PDA

View Full Version : Pathfinder The Grand Cross of the Four, the Codex (Setting thread with classes, races and more)



WaylanderX
2016-11-18, 08:17 AM
[Deleted due to updates lore and mechanics]

WaylanderX
2016-11-18, 08:18 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:20 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:22 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:23 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:24 AM
Prestige Classes

Temperamental Architect

"You wish to see the light of day again? Well then, maybe you should have stolen my delicious apple pie!"

By patiently studying both the delicate workings of Chain magic and the forces of contraction and shrinking by heat and cold, the Temperamental Architects have gained the ability to entrap anyone, anywhere, conjuring great walls of fiery energy or locking creatures below the ground.

ENTRY REQUIREMENTS
Goalers that focus on the art of controlling their opponents movement are able to follow the path of the Architect. It also requires a great amount of knowledge of the layout and workings of the world, in order to jail people as effectively as possible.
Spellcasting: Able to cast Mid Chains, Controlling the Material specialization
Spells: Able to cast the Storm Wall Chain
Skills: Knowledge (Geography) 11 ranks, Knowledge (The planes) 7 ranks

Class Skills:
Acrobatics (Dex), Athletics (Str), Knowledge (Arcana), Knowledge (The planes), Knowledge (Geography), Profession (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skills Points at Each Level: 4 + Intelligence Modifier

Hitdice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+2

+0

+2
Entangling Ashenfrost
+1 Chaincasting


2nd

+1

+3

+0

+3
Unique Chain: Magma Wall
+1 Chaincasting


3rd

+1

+3

+1

+3
Quickened Wall
+1 Chaincasting


4th

+2

+4

+1

+4
Unique Chain: Jailer’s Wrath, Dazing Ashenfrost
+1 Chaincasting


5th

+2

+4

+1

+4
Eternal Imprisonment
---



Weapon and Armor Proficiency: Temperamental Architect doesn’t gain extra proficiencies in any weapons, armours or shields.

Spells per Day/Spells Known:
When a new Temperamental Architect level other than fifth is gained, the character gains new Chains per day (and Chains known, if applicable) as if he had also gained a level in the spellcasting class in which he could cast Mid Chains before he added the Temperamental Architect levels. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast Mid-level Chains before he became a Temperamental Architect, he must decide to which class he adds each level of Temperamental Architect for the purpose of determining spells per day. Also, his Ashen-Frost Burst increases in potency as if he would have taken level in the Goaler of Frostflame class.

Entangling Ashen-Frost (Sp): At first level, your Ashen-Frost burst gains the power to completely stops creatures in their tracks. Anyone within two size categories of yourself that you hit with your Ashen-Frost burst is entangled in addition to any other effect your Ashen-Frost burst may have. At 5th level, the size category cap is removed.

Unique Chain: Magma Wall (Ex): At second level, you learn a new chain named the Magma Wall, a Mid-level chain that creates a wall of extremely hot molten stone. (Description at the Spells section).

Quickened Wall (Ex): At third level, when you cast any Chain that produces a wall or wall-like structure, you can follow it up with another wall Chain as a swift action. This ability is usable Temperamental Architect class level divided by 2 times per day (Rounded down).

Unique Chain: Jailer’s Wrath (Ex): At fourth level, you learn a new chain named the Jailer’s Wrath, an End level chain that can lock a few creature below the ground for a short amount of time (Description at the Spells section). This spell is considered a Wall spell for abilities and effects.

Dazing Ashen-Frost (Sp): At fourth level, once every 1d4 rounds, you can declare you next Ashen-Frost Burst to be a Dazing Ashen-Frost burst. For this attack, the Ashen-Frost Burst loses the entangling property that you gain from this Prc. Instead, the target must make a DC 10+half total class level + Intelligence modifier Fortitude Save for be Dazed for 2 rounds. Using this ability resets your combo, but can be used with the special Ashen-Frost abilities gained from your path. This ability is usable twice a day.

Eternal Imprisonment (Su): At fifth level, you unlock some of the most well-kept secrets of this organization. By concentrating the full duration of a Wall Chain on the chain itself, you can make it permanent at the end of the normal duration. This ability is usable once per day.
In addition, your controlling magic becomes so powerful that other magic and effect can no longer stop it. Freedom of Movement and similar abilities no longer have any effect regarding your Chains, including your Ashen-Frost Burst (This includes abilities such as the Iron Heart Surge manoeuvre and effects caused by items).

PLAYING A TEMPERAMENTAL ARCHITECT

Combat: A Temperamental Architect prefers to stay back behind the lines, incapacitating foes one after another, making them easy pickings for his allies. When pressured, an Architect uses a mixture of difficult terrain, wall Chains and knock-back Chains to keep the advantage.

Advancement: Temperamental Architects hail from the Gaoler of Frostflame class, which focuses on multiple ways of destruction. Temperamental Architects serve as the strategists of this group of spellcaster, picking out targets and hazards for allies to deal with.

Resources: Architects, much like Gaolers, mostly fall under the supervision of the Chained Spire, an organisation that controls and regulates the activities of practitioners of Chain Magic. Architects are held in high regard here and are sure to receive at least a bit of support from the Spire.

TEMPERAMENTAL ARCHITECTS IN THE WORLD

"And for the vile acts you commited against the people of this village, I hereby sentence you to eternal imprisonment" The stranger said, his voice without emotion.
The thug only laughted, a strange rasping sound and attacked him. The stranger defended himself with fire and ice, but slowely lost ground to his more agile opponent. However, the moment the thug wanted to plunge his rusted dagger in the stranger's chest, a wall of molten stone sprung into existance around the thug, closing above him.
"And so it is done." The stranger said, no exhaustion visible on his face. He then turned around, and left the village, leaving the thug to be burned alive, slowely but surely.
-An Architect helping a village in the Paros Empire get rid of a maddened thug. Told by the village elder-

Daily Life: W.I.P.

Notables: W.I.P.

Organizations: W.I.P.

NPC Reaction
W.I.P.

TEMPERAMENTAL ARCHITECTS IN THE GAME
W.I.P.

Adaptation: W.I.P.

Encounters: W.I.P.

Sample Encounter

W.I.P.


Anarchic Conjurer

“Hark, Madness that lies beneath the Harrowing Dephts, head my call and descend as a storm upon my foes!”

If you ask people who has greatest control over the powers of anarchy, chances are you going to hear the words “That insane caster who can bend strange and random energies to his will.” or something closely resembling it. In Iugon, Anarchic Conjurers are both revered and feared for their art, for it is both magnificent and terrifying.
Nobody nowadays knows how the first Anarchic Conjurers were created, but what is sure that the order originated from one of the Hybrid races, although the knowledge of which one has been lost with time. Like Delirionists, Practitioners of this class are often insane in one way or another, good or bad, although they are still seem strangely comprehensible and intelligent.
They exist and work to spread the flow of chaos everythere where they go, intentionally or not. They can shape the inherrent chaotic energy inherent in every soul, take that energy, and shape it into the Flow, the elementals of the Night of Life, although the bigger versions of legend are rather shortlived compared to their smaller creations with they are almost always seen. Still, Delirionists that pursue the path of the Anarchic Conjurer can be sure to leave a chaotic mess of impressions in their wake.

ENTRY REQUIREMENTS
All spellcasters with Chaotic spells and tendencies can becomes Anarchic Conjurers, but Delirionists are particularly good at getting in due to their already chaotic and unpredictable magics.
Skills: Knowledge (the planes) 8 ranks, Spellcraft (5 ranks)
Alignment: Any chaotic
Special: Must know at least two spells with the Chaos descriptor, have cast no Lawfull spells in the level before this Prc and must have used a summoning spell of at least spell-level 3 to summon a creature with a chaotic alignment OR Delirionist level 5.
Special: Must have entered the Night of Life at least once for at least 30 minutes or visited an spot of major chaotic energies for at least two hours.

Class Skills
The Anarchic Conjurers can choose any six skills to be his class skills. Every Anarchic Conjurers is different in what he can do, create and what he knows.
Skills Points at Each Level: 4 + Intelligence Modifier

Hitdice: d6

Anarchic Conjurer


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+0

+2

+2
Chaos Familiar

+1


2nd

+1

+0

+3

+3
Manifest Chaos (Medium or Large)

+1


3rd

+1

+1

+3

+3
Limbo Control +2

+1


4th

+2

+1

+4

+4
Manifest Chaos (2 Fluxes)

+1


5th

+2

+1

+4

+4
Limbo Control +4, Delusional Strength

--


6th

+3

+2

+5

+5
Manifest Chaos (Huge)

+1


7th

+3

+2

+5

+5
Limbo Control +6, Wall of Chaos

+1


8th

+4

+2

+6

+6
Manifest Chaos (Flux Reroll), Chaos Embrace

+1


9th

+4

+3

+6

+6
Limbo Control +8, Chaos Horde

+1


10th

+5

+3

+7

+7
Manifest Chaos (Elder), Chaos Avatar

--



Casting Increase (Ex): At each level except fifth and tenth, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or Insanity spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or Insanity spellcasting class before becoming an Anarchic Conjurer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, Insanity Gauge and spells known.

Chaos Familiar (Ex): At first level, you gain a familiar-like companion which is made out of pure anarchy. This elemental is actually a manifestation of your own madness inside your soul. This companion acts as a normal familiar but with the following changes.

Summoning your familiar takes 24 hours and uses up magical materials that cost 300 gp. If you lose your familiar, you can summon a new one two days later without a penalty. You cannot choose the type of familiar you get, instead use the statistics block below.
Your familiar gains half your hitpoints as normal. Also, if you have Insanity casting, your familiar gains bonus hitpoints equal to twice your maximum Insanity Gauge. The Chaos Resistance ability your familiar has depends on your own total HD instead of your familiar's HD.
If you already have a familiar, you can keep both of them or merge them together. The resulting hybrid is a random Half-Elemental version of your normal familiar with the benefits of both this familiar progression and the original one.
Your familiar gains the following statistics when your Anarchic Conjurer level increases:




Master Class Level
Natural Armor Adj.
Intelligence Score
Slam Damage
Special


1-2

+1

4

1d6

Deliver Touch spells, empathic link, Improved Evasion, Share Spells


3-4

+3

6

1d8

Chaotic Disruption


5-6

+5

8

1d10

Speak with Master, Spell resistance


7-8

+7

10

1d12

Anarchic Block


9-10

+9

12

2d8

Chaos Field



Natural Armor Adj.
The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int
The familiar’s Intelligence score.

Slam Damage
The amount of random energy damage the familiars slam attack deals.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "Personal" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (elemental).

Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su)
A familiar can deliver touch spells for the master. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Chaotic Disruption (Su)
If the master is 3rd level in this prc, he can command his familiar to use its chaotic powers to disrupt an enemy. As a free action, you can command your familiar to use this ability, which takes up a standard action on the familiars part. You target an enemy within 60 ft.. This enemy must make a Willsave DC 10+amount of levels in Anarchic Conjurer of the master+ Wisdom modifier. If the target fails this save, he must make the next d20 roll twice and take the lower one. This ability is usable once per day.

Speak with Master (Ex)
If the master is 5th level in this prc or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spell Resistance (Ex)
If the master is 5th level in this prc or higher, a familiar gains spell resistance equal to the master’s total level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Anarchic Block (Su)
If the master is 7th level in this prc, he can command his familiar to use its chaotic powers to maybe block an attack made by an enemy. Your familiar can use this as an immediate action when you are attacked. The attacker must make a Will-save or take a 50% miss-chance on his next attack. This miss-chance cannot be reduced in any way, including Blindfight, Blindsense, Blindsight or Trueseeing. This ability can be used once per encounter.

Chaos Field (Su)
If the master is 9th level in this prc, he can command his familiar to use its chaotic powers to disrupt multiple enemies. This ability works as Chaotic disruption except that it is a 10 ft. burst within 60 ft. instead of a single target. This ability replaces Chaotic Disruption and is usable once per day.

Familiar Base Stat Block

Flow (Small)
Small Elemental (Chaos)

Hit Dice:2d8+4 (13 hp)
Initiative: +1
Speed: 20 ft., 30 fly (Perfect)
Armor Class: 12 (+1 Size, +1 Dex)
Base Attack/CMB: +1/-2 (Or master's BAB and subsequent changes to CMB, whatever is higher)
CMD: 8 (Or calculated with master's BAB, whatever is higher)
Attack: Slam +2 (1d6 Random Energy)
Full Attack: Slam +2 (1d6 Random Energy)
Space/Reach: 5 ft./5ft.
Special Attacks: Chaotic Slam, Wicked Blow
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Resistance
Saves: +2 Fort, +4 Ref, +2 Will (Or master's base saves, whatever is higher)
Abilities: Str: 10, Dex 12, Con 14, Int 3, Wis 14, Cha 14
Skills: Perception +2, Fly +2 (Or master's skill ranks, whatever is higher)
Feats: Weapon Finesse
Environment: Plane of Chaos
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 1
Treasure: Standard
Alignment: Any Chaotic
Advancement: 3-6 HD (Small), 7 HD (Medium)
Level Adjustment: --

Chaotic Slam (Ex): When a Flow elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:



Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Flow elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Resistance (Ex): A Flow elemental gains half its HD as a untyped bonus on saves versus spell with the chaos descriptor and Insanity magic.


Manifest Chaos (Su):
At second level, you gain the ability to summon forth manifestations of pure chaotic magic to vanquish your enemies. As a full round action, you can summon forth one Medium or Large Flow elemental, whose stats are descripted in the Creatures of Iugon section. The more levels you take in this prc, the stronger the Flow summoned is.
When you reach level 6, the elemental becomes a Huge Flow and when you reach level 10, the creature summoned is a Elder Flow instead (All stats are described below). The elementals stays summoned for 2d4 rounds and can be countered as normal for a Conjuration (Summoning) spell.
Additionally, when you summon a Flow, you can add certain enhancements to it, called Fluxes. However, which Flux affects your summoned elemental is completely random. Roll 1d10 and look in the table below what Flux the elemental has (This check cannot be remade in any way except with the flux reroll ability gained later on):



Result 1d10
Benefit Flux


1
+2 untyped bonus to Strength and deals twice damage to objects.


2
+2 untyped bonus to Dexterity and gains Evasion.


3
+2 untyped bonus to Constitution and gains Mettle.


4
Class level times your Cha modifier temporary hitpoints and bonus to AC equal to your Cha.


5
Fly speed becomes 20 ft. faster and gains Flyby Attack.


6
Ground speed becomes 40 ft. faster and gains Spring Attack.


7
When killed, deals HD times 1d6 random energy damage in a 10 ft. burst


8
Reach increases by 5 ft./3 class levels (Min 5 ft., Max 15 ft.)


9
AoO's confuse the opponent for 1 round as the confusion spell (Willsave 15+your Cha mod negates)


10
Can use Shatter and Chaos Hammer as a spelllike ability at will (Casterlevel is your class level times 2)



You can only use this ability once per encounter and no more then Charisma modifier times per day.
At level 4, you can roll for Fluxes twice and let your elemental gain the benefit of both, if you roll the same benefit twice, roll until you have two different ones.
At level 8, you can reroll a Flux roll once and take the benefit you like most. This can only be used on one Flux, so if you have 2 and are unhappy with both, you only reroll one.

Limbo Control (Ex): At third level, your control and resistance to chaos strengthens as you learn the ways of utter anarchy.
You gain a +2 bonus on checks to control and shape the chaotic energies on any major chaotic aligned plane (Such as Limbo, hence the name).
Also, you gain a bonus on saves against all spells with the chaos descriptor and Insanity magic (see the Delirionist) equal to the number listed.
This bonus improves to +4 at level 5, +6 at level 7 and +8 at level 9. In addition, whenever you succeed on a save against a hostile chaotic spell or Insanity spell (Only the ones that an enemy cast at you, not allies or neutrals), you gain temporary hitpoints equal your Limbo Control Bonus times your Wisdom modifier.

Delusional Strength (Ex): At fifth level, you can pump so much chaos energy in your summoned elementals, that they are far more unpredictable then normal and can handle much more abuse then before. When you use your Manifest Chaos ability, you can opt as part of the ability to give the summoned elemental an 2d4 untyped bonus on Dexterity and 4 times your class level temporary hitpoints (Temporary hitpoints gained this way do not stack with other temporary hitpoints gained from other sources). In addition, they gain 20% concealment while they are summoned. This ability can be used three times per day.

Wall of Chaos (Su): At seventh level, you gain more control over the chaos that comprises your soul and thus also your companion. Once per day, you can form and twist your companion into a wall-like structure, two inches thick and measuring 5 ft/5ft. squares per Anarchic Conjurer level. You can not use any attacks or class features that rely on your companion during this time. Everyone who walks through this wall takes random elemental damage (See Flow statblocks) equal to twice the elemental's slam damage plus your Wisdom modifier. Additionally, anyone who takes damage from the attack must succeed on a Will-save 10+Anarchic Conjurer level+your Wisdom modifier or suffer one of the following conditions for 2 rounds, roll 1d6 to see what condition is inflicted:


Result 1d6
Debuff Type


1
All movement speeds are reduced by 10 ft.


2
Entangled


3
Staggered


4
Slowed


5
Immobilized


6
Dazed



Each creature can only be affected by the second effect of the wall once, although it still takes damage for every round of contact (such as moving through it or because it is immobilized or dazed within it).
The wall persists for 2d4 rounds or until canceled by you as a swift action.

Chaos Embrace (Su): At sixth level, you can use your familiar as a guiding beacon for an allies attacks, making them harder to predict and as such harder to block. Once per day, you can command your familiar as a standard action to fuse together with an ally adjacent to the familiar for 1d3 rounds. When fused with the host, the host makes any attack roll twice and takes the better result. For the duration of this ability you lose your familiar and access to all abilities it can do. After the fusion ends, your familiar reappears in a square adjacent to the former host as chosen by you.

Chaos Horde (Su): At ninth level, you can split your strong summons in favor of multiple weaker ones. When summoning a Flow elemental with your Manifest Chaos class feature, you can opt to summon 1d3 elementals that are one or more steps weaker instead. For example, instead of summoning one Elder elemental, you can summon 1d3 Huge, Large, Medium or Small ones instead (assuming you can summon Elder Flow using your Manifest Chaos ability).

Chaos Avatar (Su): At tenth level, you can merge with your familiar to becomes the embodiment of Chaos itself.
As a full round action, you can absorb your familiar into yourself (he must be adjacent to you to use this ability). For the duration of this ability you lose your familiar and access to all abilities it can do, but you gain massive benefits in return.
First of all, each spell with the Chaos descriptor or Insanity spell you cast gains a +2 bonus on the DC and has its casterlevel increased by half your Wisdom modifier. If you have Insanity casting, you can opt to gain 1 Insanity point each round as a free action, until a maximum amount equal to your maximum Insanity Gauge minus 1 (so you never overload yourself). In addition, you gain a slam attack equal in strenght to that of your familiar and gain natural armor equal to that of your familiar. Finally, all your spells that are mindaffecting affect creatures that are normally immune to mindaffecting effects during the time you are in Chaos Avatar form.
This ability lasts for 2d4 rounds. After that duration, your familiar appears in a square adjacent to you which is chosen by you. This ability can be used twice per day.

PLAYING A ANARCHIC CONJURER

Combat: An Anarchic Conjurer enters combat behind her Flow elementals, letting them take the brunt of the damage, while she fires mind and law shattering spells from behind the lines. When pressured, they most likely retreat until they can summon another strong specimen of the Flow.

Advancement: You can enter this class either by any caster with access to chaos spells, or through the Delirionist class, an insane caster that projects her madness on other souls she can reach, damaging and disabling them.

Resources: Anarchic Conjurers are both loved and feared, because of the dangerous, but great power they possess. All Anarchic Conjurers can get a limited amount of resources at the Cabal of Anarchy, where they are respected members of the community.

ANARCHIC CONJURERS IN THE WORLD

And with a smile on her face, she rended my soul and those of the people behind me. The aura of total madness around her ...I was frightened to my very core. Then, she took "something" from her soul and formed it into a monstrosity which attacked us on sight, all the while she had this serene, almost apologetic smile on her face.
-Tioh Fringehand, only survivor of a tyrant's witchhunt against an Anarchic Conjurer-

Daily Life: Anarchic Conjurers spend their days seeking for even greater sources of anarchy to strenghen their power. This makes them notible adventures, which are often found helping a group (If good) or sabotaging another (If evil).

Notables: The head of the Cabal of Anarchy, Head Mistress Myrth Lyana is a potent Anarchic Conjurer that took control over the little bit of organization the Delirionists and Anarchic Conjurers had. She leads with a gentle hand, and the Cabal has entered a golden age under her guidance. Although she is only 23 years old, she is one of the most powerful entities found on Iugon. Also, there seems to be a evil Anarchic Conjurer terrorising the plane of Chaos to such an extend, that the plane itself revolts.

Organizations: The only known big organization a Anarchic Conjurer can be a part of is the Cabal of Anarchy. Although only a lose group of Insanity Magic users on the outside, it is actually quite a proficient guild, complete with guild missions and mercenary work. The group leans towards a Chaotic Good nature as of the last 5 years, because of it's benevolent leader, Miss Myrth.

NPC Reaction
Most of the people who met a Anarchic Conjurer would back off initially because of her bond with Chaos and Insanity. If the Anarchic Conjurer seems to be in control though, this disposition might change for the better over time. This is true especially if the Conjurer would offer her help. They might be somewhat shunned, but their power is undeniable.

ANARCHIC CONJURERS IN THE GAME
When placing this class in your game, expect alot of summoning and mental debuffs. Although it is not as powerful as the calling spells, it is still a summoning prc and thus requires a bit of preparation not to hinder other players or the DM.

Adaptation: As pointed out above, this class can be entered by Delirionists as wel as normal arcane casters. So, you can adapt this class to whatever you like that involves summoning and chaos.

Encounters: You have a great chance of encountering Anarchic Conjurers when enforcing absolute law upon an area. Anarchic Conjurers are sure to try and disrupt such an effort with their friends, colleagues or underlings. Also, you can use a Anarchic Conjurer as an efficient antagonist because of the madness themes involved.

Sample Encounter
EL 19: You and your group are sent by an evil branch of the Cabal of Anarchy to overthrow the current leader, Mistress Myrth. As you fight your way through Flow and normal soldiers alike, you reach the depths of the headquarters, The Maze of Delusion and hear a beautiful voice seemingly coming from everywhere: "You people are not part of the Cabal, you do not belong here. Now leave and no harm will be done. If not.... I will have to kindly insist." After this a huge Flow appears and attacks you, but the origin of the voice is nowhere in sight...

Tactics: Before the fight, she makes sure her Insanity Gauge is on 50% away from full and buffs herself us with Hyperactivity, Mind Shield and What They Want To See. She then begins the fight by summoning a Elder Flow upon the party while staying in the shadows herself, invisible by using her Burnose of Endless Nights and manouevering around by using her Phoenix Cloak. When the enemies are distracted, she targets the mentally weakest one with her spells, trying to knock him out. She then proceeds this way until all are knocked out. When the elemental is on 50%, lower or dead, she uses Chaos Avatar in one last desperate attempt to knock everyone out. She also begins using Body Burn and Disintegrate Intelligence, to get people out of the fight in a quick and non-fatal way. If she deems it safe and she is 1 Insanity point away from her maximum Insanity Gauge, Myrth will use The Forbidden Touch, dropping one opponent instantly but also locking her out of further spells. She also becomes visible at this point. When attacked directly, she flees, teleporting out of there with her Aporter enchantment.

When encountered outside combat, Myth is both a cheerful and beautiful young woman, who always acts a bit aloof and random. She is a very kind and fun person to be with though, always cracking jokes and making random comments on how the air is "Sooooo blue today, it wasn't this blue yesterday, right?". She can be a very intesting social encounter when presented with law enforcers, to which she doesn't listen at all except when she absolutely needs to. When encountered with hostiles, she always first tries to talk her way out of it, using her high charisma and diplomacy to its fullest. If needed and can be done unseen, she will try to dominate a weakminded individual to get him to persuade her would-be attackers to back off. While she might be slightly mad, she is not stupid and when negotions fail completely, she teleports away to set up an ambush, preferably in a shadowy place, so she can use her items to their greatest effects.

Myrth Lyana


http://fc01.deviantart.net/fs70/f/2011/019/b/1/witch_of_the_chaos_by_nibelwolf-d37jpre.jpg
Image by Nibelwolf


Chaotic Good/Female/Vysari/Delirionist 9,Anarchic Conjurer 10
Init +9, Senses: Listen +32, Spot +32, Truesight for 10 min per day, Low light vision.
Languages: (or any 4 appropiate for your campain)
------------------------------------------------
AC 13 (25 when Hyperactivity is up), touch 12 (24 when Hyperactivity is up), flat-footed 11
hp 122 (19d6+38)
Saves Fort +8, Ref +12, Will +23
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +11 touch (1d4 Wisdom Damage + 1 Insanity Point) OR +9 +1 Quarterstaff (1d6)
Base Atk +9, CMB +8
CMD: 11
Atk Options: Nightmare Mind, Mad Epidemic, item options (Mostly Defensive), Chaos Familiar.
Combat Gear: Shadow Phoenix Cloak of Charisma +6 (Shadow Cloak=DotUD, Phoenix Cloak=SRD, fused item rules), Periapt of Wisdom +8, Third Eye Conceal (XPH), Truelight Lantern (MIC), +1 Soulfire Aporter Burnoose of Moonless Nights (Burnoose of M.N.=Sandstorm, Aporter=MIC, Soulfire=BoED), Ring of Freedom of Movement, +1 Warning Eager Quarterstaff (Sign of her position as leader of the Cabal)
Supernatural Abilities: Voices of Madness, Mad Epidemic 1d4, Psycho Surge, Manifest Chaos, Chaos Avatar, Chaos Horde, Limbo Control +8.
-----------------------------------------------
Abilities Str 8, Dex 14, Con 14, Int 16, Wis 30, Cha 28
SQ: Immune for Death Effects, Immune for Mind affecting effects, Madman's Perceptions, Absurd Senses, Nightmare Mind, Insane Personality.
Feats: Weapon Finesse, Madness Focus, Induce Focus, Greater Madness Focus, Greater Induce Focus, Leadership, Improved Cohort, Improved Followers.
Skills: Diplomacy +32, Bluff +24, Disguise +20, Knowledge (Arcana) +26, Knowledge (The Planes) +26, Perception +30, Spellcraft +26, Stealth +30, Use Magic Device +32.
Possessions: Cabal Headquarters, little pet kitten named Molly, basic kit (Grappling hook, flint and tinder, ect.), Ioun Torch, Bag of Holding IV, 30.000 gp.

Franklin, Small Flow elemental Familiar


Flow (Small)
Small Elemental (Chaos)

Hit Dice: 61
Initiative: +1
Speed: 20 ft., 30 fly (Perfect)
Armor Class: 21 (+1 Size, +1 Dex, +9 Natural)
Base Attack/Grapple: +1/-3
Attack: Slam +11 (2d8 Random Energy)
Full Attack: Slam +11 (2d8 Random Energy)
Space/Reach: 5 ft./5ft.
Special Attacks: Chaotic Slam, Wicked Blow, Chaos Field, Anarchic Block
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Resistance, Improved Evasion, Speak with Master, Deliver Touch Spells, Spellresistance 24,
Saves: Same as Master
Abilities: Str: 10, Dex 12, Con 14, Int 12, Wis 14, Cha 14
Skills: Listen +1, Spot +1
Feats: Weapon Finesse
Environment: Plane of Chaos
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 1
Treasure: Standard
Alignment: Any Chaotic
Advancement: --
Level Adjustment: --

Chaotic Slam (Ex): When a Flow elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:



Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Flow elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Resistance (Ex): A Flow elemental gains half its master's HD as a untyped bonus on saves versus spell with the chaos descriptor and Insanity magic.

Chaos Field (Su):Myrth can command her familiar to use its chaotic powers to disrupt multiple enemies. This ability works as Chaotic disruption except that it is a 10 ft. burst within 60 ft. instead of a single target. This ability replaces Chaotic Disruption and is usable once per day.

Anarchic Block (Su): Myrth can command her familiar to use its chaotic powers to maybe block an attack made by an enemy. The familiar can use this as an immediate action when you are attacked. The attacker must make a Will-save or take a 50% miss-chance on his attack. This miss-chance cannot be reduced in any way, including Blindfight, Blindsense, Blindsight or Trueseeing. This ability can be used once per encounter.

WaylanderX
2016-11-18, 08:25 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:26 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:27 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:28 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 08:29 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 09:54 AM
[Deleted due to updates]

WaylanderX
2016-11-18, 03:35 PM
Reservations are all done and all the content will be put in shortly! If you already have remarks or questions, feel free to post them now.

RoyVG
2016-11-18, 03:43 PM
Bookmarked because of reasons :smallamused:

Deepbluediver
2016-11-18, 04:01 PM
I'll try to read through everything in more detail later, but in the meantime do you mind if I ask what program you used to make that map? Thanks!

WaylanderX
2016-11-18, 04:22 PM
I'll try to read through everything in more detail later, but in the meantime do you mind if I ask what program you used to make that map? Thanks!

I've made it in Adobe Photoshop Elements 9, using a set of self-made brushes to indicate the types of landscape.

WaylanderX
2016-11-20, 07:42 PM
Update: All spell lists and spell descriptions are now done and uploaded! All classes now have complete crunch, with the exception of the Gaoler of Frostflame, who needs the creature descriptions to use its Summoning the Immaterial magic path.

Update #2: Creatures have been added! The Codex is complete now, barring a few pieces of fluff, which will be added soon.

WaylanderX
2016-12-06, 08:17 PM
Hello people,

The flavor texts for the races has been added. Also, if you have feedback on anything in this thread, please post it. Any constructive criticism is welcome! I hope you enjoy the read.

Cheers,

Way