Rauthiss
2010-03-11, 11:44 AM
Special Credit goes to Forever Curious for assisting with the design of this class. In addition, he will have more fluff coming soon.
A Note: I tried to balance this around Tier 3, but I have a feeling I'm off. As always, any comments and critiques are welcome.
The Anarch
http://i313.photobucket.com/albums/ll368/kaitave/Character%20Art/ChaosSorcerer1.jpg
“The laws of magic hold no sway on me.”
–Marianna Onel, Anarch
Wizards cast spells through intense study and knowledge. Sorcerers, through draconic heritage. The Anarch, however, has none of these things, instead drawing their magical power through a connection to pure chaos. Because of this, they have very little control over her abilities, yet access to great magical power.
Background: Anarchs receive their magical aptitude similar to sorcerers: magic is as inherent to them as walking. Unlike Sorcerers, however, there is no connection to heritage. Anarchs have always existed since the creation of the universe, but until recently were regarded as low-power sorcerers unable to control their “draconic heritage”. However, with the rise of Marianna Onel came a greater understanding of the Anarch's unique abilities.
Races: Any member of any race can be born as an Anarch. However, Humans make up the majority of the Anarch populations, with Halflings and Gnomes being prone to the class as well. Half-Orc anarchs are typically respected for their powerful (if not volatile) arcane power. Elvish Anarchs are rare, with many opting to stifle their chaotic tendencies for a more refined approach to magic.
Other classes: Anarchs tend to get along with sorcerers and bards, who share their innate gifts of magic. They also, surprisingly, enjoy the presence of barbarians, whose berserker fighting abilities are similar to an Anarch's spell casting. Anarchs don’t get on well with wizards and clerics due to their insistence on law and codes.
Role: Anarchs fill the role as a primary caster. The average Anarch typically only specializes in one school of magic (more often than not evocation) due to their unpredictable spellcasting. However, they can be powerful support casters, but only if they train themselves to do so.
Anarchs in the world: In general, the common person would be unable to distinguish between an Anarch and a Sorcerer. However, to those who practice magic, the difference is all too frightening. Many educated folks try to avoid dealing with an anarch for fear of their power and unpredictability.
Inspiration: My friend was laughing about having an arcane class that can’t control its casting. I went with it.
Game Rule Information
Alignment: Chaotic. Do I really have to explain why?
Hit Die: d4. An anarch is a caster.
Starting Gold: As Sorcerer.
Class Skills:
The class skills for an Anarch (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2+Int Mod) x4
Skill Points at Each Additional Level: (2+Int Mod)
The Anarch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special |0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+0|
+2|Spellcasting, Random casting, Spell Enhancement (0 level)|--|1
2nd|
+1|
+0|
+0|
+3|Eschew Materials|--|2
3rd|
+1|
+1|
+1|
+3|Improved Casting (2 rolls)|--|4|2
4th|
+2|
+1|
+1|
+4|Chaotic Casting, Spell Enhancement (1 level)|--|--|4
5th|
+2|
+1|
+1|
+4|Bonus Feat|--|--|6|2
6th|
+3|
+2|
+2|
+5|Chaotic Caster|--|--|8|4
7th|
+3|
+2|
+2|
+5|Spell Enhancement (2nd level)|--|--|--|6|2
8th|
+4|
+2|
+2|
+6|Aura of Chaos|--|--|--|8|4
9th|
+4|
+3|
+3|
+6|Spell Enhancement (3rd level)|--|--|--|--|6|2
10th|
+5|
+3|
+3|
+7|Bonus Feat|--|--|--|--|8|4
11th|
+5|
+3|
+3|
+7|Improved Casting (3 rolls)|--|--|--|--|8|6|2
12th|
+6/1|
+4|
+4|
+8|Spell Enhancement (4th Level)|--|--|--|--|--|8|2
13th|
+6/1|
+4|
+4|
+8| Reckless Dweomer|--|--|--|--|--|10|4
14th|
+7/2|
+4|
+4|
+9| Lucky Spell|--|--|--|--|--|12|6|
15th|
+7/2|
+5|
+5|
+9|Bonus Feat, Spell Enhancement (5th level)|--|--|--|--|--|--|8
16th|
+8/3|
+5|
+5|
+10|Improved Chaotic Caster|--|--|--|--|--|--|10
17th|
+8/3|
+5|
+5|
+10|Improved Casting (4 rolls)|--|--|--|--|--|--|11
18th|
+9/4|
+6|
+6|
+11|Spell Enhancement (6th level) |--|--|--|--|--|--|--
19th|
+9/4|
+6|
+6|
+11|Bonus Feat|--|--|--|--|--|--|--
20th|
+10/5|
+6|
+6|
+12|Fate’s Casting|--|--|--|--|--|--|-- [/table]
Spells Known:
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th
1st|6|3|-|-|-|-|-
2nd|6|3|-|-|-|-|-
3rd|8|4|3|-|-|-|-
4th|8|4|3|-|-|-|-
5th|8|4|4|3|-|-|-
6th|8|4|4|3|-|-|-
7th|10|6|4|4|3|-|-
8th|10|6|4|4|3|-|-
9th|10|6|6|4|4|3|-
10th|10|6|6|4|4|3|-
11th|12|8|6|6|4|4|3
12th|12|8|6|6|4|4|3
13th|12|8|8|6|6|4|4
14th|12|8|8|6|6|4|4
15th|12|10|8|8|6|6|4
16th|12|10|8|8|6|6|4
17th|12|10|10|8|8|6|6
18th|12|10|10|8|8|6|6
19th|12|12|10|10|8|8|6
20th|12|12|10|10|8|8|6[/table]
Class Features:
Weapon and Armor Proficiency: Anarchs are proficient in the use of simple weapons.
Spellcasting: An Anarch casts arcane spells which are drawn from the sorcerer/wizard spell list. An Anarch regains spell slots after 8 hours of rest. He casts spells as a sorcerer, following the spells known table above. However, an Anarch is unique in that he has two separate spells known lists, both of the same size. A spell can be learned on both spell lists, if desired.
To learn, prepare, or cast a spell, the Anarch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Anarch’s spell is 10 + the spell level + the Anarch's Charisma modifier. An Anarch gains bonus spells per day based on her Charisma score. An Anarch must have his Spells Known list full at all times.
Random Casting:When an Anarch casts a spell, he first chooses the level of the spell to cast and which spells known list to cast it from. Then, he rolls randomly to determine what spell he casts from that spells known list. Finally, the Anarch makes all choices that must be made for the spell, such as its target. Because of this, an Anarch cannot predict which spell they will cast and they cannot use metamagic feats. In addition, the casting time of all spells an Anarch casts is 1 standard action.
Eschew Materials: The Anarch gains Eschew Materials as a bonus feat.
Spell Enhancement: An Anarch may cast spells of the given level and below as supernatural abilities at will. Their save DCs become 10 + ˝ the Anarch’s caster level + the Anarch’s Charisma Modifier.
Chaotic Casting: Whenever an Anarch casts a spell, he may roll 1d6. On a result of 1, 2, or 3, this ability does nothing. On a 4, the spell may be cast as if it was stilled, without the increase in spell level or casting time. On a 5, the spell is silenced in the same manner. On a 6, the spell is both stilled and silenced, again in the same manner.
Bonus Feat: The Anarch may gain a bonus feat. They may choose from any item creation feat, any luck feat, Spell Penetration, Spell Mastery, and Spell Focus.
Improved Casting: When an Anarch casts a spell, he may roll the given number of times and choose the preferred result.
Chaotic Caster: When an Anarch casts a spell, he may choose to lower his caster level by 3 for the spell. If he does, he rolls 1d6 and adds the result to his caster level for the spell.
Aura of Chaos: A number of times per day equal to his Charisma Modifier, the Anarch may create a 30 foot aura around him as a standard action. Whenever a creature in the area makes a roll, the creature instead rolls 2 dice and the Anarch chooses one. The creature uses the chosen die’s result. This effect lasts 1 round/class level.
Reckless Dweomer An Anarch knows how to spontaneously convert her own spell energy into random, unpredictable results. At will, as a standard action, he can create an effect similar to that of activating a rod of wonder. See page 237 of the Dungeon Master’s Guide for details on the rod of wonder.
Lucky Spell: Whenever an Anarch casts a spell, he may roll 1d20. On a 15 or higher, he may add the roll result minus 15 bonus metamagic levels to the spell. These do not have to be metamagic feats he knows, and do not alter the level nor casting time of the spell. In addition to this, on a 20, the spell slot is not used up.
Improved Chaotic Caster: When an Anarch casts a spell, he may choose to lower his caster level by 5 for the spell. If he does, he rolls 1d12 and adds the result to his caster level for the spell. He still retains his Chaotic Caster ability.
Fate’s Casting: A number of times per day equal to his Charisma modifier, an Anarch may bypass his Random Casting when he casts a spell and choose which spell he will cast.
(Image from http://i313.photobucket.com/albums/ll368/kaitave/Character%20Art/ChaosSorcerer1.jpg)
A Note: I tried to balance this around Tier 3, but I have a feeling I'm off. As always, any comments and critiques are welcome.
The Anarch
http://i313.photobucket.com/albums/ll368/kaitave/Character%20Art/ChaosSorcerer1.jpg
“The laws of magic hold no sway on me.”
–Marianna Onel, Anarch
Wizards cast spells through intense study and knowledge. Sorcerers, through draconic heritage. The Anarch, however, has none of these things, instead drawing their magical power through a connection to pure chaos. Because of this, they have very little control over her abilities, yet access to great magical power.
Background: Anarchs receive their magical aptitude similar to sorcerers: magic is as inherent to them as walking. Unlike Sorcerers, however, there is no connection to heritage. Anarchs have always existed since the creation of the universe, but until recently were regarded as low-power sorcerers unable to control their “draconic heritage”. However, with the rise of Marianna Onel came a greater understanding of the Anarch's unique abilities.
Races: Any member of any race can be born as an Anarch. However, Humans make up the majority of the Anarch populations, with Halflings and Gnomes being prone to the class as well. Half-Orc anarchs are typically respected for their powerful (if not volatile) arcane power. Elvish Anarchs are rare, with many opting to stifle their chaotic tendencies for a more refined approach to magic.
Other classes: Anarchs tend to get along with sorcerers and bards, who share their innate gifts of magic. They also, surprisingly, enjoy the presence of barbarians, whose berserker fighting abilities are similar to an Anarch's spell casting. Anarchs don’t get on well with wizards and clerics due to their insistence on law and codes.
Role: Anarchs fill the role as a primary caster. The average Anarch typically only specializes in one school of magic (more often than not evocation) due to their unpredictable spellcasting. However, they can be powerful support casters, but only if they train themselves to do so.
Anarchs in the world: In general, the common person would be unable to distinguish between an Anarch and a Sorcerer. However, to those who practice magic, the difference is all too frightening. Many educated folks try to avoid dealing with an anarch for fear of their power and unpredictability.
Inspiration: My friend was laughing about having an arcane class that can’t control its casting. I went with it.
Game Rule Information
Alignment: Chaotic. Do I really have to explain why?
Hit Die: d4. An anarch is a caster.
Starting Gold: As Sorcerer.
Class Skills:
The class skills for an Anarch (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2+Int Mod) x4
Skill Points at Each Additional Level: (2+Int Mod)
The Anarch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special |0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+0|
+2|Spellcasting, Random casting, Spell Enhancement (0 level)|--|1
2nd|
+1|
+0|
+0|
+3|Eschew Materials|--|2
3rd|
+1|
+1|
+1|
+3|Improved Casting (2 rolls)|--|4|2
4th|
+2|
+1|
+1|
+4|Chaotic Casting, Spell Enhancement (1 level)|--|--|4
5th|
+2|
+1|
+1|
+4|Bonus Feat|--|--|6|2
6th|
+3|
+2|
+2|
+5|Chaotic Caster|--|--|8|4
7th|
+3|
+2|
+2|
+5|Spell Enhancement (2nd level)|--|--|--|6|2
8th|
+4|
+2|
+2|
+6|Aura of Chaos|--|--|--|8|4
9th|
+4|
+3|
+3|
+6|Spell Enhancement (3rd level)|--|--|--|--|6|2
10th|
+5|
+3|
+3|
+7|Bonus Feat|--|--|--|--|8|4
11th|
+5|
+3|
+3|
+7|Improved Casting (3 rolls)|--|--|--|--|8|6|2
12th|
+6/1|
+4|
+4|
+8|Spell Enhancement (4th Level)|--|--|--|--|--|8|2
13th|
+6/1|
+4|
+4|
+8| Reckless Dweomer|--|--|--|--|--|10|4
14th|
+7/2|
+4|
+4|
+9| Lucky Spell|--|--|--|--|--|12|6|
15th|
+7/2|
+5|
+5|
+9|Bonus Feat, Spell Enhancement (5th level)|--|--|--|--|--|--|8
16th|
+8/3|
+5|
+5|
+10|Improved Chaotic Caster|--|--|--|--|--|--|10
17th|
+8/3|
+5|
+5|
+10|Improved Casting (4 rolls)|--|--|--|--|--|--|11
18th|
+9/4|
+6|
+6|
+11|Spell Enhancement (6th level) |--|--|--|--|--|--|--
19th|
+9/4|
+6|
+6|
+11|Bonus Feat|--|--|--|--|--|--|--
20th|
+10/5|
+6|
+6|
+12|Fate’s Casting|--|--|--|--|--|--|-- [/table]
Spells Known:
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th
1st|6|3|-|-|-|-|-
2nd|6|3|-|-|-|-|-
3rd|8|4|3|-|-|-|-
4th|8|4|3|-|-|-|-
5th|8|4|4|3|-|-|-
6th|8|4|4|3|-|-|-
7th|10|6|4|4|3|-|-
8th|10|6|4|4|3|-|-
9th|10|6|6|4|4|3|-
10th|10|6|6|4|4|3|-
11th|12|8|6|6|4|4|3
12th|12|8|6|6|4|4|3
13th|12|8|8|6|6|4|4
14th|12|8|8|6|6|4|4
15th|12|10|8|8|6|6|4
16th|12|10|8|8|6|6|4
17th|12|10|10|8|8|6|6
18th|12|10|10|8|8|6|6
19th|12|12|10|10|8|8|6
20th|12|12|10|10|8|8|6[/table]
Class Features:
Weapon and Armor Proficiency: Anarchs are proficient in the use of simple weapons.
Spellcasting: An Anarch casts arcane spells which are drawn from the sorcerer/wizard spell list. An Anarch regains spell slots after 8 hours of rest. He casts spells as a sorcerer, following the spells known table above. However, an Anarch is unique in that he has two separate spells known lists, both of the same size. A spell can be learned on both spell lists, if desired.
To learn, prepare, or cast a spell, the Anarch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Anarch’s spell is 10 + the spell level + the Anarch's Charisma modifier. An Anarch gains bonus spells per day based on her Charisma score. An Anarch must have his Spells Known list full at all times.
Random Casting:When an Anarch casts a spell, he first chooses the level of the spell to cast and which spells known list to cast it from. Then, he rolls randomly to determine what spell he casts from that spells known list. Finally, the Anarch makes all choices that must be made for the spell, such as its target. Because of this, an Anarch cannot predict which spell they will cast and they cannot use metamagic feats. In addition, the casting time of all spells an Anarch casts is 1 standard action.
Eschew Materials: The Anarch gains Eschew Materials as a bonus feat.
Spell Enhancement: An Anarch may cast spells of the given level and below as supernatural abilities at will. Their save DCs become 10 + ˝ the Anarch’s caster level + the Anarch’s Charisma Modifier.
Chaotic Casting: Whenever an Anarch casts a spell, he may roll 1d6. On a result of 1, 2, or 3, this ability does nothing. On a 4, the spell may be cast as if it was stilled, without the increase in spell level or casting time. On a 5, the spell is silenced in the same manner. On a 6, the spell is both stilled and silenced, again in the same manner.
Bonus Feat: The Anarch may gain a bonus feat. They may choose from any item creation feat, any luck feat, Spell Penetration, Spell Mastery, and Spell Focus.
Improved Casting: When an Anarch casts a spell, he may roll the given number of times and choose the preferred result.
Chaotic Caster: When an Anarch casts a spell, he may choose to lower his caster level by 3 for the spell. If he does, he rolls 1d6 and adds the result to his caster level for the spell.
Aura of Chaos: A number of times per day equal to his Charisma Modifier, the Anarch may create a 30 foot aura around him as a standard action. Whenever a creature in the area makes a roll, the creature instead rolls 2 dice and the Anarch chooses one. The creature uses the chosen die’s result. This effect lasts 1 round/class level.
Reckless Dweomer An Anarch knows how to spontaneously convert her own spell energy into random, unpredictable results. At will, as a standard action, he can create an effect similar to that of activating a rod of wonder. See page 237 of the Dungeon Master’s Guide for details on the rod of wonder.
Lucky Spell: Whenever an Anarch casts a spell, he may roll 1d20. On a 15 or higher, he may add the roll result minus 15 bonus metamagic levels to the spell. These do not have to be metamagic feats he knows, and do not alter the level nor casting time of the spell. In addition to this, on a 20, the spell slot is not used up.
Improved Chaotic Caster: When an Anarch casts a spell, he may choose to lower his caster level by 5 for the spell. If he does, he rolls 1d12 and adds the result to his caster level for the spell. He still retains his Chaotic Caster ability.
Fate’s Casting: A number of times per day equal to his Charisma modifier, an Anarch may bypass his Random Casting when he casts a spell and choose which spell he will cast.
(Image from http://i313.photobucket.com/albums/ll368/kaitave/Character%20Art/ChaosSorcerer1.jpg)