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Road_Runner
2013-07-20, 11:27 PM
The Chaos Disciple


"I will destroy you. I'm not sure how, but be certain it will happen"


http://i1273.photobucket.com/albums/y416/Road_runner77/rsz_shadow_ball_by_darknightoftroy_zps69152e45.png



Credit to UniversalKinase (http://universalkinase.deviantart.com/art/Shadow-Ball-56426604)

Notes

Hi! Welcome to my 3rd homebrew. Please read and comment on

1) Typos and formatting (obviously)
2) Clarity of abilities and mechanics
3) Balance
4) Suggestions, ofc!


Changelog

7/21/13: Class posted


Description:
Chaos Disciples are masters of chaos. Very few can even touch the chaos energy that forms the core of the universe, and yet chaos disciples have somehow found a way to become masters of it. This entropic energy is the undefined, primal stage of all kinds of energy, with infinite potential. It is fire before it becomes fire, it is lightning before it becomes a bolt across the sky. It is the energy that makes a coin fall one way or another. By grabbing this energy before it becomes a defined state, a chaos disciple has access to much more power than those who try to master one of its many forms, such as a fire elementalist does. However, with this power comes an unpredictability and uncontrollability. Chaos disciples are not studious academics who carefully master methods to unleash the chaos energy on their foes, but rather chaos energy is better channeled through the intuitive dance of physical combat on the battlefield. As such, chaos disciples use a balance of physical and mental strength, using their magic to empower their strikes in combat. By mastering a balance between power and control, a chaos disciple can be a fearsome opponent.

Races: Any

Alignment: Any non-lawful. A rigid and controlling personality does not allow for the randomness and lack of control a chaos disciple has over his power. Other than that, chaos disciples can come from a wide range of personalities and backgrounds.

Starting Gold: As a warlock.

Starting Age: As a warlock


Class Skill List: Concentration(Con), Disguise(Int), Jump(Str), Intimidate(Cha), Knowledge(the planes), Listen(Wis), Sense Motive(Wis), Spot(Wis), Tumble(Dex), Use Magic Device(Cha)

Skill Points: 4 + Int modifier (x4 at first level)

Hit Dice: d8
Chaos Disciple
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Initial Powers | Initial Surges

1st|
+1|
+2|
+2|
+0|Chaos Powers, Chaos Strike +1d4|1|0|

2nd|
+2|
+3|
+3|
+0|Entropic Mind: Confusion|1|0|

3rd|
+3|
+3|
+3|
+1|Chaos Strike +1d8, Bonus Luck Feat|1|0|

4th|
+4|
+4|
+4|
+1|Prismatic Defense|1|0|

5th|
+5|
+4|
+4|
+1|Chaos Strike +2d8|2|0|

6th|
+6/+1|
+5|
+5|
+2|Entropic Mind: Fear|2|1|

7th|
+7/+2|
+5|
+5|
+2|Chaos Strike +3d8, Bonus Luck Feat|2|1|

8th|
+8/+3|
+6|
+6|
+2|Spectral Transformation|3|1|

9th|
+9/+4|
+6|
+6|
+3|Chaos Strike +4d8|3|1|

10th|
+10/+5|
+7|
+7|
+3|Shadow Shed, Entropic Mind: Fragmentation|3|1|

11th|
+11/+6/+1|
+7|
+7|
+3|Chaos Strike +5d8, Bonus Luck Feat|4|1|

12th|
+12/+7/+2|
+8|
+8|
+4|Shadow Regeneration|4|2|

13th|
+13/+8/+3|
+8|
+8|
+4|Chaos Strike +6d8|4|2|

14th|
+14/+9/+4|
+9|
+9|
+4|Shadow Augmentation, Entropic Mind: Resilience|5|2|

15th|
+15/+10/+5|
+9|
+9|
+5|Bonus Luck Feat, Chaos Strike +7d8|5|2|

16th|
+16/+11/+6/+1|
+10|
+10|
+5||5|2|

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Entropic Mastery, Chaos Strike +8d8|6|2|

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Greater Shadow Augmentation|6|3|

19th|
+19/14/+9/+4|
+11|
+11|
+6|Bonus Luck Feat, Chaos Strike + 9d8|6|3|

20th|
+20/+15/+10/+5|
+12|
+12|
+6||7|3| [/table]


Class Features:


Weapon and Armor Proficiency: Chaos Disciples are proficient with all simple weapons, light and medium armor, and shields.

Chaos powers(Su): A chaos disciple manifests entropic energy in the form of chaos powers. At the beginning of each encounter, a chaos disciple begins with a number of initial chaos powers equal to the number listed on their class table. These powers are single use abilities that are expended after use. All powers are supernatural abilities that are most commonly a standard action, and can only be used with melee attacks. The DC for a chaos power is 10 + ½ your level + your Wisdom modifier. At the end of each turn, they gain one additional power. Each time a chaos power is granted or gained, the chaos disciple must roll according to the table below, to determine what level power it is. As the disciple advances, he can gain powers of a higher level. Additionally, within the level that chaos power is determine randomly. For each power, you must therefore roll a 1d20 to determine the level and a 1d6 to determine the power. A chaos disciple only hold so many powers. In combat, if you are not using your powers you may gain more powers than you start with. In this case, you can only have a maximum of 2 more powers than your normal capacity. Any more than this, and you must let a power fade away as if you had used it. Chaos disciples also gain access to a number of abilities called chaos surges. Chaos surges compromise a variety of abilities that can have a variety of defensive and offensive benefits, and are usually used as an immediate action. You start with a number of chaos surges equal to the number of your starting chaos powers. Chaos surges also follow the same rule for maximum limit (only 2 more than your starting amount).

Start of Encounter:

Chaos Powers: Start with the number indicated on your class table. The power is determined by rolling 1d8+2 and referring to the chaos powers granted table to determine the level of the power. Then roll 1d6 and refer to the level specific table to determine the exact power.

Chaos Surges: Start with the same number of chaos powers you have. The level of the surge is determined randomly, with each level available having an equal chance of being given. Essentially, roll a 1d6 and reroll a 6 or a number of level you do not have available yet. A surge of a given level is available if your are able to receive that level of chaos powers. Then roll another 1d6 and refer to the level specific table to determine the exact chaos surge.

End of Each Turn:

Roll a 1d12 and refer the the chaos powers granted table. A number indicates you receive a chaos power of that level. A * indicates you receive a random chaos surge instead of a chaos power; determined as you would for starting chaos surges. A + symbol means you gain both a chaos surge and a chaos power, both determined the same way as you would if you were starting with them.


Chaos Powers Granted Table
{table=head] Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12
1 | * | * | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | + | + |
2 | * | * | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | + | + |
3 | * | * | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | + | + |
4 | * | * | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | + | + |
5 | * | * | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | + | + |
6 | * | * | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | + | + |
7 | * | * | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | + | + |
8 | * | * | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | + | + |
9 | * | * | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | + | + |
10 | * | * | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | + | + |
11 | * | * | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | + | + |
12 | * | * | 1 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | + | + |
13 | * | * | 1 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | + | + |
14 | * | * | 1 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | + | + |
15 | * | * | 1 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | + | + |
16 | * | * | 1 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | + | + |
17 | * | * | 1 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | + | + |
18 | * | * | 1 | 2 | 3 | 4 | 4 | 5 | 5 | ^ | + | + |
19 | * | * | 1 | 2 | 3 | 4 | 4 | 5 | 5 | ^ | + | + |
20 | * | * | 1 | 2 | 3 | 4 | 4 | 5 | 5 | ^ | + | + |
[/table]


* = Gain a surge instead of a chaos power.
+ = Gain a surge in addition to a chaos power.
^ = See class feature obtained at level 17.


Chaos Strike(Su): One of the most iconic abilities of chaos disciples is their ability to channel entropic energy through any strike with a melee weapon. This allows them to deal 1d4 bonus chaos damage with each melee strike. This increases to 1d8 at 3rd level, and increases by an additional 1d8 every 2 levels afterward. Chaos disciples can use chaos strike on almost any attack (standard attacks, full attacks, and attacks of opportunity, etc), except it cannot be used in conjunction with an attack through a chaos power, as the chaos disciple cannot channel energy into both abilities at once. Additionally, each use of chaos strike depletes some of the chaos disciple's energy. The die size is reduced by one standard size each time chaos strike is used (so d8s become d6s, d6s become d4s, and d4s become 1 point of damage). At the beginning of each of your turns this refreshes back to the original damage.

Bonus Luck Feat: At 3rd level and every 4 levels after, you gain a bonus luck feat.

Entropic Mind(Su): Your mind works differently than others. It does not flow in a linear pattern. While twistedness may weaken your mental fortitude as a whole (as, chaos disciples have low base will saves) you much more easily deal with effects trying to alter the thought process of your mind.

Confusion: The state of confusion is a much more natural environment for your mind than the average creature. In fact, while confused you can unlock vivid moments of clarity, granting a +4 bonus to wisdom while confused. While confused, the “babbling incoherently” result allows you to act normally. Additionally, you can reroll the confusion roll once every 2 rounds. This also applies to insanity, and you automatically remove insanity after 1 minute/level. Available at 2nd level.

Fear: Your mind becomes so chaotic, even the universal emotion of fear cannot hold it for long. Roll a 1d6 at the beginning of each turn you are in a fear state. If the result is odd, you can act as if you did not have it. If the result is a 1, you reduce the fear state by one stage. Available at 6th level.

Fragmentation: Your mind is so fragmented that it cannot be grasped or controlled as a whole, and the fringes of your mind can attack the central core to throw off effects that would otherwise control you. When you succumb to a mind-affecting ability that allows the user to control or target your actions (such as charm person, dominate person, suggestion, etc.), you can attempt a will save to shut down the parts of your brain that are controlled. If successful, you slightly weaken the controlled part of your mind. You take a temporary -4 penalty to strength and wisdom, and a +4 bonus on future saving throws for the purposes of this class feature (the wisdom penalty does not affect your mind for the purpose of this class feature). This continues (and penalties stack) until you have succeed on 3 will saving throws, after which you end the effect controlling your mind (and the penalties). Available at 10th level.

Resilience: Your mind is immutable. You gain immunity to ability damage and ability drain to any mental ability score. Available at 14th level.


Prismatic Defense(Su): Every time your chaos energy manifests as an element, you gain a temporary buffer against it. Every time you deal a specific type of energy damage with your chaos powers, you gain a buffer that absorbs energy damage of this type. Once you have absorbed an amount equal to your level or a number of rounds equal to your wisdom modifier has passed, this buffer goes away. You can stack multiple buffers if for example you happen to use two chaos powers two turns in a row that both deal fire damage.

Prismatic Reactance(Su): By spending an immediate action, when struck by some kind of elemental energy you can align your inner energy to protect yourself against that element. As an immediate action you gain energy resistance to that element equal to your level for 3 rounds. However, as a result, the next time you use a chaos power that normally deals elemental damage of a random element, it automatically deals damage of that element type (as long as its within the three rounds).

Spectral Transformation(Su): At 8th level you gain the ability to transform into a chaos spectre. This causes your form to become shadowy and ethereal. You gain a +2 bonus to all ability scores, become incorporeal, and all attacks becomes ghost touch strikes. In addition, you can fly with move speed equal to your base move speed and with perfect maneuverability This transformation is difficult to trigger; you must roll a 1 on the d12 rolled to recover chaos powers at the end of your turn (aka, it will take an average of 12 turns to enter this state in combat). Once entered, it lasts for 1 round/level. At higher levels this has additional effects.

Shadow Shed: At 10th level you have a 30% chance to shed a single negative condition affecting you at the beginning of each of your turns.

Shadow Regeneration: At 12th level you gain fast healing 7.

Shadow Augmentation: At 14th level the ability score bonuses increase to +4. At 18th level this increases to +6.

Entropic Mastery: You gain greater control over the impulsiveness of the chaos energy you wield. When you roll the ^ symbol, you can redo the randomization process twice and choose whichever result you prefer.

Road_Runner
2013-07-20, 11:30 PM
Chaos Powers


Chaos Power Randomization Tables


1st Level Powers

{table=head] Roll | Power
1 | Prismatic Strike|
2 | Dizzying Blow|
3 | Confuse Ray|
4 | Chaos Rush|
5 | Boomerang Throw|
6 | Energy Ball|
[/table]

2nd Level Powers

{table=head] Roll | Power
1 | Power Smash|
2 | Die Buster|
3 | Essence Scramble|
4 | Chaos Spin|
5 | Elemental Burst|
6 | Impulse Rush|
[/table]

3rd Level Powers

{table=head] Roll| Power
1 |Mega Smash|
2 |Field of Discord|
3 |Polar Spike|
4 |Entropic Magnet|
5 |Doom Thread|
6 |Wonder Blow|
[/table]


4th Level Powers

{table=head] Roll| Power
1 |Giga Smash|
2 |Null Field|
3 |Shifting Assault|
4 |Corruption Tempest|
5 |Shadow Doppleganger|
6 |Anarchy Surge|
[/table]

5th Level Powers

{table=head] Roll| Power
1 |Hyper Smash|
2 |Insanity Raze|
3 |Roar of the Void|
4 |Wonder Storm|
5 |Essence Steal|
6 |Void Shell|
[/table]


Chaos Surge Randomization Tables

1st Level Surges

{table=head] Roll| Power
1 | Roll with the Blows|
2 | Chaos Hindrance|
3 | Chaos Corrupt|
4 | Chaos Curse|
5 | Luck Boost|
6 | Luck Guard|
[/table]

2nd Level Surges

{table=head] Roll| Power
1 | Twist Luck|
2 | Linked Fate|
3 | Misdirect|
4 | Raise the Stakes|
5 | Anarchy Buffer|
6 | Chaos Armor|
[/table]

3rd Level Surges

{table=head] Roll| Power
1 | Die Trick|
2 | Blitz Shield|
3 | Mirrored Chance|
4 | Sense the Void|
5 | Wonder Guard|
6 | Trap Card|
[/table]

4th Level Surges

{table=head] Roll| Power
1 | Essence Gamble|
2 | Anarchic Release|
3 | Redraw Fate|
4 | Void Counter|
5 | Fateful Resurgence|
6 | Clarity of the Void|
[/table]

5th Level Surges

{table=head] Roll| Power
1 | Split Fate|
2 | Chaos Deflector|
3 | Dispersion|
4 | Second Fortune|
5 | Hypercharge|
6 | Sacred Chaos Blessing|
[/table]

1st Level Chaos Powers

Prismatic Strike
Level: 1
Initiation Action: swift

You infuse your weapon with a halo of entropic energy, which discharges with your next successful attack before the end of your turn. Your next successful hit deals 1d6+level damage. This damage is half of a random element (roll on the table to determine which kind), and half pure untyped chaos damage.

{table=head] Result | Element
1 | Fire |
2 | Cold |
3 | Acid |
4 | Electricity |
5 | Sonic |
6 | Force |
[/table]


Dizzying Blow
Level: 1
Initiation Action: standard

An enemy struck with this attack must make a will save or become extremely dizzy for 2d3 rounds. If they make an attack roll is odd, the attack fails due to becoming completely off balance. If they attacked with a melee weapon they fall prone if they fail a balance check of DC 5 + ½ your level + your wisdom modifier. If they are wielding a two handed melee weapon, they take a -3 penalty on the balance check. If the attack is ranged, the attack simply fails but no balance check for being off balanced is necessary.

2d3 is a very odd dice size. Try 2d4. The grammar here is also really weird. Clarify.


Confuse Ray
Level: 1
Initiation Action: standard
You shoot a ray of entropic energy as a ranged touch attack. An enemy struck must make a will save or suffer from confusion for 1 round/2 levels (minimum 1). At 8th level and every 4 levels after this can split to one additional enemy. This is a mind affecting ability.

Changed at least to minimum (more standardized).

Chaos Rush
Level: 1
Initiation Action: full round

You charge an opponent in a staggering motion. This works like a normal charge, except you must charge in a path that is not a straight line. In other words, you may not make a normally legal charge. The erratic movement grans you a +2 dodge bonus to AC (resulting in a +0 net AC from the normal charge penalty). At the end of the charge you make a chaos strike attack. At 6th level and every 5 levels after, you gain a +2 attack bonus on the charge.


Boomerang Throw
Level: 1
Initiation Action: full round
You infuse your weapon with impulsive chaos energy, throwing it to strike a random enemy within 15 ft for 2d6 bonus chaos damage. Your weapon spins around in the circle making as many attacks as you can make with a full attack. This bonus damage increases by 2d6 at 5th level and every 5 levels after. If you get multiple attacks, each successful attack reduces the bonus damage of subsequent attacks by 2d6, due to the weapon losing energy with each strike. At the end of the round your weapon returns back to your hand.

What circle?

Energy Ball
Level: 1
Initiation Action: standard
You summon an orb of glowing, pulsing energy in your hand. You can launch this orb at a point within close range, causing it to explode in a 10 ft burst, dealing 1d4 damage/level. This attack deals half pure entropic energy damage and half damage of a random element. At 5th level and every 5 levels afterwards, enemies that fail their save take additional, ongoing damage equal to 1/3 the original damage for an additional round (1 at 5th, 2 at 10th, etc). They can take a standard action to automatically extinguish the chaos flames.

{table=head] Result| Element
1 | Fire |
2 | Cold |
3 | Acid |
4 | Electricity |
5 | Sonic |
6 | Force |
[/table]


2nd Level Chaos Powers


Power Smash
Level: 2
Initiation Action: standard

With a burst of entropic energy, you swing your weapon in an arc fueled by impulsive force, possibly causing great damage to an enemy. Make an attack roll, adding one half your strength to the attack and damage roll, in addition to a bonus 1d20 damage. The enemy must make a fort save or be dazed for 1 round.

Presumably strength....modifier?


Die Buster
Level: 2
Initiation Action: standard or full round

You strike your target with your melee weapon as dozens of small tiny dice explode from the point of impact. Roll one d6/level. Target takes damage equal to the result, discounting all 1’s and 6’s. For every 6, they take a -1 penalty to attack rolls for the next 2 rounds. For every 1, you take 1d6 points of damage. If you use a full round action, add 2 extra die for each iterative you have.

Notes

Damage is average of 2.333 (so it deals bonus damage of slightly less than 1d4/level)
You take exactly 25% of that damage average
Opponent takes about 1/6 of your level penalty (so -3 average at 18th level for 2 rounds).


Is this in addition to regular weapon damage? And technically, at 18th you have three iteratives, so its -4 average if you take a full round. Also, keep it at two rounds, (fixed for your spoiler)

Essence Scramble
Level: 2
Initiation Action: standard

You immerse an enemy in entropic energy, scrambling the molecules in their body to throw off their abilities. Average the target's highest ability score and lowest ability score. A penalty and bonus is inflicted to their highest and lowest scores, respectively, such that both scores become equal to their average. This ability has close range and lasts for 1 round/level. A fortitude saving throw negates this ability.


Chaos Spin
Level: 2
Initiation Action: standard

You swing your weapon around in a circle before abruptly stopping in a random direction and charging with powerful force. Roll 1d4, charging a target within a cone in the direction indicated on the table. If there are no enemies in that segment of the cone, you can only make a single normal chaos strike attack at an adjacent opponent. If there are enemies, you rush at a random enemy in that cone (must be in a straight line). If successful, you make a chaos strike with a +5 bonus to the attack roll. For every additional iterative you would get with a full attack, adding 2 more dice to the chaos strike damage. At 11th level you can roll the direction twice and pick either one (if it is the same, roll one again).

{table=head] Result| Direction
1 | North-East |
2 | East-South |
3 | South-West |
4 | West-North |
[/table]

Directions dont always work so well in DnD. Do they need the minimum 10 ft charge distance?


Elemental Burst
Level: 2
Initiation Action: standard

Energy slowly gathers in an orb at the tip of your weapon. You swing your weapon in a colorful arc as the orb releases, shooting energy particles in a 20 ft cone to blast through enemies. All enemies take 1d4 damage/level of a random element, reflex saving throw half. If you happen to be within melee range of an enemy, you can also release this energy as part of an attack. If you successfully strike the enemy, the enemy gets no saving throw against the elemental burst in addition to taking normal damage from your melee attack. Enemies standing in the cone behind your target make reflex saves as normal. If the attack misses, your target gets a reflex save as normal.

{table=head] Result | Element
1 | Fire |
2 | Cold |
3 | Acid |
4 | Electricity |
5 | Sonic |
6 | Force |
[/table]


Impulse Rush
Level: 2
Initiation Action: standard
You summon a giant six-sided die of force within close range. It targets one opponent and rushes towards it, shoving it backwards as the dots on that side glow brilliantly. Roll a 1d6 to determine which side is facing the opponent. You make a bull rush check of 1d20 + Wisdom modifier plus a bonus equal to the number facing the opponent. If successful, your opponent takes force damage equal to your level and is knocked prone if you beat the opponent by 5 or more.

3rd Level Chaos Powers

Mega Smash
Level: 3
Initiation Action: standard
With a burst of entropic energy, you swing your weapon in an arc fueled by impulsive force, possibly causing great damage to an enemy. Make an attack roll, adding one half your strength to the attack and damage roll, in addition to a bonus 2d20 damage. The enemy must make a fort save or be dazed for 1 round.

This is exactly the same as the last one....booooorrrinng.

Wonder Blow
Level: 3
Initiation Action: standard

You weapon is wreathed in rainbow energy. Channeling the same power in wonder rods, your foe must make a will save or suffer a randomly determined effect.

{table=head] Result | Element
1-5 | Power Rush
6-10 | Time-out|
11-15 | Teleport |
16-20 | Scramble |
21-25 | Flowers |
26-30 | Faerie Fire |
31-35 | Gloom Cloud|
36-40 | Fortune Cloud |
41-45 | Rainbow Skin |
46-50 | Mime-in-a-Box|
51-55 | Spring |
56-60 | Summer|
61-65 | Autumn |
66-70 | Winter |
71-75 | Cards |
76-80 | Poker |
81-85 | Blackjack |
86-90 | Cards |
90-95 | Shadow |
95-100 | Choice |
[/table]
Power Rush: The target gains a +6 bonus to all ability scores for 3 rounds. After that, it takes a -8 penalty to all ability scores for 1 round/level. Can only be removed by wish or miracle.
Time-out: Target is locked in a force cube equal to its size. The cube is impenetrable to all attacks. Time stops inside the cube, suspending aging, pausing buff durations, and preventing those within from teleporting out.
Teleport: Target is teleported to a random location within 100 miles/level.
Scramble: Target is affected as if by essence scramble power.
Flowers: Flowers constantly grow out of target, causing target to become entangled. This lasts for 10 minutes/level.
Faerie Fire: Target is affected by faerie fire, with the added effect of taking your wisdom modifier as a penalty to AC. This lasts for 1 round/level.
Gloom Cloud: A heavy cloud of rain pours over the target, making them depressed and soaking wet. Target takes a -4 penalty to saving throws, attack rolls, and skill checks with an additional -2 penalty to saving throws on reflex saves vs effects that deal electricity damage. As bestow curse[/b], except it only lasts for 1 round/level.
Fortune Cloud: A fluffy white rainbow cloud appears over the target, bringing sunshine and rainbows. Target gains a +2 bonus to saving throws, attack rolls, and skill checks. Lasts for 1 round/level.
Rainbow Skin: Target gains rainbow skin, permanently. Their skin looks like a tie-dye canvas. Can only be removed by wish or miracle. They have a 10% chance to act [I]confused every round.
Mime-in-a-Box: The target suddenly becomes trapped in an invisible box. The creature may not take any actions other than searching for a way out of (nonexistent) box. Target is also silenced for the duration. If target is knocked out of the box, they spend the round trying to rebuild the box around themselves (this does not add to the duration, but rather replaces the searching). This is a mind-affecting ability.
Spring: A bunch of flowers are sprinkled on the targets head. The following round a raging moose appears and charges the target, throwing them skyward with their horns. The moose is the same size category as the target. The target takes 4d6 points of damage (1d6 of this is falling damage) and is knocked prone and stunned for 1 round in their square. The moose appears in whatever square and makes whatever jump check necessary to reach the target (it can jump as far as necessary from the ground), allowing it to hit even flying creatures (which most likely fall to the ground). The moose is magical for the duration of the attack, so it has a 50% chance to hit incorporeal creatures. After the initial charge the moose will simply go off to look for grass to eat.
Summer: Light flashes down on the target, exhausting and dazzling them for 1 minute.
Autumn: A giant pumpkin appears over the target’s head. This causes them to be unable to see or hear outside the pumpkin (effectively blinded). They also take a -4 penalty to Dexterity due to its cumbersome nature. As a full round action they can pull the pumpkin off their head. As a side effect they look ridiculous, taking a -2 penalty to Charisma.
Winter: A bunch of snowflakes whirl around the target. The following round, a giant frost pine grows beneath the target, growing up to 10 ft high/level (if the ceiling allows) in a matter of seconds. If the target has moved, the pine appears in the square underneath them. Target is knocked to a random adjacent square, takes 3d6 points of piercing/slashing damage, and is stunned and knocked prone for 1 round. Flying creatures may get spiked if they are low enough to hit, causing them to suffer normal effect.
Cards: A whirlwind of cards fly around the target continuously. The target must find the queen of hearts. Searching is a full round action. Roll a 1d20 and consult the table. If a result not on this table is rolled, the creature must continue searching the next round.
Queen of Hearts: Effect ends.
Joker: Target is knocked unconscious
Ace of Spades: Effect ends. Target is healed twice your level hit points.
{table=head] Result | Card
1-5 | Queen of Hearts |
13 | Joker |
20 | Ace of Spades |
[/table]

Poker: Target must make a bluff check against your Sense Motive check. If you beat them you win the pot -- 1d4 of your target's worn possessions, (including any worn magic items, armor, weapons, or shields) appear in a pile in front you. If they win, they are immediately showered with golden coins that immediately fade. This grants a +2 luck bonus on saves, attack rolls, and skill checks for 1 round/level.

Blackjack: Target rolls 3d10, attempting to hit 21. If they undershoot 21, they take damage equal to (21 - their roll) * one half your level. If they hit 21, they are immediately affected by a heal spell. If they hit over 21, they bust, taking 1d10/level.
Balance Notes:

{table=head] Result | Probability
Undershoot| 78.5%|
Jackpot | 5.5% |
Bust | 16% |
[/table]

Average Undershoot Amount: 4.995
Average Damage:
[2.4875 (undershoot) + .88(bust) - .55 (jackpot)] = 2.8175 damage/level (slightly more than d4s).


Shadow: The target’s shadow disappears permanently. If this has an additional effect nobody knows what it is. A wish or miracle has a 10% chance to reverse the effect.

Choice: Roll again twice and pick one of two. If choice is rolled again, you may choose to affect the target with both effects of the reroll.

Took out scramble, because boring. Changed choice slightly. Added a couple durations. Is the force box supposed to last forever? If so, that's somewhat amusing.

Field of Discord
Level: 3
Initiation Action: standard
A vortex of shadowy energy envelops a 15 ft radius sphere within medium range. All creatures must make a will saving throw, or suddenly be compelled to violently attack (to the best of their ability) a random creature within the area for 1 round. This ability is mind-affecting.


Polar Spike
Level: 3
Initiation Action: standard

As you focus, your weapon becomes wreathed with two conflicting elements, sparking against each other. As they violently clash, you lance your weapon into a target, unleashing this energy into them and a 5 ft wide, 20ft line through them. This deals 1d2+1 damage/level (e.g. 5d2+5 at 5th level) of each energy type, a reflex saving throw reducing this damage by half. If your attack hits, you also deal normal melee damage to the target and they also are denied a reflex save against the elemental damage. Roll twice on the table below. If you get the same element twice, you may choose what the second element is.

{table=head] Result | Element
1 | Fire |
2 | Cold |
3 | Acid |
4 | Electricity |
5 | Sonic |
6 | Force |
[/table]


Entropic Magnet
Level: 3
Initiation Action: standard

You fire a ball of shadowy chaos energy as a 60 ft ranged touch attack, which envelops the target in energy that makes it more susceptible to chaotic effects. It deals 1d4 damage/level and the target suffers a -3 penalty to saving throws and AC vs your chaos powers, chaos strike, chaos aligned weapons, or abilities with the chaos descriptor. These do not stack, so having a chaos aligned weapon while using a chaos power still only causes the target to suffer a -3 to AC.


Doom Thread
Level: 3
Initiation Action: standard

As part of this power, you make a normal chaos strike attack. This appears like a normal chaos strike attack, but is laced with chaotic energy that disrupts the target's fate. If the attacks hits, roll 3 d20s. If the target rolls a d20 through an attack roll or saving throw within the next minute/level that matches one of the d20s, they immediately take 1d6 damage/level as they trigger the trap. This effect is discharged as soon as they roll this number. If two of the originally rolled d20s match, they instead take 1d12 damage/level. If three of the d20s match, the target instantly dies. The target is not aware of having this curse or its effects, and it cannot be removed by mortal magic.

Balance Notes:
Chance of no matching: 85.5%
Average Number of d20 rolls required: 6.66
Chance of 2 dice matching: 14.25%
Average Number of d20 rolls required: 10
Chance of 3 dice matching: .25%
Average Number of d20 rolls required: 20



4th Level Chaos Powers


Giga Smash
Level: 4
Initiation Action: standard

With a burst of entropic energy, you swing your weapon in an arc fueled by impulsive force, possibly causing great damage to an enemy. Make an attack roll, adding one and a half times your strength to the attack and damage roll, in addition to a bonus 3d20 damage (equivalent to 9d6). The enemy must make a fort save or be dazed for 1 round.

Okay seriously? Are you adding your full strength score?

Null Field
Level: 4
Initiation Action: standard

You summon a field of void energy with a 15ft radius centered at some point within medium range. This negates continuous magical effects that harm your allies or help your enemies. Make a Knowledge(the planes) check against DC 10 + level of any negative magical effect affecting an ally or a positive magical effect affecting an enemy. The level in this case refers to caster level, manifester level, HD (in the case of racial supernatural abilities, for example), or whatever is appropriate for the respective ability. Add any bonuses to dispelling if appropriate. If successful, you remove the effect. This can remove a maximum of one positive or negative effect from a creature in any given turn. Make one check upon casting and at the beginning of each of your turns thereafter.

Added continuous

Shifting Assault

Level: 4
Initiation Action: full round

As you strike the enemy rapidly, your defenses shift in a way to protect against them specifically. This attack allows you to teleport anywhere within 20 feet as a free action. Make a full attack, rapidly phasing around the target (you appear in a new adjacent square between each attack. You can appear in any square as long as it was not the square you appeared in for the previous attack). Make a number of changes to yourself equal to the number of successful attacks. These changes last for 1 round/level. A change involves applying one penalty and then applying one bonus. All bonuses and penalties stack. You can choose a given bonus or penalty up to 2 times.

{table=head] Penalty| Amount
Skill checks | -2
Will saves | -2 |
Reflex saves | -2 |
Fort saves | -2 |
Saves (all) | -1 |
Armor Penalty | -2 |
Luck Penalty to AC | -1 |
[/table]

{table=head] Bonus| Amount
Skill checks | +3
Will saves | +3 |
Reflex saves | +3 |
Fort saves | +3 |
Saves (all) | +1 |
Armor Bonus | +3 |
Luck Bonus to AC | +2 |
Energy Resistance | 7 |
Damage Reduction | 4/- |
[/table]


Corruption Tempest
Level: 4
Initiation Action: full round

This ability works as Shifting Assault, except you apply a number of changes to the opponent. Penalties only apply up to twice.

{table=head] Bonus| Amount
Attack rolls | +1 |
Damage rolls | +2|
Skill checks | +2
Will saves | +2 |
Reflex saves | +2 |
Fort saves | +2 |
Saves (all) | +1 |
Armor Penalty | +2 |
Luck Penalty to AC | +1 |
Energy Resistance | 7 |
Damage Reduction | 4/- |
[/table]

{table=head] Penalty| Amount
Attack rolls | -2 |
Damage rolls | -4|
Skill checks | -3
Will saves | -3 |
Reflex saves | -3 |
Fort saves | -3 |
Saves (all) | -1 |
Armor Bonus | -3 |
Luck Bonus to AC | -2 |
Energy Resistance(all) | -7 |
Damage Reduction | -4/- |
[/table]

Shadow Doppleganger
Level: 4
Initiation Action: standard

You summon what is called a doppleganger. A doppleganger is a shadowy figure that looks just like you, but wreathed in shadows. It has the exact same statistics as you (it also has shadow duplicates of all of your items, but cannot use consumables or use/day abilities). It can act independently and thinks as you would, except it is aware that is it simply the clone version of you. It doesn’t have any of your class features except for chaos strike, which is two die sizes less (it also cannot make iterative attacks with chaos strike ). It has 1/3 your hp and lasts for 1 round/level. If you would be dropped below 1 hp, you can instead subtract damage from the doppleganger, up to a maximum of its current hit points +10. If it hits -10, it vanishes. The doppleganger can also roll for any saving throw you roll, adding a +3 bonus to yours if it makes it.


Specified how low it could drop.

Anarchy Surge
Level: 4
Initiation Action: swift

Roll a six sided die. If odd, gain +4 bonus on attack and damage rolls until the end of the turn. If even, gain a random chaos surge and a +2 bonus on attack and damage rolls. If it is a 1, ignore the normal odd result and lose 25% of your current hp.

5th Level Chaos Powers
Hyper Smash
Level: 5
Initiation Action: standard

With a burst of entropic energy, you swing your weapon in an arc fueled by impulsive force, possibly causing great damage to an enemy. Make an attack roll, adding double your strength to the attack and damage roll, in addition to a bonus 1d100 damage (equivalent to about 14d6). The enemy must make a fort save or be dazed for 1d4 rounds.

Insanity Raze
Level: 5
Initiation Action: standard

You release a shockwave of energy from your weapon, releasing a torrent of chaos energy to rip through enemies like paper. Make an attack roll against all enemies in a 10 ft wide line, which is 10 ft/level long. This attack deals 1d6 bonus damage/level. All enemies must make a will save or suffer from insanity, as the spell. Keep the same attack roll against all enemies.

Roar of the Void
Level: 5
Initiation Action: standard

You release a thundering roar, the air visibly vibrating as enemies cower under this crushing sonic onslaught. All enemies take 1d6 sonic damage/level. They also must make a will saving throw or stunned for 1 round and confused and deafened for 1 round/level.

Wonder Storm
Level: 5
Initiation Action: full round

Your weapon is wreathed in rainbow energy as you pummel an opponent with a strange onslaught. Each attack deals a bonus 1d12+level worth of chaos damage. At the end you can make one of the struck targets affected by wonder blow, with a +2 to the DC for each successful attack.

Essence Steal
Level: 5
Initiation Action: standard

You make a melee attack against the target. If successful, the target takes 4 ability damage to all ability scores. You also gain a +4 bonus to all ability scores for 1 round/level. A successful fortitude save reduces both of these by half.

Void Shell
Level: 5
Initiation Action: swift

You summon a nimbus of whirling chaos energy. This energy adds 1 point of chaos damage per 3 levels to all of your attacks and chaos powers that deal damage. This shell also absorbs an amount of damage equal to 1/3 of your total hp, after which it fades (or until 1 round/level has passed, whichever comes first).

1st Level Surges
Roll with the Blows
Level: 1
Initiation Action: None
Target: You
Range: Personal
Duration: Instantaneous

You attempt to throw your powers of chance against fate to negate the harm caused by an enemy. At the end of an enemies turn, you can use this blessing to roll a 6 sided die. If the result is 6, you heal all of the damage they would have dealt to you. You can use this to prevent yourself from dying. You can also use a riskier version which has no net payoff, but can possibly prevent you from critical fate. Roll a die. If it’s odd, you take no damage. If it’s even, you take double damage.


Chaos Hindrance
Level: 1
Initiation Action: Swift
Target: 1 ft square
Range: 30 feet
Duration: 1 round

You toss a small ethereal six-sided die to land in a square within 30 ft. You do not actually need to see the target square; you can toss the die a certain distance to hit a square in fog for example (however, you have no idea whether the die hit a wall or other barrier and instead affects the square before the wall). Whatever side the die lands on illuminates the 5 ft square, cursing any enemies in that square (this is typically only 1 enemy, but if multiple small-size enemies fill the square they are all affected). For 2 rounds, they take that number as a penalty to attack rolls. If you roll a 1, reroll and instead add that as a bonus to attack rolls. At 7th level this lasts for 3 rounds, and at 14th level it lasts for 4 rounds. At 10th level you become skilled enough to explode the die in midair, affecting a cube (allowing you to throw the die upwards and hit flying enemies, for example).


Chaos Corrupt
Level: 1
Initiation Action: Swift
Target: 1 ft square
Range: 30 feet
Duration: 1 round

As chaos hindrance, except affected enemies take the penalty to armor class instead of attack rolls.


Chaos Curse
Level: 1
Initiation Action: Swift
Target: 1 ft square
Range: 30 feet
Duration: 1 round

As chaos hindrance, except affected enemies take the penalty to saving throws instead of attack rolls.


Luck Boost
Level: 1
Initiation Action: Swift
Target: You
Range: Personal
Duration: Instantaneous

As a blow glances off for less than desired impact, you channel entropic energy into your weapon to allow it to cut a little deeper. As you roll for damage for any attack or entropic power, if you roll less than average damage, you can use this blessing to add 1d6 + your level to the damage.


Luck Guard
Level: 1
Initiation Action: Immediate
Target: You
Range: Personal
Duration: Instantaneous
When you take damage from an enemy’s attack, use this manuever as an immediate action to force them to ignore any damage die that are the maximum amount. If the damage is through an area of effect attack, such as a fireball, the enemy only rerolls damage for the purpose of hurting you. At 9th level, you can use this to protect an ally within close range instead. At 12th level you can use this to protect all allies within close range affected by a single area or multi-target attack.


2nd Level Surges

Twist Luck
Level: 2
Initiation Action: Immediate
Target: One creature
Range: 10 ft/level
Duration: 1 round/level or until discharged.


Chaos hates order, and you use the power of entropy to prevent the same event happening again. You may target one creature after they hit or miss an attack roll. If the attack roll was successful, they take a -6 penalty on their next attack roll. If the attack roll missed, they gain a +6 bonus on their next attack roll.

Linked Fate
Level: 2
Initiation Action: Immediate
Target: One creature or multiple; see text
Range: 10 ft/level
Duration: Instantaneous or 1 round/level, see text;

As a master of chaos, you know how to bandwagon off the luck of others, or spread your unfortunate chance to those you don’t particularly like. There are three different uses for this ability. When a creature makes a successful saving throw, you can use this ability to gain a +6 bonus on your next saving throw (if you were the one to successfully make the saving throw, you can instead give this benefit to an ally). Alternatively, when you fail a saving throw, you can use this ability to impose a -6 penalty on the next saving throw a single enemy makes (a will save halves this penalty). Both these effects last up to 1 round/level or until discharged. Alternatively, you can link the luck of you and several allies when affected by a mass effect that requires saving throws of everyone (for example, when your party is hit by a fireball). If one member of your group can overcome the challenge, you can simultaneously spread this luck to others. The fewer the amount of allies, the stronger the bond. If there is 1 other ally affected, you gain a +5 bonus if the opposing ally makes the save, and vice versa. The bonus is decreased by one for each additional ally linked, down to a minimum of +2. You can link a maximum number of allies equal to your level. Resolve saving throws in the most beneficial order possible.


Misdirect
Level: 2
Initiation Action: Immediate
Target: One creature
Range: 10 ft/level
Duration: Instantaneous
Save: Will Negates


You temporarily mess with an enemy’s sense of direction. During an enemy’s movement, such as through a move action, or a charge, you can change the direction of their travel through a single turn. You can’t make a turn greater than 90 degrees, but you can ignore normal charging rules or limits of manueverability for flying creatures for the purpose of this ability (if they happen to be charging or flying). They continue their movement as if completely unaware of this change in direction. If they run into a barrier or creature, they take nonlethal damage equal to 1d4 per 10 ft of their movespeed (so an unburdened human would take 3d4 points of nonlethal damage). A creature they would run into can make a reflex save to dodge out of the way, letting them pass through their square (otherwise both creatures take according nonlethal damage as part of the collision, and the target’s movement stops outside of other creature’s square). After running into a creature or barrier the target falls prone out of disorientation. A will save negates this ability. They gain another save if they would run off a cliff.

Raise the Stakes
Level: 2
Initiation Action: Swift
Target: You
Range: Personal
Duration: Instantaneous

You send one of your chaos powers into the void, in hopes of gaining a new one. At the beginning of your next turn, your power returns in the form of a new random chaos power. At the beginning of your next turn you also gain a random blessing to replace this one (of a random level).

Anarchy Buffer
Level: 2
Initiation Action: Swift
Target: You
Range: Personal
Duration: 1 round/level

You temporarily submerge yourself in the field of entropic energy that just outside your current plane. Your skin gains a multicolored hue, and then fades. You gain 1d12 + 1/level temporary hp that lasts for 1 round/level and stacks with all other forms of temporary hp.

Chaos Armor
Level: 2
Initiation Action: Swift
Target: You
Range: Personal
Duration: 3 rounds

You gain a bonus to AC of 1 + ¼ levels. If an enemy makes an attack roll of a natural 20, the attack is automatically reflected, as if the target had attacked itself (if the target is blinking, and doesn’t have a ghost touch weapon for example, the reflected attack would suffer the normal miss chance). At 10th level, attacks on rolls of 19-20 are reflected.

3rd Level Surges


Die Trick
Level: 3
Initiation Action: Swift
Target: You
Range: Personal
Duration: Up to 4 rounds, see text

You snap your fingers and a small glowing six-sided die appears floating around you like an ion stone. One side is glowing bright blue, roll a 1d6 to determine which one. As an immediate non-action you can detonate the die at any moment to heal an amount equal to the current side * level/2. At each of the beginning of each of your turns the glowing side randomly changes. The die fades after 4 rounds if you have not used it.



Blitz Shield
Level: 3
Initiation Action: Immediate
Target: One willing creature
Range: 25 ft + 5 ft/2 levels
Duration: Instantaneous

You swap places with an ally. You can use this ability when you or an ally fails a saving throw, allowing the other person to roll the saving throw as if they were the original target. You can also use this to simply swap places (such as when an ally is being attacked, for example).


Mirrored Chance
Level: 3
Initiation Action: Immediate
Target: You
Range: Personal
Duration: Instantaneous

When you make a saving throw, accept either the result or its inverse (for example, if you roll an 8 you can consider it an 8 or a 13; if you roll a 10 you can consider it an 11, etc).


Sense the Void
Level: 3
Initiation Action: swift
Target: You
Range: 10 ft/level
Duration: See text:

All creatures and objects interact with the invisible field on entropic energy that lies parallel to every plane. Using this power, you can see the current and flow of this entropic energy to detect the physical location of every creature and object within 5 ft/level (effectively gaining blindsight). However, straining to see this interaction is difficult and requires concentration. Every subsequent round after the first, you must make a DC 10 Concentration check, +2 for every round this ability has been in effect.


Wonder Guard
Level: 3
Initiation Action: Immediate
Target: One creature
Save: Will Negates
Duration: instant

When an opponent makes an attack, you can retaliate against the target to hopefully inflict revenge on them. They must make a saving throw or suffer the effects of wonder blow. If their attack was successful, they take a -3 penalty on the saving throw. If the attack missed, they gain a +6 bonus on the saving throw.


Trap Card
Level: 3
Initiation Action: Swift
Target: One creature
Save: Will Negates
Duration: 1 round/level or until activated, see text.

When you are harmed by an enemy, you can automatically activate your trap card. The enemy takes damage equal to the last d12 roll you made to gain a chaos power * level/5. Fades if not used within 1 round/level.


4th Level Surges

Essence Gamble
Level: 4
Initiation Action: standard
Target: You
Range: Personal
Duration: Instantaneous

You submerge yourself in entropic energy, attempting to s yourself. This can potentially powerfully restore your health and status, but at the risk of leaving yourself in a worse state than you were before, as entropic energy can be very unpredictable. You automatically shed any negative conditions (a negative condition constitutes a negative effect caused by spell, SLA, supernatural ability, or extraordinary ability that affects you with a duration of one or more rounds). Your current hit point value becomes a random percent between twice your level and 100. If this value is less than your current hit points, you can average the two. As an additional risk, roll a d10. If you roll a 1, you become panicked for 3 rounds. If you roll a 2 or 3, you become confused for 3 rounds.


Anarchic Release
Level: 4
Initiation Action: full round
Target: You
Range: Personal
Duration: Instantaneous

As a full round action, your transform your body into a swarm of small orbs of entropic energy (in a 15 ft radius spread). This allows you to escape out of any binding position, such as a grapple or entanglement. You gain blindsight within this radius, but can only see 20 ft with normal vision outside of it. You are immune to all damage and abilities; you cannot be targeted in any ways while in this form. At the beginning of your next turn, the orbs condense to reform your body anywhere within 20 ft you can see. You also heal 1d8 damage/level.


Redraw Fate
Level: 4
Initiation Action: free action
Target: You
Range: Personal
Duration: Instantaneous

You can return up to 3 chaos powers or surges back to the void. At the beginning of your next turn, you gain 3 random entropies/blessings (whatever mixture you returned) plus a blessing to replace this one.


Void Counter
Level: 4
Initiation Action: immediate action
Target: You
Range: Personal
Duration: Instantaneous

By slipping through the void, you teleport 15 ft and completely evade an attack or targeted ability.


Fateful Resurgence
Level: 4
Initiation Action: swift action
Target: You
Range: Personal
Duration: End of Encounter

You gain a +4 bonus to wisdom for the rest of the encounter.


Clarity of the Void
Level: 4
Initiation Action: swift

For 1 round, you gain blindsight and truesight with a range of 60 ft. Make a Concentration check. For every 4 points above 10, you gain a +1 bonus to attack rolls and AC.


5th Level Surges

Split Fate
Level: 5
Initiation Action: free
Target: You
Range: Personal
Duration: Instantaneous

You create a temporarily rift in reality, allowing two possible paths to exist for a short time before converging on one of them. Take your turn twice. At the end of your turn, choose which one becomes reality. Only you are aware the other turn ever existed; to opponents and allies it appears that you took the actions you actually ended up taking.


Chaos Deflector
Level: 5
Initiation Action: Immediate
Target: You
Range: Personal
Duration: 1 round

You summon a field that deflects ranged attacks and targeted spells, SLAs, and supernatural abilities. Roll a die, if the result is odd the ability is deflected to a random creature within range of the ability (determined from your position), with a 50% chance to automatically reflect at the person who targeted you.

Dispersion
Level: 5
Initiation Action: Immediate
Target: You
Range: Personal
Duration: 1 round

You generate a shield of vibrating entropic energy to surround you, absorbing half the damage you take. It absorbs half of further instances of damage. At the beginning of your next turn, this absorbed damage is released in a 60 ft radius. All creatures must make a fort saving throw or suffer this damage.

Second Fortune
Level: 5
Initiation Action: Immediate
Target: One creature
Range: 25 ft + 5 ft/2 levels
Duration: Instantaneous

You given ally a second chance. They can reroll a failed saving throw with your Wisdom modifier as a bonus.

Hypercharge
Level: 5
Initiation Action: swift
Target: You
Range: Personal
Duration: 2d6 rounds

Your entire body glows brilliantly with entropic energy. On this turn and every turn thereafter, you heal hp equal to your level. This healing becomes temporary hp if you would be healed above your maximum hp. You also gain a +2 bonus on attack rolls and +2 bonus to DCs of chaos powers. At the end of this effect, you take damage equal to the number of rounds it was in effect * your level, in addition to making a fort save against DC 10 + ½ your level + the number of rounds this was in effect or be dazed for 1d4 rounds. You cannot be reduced below -5 hp from this damage.

Chaos Blessing
Level: 5
Initiation Action: swift
Target: Up to 1 creature/level
Range: close
Duration: 3 rounds

Jets of energy spiral out from you, touching all allies within close range, providing them with random benefits. Roll 1d10, bestowing that benefit for 3 rounds.


{table=head] Roll| Blessing
1 | Immune to fire and cold damage|
2 | Immune to electricity, acid, and sonic damage|
3 | +6 bonus on attack rolls|
4 | +6 bonus to AC|
5 | +8 bonus to a random stat|
6 | Ability to fly with 150 ft movespeed, perfect maneuverability|
7 | Ally is blinded for duration unless they succeed on will save |
8 | All damage taken reduced by half |
9 | Roll all saves twice, pick better result |
10| Rainbow Sparkles cover the target |
[/table]

Road_Runner
2013-07-20, 11:31 PM
As a side note, if anyone knows how to make the chaos power chance by level table more nicely spaced out, please tell me!

Silva Stormrage
2013-07-21, 11:59 PM
Notes on abilities:

General Notes: This class is COMPLICATED. And is massively time consuming, this will take longer to take his turns then a minionmancer dread necromancer. One thing I noted with a quick skim of the class is that it really isn't "Pure Chaos", pretty much all chaos effects have a chance of going wrong or things like that. Wilder, Anarchic Initiate, Wild Mage, etc.

Also why did you have wisdom as the base stat? It seems an odd choice for a character who forces reality and the powers of chaos to align with him. Perception and wisdom aren't really chaotic traits.

Also a lot of the powers seemed pretty strong, and as a side note a quick skim seems to note that a lot of the abilities are only thought of for PC's. DM's who use this class have a decent chance of getting lucky and horribly murdering a pc. Especially if its a recurring villain and they have to face it multiple times. I would also note that your abilities shouldn't all have dc's of 10 + 1/2 HD + wisdom. Make them scale a bit, the 1st level power should be easier to resist than a 5th level one. Make it dc of 10 + double the level of power or surge + wisdom. This makes them harder to resist when you first get them but makes getting a lower level power actually slightly bad.

1st Level Powers
Prismatic Strike: Fine

Dizzying Blow: Too complicated and a tad bit too strong. Have it so that they fall prone if they fail a balance check and give them a penalty if they are using a two handed weapon. Also reduce duration of the debuff as its really strong for low levels, make it something like 2d3 or 1d4 rounds.

Confuse Ray: Confusion is a strong debuff to be slinging around at level one at will. I would bump this to a level 2 or 3 power to be honest. Compare to cause fear or scare. Also is it mind affecting? If it isn't it should be. Also does it require a ranged touch attack to hit? As written it doesn't.

Chaos Rush: Fine

Boomerang Throw: Confused how this is supposed to work. Do you throw your weapon once and then it hits the target multiple times or do you throw it, it returns, throw it, etc until you run out of attacks? Also it should be treated as a thrown weapon attack right? Also why is it a cone? Shouldn't it just be any enemy within 15 ft? Extra damage is once again a pain to calculate.

Energy Ball: Personally I think the extra burning damage is too strong at high levels, make it add an additional round at 5th and 15th level so that it can deal the damage only on two consecutive rounds. Also this ability adds another thing to keep track of for the class. Also make the check to suppress the damage a standard action to make it similar for putting out a fire just for ease of memory.

2nd Level Powers:
Power Smash: So do you roll 1d20 or 3d6 for damage? Also reduce the daze duration to a round. This is stronger than a 5th level maneuver (Disrupting Blow) as it dazes longer, deals more damage and has a higher dc.

Prismatic Ricochet: Once again a thrown attack treated as a melee attack, any particular reason why? Does the extra targets use the original attack roll or a new one.

Essence Scramble: Range? Also this is too strong, its equivalent to a 9th level maneuver (Mountain Tombstone strike) except it might be a bit stronger since it doesn't require an attack roll and is ranged.

Chaos Spin: It says as indicated on the table. What table? Also shouldn't it be 1d8 as there are 8 directions you can go? And what if the player is playing on a hex grid?

Elemental Burst: Probably a bit too strong but can probably remain there.

Impulse Rush: Not sure how this is supposed to work, how does a rolling die bull rush someone? If it just charged straight at them I get it but if it rolled it would just crush someone and roll over them. Might want to treat it as an overrun but thats just IMO. Also that is a large bonus to bull rush far larger than any creature can get except maybe a colossal sized dragon. I would reduce the bull rush check to make it less overwhelming. Also this ability pretty much automatically knocks the creature prone. As a side note what happens if you bull rush a creature into another creature, would they both get bull rushed?

3rd Level Powers:
Megasmash: Once again, 2d20 or 6d6? Also reduce the daze duration, 2 rounds of no actions is essentially death.

Wonder Blow; Another ability that requires a lot of effort and memorization, frankly not sure how to make this simpler. Also a lot of the abilities are either instant death or simply odd.
▪ Ice: Is the target immobilized or helpless? Can they be coup de graced or attacked without breaking the ice? Action for the strength check?
▪ Shrink: Do the ability score modifiers apply? Does the target's gear change? Also once again make the daze 1 round not 1d4.
▪ Tree: Fine, but how on earth is this a will save negates O.o?
▪ Faire Fire: Duration on the penalty? As written it doesn't ends when the faire fire ends. Also why as a SU ability and not spell O.o?
▪ Gloom Cloud: Reduce the penalty to -4 and -2 respectively. A -12 on saves is essentially an automatic failure. There are metamagic feats to apply electricity damage to almost any spell, making it almost instant death. While true hard to pull off its a ludicrous debuff.
▪ Invisible Firefly: In the line, "as a single tear runs down the creatures face", creatures should be creature's. Also make it instead of attacked make it obviously harmful actions. If a creature is channeling an explosive death spell targeted on the subject and the subject is aware of it then that should have a chance to break the effect.
▪ Flicker: So, its an instant death effect? No ability to take actions for 1 round a level? *
▪ Rainbow Skin: Does the confusion apply out of combat as well? Cool ability
▪ Mime in a Box: Can the creature be bull rushed or knocked out of the box? What happens if he is knocked out?
▪ Spring: Lolwut? Fine effect but… it just creates a non magical moose and throws a creature in the air? What if the creature can fly? Or is incorporeal? Or is a colossal sized dragon. I can't imagine that a moose can throw all creatures up in the air.
▪ Summer: Once again…. lolwut? This ability is somewhat silly and is out of place in a lot of settings… Like all settings that don't have sunglasses or beach umbrellas.
▪ Autumn: Sensing a pattern hear…. Same comment as above, odd abilities that don't make much sense in a lot of settings
▪ Winter: Finally one that makes sense for a lot of settings, of course this also deals too much damage. Lets just assume a level 10 Chaos Disciple with 22 wisdom (Easily it can be higher), That means it deals 105 damage on average. A Barbarian with 22 con has 130 hp on average. Thats pretty much one of the the tankiest character and it is almost one shot.
▪ Seasons. No, this is an instant save or lose effect that isn't blockable. Also it doesn't make that much sense, how would a creature get buried and then bull rushed upwards by the moose?
▪ Cards: Still what? Is this mind affecting? Why would the subject search for cards?
▪ Dice: Same as above
▪ Jumanji: So save or die that bypasses all immunities or resistances. Remove the bypass fear immunity.
▪ Shadow: Fine as it doesn't really do anything.
▪ Choice: Do you roll twice and chose one? Right now you only roll once.

Field of Discord: Too strong, this is essentially a better version of confusion. It is at will, is not mind affecting and is better than a 4th level spell. Reduce the duration to one or two rounds. Any more and the fight instantly ends. Imagine if the pc's got hit by this ability, one or two of them is going to fail the save, that means that the rest of the party needs to survive for an average of 5 rounds against a character they can't kill. This will almost guaranteed kill one party member.

Polar Spike: Once again essentially a 1d6/level damage ability that doesn't give a save to resist (Hitting touch ac is easy). I would reduce the damage to 1d2 of each element. Also how wide is the line?

Entropic Magnet: Fine

Doom Thread: Make the ability if three abilities match instant death. 7d20/level is instant death for pretty much all situations. Also make the duration a round a level. Otherwise this ability will pretty much always trigger at all times. Also make the d20 roll simply off of attack roll and saving throws. Otherwise it is too easy to make the subject take the damage. You could simply attempt to make a free action sleight of hand check, the opponent needs to make a spot check to oppose your attempt, which in this case is almost infinite attempts.

4th Level Chaos Powers:

Giga Smash: Same as the previous ones, 3d20 or 9d6, reduce daze duration to 1 round, etc, etc.

Null Field: Make the check a standard dispel check using character level not knowledge the planes. Knowledge the planes means the character automatically passes as skill checks are almost always higher than caster level. Also the way you worded it any bonuses the caster has against dispels don't apply to this. How does this work against summons? And also magical effects is an ambiquious term, as well as help your allies or hurt your enemies. For example, if there is a magical acid lake which is currently hurting one of your allies but is also hurting 3 of your enemies, would the null field attempt to remove it?

Shifting Assault: Blink 20ft forward isn't actually a correct phrase. I assume you mean teleport but this isn't World of Warcraft. In D&D blink is not synonymous with teleport. And this might be a silly question, but who are the penalties and bonuses applied to? Both to the enemy? Both to you? Penalties to target bonuses to you? Penalties to you, bonuses to the target? Also make it so that multiple uses of shifting assault don't stack with each other, while it won't occur often, being able to apply a -12 to saving throws no save is too strong. Otherwise its a cool ability.

Corruption Tempest: Based on this I would assume Shifting Assault applies both to you. Also remove the line about the target doesn't know the penalties, this is counter intuitive and unnecessary and also impossible for the DM to deal with since you have to tell him what penalties you apply.

Shadow Doppleganger: No. You essentially get a stronger version of the already rigged psionic power fission. While this is great if you want to play Moria from one piece it is far too strong and I am not sure this ability can be balanced without utterly tearing it apart.

Anarchy Surge: Fine

5th Level Chaos Powers
Hyper Smash: Funnily enough the damage and the daze is probably fine. 1d4 rounds of daze for a single melee attack at 15th + is a strong but not rigged ability.

Insanity Raze: Fine, is the attack roll the same against all enemies or does it vary on each opponent.

Roar of the Void: Fine, what is disordered though?

Wonder Storm: Too strong, make it so that you can only apply a wonder strike attack once but the dc still increases by 2 for each attack. A flurry archer with this instantly kills his opponent.

Essence Steal: Fine, just a note on how strong essence scramble is though. This ability deals far far less damage then it and is 2nd level.

Void Shell: This probably deals too much bonus damage. Imagine using this and wonder storm and then full attacking with a great axe. At level 20 that is 2d12+1.5 str + 40 + other assorted bonuses to damage. This pretty much will one shot any opponent. Reduce the damage to 1/3 level and it should be good.


1st Level Surges:

Roll with the blows: Too strong, this could reduce a the god of war's full attack. Make it so that the damage is halved not negated. Same with a roll of 1, make it so that the subject takes half damage.

Chaos Hinderance: At 7th and 14th level the curse lasts for 3 rounds. I assume at 14th its supposed to be 4 rounds? Otherwise it is fine, if not another ability that has a varying effect and takes longer turns.

Chaos Corrupt: Same as above

Chaos Curse: Same as a bove

Luck Burst: So this ability lasts for one attack? This ability is fine

Luck Guard: Fine ability but once again requires a lot of effort and takes time.

2nd Level surges:

Twist Luck: Fine

Linked Fate: Fine if complicated.

Misdirect: Allow another will save if the target would run into a obviously harmful obstacle such as running off a cliff or the like. Otherwise fine

Raise the Stakes: Entropy Power? You mean chaos power? What happens if you replace an ability of 4th or 5th level? Also this might be a bit too strong, it allows you to get 5th level chaos powers at 6th level. I would remove the higher level chaos power bit. Replace it of one of the same level.

Anarchy Buffer: Temporary hit points already stack with all other forms of temporary hit points. Fine ability

Chaos Armor: By reflected do you mean the subject hits himself? If so clarify, what if the subject has a 50% miss chance from abilities such as blinking.

3rd Level Surges

Die Trick: Oddly worded and not sure if it is balanced. Note that by the wording of the ability you can ONLY hop around in die form, you can't take the standard action to heal or spawn more die nor can you end the effect. Not sure how it is supposed to work though, so you spawn a bunch of die that have decent amount of hit points and aren't really damaged by aoe's well. So do you take damage if the die take damage? Where exactly are you when you use this ability. If all the die die do you die as well? I would make this simpler by making it simply able to break the user apart, forming 8 die that have 1/8 the user's hit points. Then allow the die to move apart from each other and have the 20ft move speed, after the effect ends the user can reform at the location of one of the die. Thats just my suggestion though, make it better worded though.

Blitz Shield: So it can either swap locations with someone or allow a reroll? You have a lot of fluff in this ability that confuses the crunch.

Mirrored Chance: Okay, useful for natural 1's

Sense the Void: This is a HUGE radius, I would suggest nerfing it to 5ft/level

Wonder Guard: Do you have to strike them with a melee attack or does it simply apply the effect of wonder blow? Also which attack is the ability referring to, the opponent's attack or the attack you might get for wonder blow?

Disorder: Once again what is disorder?

4th Level Surges:

Essence Surge: Finally, an ability that is actual chaos since it has a chance to go wrong for you. Like the ability and is basically a slightly different iron heart surge. Once again though, define "Negative Condition", or else you get people ending cancer or sunlight.

Anarchic Release: Do you need this one AND die trick? They pretty much do the same thing. I would remove one (IMO die trick).

Redraw Fate: Entropies and Blessings are….?

Void Counter: Strong, essentially abrupt jaunt.

Fateful Resurgance: Too complicated.. Just make it a swift action to give +4 wisdom.

Clarity of the Void: Define the range for both abilities. And does the + to hit only apply within that range?

5th level surges:

Split Fate: Powerful but fine. I might suggest a once per encounter use on this one but thats just IMO.

Chaos Deflector: This should deflect to all creatures not just enemies. It makes it more chaotic.

Dispersion: Why does this only target enemies? Its a massive burst around you, all creatures should be hit with this ability.

Second Fortune: Fine

Hypercharge: Not sure how I feel on this one since you can get a lot of 1d100 or 1d20's in this class.

Chaos Blessing: All is good expect for spell immunity, that is FAR too strong of a buff. I would make it spell immunity greater (As the spell).



In conclusion, this class needs some serious reediting and balancing. It is far too complicated to be used easily by players and is easily the most complicated class in the game. An artificer looks like a barbarian next to this class. The fluff is cool and well done but the actual crunch of the class is far too strong and too complex. Simplify it down, nerf a lot of abilities, add some possibilities for negative effects in the abilities (This one is mostly IMO but would do a good job at weakening it) and try to patch up the holes in this class.

Road_Runner
2013-07-24, 02:54 AM
Notes on abilities:

General Notes: This class is COMPLICATED. And is massively time consuming, this will take longer to take his turns then a minionmancer dread necromancer. One thing I noted with a quick skim of the class is that it really isn't "Pure Chaos", pretty much all chaos effects have a chance of going wrong or things like that. Wilder, Anarchic Initiate, Wild Mage, etc.

I.. actually don't think so. When I think about what makes turns take long time, I think its the decision making process. Having a ton of options, like a caster, can make turns take a while, or having a bunch of minions with their own abilities and decisions to make. The main upkeep is the rolling at the beginning of the encounter. I think two rolls for each turn won't take that long. Having a bunch of complicated abilities is somewhat time consuming, so I tried reducing that somewhat.


Also why did you have wisdom as the base stat? It seems an odd choice for a character who forces reality and the powers of chaos to align with him. Perception and wisdom aren't really chaotic traits.


I decided to to wisdom, because I thought the chaos powers were guided by some sort of unconscious intuition. I think of Intelligence as something used for calculated design that takes careful mental effort, which makes sense for wizards who study all their spells. Charisma could also work, but it seems like more something for something innate, while I think this is more calling something outside of you. Eh, overall I think it could be either way.


Also a lot of the powers seemed pretty strong, and as a side note a quick skim seems to note that a lot of the abilities are only thought of for PC's. DM's who use this class have a decent chance of getting lucky and horribly murdering a pc. Especially if its a recurring villain and they have to face it multiple times. I would also note that your abilities shouldn't all have dc's of 10 + 1/2 HD + wisdom. Make them scale a bit, the 1st level power should be easier to resist than a 5th level one. Make it dc of 10 + double the level of power or surge + wisdom. This makes them harder to resist when you first get them but makes getting a lower level power actually slightly bad.

I'm not sure about this, for the sole reason that unlike a spell caster or maneuver user you can't swap out abilities and literally have no choice in how many low level abilities you get. The class already has abilities granted completely randomly, it just forces them to rely on solely chaos strike if they roll a DC 12 + wisdom confuse ray or dizzying blow in a 13th level encounter


1st Level Powers
Prismatic Strike: Fine

Dizzying Blow: Too complicated and a tad bit too strong. Have it so that they fall prone if they fail a balance check and give them a penalty if they are using a two handed weapon. Also reduce duration of the debuff as its really strong for low levels, make it something like 2d3 or 1d4 rounds.

Fine, changed.


Confuse Ray: Confusion is a strong debuff to be slinging around at level one at will. I would bump this to a level 2 or 3 power to be honest. Compare to cause fear or scare. Also is it mind affecting? If it isn't it should be. Also does it require a ranged touch attack to hit? As written it doesn't.

Yes requires a ranged touch attack. I halved the duration. I think this works, because its only 1 round at level 1, then 2 rounds at 4, 3 at 6, and so on.

Chaos Rush: Fine

Boomerang Throw: Confused how this is supposed to work. Do you throw your weapon once and then it hits the target multiple times or do you throw it, it returns, throw it, etc until you run out of attacks? Also it should be treated as a thrown weapon attack right? Also why is it a cone? Shouldn't it just be any enemy within 15 ft? Extra damage is once again a pain to calculate.

Ok, it's just within 15 ft now.


Energy Ball: Personally I think the extra burning damage is too strong at high levels, make it add an additional round at 5th and 15th level so that it can deal the damage only on two consecutive rounds. Also this ability adds another thing to keep track of for the class. Also make the check to suppress the damage a standard action to make it similar for putting out a fire just for ease of memory.

Ok, standard action suppress. 5th and 15th seems a bit...weird. How about it just deals 1/3 residual damage instead of 1/2 (it works out about the same).

So:

5th level: slightly less than 1d6/level total
10th level: a bit less than 1d8/level total
15th level: 2d4 damage/level total
20th level: About 1d12/damage level total (over the 5 rounds).

I think this progression is more gradual, and a failed save at higher levels (15-20) justifies 2d4 or 1d12 damage/level over the course of 5 rounds, when plenty of save or lose effects exist at that level.

2nd Level Powers:
Power Smash: So do you roll 1d20 or 3d6 for damage? Also reduce the daze duration to a round. This is stronger than a 5th level maneuver (Disrupting Blow) as it dazes longer, deals more damage and has a higher dc.

Ok, daze is just one round. The 3d6 was for a more easily understood damage comparison (since 1d20 = 3d6 damage average).


Prismatic Ricochet: Once again a thrown attack treated as a melee attack, any particular reason why? Does the extra targets use the original attack roll or a new one.

Essence Scramble: Range? Also this is too strong, its equivalent to a 9th level maneuver (Mountain Tombstone strike) except it might be a bit stronger since it doesn't require an attack roll and is ranged.


Chaos Spin: It says as indicated on the table. What table? Also shouldn't it be 1d8 as there are 8 directions you can go? And what if the player is playing on a hex grid?

Added a table.


Elemental Burst: Probably a bit too strong but can probably remain there.


Removed the whole touch attack part, hits if it hits normal AC (to be in line with polar spike). Also the whole ranged option at 13th level, since that was pretty complicated anyways.

Impulse Rush: Not sure how this is supposed to work, how does a rolling die bull rush someone? If it just charged straight at them I get it but if it rolled it would just crush someone and roll over them. Might want to treat it as an overrun but thats just IMO. Also that is a large bonus to bull rush far larger than any creature can get except maybe a colossal sized dragon. I would reduce the bull rush check to make it less overwhelming. Also this ability pretty much automatically knocks the creature prone. As a side note what happens if you bull rush a creature into another creature, would they both get bull rushed?

Ok I took out the strength bonus and the multiples of the d6. I don't think the other creature would get bull rushed, is that how bull rushes normally work?



3rd Level Powers:
Megasmash: Once again, 2d20 or 6d6? Also reduce the daze duration, 2 rounds of no actions is essentially death.

K, 1 round and its 2d20 again the 6d6 is just for comparison.


Wonder Blow; Another ability that requires a lot of effort and memorization, frankly not sure how to make this simpler. Also a lot of the abilities are either instant death or simply odd.
▪ Ice: Is the target immobilized or helpless? Can they be coup de graced or attacked without breaking the ice? Action for the strength check?

▪ Shrink: Do the ability score modifiers apply? Does the target's gear change? Also once again make the daze 1 round not 1d4.


▪ Tree: Fine, but how on earth is this a will save negates O.o?

idk, its just easier I guess to have one save


▪ Faire Fire: Duration on the penalty? As written it doesn't ends when the faire fire ends. Also why as a SU ability and not spell O.o?
Clarified to last as long as the faerie fire. The su specification is actually completely extraneous (and now deleted), it automatically is a supernatural ability, as described under the chaos powers description. This is standard; all supernatural abilities that duplicate spells are automatically supernatural abilities (eg all binder abilities).

▪ Gloom Cloud: Reduce the penalty to -4 and -2 respectively. A -12 on saves is essentially an automatic failure. There are metamagic feats to apply electricity damage to almost any spell, making it almost instant death. While true hard to pull off its a ludicrous debuff.

Ok changed. Now it parallels bestow curse, except not permanent and having the -2 to saves vs electric effects.

▪ Invisible Firefly: In the line, "as a single tear runs down the creatures face", creatures should be creature's. Also make it instead of attacked make it obviously harmful actions. If a creature is channeling an explosive death spell targeted on the subject and the subject is aware of it then that should have a chance to break the effect.


▪ Flicker: So, its an instant death effect? No ability to take actions for 1 round a level? *
▪ Rainbow Skin: Does the confusion apply out of combat as well? Cool ability
Yes, out of combat as well.

▪ Mime in a Box: Can the creature be bull rushed or knocked out of the box? What happens if he is knocked out?

Fixed

▪ Spring: Lolwut? Fine effect but… it just creates a non magical moose and throws a creature in the air? What if the creature can fly? Or is incorporeal? Or is a colossal sized dragon. I can't imagine that a moose can throw all creatures up in the air.
▪ Summer: Once again…. lolwut? This ability is somewhat silly and is out of place in a lot of settings… Like all settings that don't have sunglasses or beach umbrellas.
▪ Autumn: Sensing a pattern hear…. Same comment as above, odd abilities that don't make much sense in a lot of settings
▪ Winter: Finally one that makes sense for a lot of settings, of course this also deals too much damage. Lets just assume a level 10 Chaos Disciple with 22 wisdom (Easily it can be higher), That means it deals 105 damage on average. A Barbarian with 22 con has 130 hp on average. Thats pretty much one of the the tankiest character and it is almost one shot.
▪ Seasons. No, this is an instant save or lose effect that isn't blockable. Also it doesn't make that much sense, how would a creature get buried and then bull rushed upwards by the moose?
▪ Cards: Still what? Is this mind affecting? Why would the subject search for cards?
▪ Dice: Same as above
▪ Jumanji: So save or die that bypasses all immunities or resistances. Remove the bypass fear immunity.
▪ Shadow: Fine as it doesn't really do anything.
▪ Choice: Do you roll twice and chose one? Right now you only roll once.

Wonder Blow changed a lot. Just read it again.



Field of Discord: Too strong, this is essentially a better version of confusion. It is at will, is not mind affecting and is better than a 4th level spell. Reduce the duration to one or two rounds. Any more and the fight instantly ends. Imagine if the pc's got hit by this ability, one or two of them is going to fail the save, that means that the rest of the party needs to survive for an average of 5 rounds against a character they can't kill. This will almost guaranteed kill one party member.

Changed so it lasts 1 round.



Polar Spike: Once again essentially a 1d6/level damage ability that doesn't give a save to resist (Hitting touch ac is easy). I would reduce the damage to 1d2 of each element. Also how wide is the line?


Made it have to hit normal AC now.



Entropic Magnet: Fine

Doom Thread: Make the ability if three abilities match instant death. 7d20/level is instant death for pretty much all situations. Also make the duration a round a level. Otherwise this ability will pretty much always trigger at all times. Also make the d20 roll simply off of attack roll and saving throws. Otherwise it is too easy to make the subject take the damage. You could simply attempt to make a free action sleight of hand check, the opponent needs to make a spot check to oppose your attempt, which in this case is almost infinite attempts.

Sigh, but rolling 20d20s is fun... anyways, yeah ok, I didn't think about forcing skill checks all the time, so changed.


4th Level Chaos Powers:

Giga Smash: Same as the previous ones, 3d20 or 9d6, reduce daze duration to 1 round, etc, etc.

K


Null Field: Make the check a standard dispel check using character level not knowledge the planes. Knowledge the planes means the character automatically passes as skill checks are almost always higher than caster level. Also the way you worded it any bonuses the caster has against dispels don't apply to this. How does this work against summons? And also magical effects is an ambiquious term, as well as help your allies or hurt your enemies. For example, if there is a magical acid lake which is currently hurting one of your allies but is also hurting 3 of your enemies, would the null field attempt to remove it?


Ok, so it sounds like I need some help wording. This is supposed to only affect buffs and debuffs (basically conditions, but not all debuffs and buffs are not conditions). So summoned creatures, and ongoing area of effect spells would not be affected.


Shifting Assault: Blink 20ft forward isn't actually a correct phrase. I assume you mean teleport but this isn't World of Warcraft. In D&D blink is not synonymous with teleport. And this might be a silly question, but who are the penalties and bonuses applied to? Both to the enemy? Both to you? Penalties to target bonuses to you? Penalties to you, bonuses to the target? Also make it so that multiple uses of shifting assault don't stack with each other, while it won't occur often, being able to apply a -12 to saving throws no save is too strong. Otherwise its a cool ability.

Corruption Tempest: Based on this I would assume Shifting Assault applies both to you. Also remove the line about the target doesn't know the penalties, this is counter intuitive and unnecessary and also impossible for the DM to deal with since you have to tell him what penalties you apply.


Shifting assault clarified. Corruption tempest clarified that you cannot apply something twice.

Shadow Doppleganger: No. You essentially get a stronger version of the already rigged psionic power fission. While this is great if you want to play Moria from one piece it is far too strong and I am not sure this ability can be balanced without utterly tearing it apart.


Huh. I must have been really tired, I meant to write "statistics" or something instead of abilities. I think its better now.


Anarchy Surge: Fine


Slightly changed so it can possibly go wrong.


5th Level Chaos Powers
Hyper Smash: Funnily enough the damage and the daze is probably fine. 1d4 rounds of daze for a single melee attack at 15th + is a strong but not rigged ability.

Insanity Raze: Fine, is the attack roll the same against all enemies or does it vary on each opponent.

Roar of the Void: Fine, what is disordered though?

Eh it was a condition I was had but I'll just make it confusion since I don't really like it.


Wonder Storm: Too strong, make it so that you can only apply a wonder strike attack once but the dc still increases by 2 for each attack. A flurry archer with this instantly kills his opponent.


This made me realize I forgot to mention all chaos powers are melee only, like maneuvers. Yeah ok I"ll make it one target too.



Essence Steal: Fine, just a note on how strong essence scramble is though. This ability deals far far less damage then it and is 2nd level.

Void Shell: This probably deals too much bonus damage. Imagine using this and wonder storm and then full attacking with a great axe. At level 20 that is 2d12+1.5 str + 40 + other assorted bonuses to damage. This pretty much will one shot any opponent. Reduce the damage to 1/3 level and it should be good.


1st Level Surges:

Roll with the blows: Too strong, this could reduce a the god of war's full attack. Make it so that the damage is halved not negated. Same with a roll of 1, make it so that the subject takes half damage.

Changed to get rid of the reflection part (I originally didn't even have that in). 16% reduced damage average doesn't even seem that good. Anyway, I also gave it can be a risky life-saver now. If you still think it has problems I can change it, although I'd probably buff it some other way because 8% reduced damage for 1 round sucks.



Chaos Hinderance: At 7th and 14th level the curse lasts for 3 rounds. I assume at 14th its supposed to be 4 rounds? Otherwise it is fine, if not another ability that has a varying effect and takes longer turns.

Has a potential negative effect now to balance it out slightly

Chaos Corrupt: Same as above

Chaos Curse: Same as a bove

Luck Burst: So this ability lasts for one attack? This ability is fine

Luck Guard: Fine ability but once again requires a lot of effort and takes time.


Changed so not as much effort. It is now slightly better when dealing with d6s (-.42 more damage per die), equivalent with d8s, and slightly worse with higher die amounts.


2nd Level surges:

Twist Luck: Fine

Linked Fate: Fine if complicated.

Misdirect: Allow another will save if the target would run into a obviously harmful obstacle such as running off a cliff or the like. Otherwise fine

Raise the Stakes: Entropy Power? You mean chaos power? What happens if you replace an ability of 4th or 5th level? Also this might be a bit too strong, it allows you to get 5th level chaos powers at 6th level. I would remove the higher level chaos power bit. Replace it of one of the same level.


Oh I forgot as written you can get higher levels powers than you have access to. I just made it so you get a random one now.


Anarchy Buffer: Temporary hit points already stack with all other forms of temporary hit points. Fine ability

Chaos Armor: By reflected do you mean the subject hits himself? If so clarify, what if the subject has a 50% miss chance from abilities such as blinking.

K clarified


3rd Level Surges

Die Trick: Oddly worded and not sure if it is balanced. Note that by the wording of the ability you can ONLY hop around in die form, you can't take the standard action to heal or spawn more die nor can you end the effect. Not sure how it is supposed to work though, so you spawn a bunch of die that have decent amount of hit points and aren't really damaged by aoe's well. So do you take damage if the die take damage? Where exactly are you when you use this ability. If all the die die do you die as well? I would make this simpler by making it simply able to break the user apart, forming 8 die that have 1/8 the user's hit points. Then allow the die to move apart from each other and have the 20ft move speed, after the effect ends the user can reform at the location of one of the die. Thats just my suggestion though, make it better worded though.



Ok sure, just since you've talked about complexity and balance a lot this ability is changed to a simpler one.


Blitz Shield: So it can either swap locations with someone or allow a reroll? You have a lot of fluff in this ability that confuses the crunch.


Ok hopefully makes more sense now


Mirrored Chance: Okay, useful for natural 1's

Sense the Void: This is a HUGE radius, I would suggest nerfing it to 5ft/level


Ya sure


Wonder Guard: Do you have to strike them with a melee attack or does it simply apply the effect of wonder blow? Also which attack is the ability referring to, the opponent's attack or the attack you might get for wonder blow?


Clarified to be their attack


Disorder: Once again what is disorder?


It was condition that I decided I don't like anymore. Replaced with a new ability (Trap Card).

4th Level Surges:

Essence Surge: Finally, an ability that is actual chaos since it has a chance to go wrong for you. Like the ability and is basically a slightly different iron heart surge. Once again though, define "Negative Condition", or else you get people ending cancer or sunlight.



Ok fine.


Anarchic Release: Do you need this one AND die trick? They pretty much do the same thing. I would remove one (IMO die trick).


Um, keep in mind that abilities are gained randomly. Getting die trick by itself is a chance of 1/36 (eventually). Having two variations of a healing ability gives a small, but reasonable chance of getting an ability that heals you.


Redraw Fate: Entropies and Blessings are….?


Old name of chaos powers and surges. Removed the +2 bonus to attack rolls and saving throws will in effect, its one more thing to remember.


Void Counter: Strong, essentially abrupt jaunt.


Isn't this just shadow cloak? Can it do something shadow cloak can't do? If not I guess its a better version of wings of cover.


Fateful Resurgance: Too complicated.. Just make it a swift action to give +4 wisdom.


Sure


Clarity of the Void: Define the range for both abilities. And does the + to hit only apply within that range?


No, but the class is melee anyways.


5th level surges:

Split Fate: Powerful but fine. I might suggest a once per encounter use on this one but thats just IMO.


Eh. If you're that lucky... Keep in mind that some surges might be stronger than others. However, on average you get one of these for every 30 surges. Unless you're somehow going through 30 surges in a battle or getting really lucky, it's mostly likely going to be used every other or once every 3 encounters.

Chaos Deflector: This should deflect to all creatures not just enemies. It makes it more chaotic.


Makes sense.


Dispersion: Why does this only target enemies? Its a massive burst around you, all creatures should be hit with this ability.


Sure

Second Fortune: Fine

Hypercharge: Not sure how I feel on this one since you can get a lot of 1d100 or 1d20's in this class.


Ability is something else now

Chaos Blessing: All is good expect for spell immunity, that is FAR too strong of a buff. I would make it spell immunity greater (As the spell).


Yeah ok has a negative effect now.



In conclusion, this class needs some serious reediting and balancing. It is far too complicated to be used easily by players and is easily the most complicated class in the game. An artificer looks like a barbarian next to this class. The fluff is cool and well done but the actual crunch of the class is far too strong and too complex. Simplify it down, nerf a lot of abilities, add some possibilities for negative effects in the abilities (This one is mostly IMO but would do a good job at weakening it) and try to patch up the holes in this class.


K I'm kind of tired and not sure if I got everything but I'll check in the morning.

Couple things;

I was thinking surges are kind of strong, and make the class kind of strong if you get one every round. I added a different surge/encounter thing, so you start with very few (you get one about every 3 rounds, so you can use them sporadically otherwise). I'll fix the text to match tomorrow.

I guess I also forgot about the whole chaos should go wrong sometimes thing as I was designing the class, but I added it to a bunch of things which I think makes it more balanced and interesting.

Darth Stabber
2013-07-24, 03:40 AM
Way complicated, you are welcome to hack what ever you want out of my anarchomancer class (in my sig). They based on a similar concept, so feel free. As far as balance goes, I can't tell.