NeoPhoenix, the Chaos Senshi (NeoPhoenix)
NeoPhoenix was an early champion of Chaos who rebelled against the Lords of Chaos because she found them too Lawful. She grants those who bind her the power of her fuku and anarchic magic.
Binding DC: 27.
Special Requirements: Non-Chaotic binders cannot bind NeoPhoenix the Chaos Senshi (well without a feat to ignore this).
Legend: Good and Evil have their champions, blackguards and paladins, yet it is Law and Chaos which are older. It is in this conflict that NeoPhoenix served. Empowered by the forces of Chaos, she was their greatest warrior, the general of their forces, in the clash against primal Order. She wielded freedom, creativity, and spontaneity as her weapons, as sword and shield, against the forces of order.
Legends say she won battle after battle in the name of Chaos and then she stopped. She refused to obey the Lords of Chaos, but instead rebelled against them. For obeying them always and eternally was no different than following order. Chaos demanded freedom, and that meant even the Lords of Chaos must die. Of course NeoPhoenix was merely a mortal champion and rebellion against the Lords of Chaos was beyond even their greatest champion. NeoPhoenix was defeated and destroyed, but in some sort of twisted inspiration the Lords of Chaos did not let her die, instead they converted her soul into colors and banished her forever to the void.
Manifestation: A resplendent, prismatic bird of fire appears within the seal with a loud shriek. It circles around one to thirty-three times before forming into a geometrical shape which then explodes in a flash of light to reveal a human woman dressed in a sailor fuku. Her reaction following this varies.
Sign: A tattoo appears on your cheek in the form of a stylized bird which constantly shimmers and changes color.
Influence: While NeoPhoenix is bound you may not extinguish fires. In addition you must act upon your urges and natural desires, and dare to be
Anarch's Fuku: As a full-round action you may call a sailor fuku which forms around your body resplendent in more colors than the mortal mind can comprehend. You can dismiss this fuku with a move action (and if you remove it it vanishes immediately). While worn this fuku counts as light armor with an armor bonus of +6, no max Dexterity bonus, no armor check penalty, no weight, and no arcane spell failure. In addition this fuku gains magical enhancements based upon your binder level as shown on the table below. If you dismiss and then resummon your Anarch's Fuku it's daily use limited abilities do not reset. If you are male you become female while wearing your Anarch's Fuku.
Effective Binder Level Enhancements 8th or less +1 enhancement bonus 9th-12th +2 Blurring 13th-16th +2 Greater Blurring 17th-19th +4 Greater Blurring 20th +4 Greater Blurring which grants DR 5/law
Chaos Knows No Master:
You gain a +2 bonus to and advantage on Will saves against compulsion effects.Whenever you make a Will save against a compulsion effect you gain a +2 bonus to that save and may roll twice taking the better result.
I Dare You, But Only if You Want To: As a standard action you can dare a creature to indulge in their deepest desires. The target must be within 30 ft of you. They must make a Will save and if they fail their alignment is changed to Chaotic Neutral if they are Good or Neutral or Chaotic Evil if they are Evil for 1 round per binder level, in addition they are compelled to act upon any repressed desires they may have for the duration of this effect. This is a mind-affecting, language dependent, compulsion. Once you have used this ability you must wait 2d4 rounds before using it again and whether a creature succeeds or fails its saving throw you cannot affect it with your I Dare You, But Only if You Want To ability for 1 hour.
In the Name of the Infinite Rainbow: As a standard action you may call out your attack and release a prismatic ray at a single target within 10 ft per binder level. This functions like the spell Prismatic Spray except it is a single target, you must hit them with a ranged touch attack, it does not automatically blind creatures with 8 or less hit dice but any target must make a Reflex save or be blinded for 1d3 rounds, and you must roll an additional 1d6 before rolling 1d8. On a 1-5 you roll 1d8 as normal. On a 6 you roll 1d8 on the table below. Once you have used this ability you must wait 2d4 rounds before using it again.
Roll Ray 1 The 8th Ray: The target is knocked back 10 ft per binder level and falls prone unless they succeed on a Fortitude save. If they strike an object or creature the movement is halted (they still fall prone) but they both receive 1d6 damage per 10 ft of movement prevented this way. 2 Octarine: The target takes 80 untyped magic damage (Reflex halves). 3 Irrigo: The target forgets the last 1 minute and takes 3d6 Intelligence damage. A Will save prevents the memory loss and halves the ability damage. This is a mind-affecting effect. 4 Color Out of Space: The target becomes insane as the spell insanity and takes 3d6 Wisdom damage, a Will save prevents the insanity and halves the Wisdom damage.This is a mind-affecting compulsion. 5 Smaudre: The target loses the ability to cast spells, use spell-like abilities, and lose all supernatural abilities they possess for 1 minute and takes 3d6 Charisma damage. A Will save prevents the suppression of spells, spell-like abilities, and Su abilities, and halves the Charisma damage. 6 Fuligin: The target dies, this is a death effect. If the target succeeds on a Fortitude save they do not die but instead merely suffer 2d4 negative levels. 7 Hooloovoo: The target is dominated (as dominate monster) and under your control for 1d4+1 rounds. This is a mind-affecting compulsion, and a Will save is allowed to negate it. 8 Roll again once on this table and once upon the regular table.
Phoenix's Luck: When you make a skill check you may choose to use this ability to gain a luck bonus to that skill check equal to your binder level. Once you have used this ability you cannot use it again for 2d4 rounds and you cannot use it again on the same skill for 4d12 hours.
For Contractors: Riftwalk (Doomsayer Invocation).