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Andraste
2007-10-20, 02:38 AM
Chaos Wielder

This is my first Base Class and it probably needs some adjustment. Please comment.

Chaos Wielders are arcane spellcasters that have a natural ability to tap into chaotic energies that they use to fuel their spells. They also tend to train in some ways of combat, usually with weapons that are flexible and flail about.

Adventures: Chaos Wielders can adventure for many of reasons, often to test themselves, but they can be motivated by as many reasons as anyone else.

Characteristics: Chaos wielders cast spells naturally, alike to sorcerers in that they do not have to prepare their spells and they do not have access to many. Chaos Wielders also have training in melee combat, and therefore are proficient with simple weapons and several martial weapons.

Alignment: Because of the ways that the Chaos Wielders cast spells, they must be chaotic, but they can tend towards either good or evil.

Religion: Chaos Wielders often worship Boccob, Olidammara, and Wee Jas. Good Chaos Wielders might worship Corellon Larethian, and evil Chaos Wielders could possibly follow Erythnul.

Background: Chaos Wielders can come from many backgrounds, though it is unlikely that they would come from somewhere that is very lawful. They often train around when they become adults, and have more freedom to practice their newfound powers. Chaos Wielders often live alone for parts of their lives to gain control over some of the randomness of their powers.

Races: Because of their adaptability, humans often become Chaos Wielders. Elves are well suited for chaos wielders because of their high dexterity and their natural tendencies toward chaos. Half-Elves become Chaos Wielders just as often as humans because of the chaotic nature that they get from their elven heritage.

Other Classes: Chaos Wielders often tend to have most in common with Sorcerers because of the ways that they gain their powers. They often dislike Monks and Paladins because of their strictly lawful nature.

Role: Chaos Wielders are spellcasting damage dealers and secondary melee attackers.


Table 1: The Chaos Wielder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+0|+0|+2|+2|Light Armor Casting, Misspell, Aura of Chaos, Bonus Feat

2nd|+1|+0|+3|+3|Summon Familiar, Smite Law 1/day

3rd|+2|+1|+3|+3|Unpredictable +1

4th|+3|+1|+4|+4|Bonus Feat, Detect Law

5th|+3|+1|+4|+4|Minor Rage 1/day

6th|+4|+2|+5|+5|Smite Law 1/day

7th|+5|+2|+5|+5|-

8th|+6/+1|+2|+6|+6|Bonus Feat, Unpredictable +2

9th|+6/+1|+3|+6|+6|-

10th|+7/+2|+3|+7|+7|Anarchy 2/day, Minor Rage 2/day

11th|+8/+3|+3|+7|+7|Smite Law 3/day

12th|+9/+4|+4|+8|+8|Bonus Feat

13th|+9/+4|+4|+8|+8|Unpredictable +3

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

15th|+11/+6/+1|+5|+9|+9|Anarchy 3/day, Minor Rage 3/day

16th|+12/+7/+2|+5|+10|+10|Bonus Feat, Smite Law 4/day

17th|+12/+7/+2|+5|+10|+10|Chaos Glow

18th|+13/+8/+3|+6|+11|+11|Unpredictable +4

19th|+14/+9/+4|+6|+11|+11|-

20th|+15/+10/+5|+6|+12|+12|Anarchy 4/day, Minor Rage 4/day, Bonus Feat[/table]


Table 2: Chaos Wielder Spells Known
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
5|
3|---|---|---|---|---|---|---|---

2nd|
6|
3|---|---|---|---|---|---|---|---

3rd|
6|
4|---|---|---|---|---|---|---|---

4th|
7|
4|
2|---|---|---|---|---|---|---

5th|
7|
5|
3|---|---|---|---|---|---|---

6th|
8|
5|
3|
2|---|---|---|---|---|---

7th|
8|
6|
4|
3|---|---|---|---|---|---

8th|
9|
6|
4|
3|
2|---|---|---|---|---

9th|
9|
6|
5|
4|
3|---|---|---|---|---

10th|
10|
6|
5|
4|
3|
2|---|---|---|---

11th|
10|
6|
6|
5|
4|
3|---|---|---|---

12th|
10|
6|
6|
5|
4|
3|
2|---|---|---

13th|
10|
6|
6|
5|
5|
4|
3|---|---|---

14th|
10|
6|
6|
5|
5|
4|
3|
2|---|---

15th|
10|
6|
6|
5|
5|
5|
4|
3|---|---

16th|
10|
6|
6|
5|
5|
5|
4|
3|
2|---

17th|
10|
6|
6|
5|
5|
5|
4|
4|
3|---

18th|
10|
6|
6|
5|
5|
5|
4|
4|
3|
2

19th|
10|
6|
6|
5|
5|
5|
4|
4|
4|
3

20th|
10|
6|
6|
5|
5|
5|
4|
4|
4|
4[/table]

Game Rule Information
Chaos Wielders have the following game statistics
Abilities: Intelligence determines how powerful a spell a Chaos Wielder can cast, how many spells he can cast per day, and how hard those spells are to resist (see spells below). A Chaos Wielder benefits from high strength and dexterity scores as they often fight in hand to hand combat.
Alignment: Any Chaotic.
Hit Die: d6.
Starting Gold: 4d4 X 10.

Class Skills
The Chaos Wielder's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (3 + Int modifier) X 4.
Skill Points at Each Additional Level: 3 + Int modifier.

Class Features
All of the following are class features of the Chaos Wielder.
Weapon and Armor Proficiency: Chaos Wielders are proficient with all simple weapons, throwing axe, kukri, flail, falchion, glaive, greataxe, kama, nunchaku, whip, spiked chain, bolas, and shuriken. They are proficient with light armor, but not shields or any heavier armor because it interferes with a sorcerer's arcane gestures, which can cause his spells with somatic components to fail.
Spells: A Chaos Wielder casts arcane spells (the same type of spells available to bards, wizards, and sorcerers), which are drawn primarily from the sorcerer/wizard spell list (page 192 of the Player's Handbook). HE can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must.
To learn or cast a spell, a Chaos Wielder must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Chaos Wielder's spell is 10 + the spell level + the Chaos Wielder's Intelligence modifier. Chaos Wielders can only learn and cast spells that are in the schools abjuration, conjuration, evocation, and necromancy.
Because of their unstable nature, the Chaos Wielder can cast differing amounts of spells per day on different days. At the beginning of each day, roll 1d6 for each spell level that the Chaos Wielder can cast. This is the amount of spells per day that the Chaos Wielder can cast of spells in those spell levels. If you gained access to spells of that spell level at that Chaos Wielder level, subtract 2 from the roll. If you gained access to spells of that spell level at the Chaos Wielder level before your current Chaos Wielder level, subtract 1 from the roll. These subtractions do not apply to 0-level spells. The minimum amount of spells that a Chaos Wielder can cast is 2 at 1st level, 3 at 5th level, 4 at 10th level, and 5 at 15th level. Add 1 to the roll for spells of a spell level that you have been able to cast for at least 4 chaos wielder levels. The Chaos Wielder gains bonus spells per day if his Intelligence score is high enough.
Table 2 shows the amount of spells that a Chaos Wielder knows at each level, A Chaos Wielder begins play knowing 5 0-level spells (cantrips) and 3 1st-level spells. He then gains at least 1 new spell per level. Unlike spells per day, spells known is not affected by the Chaos Wielder's Intelligence. These new spells can be common spells chosen from the sorcerer/wizard spell list (page 192 of the Player's Handbook), or they can be unusual spells that the Chaos Wielder has gained some understanding of by study. For example, a Chaos Wielder with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in the Player's Handbook) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level and a school of magic available to the Chaos Wielder. The Chaos Wielder can't use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even=numbered Chaos Wielder level after that (6th, 8th, and so on), a Chaos Wielder can choose to learn a new spell in place of one he already knows. In effect, the Chaos Wielder "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 Wielder spell the Chaos Wielder can cast. For instance, upon reaching 4th level, a Chaos Wielder could trade in a single 0-level spell (two spell levels below the highest-level Chaos Wielder spell he can cast, which is 2nd) for a different 0-level spell. A Chaos Wielder 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 cleric, a Chaos Wielder 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. For example, at 1st level, the Chaos Wielder Daedalus can cast four 1st-level spells per day - 3 from his roll, plus one thanks to his Intelligence score of 15. However, he knows only three 1st level spells: shield, magic missile, and cause fear. Thus, on any the current day, he can cast some combination of the three spells a total of four times. He does not have to decide ahead of time which spells he'll cast.
Light Armor Casting: When wearing light armor, a Chaos Wielder does not get an arcane spell failure chance. This effect only works with light armor, even if the Chaos Wielder becomes proficient with heavier armor.
Misspell: Whenever a Chaos Wielder casts a spell, roll d20. Use the following table to find the effect.

{table=head]roll|effect
1-10|Spell is cast normally
11-15|Subtract 1d4 from the caster level at which the spell is cast at.
16-20|Add 1d4 to the caster level at which the spell is cast at.[/table]
Lowering the caster level can not make the spell uncastable, but it can make the variables go past their minimums/maximums.
Aura of Chaos (Ex): A Chaos Wielder has a particularly powerful aura of chaos (see detect chaos spell for details). The strength of the Chaos Wielder's aura is as follows:

{table=head]Strength: |Faint|Moderate|Strong|Overwhelming
Chaos Wielder Level: |1|2-4|5-10|11 or greater[/table]
Bonus Feats: At 1st, 4th, 8th, 12th, 16th, and 20th level, a Chaos Wielder gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, spell focus, or weapon finesse. The Chaos Wielder must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets every three levels. The Chaos Wielder is not limited to the categories of item creation feats, metamagic feats, or spell mastery when choosing the normal feats. Spell schools for spell focus must be available to the Chaos Wielder.
Familiar: A Chaos Wielder can obtain a familiar at 2nd level and above. Doing so takes 24 hours and uses up magical materials that cost 100gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The Chaos Wielder chooses the kind of familiar he gets. As the Chaos Wielder advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the Chaos Wielder, the Chaos Wielder must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Chaos Wielder level; success reduces the loss to one-half that amount. However, a Chaos Wielder's experience point total can never go below 0 as the result of a familiar's demise or dismissal.
See pages 52 and 53 of the Player's Handbook for details on familiars.
Smite Law (Su): Once per day, a Chaos Wielder may attempt to smite law with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Chaos Wielder level. If the Chaos Wielder accidentally smites a creature that is not lawful, the smite has no effect, but the ability is still used up for that day. At 6th level, and at every five levels thereafter, the Chaos Wielder may smite law one additional time per day, as indicated on Table 1, up to a maximum of 4 times per day at 16th level.
Unpredictable (Ex): Starting at 3rd level, Chaos Wielders get a +1 bonus to their attack rolls against lawful opponents. This bonus increases by +1 every 5 levels thereafter, up to a maximum of +4 at 18th level.
Detect Law (Sp): At will, a Chaos Wielder can use detect law, as the spell.
Minor Rage (Ex): A Chaos Wielder can fly into a frenzy a certain number of times per day. In a rage, a Chaos Wielder gains amazing strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but he takes a -1 penalty to Armor Class. The increase in Constitution increases the Chaos Wielder's hit points by 1 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are) While raging, a Chaos Wielder cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride). He can use any feat he has except Combat Expertise and item creation feats. A fit of rage lasts for a number of rounds equal to 2 + the character's (newly improved) Constitution modifier. A Chaos Wielder may prematurely end his rage. At the end of the rage, the Chaos Wielder loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. A Chaos Wielder can fly into a rage only once per encounter. At 5th level he can use his rage ability once per day. At 10th level and every 5 levels thereafter, he can use it one additional time per day (to a maximum of four times per day at 20th level). Entering a rage takes no time itself, but a Chaos Wielder can do it only during his action, not in response to someone else's action.
Anarchy (Su): By willing large amounts of chaos into the area around himself, a Chaos Wielder can make everyone within 20ft/5 Chaos Wielder levels become panicked (Will 10 + Chaos Wielder level save negates). The Chaos Wielder may exclude 3 people/5 Chaos Wielder levels. The Chaos Wielder may only use anarchy once per encounter. The Chaos Wielder may use anarchy twice per day starting at 10th level. This increases by once per day every five Chaos Wielder levels thereafter.
Chaos Glow (Su): Starting at 17th level, once per day, the Chaos Wielder may surround one weapon in chaotic energies for 1d6 + 1 rounds. Add 1/4 of the Chaos Wielder's Chaos Wielder level to the attack roll and add his Chaos Wielder level to the damage made with the weapon while it is engulfed in chaos. While the chaos is surrounding the weapon, it looks like there is an electrically charged mist around it (color of mist chosen by player). This adds 2 to any intimidate checks made while using chaos glow.

Ex-Chaos Wielders
A Chaos Wielder who becomes non chaotic loses all of his special abilities granted by being a Chaos Wielder and can no longer cast Chaos Wielder spells.

Elf Chaos Wielder Starting Package
Armor: Studded leather (+3 AC, armor check penalty -1, speed 30ft, 20 lb.).
Weapons: Spiked Chain (2d4, crit X2, 10 lb., Piercing).
Dagger (1d4, crit 19-20/X2, 1 lb., Piercing or slashing).
Sling (1d4, crit X2, Range inc. 50ft., 0 lb., Bludgeoning).
Skill Selection: Pick a number of spells equal to 3 + Int modifier.


{table=head]Skill|Ranks|Ability|Armor Check Penalty
Balance|4|Dex|-1
Climb|4|Str|-1
Knowledge (arcana)|4|Int|-
Concentration|4|Con|-
Escape Artist|4|Dex|-1
Intimidate|4|Cha|-
Jump|4|Str|-1
Spellcraft|4|Int|-[/table]

Feat: Toughness.
Bonus Feat: Weapon Finesse.
Spells Known: 0-level spells - resistance, acid splash, light, ray of frost, touch of fatigue.
1st-level spells - summon monster I, burning hands, magic missile.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Hooded lantern, five pints of oil. Spell component pouch. 10 sling bullets.
Gold: 2d4.

EDIT: Fixed smite law and starting package table. Added visual effects to chaos glow.

Mr.Moron
2007-10-20, 06:33 AM
I have no real comments to make right now, however I'll point out you've still got a "Smite Evil" stuck in there in the "Smite Law" ability, hardly a huge mistake but something nice to fix. It does look rather neat as a whole though! I like the "Chaos Glow" conceptually, does that add some visual effect or is it just the name?

Andraste
2007-10-20, 12:13 PM
Thanks for the idea, chaos glow now has an aura of what looks like electrically charged mist (color of mist chosen by player) around the weapon which adds 2 to intimidate checks.

smart thog
2007-10-20, 01:43 PM
Cool class. Did you get the idea from the chaos knight? they seem to go together, so I could see a adventuring party with both.

Andraste
2007-10-20, 02:01 PM
No, I've never heard of the chaos knight.

puppyavenger
2007-10-21, 03:53 PM
Would you please clarify what you mean by " mostly from the socerer/wizzard list"?

Nebo_
2007-10-21, 09:42 PM
Would you please clarify what you mean by " mostly from the socerer/wizzard list"?

He probably just copy/pasted from the sorcerer ability from the SRD.

EvilElitest
2007-10-21, 10:12 PM
A tad bit more fluff might be nice
from,
EE

Andraste
2007-10-22, 12:03 AM
I say primarily from the sorcerer/wizard spell list because like sorcerers or wizards, they can study scrolls or spellbooks to learn new spells. And sorry for the lack of fluff, I'm not very good at that.