entropy, and the duration is 1day or until used up.
12 - Double - {minimum 7} Roll twice more on this table and the target gain both effects, and count the entropy invested in both as 7, additional 12s are rerolled only once)

Hinder(roll 1d12) (hinder effects do not stack with themselves)(Penalties are untyped unless otherwise stated). When an effect has a descriptor, it means the same as a spell with the same descriptor.
1 - Inconvience - Target gets -x on attack rolls until the end of the encounter or they roll a natural 1.
2 - Harm - Roll on the harm table as though you intended to harm, Target and invested entropy remain unchanged.
3 - Ataxia - {mind affecting}target takes a penalty to Str and Dex equal to the invested entropy, for 12 rounds{Fortitude negates}
4 - Slow - Target may only take a standard or move action on their turn (not both), last for a number of rounds equal to the invested entropy{will negates}
5 - Burn - {Fire}At the begining of each of the target's turns it takes 1d6 damage, this effect lasts for a number of turns equal to the invested entropy{Reflex negates}
6 - Web - As the spell, centered on target(caster level = class level{reflex negates}
7 - Hold - {minimum2} - as per hold monster except duration equals 1 minute, and not mind effecting{Fortitude negates}
8 - Lobotomize - {minimum3, mind affecting} - Target Takes 1d4 damage to each mental ability score{will negates}
9 - Impel - {minimum4, mind affecting} - Suggestion as per the spell with caster level equal to Anarchomancer level, the caster knows when they get this result, and issues the suggestion after the failed saving throw{will negates}
10 - Enervate - {minimum5} - Target gains 1d4 negative levels, in one hour these disappear{fortitude negates}
11 - Planeshift - {minimum6, death} - Target is teleported to the plane of limbo and is affected by a dimensional anchor effect for 1 day per invested entropy{will negates}
12 - Double{minimum 7} Roll twice more on this table and the target gain both effects, and count the entropy invested in both as 7, additional 12s are rerolled only once){target makes a seperate save against each effect}

Harm(roll 1d12) - Harm effects deal 1d6/invested entropy damage of a type rolled on the following chart for each attack.
1 - bludgeoning
2 - slashing
3 - piercing
4 - fire
5 - cold
6 - lightning
7 - acid
8 - Untyped non-lethal
9 - Negative energy(Or positive energy if targeting the undead)
10 - Sonic
11 - Force
12 - Increase the Size of the damage Die by 1(d8, d10, d12) and roll again (multiples of this result stack until the damage dice are d12)

If the Target has DR that depends on a specific material, roll 1d6 on the following table when you roll a physical damage type

1 - obsidian
2 - jade
3 - crystal
4 - cold iron
5 - silver
6 - adamantine


Wisdom of limbo - the whispers of chaos follows you every where, creating a cacophony in you mind but granting you secret insights, You always take a -4 circumstance penalty on listen checks, but gain an ability to possibly know anything, the ability is mechanically identical to bardic knowledge. In addition since you always Ignore any other penalty to listen checks (except deafness).

Limbo's Luck - The forces of chaos can guided to be more accommodating, but sometimes that just snaps back in you face - A number of times per day equal to your Charisma modifier you may, after rolling an effect for a whim, spend and entropy (this point of entropy does not increase the effect, nor does it count toward the maximum entropy of the whim) and reroll the result, if the reroll has the same result, the effect cannot be rerolled again, and you take 1 con damage.

Intent Focus At 5th lvl an anarachomancer chooses one of the following abilities.

Harm Focus - Harm is the simplest form of anarchomancy, The forces of chaos will cause harm, only the nitpicky details vary. Any time you unleash a whim with intent to harm, you may calculate the damage dealt as though you had spent 1 more entropy than you really have. This does allow you to exceed your maximum entropy, and it does allow you to use a whim with the intent to harm without investing entropy. This ability stacks with other abilities that increase Maximum entropy, and those that grant additional entropy. This ability does effect a whim when it's original intent was hinder.

Help Focus - The forces of chaos are ready to aid, but may question the help it provides, they are so often not what one would expect - A number of times per day equal to 1/4 class level + cha mod(minimum 1) You may unleash a whim with intent to help and choose two targets, Both targets receive the benefits (you do not split the invested entropy).

Hinder Focus - The forces of chaos are fair in their own way, for every boon they bestow, there is one that falls victim to it's depredations, and in the end, net zero - Whenever a target under the effects of one of your harm effects(that have a duration) is reduced to 0hp, you may choose another target, that target must make a save against the effect (same as the initial save) or suffer the same effect (duration resets).

State of flux - At 6th lvl your channeling of pure chaos has given you a better control over what you can attempt to do. A number of times per day equal to 1/3 class level, you may, when unleashing a whim, spend an additional entropy (this point of entropy does not increase the effect, nor does it count toward the maximum entropy of the whim), to choose the effect from the table instead of rolling it. You may not choose effects with a minimum entopy requirement lower than the amount of invested entropy. you may not pick a result named Double.

Magic Unbound - At 7th you may direct you entropy to dispel magic, you gain dispel magic as an SLA 3/day as a sorcerer of level equal to your anarchomancer level, except you caster level is not bound.

Turmoil - your power have grown so great that any whim you unleash (regardless of intent), counts as having one more entropy invested, this effect can raise invested entropy higher than it's maximum, and does allow you to unleash whims without spending entropy, but it does not affect which effects are possible on the help and hinder charts. This effect stacks with Harm Focus, Improved Intent Focus, and Greater Turmoil.

Change of State - You Gain the Chaotic subtype, and DR 5/lawful.

Improved Intent Focus - You gain improved capacity in your focused intent. When you unleash a Whim with the same intent as you chose for intent focus, your the maximum amount of entropy you may invest is increased by One. This ability stacks with other abilities that increase you maximum entropy invested, or your maximum entropy cap.

Freedom of movement - No bond may hold the scion of chaos, at 15th lvl, you gain the effects of the Spell freedom of movement at all times.

Greater Turmoil - Your power are so great that any whim you unleash (regardless of intent), counts as having one more entropy invested, this effect can raise invested entropy higher than it's maximum, and does allow you to unleash whims without spending entropy, but it does not affect which effects are possible on the help and hinder charts. This effect stacks with Harm Focus, Improved Intent Focus, and Turmoil.

Madness' Hold - at 20th level your mind is so disordered and tumultuous, you permanently gain the effects of the mindblank spell.

Full Transformation - So much of the power of chaos is channeled through you that it has claimed you as it's own. Your type changes to outsider with the chaotic subtype (unless the anarchomancer was undead or construct, while they maintain their type they still gain DR and Aligned weapons) and are considered native to any plane with chaotic alignment, you also gain DR10/lawful, and your natural weapons and any manufactured weapon you wield are considered chaotic for the purposes of overcoming damage reduction. Unlike other outsiders, the Anarchomancer can still be brought back from the dead as if she were a member of her previous creature type.



Relevant feats

Extra Entropy - you gain bonus entropy equal to 5+ con mod(if positive)

expanded harm - You may spend an additional amount of entropy on a whim with intent to harm up to your maximum entropy to give the effect a radius (centered on the target) of 5 ft per entropy, this entropy cost does not count as part of the whims cost,(i.e. it will not increase damage, nor will it interfere with how much entropy you can spend on the whim to gain effects. Make 1 attack roll and compare it to the Touch AC of each target in the radius.

Quicken Whim - requires anarchomancer 12 - You may spend an additional 3 entropy on a whim to decrease it's cast time to 1 swift action this entropy cost does not count as part of the whims cost,(i.e. it will not increase damage, nor will it interfere with how much entropy you can spend on the whim to gain effects.

Hindering Strike - When you hit an enemy with a melee attack you may unleash a whim with intent to hinder as a free action(though you still must pay entropy), the enemy hit is the target.

Helping Kicker - When you unleash a whim with intent to help you may choose to add a kicker effect. If you do roll a d10 on the following chart to determine the added effect. Certain effects on chart are not available until a certain amount of entropy is invested in a whim, If an effect in one of the charts that has a minimum entropy lower than the invested entropy is rolled, reroll it until a suitable effect is rolled.

1,2-nothing.
3-Target Gains a +1 bonus on their next d20 roll.
4-Target regains d12 hp.
5-Target Gains the benefit of a remove curse spell{2}
6-Target gains the benefit of a remove disease spell{3}
7-Target gains the benefit of a break enchantment spell{4}
8-Target Gains the benefit of a Restoration spell{5}
9-Target gains the benefit of a Heal spell{6}
10-Target Gains the benefits 5-7{7}

Touch of the stars-Requires whims of chaos
The far realm has tainted the chaos you wield giving you one of several benefits, though permanently costing you a point of wisdom.
Choose 1
-If you have any psychic power points you may them interchangably with entropy (ie manifest powers with entropy, or whims with powerpoints), though they each regenerate in their own normal ways, and you must still have remaining pp to become psionically focused (did you think entropy could help you focus?)
-If you have an animal companion, Special mount, or familiar it gains the psuedonatural template and counts your anarchomancer level towards your class level for determining it's abilities
-If you can shape soulmelds you may(as a free action) spend a point of entropy to temporarily increase the essentia invested in one of your soulmelds (determined at random) by one until the beginning of your next turn (this may not increase invested essentia above maximum essentia).
-If you turn/rebuke undead, you may spend a point of entropy and use a turn attempt to rebuke aberations.
-If you rage or frenzy you may spend a point of entropy to extend your rage or frenzy by one round
-If you have sneak attack (or some similar ability), you may choose to forgo dealing sneak attack damage to regain 1d4 entropy per die sacrificed.
-You may ignore SR completely 50% of the time (flip a coin), and the Planeshift hinder result instead sends it's target to the far realm.
*You may take this feat multiple times, choosing a diffent ability each time.

Frog Dragon
2009-02-23, 12:01 PM
...... I assume there will be a the bones of a base class someday:smalltongue:

Anyway. You might want to do something like giving a big amount of spells per day, spontaneous casting, complete kickery of spells wiht a law/order descriptor. And maybe a CL bonus to spells with the chaos descriptor. Just as a starting point.

Darth Stabber
2009-02-23, 03:52 PM
Oh no, I am going for something far more convoluted than that. Any thoughts? I can't really figure out if the overly complicated magic thing is balanced or not, I fear it's weak, but hey it could be really strong, I do not know

Pie Guy
2009-02-23, 10:58 PM
Add an ability that allows you to roll twice and select the effect for your whims, increasing the amount of rerolls until you get to choose the specific whim you want, around 18-19. If you do that, change the help focus.

And maybe type changes to outsider with chaos subtype at 20?

Darth Stabber
2009-02-24, 09:54 AM
Updated with some of pie guy's ideas. Need thoughts about balance, seems fair/weak but i could be missing some insane interaction somewhere. So thoughts and opinions on both fluff, mechanics and balance would be appreciated. Thank you.

Starscream
2009-02-24, 03:14 PM
I really like it! It's very original, and looks like fun. Doesn't seem overpowered, either (which is a much greater concern than being underpowered.) Think you'll ever add an equivalent law-oriented class?

Minor quibbles:

*A couple of the Whims don't list duration, like Resistance and Speed. How long are those supposed to last?
*"Whims do not suffer spell failure while the target is in light armor, but they cannot be utilized while wearing medium or heavy armor". You mean when the user is in light armor, not the target, right?

Other than those, it seems perfectly playable, and not at all game breaking.

Darth Stabber
2009-02-24, 03:41 PM
Fixes, I mayks dem.

Darth Stabber
2009-03-02, 02:13 PM
And since you mentioned it the law related base class is the systemancer in my sig.

Darth Stabber
2009-04-06, 11:51 AM
Made some modifications, every thing should be better.

Darth Stabber
2010-05-27, 03:03 PM
added a touch Far Realmityness, and a few tweaks.

Volthawk
2010-05-27, 03:12 PM
Looks like quite a fun class to use. I like how you can specialise and I like how Harm can be different kinds of damage, but that can have funny implication, like against things that heal from energy.

Darth Stabber
2010-05-27, 03:34 PM
Yeah my play tests with it have had some odd results. They have a hard time against constructs, and slightly worse yet against undead. The real fun is when is when they move from help to hinder. Have some buff, or str and dex penalty i guess. The class is relatively stable from my testing (balances out high4/low3), and with the exception of the far realm feat I can't find a way to break it.

Darth Stabber
2011-02-08, 05:17 PM
Testing, minor fixes and a slight power boost to keep the class from being a worse liability to low level parties than running undermanned. The backfires have been removed. I may add another drawback later, but the ones that were their were too big for low level characters. The class became alot more attractive with a few minor tweaks.