Results 1 to 2 of 2
Thread: The Chaos Knight [PEACH]
- Join Date
- Nov 2011
The Chaos Knight [PEACH]
The chaos knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level
(4 + Int modifier) x 4.
Skill Points at Each Additional Level
4 + Int modifier.
Spoiler: The Chaos Knight
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +0 +0 +2 Chaos Bolt, Chaos Mantle 1, Fighting Style 2nd +2 +0 +0 +3 Scattered Mind 3rd +3 +1 +1 +3 Chaos Mantle 2 4th +4 +1 +1 +4 5th +5 +1 +1 +4 Fighting Style 6th +6/+1 +2 +2 +5 Chaos Mantle 3 7th +7/+2 +2 +2 +5 Chaos Lightning 8th +8/+3 +2 +2 +6 Fighting Style 9th +9/+4 +3 +3 +6 Chaos Mantle 4 10th +10/+5 +3 +3 +7 11th +11/+6/+1 +3 +3 +7 Chaos Chain Lightning 12th +12/+7/+2 +4 +4 +8 Chaos Mantle 5 13th +13/+8/+3 +4 +4 +8 14th +14/+9/+4 +4 +4 +9 Fighting Style 15th +15/+10/+5 +5 +5 +9 Chaos Mantle 6 16th +16/+11/+6/+1 +5 +5 +10 Chaos Bomb 17th +17/+12/+7/+2 +5 +5 +10 18th +18/+13/+8/+3 +5 +5 +11 Chaos Mantle 7 19th +19/+14/+9/+4 +6 +6 +11 20th +20/+15/+10/+5 +6 +6 +12 Chaos Rift
All of the following are class features of the chaos knight.
Weapon and Armor Proficiency
A chaos knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (not including tower shields).
Chaos Mantle (Su)
Whenever the chaos knight enters a life threatening situation (such as combat), his mantle of chaos activates automatically, granting him new abilities based on his rolls on the Mantle table. The chaos knight rolls once on each table he has access to and gains to the indicated abilities for the duration of combat. The chaos knight may reroll a single one of these abilities as a swift action, or all of them as a standard action. In addition, the chaos knight may always substitute his Charisma modifier for his Dexterity modifier on armor class and his Wisdom modifier on will saves. All Chaos Mantle bonuses stack with other bonuses. His current Chaos Mantle disappears every time the life threatening situation ends.
Spoiler: Chaos Mantles
Spoiler: Mantle 1
d6 Roll Bonus 1 +Cha bonus to Armor Class 2 +Cha bonus to Attack Rolls 3 +Cha bonus to Damage Rolls 4 +Cha bonus to Fortitude Saves 5 +Cha bonus to Reflex Saves 6 +Cha bonus to Will Saves
Spoiler: Mantle 2
d6 Roll Bonus 1 Cha bonus as DR/Lawful 2 +Cha bonus energy damage on attacks (choose from fire, cold, acid, electricity, or sonic) 3 +Cha bonus energy resistance (choose from fire, cold, acid, electricity, or sonic) 4 +Cha bonus max HP per character level 5 Concealment 6 +30 feet movement speed; this extra speed ignores armor penalties.
Spoiler: Mantle 3
d6 Roll Bonus 1 +60 feet Fly or Swim speed (choose one); this speed ignore 2 Roll d8's for Chaos Bolts, on a roll of 7 or 8, choose preferred effect 3 Whenever the chaos knight takes a full attack action, he gains an additonal attack at his highest base attack bonus; this stacks with similar effects. 4 Whenever the chaos knight hits with an attack, he inflicts the slowed condition on the target until the end of the target's next turn 5 On the first attack a chaos knight hits with each turn, he inflicts the stunned condition on the target until the end of the target's next turn 6 Gains Total Concealment (50% miss chance); if combined with concealment from Mantle 2, miss chance becomes 60%
Spoiler: Mantle 4
d6 Roll Bonus 1 Whenever the chaos knight hits with an attack, he may immediately strike the target with a Chaos Bolt 2 Double Critical Threat Range 3 +1 to Critical Damage Modifier (x2 becomes x3) 4 Become immune to Mind-affecting effects 5 May reroll any failed Fortitude or Reflex save once per effect saved against 6 May force any enemy to reroll an attack that hit the chaos knight once each round
Spoiler: Mantle 5
d6 Roll Bonus 1 May reroll any missed attack once each round 2 May force any attack that hit to become a critical once each round 3 May hit two targets with the same attack once per round if they are in range 4 +Cha Bonus energy resistance against all energy types 5 +Cha Bonus Damage Reduction/-, stacks with any other form of damage reduction 6 May roll twice and take the better result on any saving throw
Spoiler: Mantle 6
d6 Roll Bonus 1 The first time each round Chaos Lightning or Chaos Chain Lightning, the chaos knight may immediately perform another Chaos Lightning or Chaos Chain Lightning 2 Roll d10's for Chaos Bolts, on a roll of 7, 8, 9, or 10, choose preferred effect. If combined with the roll d8's effect, roll d12's instead and choose the preferred effect on 11 or 12 as well 3 On every attack the chaos knight hits with, the target gains the slowed condition until the end of their next turn; this effect adds to the slow duration of any other effect 4 +Cha Bonus on all saving throws against spells and spell-like effects 5 +(Cha Bonus * 2) Fast Healing 6 May choose one attack per round to automatically miss if it would hit the chaos knight
Spoiler: Mantle 7
d6 Roll Bonus 1 +Cha Bonus to Attack and Damage Rolls 2 +Cha Bonus to Armor Class and Reflex Saves 3 +Cha Bonus to Fortitude and Will Saves 4 Whenever the chaos knight hits with an attack, the target is stunned until the end of their next turn; this effect adds to the stun duration of any other effect 5 +Cha Bonus to Damage Rolls and any target struck with an attack is slowed until the end of their next turn; this effect adds to the slow duration of any other effect 6 +Cha Bonus Regeneration
Chaos Bolt (Su)
Whenever the chaos knight takes an attack action, he may replace any of his attacks with a Chaos Bolt. The Chaos Bolt may target any creature the chaos knight can accurately perceive, and flies unerringly to the target. For each chaos bolt, roll on the table below; it has that effect on the target. One caveat though; attacks of opportunity traded in must target the creature that provoked the attack.
Spoiler: Chaos Bolt Effects
d6 Roll Effect 1 2d6 + Cha modifier healing 2 Entangles target until the end of their next turn; additional rounds of entanglement from this effect don't stack 3 Stuns target until the end of their next turn; additional rounds of stunning from this effect don't stack 4 Dazes target until the end of their next turn and dazzles target until the end of their turn after that; additional rounds of this effect don't stack 5 Causes target to become Shaken until the end of their next turn; if target is already shaken or greater, this has no effect 6 Deals 1d6 + Number of Chaos Mantles the chaos knight has d6 + Cha bonus damage.
Fighting Style (Ex)
At 1st level, the chaos knight chooses between a two-weapon fighting style or a ranged style. He then gains bonuses related to these styles at 1st, 5th, 8th, and 14th level. If one of the bonuses he gains is a feat he already has, he gains a bonus feat of his choice instead.
Two-Weapon Fighting Style
At 1st level, the chaos knight gains Two-Weapon Fighting as a bonus feat even if he doesn't meet the prerequisites.
At 5th level, the chaos knight gains Improved Shield Bash as a bonus feat.
At 8th level, the chaos knight gains Improved Two-Weapon Fighting as a bonus feat even if he doesn't meet the prerequisites.
At 14th level, the chaos knight gains Greater Two-Weapon Fighting as a bonus feat even if he doesn't meet the prerequisites.
At 1st level, the chaos knight may apply his Charisma modifier to the damage of any ranged attack he makes.
At 5th level, the chaos knight gains Rapid Shot as a bonus feat even if he doesn't meet the prerequisites.
At 8th level, the chaos knight gains Manyshot as a bonus feat even if he doesn't meet the prerequisites.
At 14th level, the chaos knight may fire an additional chaos bolt for every two attacks he trades to chaos knight ability. For example, if the chaos knight exchanges two attacks to fire two chaos bolts, he may fire a third chaos bolt as well.
Scattered Mind (Ex)
At 2nd level, the chaos knight becomes immune to charm and compulsion type effects.
Chaos Lightning (Su)
At 7th level, the chaos knight gains the ability to project a stream of strange lightning from his hands in a line 5 feet by 5 feet by 120 feet. He may do this either as a full round action or by exchanging four attacks from an attack action. Any creature struck by the line takes a number of d6 in damage equal to the number of chaos mantles the chaos knight has plus the chaos knight's Charisma bonus. In addition, any creature struck by the line takes the effect of a Chaos Bolt. If the creature makes a Reflex save (DC 10 + 1/2 chaos knight levels + Charisma modifier), they take half damage and avoid the effect of the Chaos Bolt entirely.
Chaos Chain Lightning (Su)
At 11th level, the chaos knight gains the ability to control the direction of their Chaos Lightning. He may choose up to three targets within 120 feet and apply the effects of Chaos Lightning to them, reflex save included. He may do this either as a full round action or by exchanging four attacks from an attack action.
Chaos Bomb (Su)
At 16th level, the chaos knight gains the ability to deploy maelstroms of chaotic power. As a full round action, he may create a 40 foot radius sphere. Everyone within that sphere is affected as if they were struck by three Chaos Bolts. If an individual makes a will save (DC 10 + 1/2 chaos knight level + Charisma modifier), they are only struck by one Chaos Bolt.
Chaos Rift (Su)
At 20th level, the chaos knight reaches the apex of his chaotic power. As a full round action once per encounter, the chaos knight can create a 30 foot radius burst. All creatures within must make a will save (DC 20 + Charisma modifier); those that fail are immediately ejected to a random extra-planar space (possibly of the DM's choosing) and cannot return to the plane they were evicted from for 24 hours.
- Join Date
- Nov 2011
Re: The Chaos Knight [PEACH]
The idea here was to create a meleeish class that would hit tier three with a lot of inherent randomness; I think it may have a fallen a bit short of that, power wise. There might also be some issues with ambiguity in how abilities can be read; I'd like to fix those, if possible.