Chaos Fighter

The chaos fighter is inspired by Jinx from League of Legends. It's a combination of a fighter's martial prowess and chaos as a force in D&D. The chaos fighter uses this blend of weapon skill and magical power to take down her enemies.

Alignment: Any chaotic.
Hit Die: d8.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.

Table: The Chaos Fighter
Hit die: d8
Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Chaotic Strike, Force of Will, Surge of Chaos
2nd +2 +0 +3 +3 Elude Attack, Evasion
3rd +3 +1 +3 +3 Chaotic Boost
4th +4 +1 +4 +4 Uncanny Dodge
5th +5 +1 +4 +4 Improved Surge of Chaos, Volatile Mind (1 power point/1st level spell slot)
6th +6/+1 +2 +5 +5 Absorb Chaos
7th +7/+2 +2 +5 +5 Chaotic Warp
8th +8/+3 +2 +6 +6 Improved Uncanny Dodge
9th +9/+4 +3 +6 +6 Chaotic Blast, Volatile Mind (3 power points/2nd level spell slot)
10th +10/+5 +3 +7 +7 Double Surge
11th +11/+6/+1 +3 +7 +7
12th +12/+7/+2 +4 +8 +8 Chaotic Field
13th +13/+8/+3 +4 +8 +8 Volatile Mind (5 power points/3rd level spell slot)
14th +14/+9/+4 +4 +9 +9 Greater Surge of Chaos
15th +15/+10/+5 +5 +9 +9
16th +16/+11/+6/+1 +5 +10 +10 Chaotic Rift
17th +17/+12/+7/+2 +5 +10 +10 Volatile Mind (7 power points/4th level spell slot)
18th +18/+13/+8/+3 +6 +11 +11 Triple Surge
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Chaotic Storm
Class Skills (2 + Int modifier per level, ×4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Cha)*, Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).


Class Features

All the following are class features of the chaos fighter.

Weapon and Armor Proficiency: Chaos fighters are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Force of Will (Ex): A chaos fighter adds her Charisma modifier on Will saves rather than her Wisdom modifier, and she adds her Charisma modifier on Concentration checks rather than her Constitution modifier.

Surge of Chaos (Su): Beginning at 1st level, a chaos fighter can use her chaotic mind to tap into a source of supernatural energy and empower herself. The chaos fighter can activate this ability as a move action. A surge of chaos is inherently unstable. At the beginning of each of the chaos fighter’s turns, she must succeed on a DC 10 Charisma check to determine whether she keeps her surge of chaos for that round.

The chaos fighter can consume her surge to power special abilities, which she gains as class features as she progresses in level. Consuming a surge of chaos is treated as part of the action in which a related ability is activated unless stated otherwise. This ability is usable at will, but after activating a surge of chaos, the chaos fighter must wait 3 rounds before doing so again.

A chaos fighter can have multiple surges of chaos within her at once. Each surge of chaos is consumed separately and has its own chance of being lost each round. Multiple surges of chaos cannot be consumed as part of the same action unless an ability requires or allows more than one surge to function.

Chaotic Strike (Su): At 1st level, a chaos fighter can consume a surge of chaos to empower one of her weapon attacks. When the chaos fighter makes an empowered attack, her weapon becomes chaos-aligned and deals additional damage equal to her class level plus her Charisma modifier. The chaos fighter must declare that she is using this ability before she makes her attack roll.

A chaos fighter can choose to consume multiple surges of chaos when using this ability. For each surge consumed beyond the first, her attack deals additional damage equal to ½ her class level plus ½ her Charisma modifier.

Elude Attack (Ex): Starting at 2nd level, a chaos fighter’s intuition supersedes her intellect, alerting her to danger from attacks. She gains a dodge bonus to her Armor Class equal to either ½ her class level or her Charisma bonus, whichever is lower. This applies to both her normal and touch AC.

Evasion (Ex): At 2nd level and higher, a chaos fighter can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the chaos fighter is wearing light armor or no armor. A helpless chaos fighter (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Chaotic Boost (Su): At 3rd level, a chaos fighter can consume a surge of chaos as a free action to gain a +30 enhancement bonus to her movement speed for 1 round per 3 class levels. She also gains a +5 enhancement bonus on Climb, Jump, Swim, and Tumble checks during this time.

Uncanny Dodge (Ex): Starting at 4th level, a chaos fighter can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a chaos fighter already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Surge of Chaos (Su): Beginning at 5th level, a chaos fighter can activate a surge of chaos as a swift action, and her surges of chaos do not have a chance to be lost in the first round after she activates them (but they can be lost after).

Volatile Mind (Ex): A chaos fighter’s temperamental mind is hard to encompass with mind-affecting spells and psionic powers. When any spell or power with the mind-affecting descriptor is cast or manifested on a chaos fighter of 5th level or higher, the caster or manifester suffers a backlash from the chaos fighter’s psyche. That character must immediately make a Will save (DC 10 + ½ the chaos fighter’s class level + the chaos fighter’s Charisma modifier) or lose access to some of his or her stored power. If the character is a spellcaster, he or she loses access to a random 1st level spell slot. If the character is a manifester, he or she loses 1 power point. This save is made before any effects from the spell or power occur.

The extra cost is not a natural part of that spell or power’s cost. It does not augment the power or improve the spell; it is simply a wasted power point or spell slot. The chaos fighter’s volatile mind can force the manifester of a mind-affecting power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the power’s cost to more points than the manifester has remaining in his or her reserve, the power simply fails, and the manifester exhausts the rest of his or her power points. If a spellcaster would lose access to a spell slot of the same level as or a higher level than the spell being cast, the spell simply fails and that spell slot is wasted (as opposed to a random spell slot of equal or higher level).

At 9th level, the penalty assessed against mind-affecting powers manifested on a chaos fighter is increased to 3 power points, and the penalty suffered by spellcasters increases to a 2nd level spell slot. At 13th level, the penalty increases to 5 power points or a 3rd level spell slot, and at 17th level it increases to 7 power points or a 4th level spell slot.

As a standard action, a chaos fighter can choose to lower this effect for 1 round (in the event, for instance, that a friend attempts to manifest a beneficial power or cast a beneficial spell on her).

Absorb Chaos (Su): At 6th level, a chaos fighter gains the ability to sense when a chaotic spell is being cast nearby, and she can attempt to absorb a spell with the chaos descriptor as an immediate action. To do this, she must succeed on a Concentration check (DC 10 + ½ caster level + spell level) while within 20 feet of the caster, and she must have line of sight to the caster. If she succeeds, she counters the spell and gains a surge of chaos. This ability is usable at will.

If the caster of a chaotic spell is willing to let the chaos fighter absorb it, she can do so without needing to make a Concentration check. If the chaos fighter is able to cast chaotic spells, she can choose to absorb them and gain surges of chaos at the time when she casts them.

Chaotic Warp (Su): At 7th level, a chaos fighter can consume a surge of chaos while making a melee attack to warp space around her, hindering nearby enemies. If the chaos fighter’s melee attack succeeds, the target and all enemies within 5 feet of the target must succeed on a Reflex save (DC 10 + ½ the chaos fighter’s class level + the chaos fighter’s Charisma modifier) or have their movement speed reduced by 50% and suffer a -2 penalty on attack rolls for 1 round. The chaos fighter must declare that she is using this ability before she makes her attack roll.

A chaos fighter can choose to consume multiple surges of chaos when using this ability. For each surge consumed beyond the first, the effect lasts an additional round.

Improved Uncanny Dodge (Ex): A chaos fighter of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has chaos fighter levels.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Chaotic Blast (Su): At 9th level, a chaos fighter can consume a surge of chaos while making a ranged attack to augment that attack with a blast of chaotic energy. If the attack hits, it deals additional energy damage. Roll 1d6 and use the table below to determine damage type. In addition, the target must succeed on a Fortitude save (DC 10 + ½ the chaos fighter’s class level + the chaos fighter’s Charisma modifier) or suffer a secondary effect which corresponds to the type of damage dealt. The chaos fighter must declare that she is using this ability before she makes her attack roll.

Die Result (d6) Primary Effect Secondary Effect (Fortitude negates)
1 The blast deals 2d6 points of acid damage. The target’s armor or natural armor bonus to AC is reduced by 5 for 1 round.
2 The blast deals 2d6 points of cold damage. The target’s movement speed is reduced by 50% for 1 round.
3 The blast deals 2d6 points of electricity damage. The target is unable to focus and cannot use magical or psionic abilities for 1 round. This includes supernatural and spell-like abilities that require concentration to activate.
4 The blast deals 2d6 points of fire damage. The target is set on fire, taking 1d6 points of fire damage each round until he or she succeeds on a DC 15 Reflex save as a standard action to put out the flames.
5 The blast deals 2d6 points of sonic damage. The target is deafened for 1 round.
6 The blast deals 2d6 points of force damage. The target is dazed for 1 round.

A chaos fighter can choose to consume multiple surges of chaos when using this ability. For each surge consumed beyond the first, the blast deals an additional 1d6 points of damage.

Double Surge (Su): Beginning at 10th level, a chaos fighter can choose as a free action to gain a second surge of chaos when she would normally gain one. This ability is usable a number of times per day equal to the chaos fighter’s Charisma modifier (minimum 2).

Chaotic Field (Su): A chaos fighter of 12th level or higher can consume two surges of chaos as a standard action to generate a shimmering field of pure chaos around herself. When a chaos fighter activates this ability, she creates a 10 foot radius sphere centered on her position which destabilizes magical effects. This sphere functions like an antimagic field, except that it does not block spells, spell-like abilities, supernatural abilities, or magical properties that are innately chaotic, such as the chaos fighter’s supernatural abilities or an item enchanted by a chaotic spell. Non-chaotic effects still fail to function. Once created, the sphere remains at its original position. Each round at the beginning of the chaos fighter’s turn, the field has a 50% chance to destabilize and vanish.

A chaos fighter can use this ability while inside of an antimagic field, and creatures inside of a chaotic field can use chaotic spells and abilities and benefit from items with chaotic magic even if the space is also occupied by an antimagic field. An antimagic field does not suppress a chaotic field.

Greater Surge of Chaos (Su): At 14th level, a chaos fighter can activate a surge of chaos as an immediate action, and her surges of chaos last an additional round before they have a chance to be lost.

Chaotic Rift (Su): A chaos fighter of 16th level can consume two surges of chaos as a standard action to create a chaotic rift in space. To use this ability, the chaos fighter must designate two spaces within 60 feet of her that she has line of sight to. Doorways are torn in the fabric of space at these points, allowing a creature to move from one location to the other as though the spaces were adjacent. The doorways do not occupy any real space and do not provide cover or concealment. Stepping through a doorway takes only a small mental effort. Any creature with an Intelligence score of 3 or greater that is up to one size category larger than the chaos fighter can move through the rift as part of a move action, provided that it understands what the rift is. Creatures can take other creatures and objects with them, provided they can carry them. The rift lasts up to 3 rounds, but the chaos fighter can seal it earlier as an immediate action. Any creatures or objects passing through the rift during this time will complete their transit before the rift closes.

Alternatively, the chaos fighter can use this ability to perform a single plane shift to the plane of Limbo or from Limbo to another plane that she is familiar with. This use of the ability is otherwise identical to the spell Plane Shift, except that it requires no arcane or divine focus to activate. The chaos fighter can take up to eight adjacent creatures and their gear with her, provided she is in physical contact with them. A creature that is unwilling to be transported can make a Will save (DC 10 + ½ the chaos fighter’s class level + the chaos fighter’s Charisma modifier) to avoid being included in the effect.

Triple Surge (Su): Beginning at 18th level, a chaos fighter can choose as a free action to gain second and third surges of chaos when she would normally gain one. This ability is usable a number of times per day equal to ½ the chaos fighter’s Charisma modifier (minimum 1).

Chaotic Storm (Su): At 20th level, a chaos fighter can consume three surges of chaos as a standard action to open a rift above her into the heart of Limbo. Chaotic energy pours out from the rift in a 50 foot radius, empowering the chaos fighter and her allies while hindering her enemies as long as they remain in the area. Each round, roll 1d6 and use the table below to determine the effects for that round. In addition, the chaos fighter’s surges of chaos do not have a chance to disappear while she remains in the area. The only way for a character to negate the effects of the storm is to move out of the area that the rift affects.

The rift normally remains open for a number of rounds equal to the chaos fighter’s Charisma modifier (minimum 1), but the chaos fighter can extend its duration by attacking enemies within the affected area. The rift’s duration increases by 1 round each time the chaos fighter damages an enemy in the area with a weapon attack, and it has a maximum duration of 1 round per class level.

Die Result (d6) Effect on Allies Effect on Enemies
1 The chaos fighter and her allies gain a +10 bonus to movement speed. The chaos fighter’s enemies suffer a -10 penalty to movement speed.
2 Effects that heal the chaos fighter and her allies restore twice as many hit points as normal. Effects that heal the chaos fighter’s enemies restore half as many hit points as normal.
3 The chaos fighter and her allies gain a +5 bonus on attack rolls. The chaos fighter’s enemies suffer a -5 penalty on attack rolls.
4 The chaos fighter and her allies gain a +5 bonus on saving throws and skill checks. The chaos fighter’s enemies suffer a -5 penalty on saving throws and skill checks.
5 Spells that the chaos fighter and her allies cast have save DCs 5 higher than normal. Spells that the chaos fighter’s enemies cast have save DCs 5 less than normal.
6 All damage that the chaos fighter and her allies receive is halved. All damage that the chaos fighter’s enemies receive is doubled.