Lord_Gareth
2007-09-28, 11:41 AM
Disclaimer - If you plan on using this class, or having it used in a campaign you run, prepare for a lot of work. Unlike other chaotic classes, this one is actually friggin' chaotic instead of being some utterly ordered law-smiting *rest of rant deleted*.
Suffice to say, I hate what Wizards did to chaos, and plan on making it what it should have been with this, a rewrite of Wild Mage, and the Chaos Mage epic PrC.
Fluff to come later
Chaos Knight
Requirements:
Alignment: Chaotic Nuetral
Skills: Any four that do not share a linked ability score 8 ranks
Feats: Weapon focus (Any Melee weapon), Armor Proficiency (Any), Force of Personality
Special: Must seek out the blessing of a Slaadi and be trained by said Slaadi for a period of one week to eight months, depending on the Slaadi's whim.
Class Features:
Weapon and Armor Proficiency: None
Class Skills: Pick any eight skills to be class skills, four of which must have been used to gain this class.
Skill points per level - 2+int modfier
Hit Die: D10
Chaos Blessing: At the beginning of each day, roll 1d6 and consult the following table - the Chaos Knight gains the result.
1: Fire Resist 5 (+1 per level of this class)
2: DR 5/Lawful (+1/Lawful per point of Charisma modifier)
3: Sonic Resist 5 (+1 per level of all other classes but this one)
4: Acid Resist 5 (+1 for every point of AC from Dexterity or Dodge modifiers)
5: Electricity Resist 5 (+1 per caster level)
6: Cold Resist 20
Chaos Smite: Starting at second level, the Chaos Knight may smite an alignment once per round. He makes the attempt, then rolls on the following table to determine what alignment he smites
1: Good
2: Chaos
3: Law
4: Evil
Chaos Smite is in all other ways like Smite Evil (see the paladin class feature)
Grip of Chaos: Starting at third level, any creature that strikes the Chaos Knight in melee rolls 1d12 and consults the following table, immediately suffering the result (no save, all bonuses/penalties cumulative):
1: +2 Strength
2: -2 Charisma
3: -2 Constitution
4: +2 Wisdom
5: -2 Dexterity
6: +2 Dexterity
7: -2 Strength
8: +2 Intelligence
9: -2 Wisdom
10: +2 Charisma
11: +2 Consitution
12: -2 Intelligence
All bonuses and penalties granted by this ability last for one round per Chaos Knight class level.
Banish Law: Starting at 5th Level, the Chaos Knight is surrounded by a constant Dispel Law effect within thirty feet, as cast by a cleric of his Chaos Knight level.
Decree of Chaos: Starting at 6th level, as an immediate action, once per day, the Chaos Knight may convert any spell that he is aware of being cast within one hundred feet into a Wild Magic Surge.
Touch of the Warped: Once a round, starting at level seven, at the beginning of every combat round, roll on the table for Warp Touch (Book of Vile Darkness). The Chaos Knight suffers the rolled result for that round, until the next round (gaining back any ability damage or drain) and new transformation, or the end of combat.
At ninth level, the Chaos Knight afflicts the effect currently affecting him on any creature he hits with a melee attack, lasting until the end of the round.
Chaos Transcendence: At Eighth level, the Chaos Knight gains the Chaotic subtype, as well as one randomly determined subtype from the list of all available subtypes (such as shapechanger, tanar'i, archon, cold, etc.).
Touch of Chaos: Starting at tenth level, the Chaos Knight has been blessed - or cursed - by ultimate chaos. His mind fractures into four seperate entities - the original and three others. Each persona has different mental ability scores, but all use the same equipment and physical ability scores. Treat them otherwise as entirely seperate characters, with their own alignments and class progressions, feats, skill points, etc. At the beginning of each day, roll 1d4 to determine which personality is in control for the day.
If the Chaos Knight is subject to an enchantment effect, instead roll 1d4 for random control as though a new day had passed.
Suffice to say, I hate what Wizards did to chaos, and plan on making it what it should have been with this, a rewrite of Wild Mage, and the Chaos Mage epic PrC.
Fluff to come later
Chaos Knight
Requirements:
Alignment: Chaotic Nuetral
Skills: Any four that do not share a linked ability score 8 ranks
Feats: Weapon focus (Any Melee weapon), Armor Proficiency (Any), Force of Personality
Special: Must seek out the blessing of a Slaadi and be trained by said Slaadi for a period of one week to eight months, depending on the Slaadi's whim.
Class Features:
Weapon and Armor Proficiency: None
Class Skills: Pick any eight skills to be class skills, four of which must have been used to gain this class.
Skill points per level - 2+int modfier
Hit Die: D10
Chaos Blessing: At the beginning of each day, roll 1d6 and consult the following table - the Chaos Knight gains the result.
1: Fire Resist 5 (+1 per level of this class)
2: DR 5/Lawful (+1/Lawful per point of Charisma modifier)
3: Sonic Resist 5 (+1 per level of all other classes but this one)
4: Acid Resist 5 (+1 for every point of AC from Dexterity or Dodge modifiers)
5: Electricity Resist 5 (+1 per caster level)
6: Cold Resist 20
Chaos Smite: Starting at second level, the Chaos Knight may smite an alignment once per round. He makes the attempt, then rolls on the following table to determine what alignment he smites
1: Good
2: Chaos
3: Law
4: Evil
Chaos Smite is in all other ways like Smite Evil (see the paladin class feature)
Grip of Chaos: Starting at third level, any creature that strikes the Chaos Knight in melee rolls 1d12 and consults the following table, immediately suffering the result (no save, all bonuses/penalties cumulative):
1: +2 Strength
2: -2 Charisma
3: -2 Constitution
4: +2 Wisdom
5: -2 Dexterity
6: +2 Dexterity
7: -2 Strength
8: +2 Intelligence
9: -2 Wisdom
10: +2 Charisma
11: +2 Consitution
12: -2 Intelligence
All bonuses and penalties granted by this ability last for one round per Chaos Knight class level.
Banish Law: Starting at 5th Level, the Chaos Knight is surrounded by a constant Dispel Law effect within thirty feet, as cast by a cleric of his Chaos Knight level.
Decree of Chaos: Starting at 6th level, as an immediate action, once per day, the Chaos Knight may convert any spell that he is aware of being cast within one hundred feet into a Wild Magic Surge.
Touch of the Warped: Once a round, starting at level seven, at the beginning of every combat round, roll on the table for Warp Touch (Book of Vile Darkness). The Chaos Knight suffers the rolled result for that round, until the next round (gaining back any ability damage or drain) and new transformation, or the end of combat.
At ninth level, the Chaos Knight afflicts the effect currently affecting him on any creature he hits with a melee attack, lasting until the end of the round.
Chaos Transcendence: At Eighth level, the Chaos Knight gains the Chaotic subtype, as well as one randomly determined subtype from the list of all available subtypes (such as shapechanger, tanar'i, archon, cold, etc.).
Touch of Chaos: Starting at tenth level, the Chaos Knight has been blessed - or cursed - by ultimate chaos. His mind fractures into four seperate entities - the original and three others. Each persona has different mental ability scores, but all use the same equipment and physical ability scores. Treat them otherwise as entirely seperate characters, with their own alignments and class progressions, feats, skill points, etc. At the beginning of each day, roll 1d4 to determine which personality is in control for the day.
If the Chaos Knight is subject to an enchantment effect, instead roll 1d4 for random control as though a new day had passed.