challenge for all PRC makers

Rpjunkie

First Post
Im looking for a prestige class for characters steaped in Chaos.
If anyone feels up to the challenge I would love to see what all of you imaginative people can throw together. A nice 10 level Chaos filled class..

RPJ
 

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Chaos Theory

Hmmm....

That's and interesting idea. I just might put my thinking cap on this weekend and see if anything pops out of my head. :eek:
 

Rpjunkie said:
Im looking for a prestige class for characters steaped in Chaos.
If anyone feels up to the challenge I would love to see what all of you imaginative people can throw together. A nice 10 level Chaos filled class..

RPJ

Personally, I always enjoyed the Geomancer for stuff like this. Although, that may not be what you're lookin' for, since it's magic themed and all that.
 

I am really hopefully looking for a class that can be taken by almost anyone at one point or another.. no exclusive to spellcasters theme.. I do thank anyone who is going to try to give me some ideas at least..

RPJ
 



I'll take a shot at the challenge. I got to work on this when I first saw the thread, I admit it is alittle un creative, not exactly inspired right now. If my Inspiration kicks in I'll work on a Chaos Cleric, and a Singer of Anarchy.

Chaos Rager

The Chaos Rager is a person who is so opposed to the forces of law & order they the have abandoned any semblance of structure. Those who become Chaos Ragers are often people who have been unjustly punished by society or had a strong affinity to free will.

The most likely classes to enter in the ranks of a Chaos Rager are Barbarian's & Sorcerer's. Rogue's & Rangers sometimes fall into this path. It is unheard of for a paladin, monk or wizard to become a Chaos Rager

Requirements
Alignment: Any Chaotic
Base Attack Bonus: +6
Skills: Knowledge( Chaos) 4 ranks

Hit Dice d10
Table 1-1

Class Base
Level Attk
1st +1
2nd +2
3rd +3
4th +4
5th +5
6th +6/+1
7th +7/+2
8th +8/+3
9th +9/+4
10th +10/+5

Saves: Fort: Good
Ref: Poor
Will: Poor

Special

1. Chaotic Rage 1/day, Touch of Madness 1/day, Detect Law (at will)
2. Bane of Law +1d6
3. Chaotic Rage 2/day
4. Touch of Madness 2/day
5. Chaotic Rage 3/day
6. Bane of Law +2d6
7. Chaotic Rage 4/day, Touch of Madness 2/day
8. Chaotic Luck 1/day
9. Chaotic rage 5/day
10.One with Chaos, Bane of Law +3d6, Touch of Madness 3/day

Chaotic Rage (Ex): much like rage, but far more lethal and destructive. A Chaos Rager harness the wild and destructive powers of his untamed spirit to enhance his capabilities in battle. To induce a Chaotic Rage the character may activate it as a free action, but only on his turn, he may not activate it on some one else round, to avoid going unconscious or die. Though a character may enter a Chaotic rage voluntarily, exiting the rage is far more difficult. A Chaos Rager may only exit a chaotic rage when no more opponents remain standing within 100ft. Should all opponents fall the Chaos Rager moves onto the closest ally and attacks.

While in a chaotic rage you gain the following benefits; +6 Strength & Constitution, +3 temporary hit points per hit dice your character has, +3 morale bonus to Will saves, & -3 AC. When damage is dealt to the character the temporary hit points are lost first. At 10th level your Chaotic rage increases to +8 Strength & Constitution. You gain +4 temporary hit points per hit dice your character has. You gain a +4 morale bonus to will saves.

Touch of Madness (Su): Touch of Madness sends a pulse of chaos through its victim, possibly ripping their mind apart. By using a standard action, you can make a touch attack, against an ally or opponent. By using this ability the Chaos Rager may invoke a spark of insanity in the one who chooses to target, the chosen target makes a Will save (DC 10 +half you Chaos Rager level +Cha modifier) or enter into a Chaotic rage as listed above. After the chaotic rage ends the one who experienced it must make another Will save (DC 10 + number of rounds in the chaotic rage + your characters Cha modifier). Failure results in a character permanently becoming insane as stated by the spell in (PHB, pg 217). If the target voluntary excepts Touch of Madness, he gets no save, and is subject to all affects that come a after. You may not invoke touch of madness on yourself, to gain additional uses of Chaotic Rage The amount of times, Touch of madness may be invoked increases to 2/day at 7th level and 3/day at 10th level.

Detect Law (Su): At level one, a Chaos Rager, may detect the presence of any lawful being at will, as the spell detect law.

Bane of Law (Ex): You are so opposed to the forces of law & order, that you attack them such beings with enhanced hatred. You deal an additional +1d6 damage against lawful creatures. This bonus increases to +2d6 at 6th level, and +3d6 at 9th level. The bonus damage is considered to be the same damage type as delivered by a Chaos weapon, and stacks with the additional damage dealt by Chaos weapons.

Chaos Luck (Su): Because the Chaos Rager battles against the forces of law & order to such an extreme, he starts to become capable break the rules of the universe. 1/day a Chaos Rager may re-roll any one failed ability save, skill check, or attack roll. He must however take the result of the new roll.

One with Chaos (Ex): At 10th level a Chaos Rager, has entered a state slightly out of phase with the rest of the world. As a result, the Chaos Rager, is under the effect of a true seeing spell. Furthermore you become immune to any mind influencing or compulsion effects.

*Side note* I was thinking maybe he the class could use a high will save aswell, oppinions?, Also I am not really that happy with the requirments, but you there was a request easy entrance.
 

I'd combine it with Omega World, and the player would roll a dice to get extra limbs, heads, horns or whatsoever. Some might end up more powerful, some would end up less so, but that's chaos ain't it?
 

Chaotic Warrior

Greetings all,

Here is my shot at the PrC.

Chaotic Warrior

1.0 The Story
The chaos wars between the great powers of the world created a new type of fighter. With kingdoms locked in a centuries long struggle to control the resources of the land, some leaders became desperate. One of the emperors knew that if the wars lasted much longer that his kingdom would fall. With the help of priests and wizards in his service he set out on a mission of find just the right soldiers for his plan. The task was to turn an ordinary soldier into one of the most dreadful weapons, the unknown.
Soon the first part of the plan was in place, the soldiers were found. Now the training began. The warriors had to be trained to move differently, to fight as no one else ever had, to deliver the telling blow, and unbalance and opponents defenses with spells.
When the troops were unleashed on the battlefield the results were swift and decisive. The enemy was so bewildered that their lines collapsed in a matter of hours, when normally a battle of this size would persist for days. The survivors, of whom there were few, spoke of fighting whirling demons. Never before had so few slaughtered so many. Soon the emperor had conquered the majority his enemies. The others has sued for peace and offered tribute to the emperor. A hero’s parade was scheduled in honor of the shock troops.
Ah, the spectacle of the city turned out to give praise to the men and women who had routed so many of the world’s best armies. The cheer of the crowd, the colorful banners, the flowers given, the money tossed, the blood flowing in the streets. The emotion of the crowd, the noise, the sights, and the smells they all combined to push the hero troops over the edge. The city was woefully unprepared for the vicious onslaught that followed. Less then a day had passed and the empire had suffered more deaths and more destruction than in the history of the centuries long wars. The emperor and his court were all dead, the majority of the city guard and army garrison stationed within the capitol were dead, and only a few citizens managed to escape and tell the story. The empire and the emperor who created these warriors were quickly forgotten.
Many of the wizards and priests who helped twist normal warriors into the chaos warriors were able to escape using their magic. Some swore to never reveal the secret of how the new horrors were created but there are a few who willing passed on the dreaded information, for a price of course.


2.0 Requirements

To qualify to become a Chaotic Warrior, a character must fulfill all the following criteria.
Alignment: (This is a no-brainer.) Any chaotic.
Feat(s): Quick Draw, Two Weapon Fighting
Skill Ranks: Bluff 6 ranks; Innuendo 6 ranks; Sense Motive 4 ranks, Tumble 4 ranks.
Restriction: Cannot have taken the weapon focus feat. If the weapon focus feat is gained in the future the character will lose all Chaotic Warrior specials.

Lvl.....BAB........F.....R.....W......Specials
1st.....+1........+2...+0...+0.....Protection from Law
2nd....+2........+3...+0...+0.....Improved Initiative
3rd....+3........+3...+1...+1.....Bonus Damage +1d4
4th....+4........+4...+1...+1.....More than meets the eye
5th....+5........+4...+1...+1..... Now you see it…
6th....+6/+1...+5...+2...+2.....Bonus Damage +2d4
7th....+7/+2...+5...+2...+2.....Iron Will
8th....+8/+3...+6...+2...+2.....Zone of Chaos
9th....+9/+4...+6...+3...+3.....Bonus Damage +3d4
10th..+10/+5..+7...+3...+3.....Strike All
Table 2-1: The Chaotic Warrior

3.0 Class, Cross-class Skills and hit points

3.1 Class skills (and the key ability for each skill): Balance (Dex), Bluff (Cha), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
3.2 Cross Class Skills: Climb (Str), Intuit Direction (Wis), Knowledge-Any (Int), Profession (Wis), Ride (Dex), Spell Craft (Int), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis)
3.3 Skill Points: Each Level, 3 + Int modifier.
3.3 Hit Points: d8

4.0 Class Features

Description of special abilities granted to the Chaotic Warrior prestige class.

4.1 Weapon and Armor Proficiency: Chaotic Warriors are proficient with all simple and martial weapons. CWs are proficient with all weapons and shields; however, the CW may only use his special abilities when wearing medium, light, or no armor. Also, if the Chaotic warrior is using a shield the specials will not function. Note: An armor check penalty for armor heavier than leather and applies to the skills Balance, Escape Artist, Hide, Tumble, etc.

4.2 Protection from Law: The Chaotic Warrior gains Protection from Law as an innate ability. He may use this ability a number of times per day equal to his CW level. This is a spell like ability, as cast from a 10th level caster.

4.3 Spells: Part of the training received by a chaotic is how to channel the unseen energy that surrounds us all. This may seem at odds with the unruly nature of the typical warrior. But in nature all things are balanced. There are the studious wizards and psions who are work to bring the energy from without and within under control. By contrast the chaotic warrior wants only to create more confusion in nature. The energies of chaos come to his aid when he calls. The Chaotic warrior gets spells like a bard or sorcerer, but these are based on the characters constitution score. The CW must have a constitution of at least 11 to cast first level spells and a fifteen to cast fifth level spells. There are no additional bonus spells for a high constitution score. The spell list is in table 4-1.

4.4 Improved Initiative: All chaotic warriors gain the feat Improved Initiative upon achieving 2nd level.

4.5 Bonus Damage: During combat the Chaotic Warrior moves with all possible speed and randomness. The slashing and piercing attacks leave jagged wounds that tend to bleed more profusely than normal. Blows will often be redirected or bounce to another part of the enemies body causing a second smaller wound. The CW is not even aware that his attacks are so telling. The CW, at 3rd level, gets and extra 1d4 points of damage on each successful hit, this increased to 2d4 at 6th level and to 3d4 at 9th level. If this damage is against a lawful being it is doubled, i.e. instead of 1d4 at 3rd – 5th level, its 2d4, etc.

4.6 More than meets the eye: The chaotic warrior is able to offer a slight distraction that makes an opponent think that the CW’s weapon is going one way when it is really going another. For every five ranks in bluff, the chaotic warrior gets a +1 to hit (not to damage) with any weapon he is using.

4.7 Now you see it…: The goal of a chaotic warrior is to be surrounded by chaos in battle. This helps keep enemies off balance. To do this the warrior will suddenly switch weapons in mid-combat. With this ability the CW may sheath a weapon and draw a new one as a free action. This may be done only once per round. This does not provoke an attack of opportunity. This is generally used only on melee weapons; the exception would be at the beginning of combat when a ranged weapon can be exchanged for a melee weapon. If the CW fights with two weapons the weapon in either hand can be switched, but not both weapons in the same round.

4.8 Iron Will: The maelstrom of thoughts and emotions streaming through a Chaotic Warrior’s mind makes it difficult for others to get through. This sets up an unconscious wall around the psyche of the CW. This gives the CW the benefits of the Iron Will feat.

4.9 Zone of Chaos: Upon achieving 8th level the Chaotic Warrior becomes truly a part of the energy of chaos. A zone of pure chaotic energy surrounds him to a radius of 10 feet. The CW and any other chaotic allies in this zone get a bonus +2 to all saves and AC against any lawful beings. Lawful beings get a –2 to AC when being attacked by a chaotic being in this zone.

4.10 Strike All: The Chaotic Warrior has reached the pinnacle of ability. During combat he is simply a blur, moving to and fro, up and down, in and out. Opponents find themselves almost hypnotized by symphony of motion. This ability functions like the Whirlwind attack in the Player’s Handbook, except the CW can make 2 attacks at his highest attack bonus against each opponent within 5 feet. (If the CW is using two weapons he still only gets two attacks at each opponent but he must use both weapons to attack. i.e. the first attack against opponent one comes from the weapon in his right hand, the second from the weapon in his left hand.)


1st level: Delay Poison, Lesser Acid Orb (T&B), Magic Missile, Magic Weapon, Protection from Law, Ray of Enfeeblement
2nd level: Bull’s Strength, Cat’s Grace, Endurance, False Life, Ice Knife (T&B), Sound Burst
3rd level: Greater Magic Weapon, Keen Edge, Lightning Bolt, Magic Circle Against Law, Negative Energy Burst (T&B), Sleet Storm
4th level: Acid Orb (T&B), Freedom of Movement, Ice Storm, Shout
5th level: Cloudkill, Cone of Cold, Cure Critical Wounds, Energy Buffer (T&B)
Table 4-1: Chaotic Warrior Spell list

Spells (KNOWN / CAST PER DAY)
1.....2....3...4...5
1/2
2/3 1/2
2/3 2/3
2/3 2/3 1/2
3/4 2/3 2/3
3/4 2/4 2/3 1/2
3/4 3/4 2/3 1/3
3/4 3/4 2/4 2/3
3/5 3/4 2/4 2/3 1/2
3/5 3/5 3/4 2/4 2/3


I think the CW is a little unbalanced, but I haven't really taken time to go back and do any editing. Please post any input you might have.

If the formatting is a mess, sorry. I will make changes so it looks good.
 
Last edited:


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