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<blockquote data-quote="Valicor" data-source="post: 301673" data-attributes="member: 1555"><p>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.</p><p></p><p>Chaos Rager</p><p></p><p>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.</p><p></p><p>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 </p><p></p><p>Requirements</p><p>Alignment: Any Chaotic</p><p>Base Attack Bonus: +6</p><p>Skills: Knowledge( Chaos) 4 ranks</p><p></p><p>Hit Dice d10</p><p>Table 1-1</p><p></p><p>Class Base</p><p>Level Attk </p><p>1st +1 </p><p>2nd +2 </p><p>3rd +3 </p><p>4th +4 </p><p>5th +5 </p><p>6th +6/+1 </p><p>7th +7/+2 </p><p>8th +8/+3 </p><p>9th +9/+4 </p><p>10th +10/+5</p><p></p><p>Saves: Fort: Good</p><p> Ref: Poor</p><p> Will: Poor</p><p></p><p>Special</p><p></p><p>1. Chaotic Rage 1/day, Touch of Madness 1/day, Detect Law (at will)</p><p>2. Bane of Law +1d6</p><p>3. Chaotic Rage 2/day</p><p>4. Touch of Madness 2/day</p><p>5. Chaotic Rage 3/day</p><p>6. Bane of Law +2d6</p><p>7. Chaotic Rage 4/day, Touch of Madness 2/day </p><p>8. Chaotic Luck 1/day</p><p>9. Chaotic rage 5/day</p><p>10.One with Chaos, Bane of Law +3d6, Touch of Madness 3/day</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Detect Law (Su): At level one, a Chaos Rager, may detect the presence of any lawful being at will, as the spell detect law.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>*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.</p></blockquote><p></p>
[QUOTE="Valicor, post: 301673, member: 1555"] 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. [/QUOTE]
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