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gooddragon1
2017-08-04, 01:03 PM
The Chaos Sorcerer

A chaos sorcerer often adventures for the excitement of new and interesting challenges. A chaos sorcerer's magic is difficult to predict in combat, but it almost never works against his and his allies purposes.

Game Rule Information:
Chaos sorcerers have the following game statistics.
Ability Scores: A chaos sorcerer's magical ability is entirely derived from their charisma. Strength and constitution can help a chaos sorcerer if they get into close combat.
Alignment: Any nonlawful
Hit Dice: d8.
Starting Wealth: As rogue.
Starting Age: As sorcerer.

Class Skills:
The Chaos Sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



level
BAB
Fort
Ref
Will
Special


1
+0
+0
+0
+2
Chaos Fabrication, Positive Chaos, Spells


2
+1
+0
+0
+3
-


3
+2
+1
+1
+3
Randomize Item 1/day


4
+3
+1
+1
+4
-


5
+3
+1
+1
+4
Spell Turmoil


6
+4
+2
+2
+5
-


7
+5
+2
+2
+5
Randomize Item 2/day


8
+6/+1
+2
+2
+6
Aura of Chaos


9
+6/+1
+3
+3
+6
-


10
+7/+2
+3
+3
+7
Negative Chaos


11
+8/+3
+3
+3
+7
Randomize Item 3/day


12
+9/+4
+4
+4
+8
-


13
+9/+4
+4
+4
+8
-


14
+10/+5
+4
+4
+9
-


15
+11/+6/+1
+5
+5
+9
Randomize Item 4/day


16
+12/+7/+2
+5
+5
+10
-


17
+12/+7/+2
+5
+5
+10
-


18
+13/+8/+3
+6
+6
+11
-


19
+14/+9/+4
+6
+6
+11
Randomize Item 5/day


20
+15/+10/+5
+6
+6
+12
Expanded Chaos



Weapon and Armor Proficiency

At 1st level, a chaos sorcerer gains proficiency with any light or one-handed martial weapon of the character's choice. He also gains proficiency with light armor. The chaos sorcerer actually relies on spell failure up to a certain amount to use his positive chaos ability (which replaces spell failure up to that amount as described in the ability).

Example:
A chaos sorcerer with a heavy steel shield and a chain shirt would have a 55% chance for positive chaos to take effect and no spell failure chance. If the chaos sorcerer was instead wearing a suit if scale mail and carrying a heavy steel shield it would be 60% with no spell failure chance. If the chaos sorcerer was just carrying a tower shield with no armor he would have a 60% chance for positive chaos and a 10% spell failure chance.

Spells

A chaos sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a chaos sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chaos sorcerer’s spell is 10 + the spell level + the chaos sorcerer’s Charisma modifier.

Like other spellcasters, a chaos sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm#tableTheWizard). In addition, he receives bonus spells per day if he has a high Charisma score.

A chaos sorcerer’s selection of spells is extremely limited. A chaos sorcerer begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new chaos sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known (http://www.d20srd.org/srd/classes/sorcererWizard.htm#tableSorcererSpellsKnown). (Unlike spells per day, the number of spells a chaos sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known (http://www.d20srd.org/srd/classes/sorcererWizard.htm#tableSorcererSpellsKnown) are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the chaos sorcerer has gained some understanding of by study. The chaos sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however. At certain levels (3rd level at the earliest) a chaos sorcerer may have spell slots of higher level than his spells known. In these cases, the core 3.5 rules provide for the chaos sorcerer to choose to prepare lower level spells known in those slots or to use metamagic to make up the difference if desired.

Upon reaching 4th level, and at every even-numbered chaos sorcerer level after that (6th, 8th, and so on), a chaos sorcerer can choose to learn a new spell in place of one he already knows. In effect, the chaos sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level chaos sorcerer spell the chaos sorcerer can cast. A chaos sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a chaos sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.




Wizard/Chaos Sorcerer Spells Per Day


Level
0
1
2
3
4
5
6
7
8
9


1st
3
1
—
—
—
—
—
—
—
—


2nd
4
2
—
—
—
—
—
—
—
—


3rd
4
2
1
—
—
—
—
—
—
—


4th
4
3
2
—
—
—
—
—
—
—


5th
4
3
2
1
—
—
—
—
—
—


6th
4
3
3
2
—
—
—
—
—
—


7th
4
4
3
2
1
—
—
—
—
—


8th
4
4
3
3
2
—
—
—
—
—


9th
4
4
4
3
2
1
—
—
—
—


10th
4
4
4
3
3
2
—
—
—
—


11th
4
4
4
4
3
2
1
—
—
—


12th
4
4
4
4
3
3
2
—
—
—


13th
4
4
4
4
4
3
2
1
—
—


14th
4
4
4
4
4
3
3
2
—
—


15th
4
4
4
4
4
4
3
2
1
—


16th
4
4
4
4
4
4
3
3
2
—


17th
4
4
4
4
4
4
4
3
2
1


18th
4
4
4
4
4
4
4
3
3
2


19th
4
4
4
4
4
4
4
4
3
3


20th
4
4
4
4
4
4
4
4
4
4







Sorcerer/Chaos Sorcerer Spells Known


Level
0
1
2
3
4
5
6
7
8
9


1st
4
2
—
—
—
—
—
—
—
—


2nd
5
2
—
—
—
—
—
—
—
—


3rd
5
3
—
—
—
—
—
—
—
—


4th
6
3
1
—
—
—
—
—
—
—


5th
6
4
2
—
—
—
—
—
—
—


6th
7
4
2
1
—
—
—
—
—
—


7th
7
5
3
2
—
—
—
—
—
—


8th
8
5
3
2
1
—
—
—
—
—


9th
8
5
4
3
2
—
—
—
—
—


10th
9
5
4
3
2
1
—
—
—
—


11th
9
5
5
4
3
2
—
—
—
—


12th
9
5
5
4
3
2
1
—
—
—


13th
9
5
5
4
4
3
2
—
—
—


14th
9
5
5
4
4
3
2
1
—
—


15th
9
5
5
4
4
4
3
2
—
—


16th
9
5
5
4
4
4
3
2
1
—


17th
9
5
5
4
4
4
3
3
2
—


18th
9
5
5
4
4
4
3
3
2
1


19th
9
5
5
4
4
4
3
3
3
2


20th
9
5
5
4
4
4
3
3
3
3




Chaos Fabrication (Ex)

Items created by a chaos sorcerer are infused with chaos magic and have a 5% chance when activated for the first time each day to replace the ordinary activation effect with a rod of wonder effect. This chaos magic can be removed in a process that takes 1 hour, gp or xp (chaos sorcerer's choice) equal to the amount necessary to craft the item, and the casting of a spell with the lawful descriptor (this use of the spell will override its normal effects and will not affect the chaos sorcerer's alignment). A detect magic spell can determine the presence of chaos magic in an item.

Positive Chaos (Su)

Beneficial spells cast by a chaos sorcerer on an ally or allies (whether from his own slots or from scrolls or wands that have been randomized by him) have a 20% chance plus any spell failure chance up to 40% (which replaces spell failure up to that amount) to have an additional temporary random beneficial effect on them and himself. Whenever a chaos sorcerer casts a spell that does not target an ally or allies (whether from his own slots or from scrolls or wands that have been randomized by him), they may choose for a positive chaos effect to have a chance to occur with regards to themselves. 0 level spells are treated as 1st level spells for this ability. If a spell is cast in combat, do not roll duration for positive chaos, instead it lasts until the end of the combat. If a positive chaos effect with duration from outside of combat is still in effect, it's duration becomes until the end of combat and then it immediately ends. The DM may determine some things to not actually be threatening enough to count as combat.




d20 result
Positive Chaos Effect


1
Luck bonus to a random ability score (1d6, 1 strength, 2 dexterity, 3 constitution, 4 intelligence, 5 wisdom, 6 charisma) equal to spell level for 1d6 minutes.


2
Fast healing 1 for 3rd level or lower spells, 2 for 4-6th level spells, and 3 for 7-9th level spells for 1d6 minutes.


3
Luck bonus to attack rolls (50% chance for melee, 50% chance for ranged) equal to equal to spell level for 1d6 minutes.


4
Luck bonus to saving throws (1d6, 1 or 2 for fortitude, 3 or 4 for reflex, 5 or 6 for will) equal to spell level for 1d6 minutes.


5
Damage reduction equal to half spell level rounded up (1d6, 1 x/-, 2 x/adamantine, 3 x/cold iron, 4 x/lawful, 5 x/magic, 6 x/silver) for 1d6 minutes.


6
Luck bonus to caster level equal to spell level for 1d6 minutes.


7
Bonus to movement speed (land 50% chance, all others 50% chance) equal to spell level x 10 for 1d6 minutes.


8
Luck bonus to AC equal to spell level for 1d6 minutes.


9
Luck bonus to all skill checks based on attribute (1d6, 1 strength, 2 dexterity, 3 constitution, 4 intelligence, 5 wisdom, 6 charisma) equal to spell level for 1d6 minutes.


10
Luck bonus on all ability checks based on attribute (1d6, 1 strength, 2 dexterity, 3 constitution, 4 intelligence, 5 wisdom, 6 charisma) equal to spell level for 1d6 minutes.


11
Temporary hit points equal to 1d6 x spell level for 1d6 minutes.


12
Dispel magic on all negative effects affecting the target if spell level 4th or less, greater dispel magic on all negative effects affecting the target if spell level 5th or higher. As a targeted dispel in either case.


13
Luck bonus to damage rolls (50% chance for melee, 50% chance to all others) equal to spell level for 1d6 minutes.


14
Energy resistance to a random energy type (1d6, 1 acid, 2 cold, 3 electricity, 4 fire, 5 force, 6 sonic) equal to 1d6 times spell level for 1d6 minutes.


15
Percent miss chance for enemy attacks equal to 5 x spell level for 1d6 minutes.


16
Luck bonus to defensive grapple checks and escape artist checks equal to 5 times spell level for 1d6 minutes.


17
Each target teleports up to 1d6 x 10 x spell level feet in a direction of their choice.


18
Each target may make a ranged touch attack against a target within long range (400 feet + 40 feet per caster level the chaos sorcerer has) dealing 1d6 damage per spell level.


19
Evasion or mettle (50% chance for either) and spell resistance equal to 3 times spell level for 1d6 minutes


20
Choose one of the above effects (the chaos sorcerer determines the results of all rolls for that effect except duration and attack rolls).




Randomize Item (Su)

At 3rd level, once per day a chaos sorcerer may permanently randomize a potion, scroll, or wand he touches. The item is rerolled on its respective magic item table (for scrolls there is a 50% chance that it changes type between the arcane and divine list table, also for scrolls roll only on the same spell level table) and if the new item has the same gp cost as the previous item it is changed to be an item of that new spell. Furthermore, the item is thereafter infused with chaos magic as described above in the chaos fabrication ability. Otherwise this effect fails to change the item and one daily use of this ability is wasted. The chaos sorcerer may use items he randomized even if the spell is not on his spell list and substitute his charisma modifier in place of the normal ability modifier required. The chaos sorcerer does not automatically know what new spell the randomized item will produce.

At 7th level and every 4 levels thereafter the chaos sorcerer gains another daily use of this ability.

Spell Turmoil (Su)

At 5th level, a chaos sorcerer may cause all spells cast within a 60 foot radius of himself to have a 10% chance to be affected as though they were in a wild magic (http://www.d20srd.org/srd/planes.htm#wildMagic) environment (no check is permitted to ignore this effect however unlike a normal wild magic environment). The table results indicated for wild magic are possibilities but may not be an exhaustive list (and may even be subject to change at DM discretion). Activating or deactivating this ability is a swift action and this ability does not function while the chaos sorcerer is unconscious.

Aura of Chaos (Ex)

At 8th level, whenever a chaos sorcerer rolls maximum damage on a weapon damage dice of d4 or above, he may roll again and add the previous result to his damage result. The damage must be rolled and even the expanded chaos ability of this class cannot be used to gain an extra damage roll.

Negative Chaos (Su)

At 10th level, spells cast on enemies by a chaos sorcerer (whether from his own slots or from scrolls or wands that have been randomized by him) that require saving throws require an additional will saving throw of the same DC or the targets suffer a temporary random negative effect. There is a 50% chance that the negative chaos effect and positive chaos effect (on yourself or in some cases others as well) of the enemy affecting spell will function even if the spell would not (such as by antimagic, spell resistance, immunity of the target to mind-affecting effects, etc.), but the target still receives a saving throw to negate the effect as normal. Multiple identical penalties do not stack. Spells that have ongoing effects requiring saves only affect any target once whether their saving throw is successful or not. 0 level spells are treated as 1st level spells for this ability. If the chaos sorcerer doesn't have line of effect to the target, damage dealing negative chaos effects deal nonlethal damage instead. If a spell is cast in combat, do not roll duration for negative chaos, instead it lasts until the end of the combat. If a negative chaos effect with duration from outside of combat is still in effect, it's duration becomes until the end of combat and then it immediately ends. The DM may determine some things to not actually be threatening enough to count as combat.





d20 result
Negative Chaos Effect


1
Penalty to a random ability score (1d6, 1 strength, 2 dexterity, 3 constitution, 4 intelligence, 5 wisdom, 6 charisma) equal to spell level for 1d6 minutes.


2
Slowed as the spell for 1d6 minutes.


3
Penalty to attack rolls (50% chance for melee, 50% chance for ranged) equal to equal to spell level for 1d6 minutes.


4
Penalty to saving throws (1d6, 1 or 2 for fortitude, 3 or 4 for reflex, 5 or 6 for will) equal to spell level for 1d6 minutes.


5
Extra damage taken from weapon attacks from a random damage type equal to spell level (1d6, 1 or 2 bludgeoning, 3 or 4 piercing, 5 or 6 slashing) for 1d6 minutes.


6
Penalty to caster level equal to half spell level rounded down for 1d6 minutes.


7
Halve movement speed (land 50% chance, all others 50% chance) for 1d6 minutes.


8
Penalty to AC equal to spell level for 1d6 minutes.


9
Penalty to all skill checks based on attribute (1d6, 1 strength, 2 dexterity, 3 constitution, 4 intelligence, 5 wisdom, 6 charisma) equal to spell level for 1d6 minutes.


10
Penalty on all ability checks based on attribute (1d6, 1 strength, 2 dexterity, 3 constitution, 4 intelligence, 5 wisdom, 6 charisma) equal to spell level for 1d6 minutes.


11
Untyped damage equal to 1d6 x spell level taken.


12
Dispel magic on all positive effects affecting the target if spell level 4th or less, greater dispel magic on all positive effects affecting the target if spell level 5th or higher. As a targeted dispel in either case.


13
Penalty to damage rolls (50% chance for melee, 50% chance to all others) equal to spell level for 1d6 minutes.


14
Vulnerability to a random energy type (1d6, 1 acid, 2 cold, 3 electricity, 4 fire, 5 force, 6 sonic) for 1d6 minutes.


15
Percent miss chance on attacks made equal to 5 x spell level for 1d6 rounds.


16
Penalty to offensive grapple checks equal to 5 times spell level for 1d6 minutes.


17
Each target teleports up to 1d6 x 10 x spell level feet in a direction of the chaos sorcerer's choice.


18
Each target must make a ranged touch attack against a target of the chaos sorcerer's choice within long range (400 feet + 40 feet per caster level the chaos sorcerer has) dealing 1d6 damage per spell level.


19
Evasion (and the successful save effect of improved evasion), mettle, and spell resistance have a 50% chance to fail for 1d6 minutes


20
Choose one of the above effects (the chaos sorcerer determines the results of all rolls for that effect except duration and attack rolls).




Expanded Chaos (Ex)

At 20th level, Whenever a chaos sorcerer would roll a d6 he may instead roll a d8. In cases where the result is not numerical, a result of 7 or 8 is treated as a result of 6.

===
Optional Feats:

Fortuitous Chaos [Spell Chaos]

Prerequisites

Spell Turmoil.

Benefit

The chance of a positive chaos effect being applied to a spell you cast (whether from your own slots or from scrolls or wands that have been randomized by you) is increased by 20%.
---
---
Mass Fortuitous Chaos [Spell Chaos]

Prerequisites

Fortuitous Chaos, Spell Turmoil.

Benefit

Whenever you cast a spell and positive chaos is applied, allies within 30 feet of you share in this benefit if they would not otherwise do so as though the spell targeted them with a beneficial effect.
---
---
Beneficent Chaos [Spell Chaos]

Prerequisites

Fortuitous Chaos, Spell Turmoil.

Benefit

Whenever you cast a spell if positive chaos would not be applied due to rolling less than the required percentage chance, instead apply a positive chaos effect as though the spell cast were a 1st level spell. Also, improve the duration of all positive chaos effects with a duration by 1 (1d6 minutes becomes 1d6+1 minutes, 1d6 rounds becomes 1d6+1 rounds, etc.).

Special

This feat is affected by the mass fortuitous chaos feat if you have it as well.
---
---
Stored Fortuitous Chaos [Spell Chaos]

Prerequisites

Fortuitous Chaos, Mass Fortuitous Chaos, Spell Turmoil.

Benefit

As a swift action, you may store a positive chaos effect currently in effect on yourself in one of your unused spell slots of level equal to the spell that caused that positive chaos effect. You may not cast a spell from that spell slot until you expend this stored positive chaos effect and recover the spell slot by some means (such as rest and recovery). You may then cast the positive chaos effect as a spell of level equal to the slot it is stored in that affects you and allies within 30 feet (spell resistance is allowed, no save is allowed, and it has no components). The duration of this effect is the remaining duration that the stored effect had. This casting will also potentially cause another positive chaos effect to occur as casting a spell normally would. Metamagic cannot be applied to this ability. A positive chaos effect cast in this way is treated as a spell in all respects including dispelling. If a positive chaos effect was stored in combat, determine it's duration when it is cast. If a positive chaos effect was stored outside of combat, it's duration becomes until the end of combat. A positive chaos effect cast this way cannot be stored again.
===

Just realized... 1d20, 20 levels? Just interesting.

Because as I recall, wild mages in baldur's gate were well loved by all (especially red mages).

Okay, playtesting results look good now. For positive chaos at lvl 1 anyways. Should be fine afterwards.

EDIT: Added clarifying language to positive chaos (if you cast a spell on an ally or allies both you and them have a chance to gain a benefit, any other spell will just have a chance for you.)

EDIT2: Added "(whether from his own slots or from scrolls or wands that have been randomized by him)" to the second part of positive chaos just in case.

EDIT3: Added Beneficent Chaos feat.

EDIT4: Added Stored Fortuitous Chaos feat.

EDIT5: Improved Beneficent Chaos feat with duration increase. Also fixed a typo and specified the action requirement for stored fortuitous chaos.

EDIT6: Added tables for spell slots and spells known. Added clarification as to what happens when spell slots are higher than spells known.

EDIT7: Clarified spell turmoil as being subject to change at DM discretion.

EDIT8: Changed positive and negative chaos so that you don't have to keep track of their duration in combat (they last until the end of combat in that case). This will mean that all you have to do is write down the effect and who it affects. No constant need for duration management in combat. This will make it massively easier I think. Adjusted the storage feat appropriately. Set DM caveat to prevent combat duration exploitation.

Waker
2017-08-11, 05:52 PM
Chassis
D8HD, 4 skills, medium BAB and one good save. Seems good so far.


Weapon and Armor Proficiency
At 1st level, a chaos sorcerer gains proficiency with any light or one-handed martial weapon of the character's choice. He also gains proficiency with light armor.
They are proficient with light armor, but I don't see any mention of ignoring spell failure.


Spells
They know and cast spells like a Sorcerer, but have spells per day as a Wizard. They are a bit weaker on the spell front, but the chassis helps compensate for that.


Chaos Fabrication (Ex)
Items created by a chaos sorcerer are infused with chaos magic and have a 5% chance when activated for the first time each day to replace the ordinary activation effect with a rod of wonder effect. This chaos magic can be removed in a process that takes 1 hour, gp or xp (chaos sorcerer's choice) equal to the amount necessary to craft the item, and the casting of a spell with the lawful descriptor (this use of the spell will override its normal effects and will not affect the chaos sorcerer's alignment). A detect magic spell can determine the presence of chaos magic in an item.
I can't see this as anything but a negative for an item crafter. Maybe if it did the normal effect in addition to the rod of wonder, it would be ok.


Positive Chaos (Su)
Beneficial spells cast by a chaos sorcerer on an ally or allies (whether from his own slots or from scrolls or wands that have been randomized by him) have a 20% chance plus any spell failure chance up to 40% (which replaces spell failure up to that amount) to have an additional temporary random beneficial effect on them and himself. Whenever a chaos sorcerer casts a spell that does not target an ally or allies (whether from his own slots or from scrolls or wands that have been randomized by him), they may choose for a positive chaos effect to have a chance to occur with regards to themselves. 0 level spells are treated as 1st level spells for this ability.
While I realize the class is a slightly weaker spellcaster, having this apply to every single spell that affects a target (along with Negative Chaos) seems problematic. One it has a chance to slow down play as you need to roll the percentile die for every spell, then the follow-up effects need extra rolling. Perhaps consider making Positive/Negative Chaos something the class does X times a day, rather than at-will.


Damage reduction equal to half spell level rounded up (1d6, 1 x/-, 2 x/adamantine, 3 x/cold iron, 4 x/epic, 5 x/magic, 6 x/silver) for 1d6 minutes.
Most of the chaos effects are fine as is, but I'd consider changing the X/epic to X/Lawful. The likelihood that you would run into an enemy with the ability to overcome epic DR is unlikely (the Tarrasque comes to mind), so having it as a selection makes it no different than X/-.


Randomize Item (Su)
At 3rd level, once per day a chaos sorcerer may permanently randomize a potion, scroll, or wand he touches. The item is rerolled on its respective magic item table (for scrolls there is a 50% chance that it changes type between the arcane and divine list table, also for scrolls roll only on the same spell level table) and if the new item has the same gp cost as the previous item it is changed to be an item of that new spell. Furthermore, the item is thereafter infused with chaos magic as described above in the chaos fabrication ability. Otherwise this effect fails to change the item and one daily use of this ability is wasted. The chaos sorcerer may use items he randomized even if the spell is not on his spell list and substitute his charisma modifier in place of the normal ability modifier required. The chaos sorcerer does not automatically know what new spell the randomized item will produce.
This seems like a fun way to play with those random scrolls you sometimes find in loot piles. Roll the dice and hope for a better spell!


Expanded Chaos (Ex)

At 20th level, Whenever a chaos sorcerer would roll a d6 he may instead roll a d8. In cases where the result is not numerical, a result of 7 or 8 is treated as a result of 6.
Does this include spells?

Overall it feels like a fun redo of a sorcerer. It loses a few spells per day, but makes up by having a sturdier frame and some actual class features.

gooddragon1
2017-08-11, 09:01 PM
D8HD, 4 skills, medium BAB and one good save. Seems good so far.

Somewhat inspired by the battle sorcerer I'll admit.


They are proficient with light armor, but I don't see any mention of ignoring spell failure.

I'll adjust the entry to direct attention to positive chaos.


They know and cast spells like a Sorcerer, but have spells per day as a Wizard. They are a bit weaker on the spell front, but the chassis helps compensate for that.

And the chaos effects :D.


I can't see this as anything but a negative for an item crafter. Maybe if it did the normal effect in addition to the rod of wonder, it would be ok.

It's to interact with randomize item so that you do incur a slight penalty for rerolling that can't be overcome with identify at will. It's also a negative effect of chaos (because there had to be something a player couldn't just get around by not using the class feature imo (to an extent anyways, since you don't have to use item creation)). However, I admit I'm not entirely sure about it and I could see just changing randomize item to incorporate a penalty. Up in the air about it, but leaning towards keeping it just because it's not too bad imo.


While I realize the class is a slightly weaker spellcaster, having this apply to every single spell that affects a target (along with Negative Chaos) seems problematic. One it has a chance to slow down play as you need to roll the percentile die for every spell, then the follow-up effects need extra rolling. Perhaps consider making Positive/Negative Chaos something the class does X times a day, rather than at-will.

Tbh, the part I was worried about is the bookkeeping (which is why I didn't make the effects complex), but I can see it slowing down play a little. Not that much though since you batch the effect on all the targets rather than rolling each one separately. It's at most a percentage roll (or another d20 roll given how spell failure seems to be in increments of 5%), a d20 roll, then 2 separate d6 rolls (1 to determine something either by 50% chance being designated through 1-3/4-6 or something else, and the other to determine duration). You could just roll all 4 right at the start of the spell (I designed it like that actually in part because of this concern). Not sure if that alleviates it enough, but it can't be worse than a druid summoner right :P?


Most of the chaos effects are fine as is, but I'd consider changing the X/epic to X/Lawful. The likelihood that you would run into an enemy with the ability to overcome epic DR is unlikely (the Tarrasque comes to mind), so having it as a selection makes it no different than X/-.

Good call. That's perfect for this class.


This seems like a fun way to play with those random scrolls you sometimes find in loot piles. Roll the dice and hope for a better spell!

Has the downside of needing to re-identify (various means can make this inexpensive) and remove the random component tacked on with an extra gp cost once you get what you want, but it can certainly be fun and useful. I wonder if I should restrict it to only the level they have the spell slot for, but to be fair leadership is broken and an npc can charge for the service in addition to the cost to remove the random component.


Does this include spells?

Every d6 roll you will ever make allows this choice. Unless the DM says otherwise I suppose (or you are using that d6 roll as a placeholder for another roll of a different type such as a percentage roll).


Overall it feels like a fun redo of a sorcerer. It loses a few spells per day, but makes up by having a sturdier frame and some actual class features.

Pretty much what I was aiming for. Less than the battle sorcerer as well, but every spell (technically not all of them, but more often than not) you cast from level 1 to 20 and beyond will be an adventure of it's own :) [Though the key with this class is... don't depend on the chaos effects, just enjoy them]

nonsi
2017-08-12, 09:12 AM
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How do you resolve the Sorc-Wis SL difference? Does a Chaos Sorcerer gain 2nd SL at 3rd level or 4th?

Chaos Fabrication: what items can an out-of-the-box 1st level chaos sorcerer create?

gooddragon1
2017-08-12, 09:04 PM
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How do you resolve the Sorc-Wis SL difference? Does a Chaos Sorcerer gain 2nd SL at 3rd level or 4th?

Chaos Fabrication: what items can an out-of-the-box 1st level chaos sorcerer create?

You get higher level slots than you have spells known, but you can prepare lower level spells in higher level slots or you can use metamagic on them.

For chaos fabrication: Scrolls can be created at 1st level.

Unrelated note: Never expected the srd to go down. I think I'll copy the spells known and slots available tables to this site.
EDIT: Tables added
EDIT2: I will mention that discrepancy in spell slots vs spells known in the spell section for clarification.

If I was to make an epic scaling version of positive an negative chaos it would be through an epic feat that would have the epic spells treated as the lesser of Spellcraft DC/2 & CL/2. Maybe limit the range of who gets the bonus or debuff though.

nonsi
2017-08-13, 12:50 PM
You get higher level slots than you have spells known, but you can prepare lower level spells in higher level slots or you can use metamagic on them.


Definitely an innovative approach. Not sure how much popularity it will gain (people tend to be conservative).





For chaos fabrication: Scrolls can be created at 1st level.


True. But it kinda shoehorns players to invest a lot of resources in item creation feats to exploit the full potential of this class. Not that it's problematic power-wise, but this might no be what a potential player is after despite liking the other aspects.




In general, I only have one issue with this class: Positive Chaos and Negative Chaos will have their toll on gametime (more rolls, going back to the tables...).






Unrelated note: Never expected the srd to go down. I think I'll copy the spells known and slots available tables to this site.
EDIT: Tables added
EDIT2: I will mention that discrepancy in spell slots vs spells known in the spell section for clarification.


A sad day indeed :smallfrown:





If I was to make an epic scaling version of positive an negative chaos it would be through an epic feat that would have the epic spells treated as the lesser of Spellcraft DC/2 & CL/2. Maybe limit the range of who gets the bonus or debuff though.


Never really found epic rules necessary myself.

gooddragon1
2017-08-13, 03:25 PM
Definitely an innovative approach. Not sure how much popularity it will gain (people tend to be conservative).

It's just for fun really, they can use it if they want.


True. But it kinda shoehorns players to invest a lot of resources in item creation feats to exploit the full potential of this class. Not that it's problematic power-wise, but this might no be what a potential player is after despite liking the other aspects.

It's just meant to offset the randomize ability in a way that's fun rather than a strict drawback. Tempted to make it so that if they craft a rod of wonder it has that same 5% chance to instead let you pick an effect.


In general, I only have one issue with this class: Positive Chaos and Negative Chaos will have their toll on gametime (more rolls, going back to the tables...).

Well, what I would recommend is just rolling 2d20 (since the armor failure is usually in sets of 5% and 2d6 when you cast a spell. Make sure to remember your activation % threshold. Then look up the effect and what happened. Write it down on a sheet of paper and put a d6 and d10 next to it to keep track of the duration.

I admit that it will take up time, but the effects are fairly straightforward at least.


A sad day indeed :smallfrown:

"Don't it always seem to go that you don't know what you've got till it's gone..."


Never really found epic rules necessary myself.

Justin Case.

EDIT: Though I do need to modify one of the negative chaos effects (the damage dealing one) so that people can't use scrying to kill other people. (made it nonlethal (for those certain cases anyways))

EDIT2: Changed positive and negative chaos so that you don't have to keep track of their duration in combat (they last until the end of combat in that case). This will mean that all you have to do is write down the effect and who it affects. No constant need for duration management in combat. This will make it massively easier I think.