demiurge1138
Inventor of Super-Toast
I've been doing various slaad-related stuff on the boards lately (I've got a big page of new slaadi on the Homebrews page), and I want to know if this prestige class is too powerful/not powerful enough/just plain stupid. So comments and criticisms would be appreciated.
Anarchanist
An anarchanist is a spell-caster whose connections to the forces of chaos are so strong that they slowly warp his very being.
Most anarchanists are highly antisocial creatures who prefer the company of slaadi and other beings of pure chaos to that of their own species. There are exceptions, however, but an adventuring anarchanist is more likely to be in it for the money or an overriding goal than for the conversation. But the motives of an anarchanist are often destructive or difficult to comprehend, and they are just as likely to be fighting a group of heroes as they are to helping them.
All anarchanists were originally spell-casters, and most were originally wizards or, more likely, sorcerers. Some clerics of chaotic gods or Slaad Lords are drawn to the class, however, and very occasionally a bard will become an anarchanist.
Hit Dice: d6
Requirements
To qualify to become an anarchanist, a character must fulfill all the following criteria.
Alignment: Any chaotic
Skills: Knowledge (arcana) 8 ranks, Knowledge (planes) 8 ranks, Speak Language (Slaadi)
Feats: Tumultuous Spell
Spells: Ability to cast 3rd level arcane or divine spells.
Special: Must have made contact with a slaad. This contact does not need to have been peaceful.
Class Skills
The anarchanist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int)
Skill Points at Each Level: 2+Int modifier
Poor BAB (1/2 HD)
Good saves: Will
Poor saves: Fortitude, Reflex
Class Features
All of the following are class features of the anarchanist prestige class.
Weapon and Armor Proficiency: Anarchanists gain no proficiency with any weapons or armor.
Spells per Day/ Spells Known: When a new anarchanist level is gained, the character gains new spells per day (and new spells known, if applicable) as if they had also gained a level in whatever spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those granted by the class, etc.), except for an increased effective caster level. If a character had more than one spellcasting class before becoming an anarchanist, they must decide which class she adds each level for purposes of determining spells per day.
Mark of the Slaadi: At 1st level, the anarchanist’s appearance changes very subtly; a Spot check (DC 25) will reveal that the character’s eyes are wider than the norm for their species and glint with a strange light. Chaotic outsiders recognize the character as a figure of prestige, and the character recognizes the behaviors of chaotic outsiders. The anarchanist gains a +4 bonus to all Bluff, Diplomacy, Intimidate and Sense Motive checks against chaotic outsiders.
Create Wild Magic (Su): Once per day as a full-round action, an anarchanist can create a circle of wild magic. This circle is a sphere with a radius of 5ft per anarchanist class level, and all spells cast within it (including those cast by the anarchanist) must succeed a caster level check (DC 15+ spell level) or be affected as per a wild magic zone (see Core Rulebook II, pg 150). The zone lasts for one minute per anarchanist class level. At 8th level, the anarchanist may create a wild magic zone 3 times per day.
Slaadskin: As the anarchanist’s power increases, his skin slowly grows warty and tough, and a thin but protective membrane grows over his ears. At 3rd level, he gains a +1 bonus to his natural armor and sonic resistance 5. At 6th level, he gains another +1 bonus to natural armor and his sonic resistance increases to 10. At 9th level, his natural armor increases by +1 again, and he becomes immune to sonic damage.
Chaotic Inspiration: The anarchanist’s connection to Limbo leads him to new and exciting discoveries. At 4th and 7th level, he gains a bonus metamagic or item creation feat.
Chaos Domain: At 5th level, the anarchanist gains access to the Chaos domain as if he were a cleric. This does not increase the amount of spells per day that he can cast, it merely adds spells to his spell list and grants him a +1 bonus to the caster level of all spells with the Chaos descriptor. If the character is a divine spell-caster who already has access to the Chaos domain, this ability has no effect.
Chaos Blast (Su): At 10th level, the anarchanist can channel pure destructive chaos through his body. Once per day, he can fire a line of chaos 100 feet long as a standard action. All creatures within the area must make Reflex saves (DC 20+ Cha mod) or take 10d4 points of damage. Those that make their saves take half damage. Creatures who failed their saves take, in addition, 5d4 points of damage for the next 5 rounds as the chaos burns through them.
New Feat:
Tumultuous Spell (Metamagic)
Your spell deals chaotic damage.
Prerequisites: Chaotic alignment
Benefit: One of the spells you know that deals damage gains the benefits of this feat. Half of the damage done by that spell is chaotic damage, which ignores energy resistance. The spell to which this feat is applied gains the (Chaos) descriptor. A tumultuous spell uses up a spell slot two levels higher than the spell’s actual level.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different spell.
Demiurge out.
Anarchanist
An anarchanist is a spell-caster whose connections to the forces of chaos are so strong that they slowly warp his very being.
Most anarchanists are highly antisocial creatures who prefer the company of slaadi and other beings of pure chaos to that of their own species. There are exceptions, however, but an adventuring anarchanist is more likely to be in it for the money or an overriding goal than for the conversation. But the motives of an anarchanist are often destructive or difficult to comprehend, and they are just as likely to be fighting a group of heroes as they are to helping them.
All anarchanists were originally spell-casters, and most were originally wizards or, more likely, sorcerers. Some clerics of chaotic gods or Slaad Lords are drawn to the class, however, and very occasionally a bard will become an anarchanist.
Hit Dice: d6
Requirements
To qualify to become an anarchanist, a character must fulfill all the following criteria.
Alignment: Any chaotic
Skills: Knowledge (arcana) 8 ranks, Knowledge (planes) 8 ranks, Speak Language (Slaadi)
Feats: Tumultuous Spell
Spells: Ability to cast 3rd level arcane or divine spells.
Special: Must have made contact with a slaad. This contact does not need to have been peaceful.
Class Skills
The anarchanist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int)
Skill Points at Each Level: 2+Int modifier
Poor BAB (1/2 HD)
Good saves: Will
Poor saves: Fortitude, Reflex
Class Features
All of the following are class features of the anarchanist prestige class.
Weapon and Armor Proficiency: Anarchanists gain no proficiency with any weapons or armor.
Spells per Day/ Spells Known: When a new anarchanist level is gained, the character gains new spells per day (and new spells known, if applicable) as if they had also gained a level in whatever spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those granted by the class, etc.), except for an increased effective caster level. If a character had more than one spellcasting class before becoming an anarchanist, they must decide which class she adds each level for purposes of determining spells per day.
Mark of the Slaadi: At 1st level, the anarchanist’s appearance changes very subtly; a Spot check (DC 25) will reveal that the character’s eyes are wider than the norm for their species and glint with a strange light. Chaotic outsiders recognize the character as a figure of prestige, and the character recognizes the behaviors of chaotic outsiders. The anarchanist gains a +4 bonus to all Bluff, Diplomacy, Intimidate and Sense Motive checks against chaotic outsiders.
Create Wild Magic (Su): Once per day as a full-round action, an anarchanist can create a circle of wild magic. This circle is a sphere with a radius of 5ft per anarchanist class level, and all spells cast within it (including those cast by the anarchanist) must succeed a caster level check (DC 15+ spell level) or be affected as per a wild magic zone (see Core Rulebook II, pg 150). The zone lasts for one minute per anarchanist class level. At 8th level, the anarchanist may create a wild magic zone 3 times per day.
Slaadskin: As the anarchanist’s power increases, his skin slowly grows warty and tough, and a thin but protective membrane grows over his ears. At 3rd level, he gains a +1 bonus to his natural armor and sonic resistance 5. At 6th level, he gains another +1 bonus to natural armor and his sonic resistance increases to 10. At 9th level, his natural armor increases by +1 again, and he becomes immune to sonic damage.
Chaotic Inspiration: The anarchanist’s connection to Limbo leads him to new and exciting discoveries. At 4th and 7th level, he gains a bonus metamagic or item creation feat.
Chaos Domain: At 5th level, the anarchanist gains access to the Chaos domain as if he were a cleric. This does not increase the amount of spells per day that he can cast, it merely adds spells to his spell list and grants him a +1 bonus to the caster level of all spells with the Chaos descriptor. If the character is a divine spell-caster who already has access to the Chaos domain, this ability has no effect.
Chaos Blast (Su): At 10th level, the anarchanist can channel pure destructive chaos through his body. Once per day, he can fire a line of chaos 100 feet long as a standard action. All creatures within the area must make Reflex saves (DC 20+ Cha mod) or take 10d4 points of damage. Those that make their saves take half damage. Creatures who failed their saves take, in addition, 5d4 points of damage for the next 5 rounds as the chaos burns through them.
New Feat:
Tumultuous Spell (Metamagic)
Your spell deals chaotic damage.
Prerequisites: Chaotic alignment
Benefit: One of the spells you know that deals damage gains the benefits of this feat. Half of the damage done by that spell is chaotic damage, which ignores energy resistance. The spell to which this feat is applied gains the (Chaos) descriptor. A tumultuous spell uses up a spell slot two levels higher than the spell’s actual level.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different spell.
Demiurge out.