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ErrantX
2013-01-16, 12:21 PM
Chaos is as Chaos... Oh look, shiny!

---

A codex on Chaos will need to be written every moment. (http://discordianquotes.com/)

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XXXVIII

The contest begins with the posting of this thread and will run through midnight of February 16th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of February 26th.

Rules

1) You will be creating an 'original' prestige class. The theme is a bit esoteric this time; the theme is the Chaotic alignment. You could create a Far Realm priest of an elder god, a warrior cultist who binds spirits from Limbo to his soul, an incarnum user who charges his incarnum full of chaos energies for mutative effects, a freedom fighter who fights against an oppressive reign, a wind rider who calls no land his own or man his master, or an order of shapeshifters who abandon a true form to become something else. Alignment restriction is the key here, must be a Chaotic alignment restriction. Sky's the limit here (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5 or Pathfinder (please specify), using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the
chat thread) (http://www.giantitp.com/forums/showthread.php?t=207612).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Additionally, do not post your work outside of the contest until such a time as the voting for the contest has been posted. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2013-01-16, 12:22 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Tarsten Corvus
2013-01-17, 01:07 AM
The Wandering Thief


http://fantasyartdesign.com/free-wallpapers/imgs/mid/NightThief-m.jpg

You know the world is full of fun things to do. There are plenty of things to see . . . .and sorry but I must go I see something very shiny over that way that I really must get a closer look at bye! An unnamed wandering thief.

These thieves and rascals have an itch to be scratched. To see the World and get the shiniest objects that it contains. Whether from a King or a Tomb it doesn't matter. They wander from city to city, burg to burrough, and find the wealthiest people and places to make their living from and then move on with a song in their hearts, careless of the laws they break so they may enjoy the ultimate rush of life itself.

BECOMING A CLASS NAME
Most start their path in this direction as either a rogue or a ninja with a random bard/rogue sometimes jumping into the mix. Some multiclassed ranger/rogues make excellent wandering thieves, plying their lore of the outdoors and cities together to make for an expert on the run. Some ex-monks find themselves in this line of work after they've managed to slip free of their strict discipline and learn to enjoy life to the fullest.

ENTRY REQUIREMENTS
Alignment: Any chaotic
BAB: +5
Skills:Knowledge (nobility) 4 Ranks, Acrobatics 4 Ranks, Perception 4 Ranks
Feats: Acrobatic, Stealthy
Special:Must possess the evasion class feature, and must be seen by a Wandering Thief while stealing something shiny and not get caught by the authorities.

Class Skills
The Class Name's class skills (and the key ability for each skill) Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (dungeoneering) (Int),Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (History) Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Favored terrain (urban) +2, an eye for something shiny +2, calling card.
2nd|
+1|
+1|
+3|
+1|Bold instincts +2, time to run
3rd|
+2|
+1|
+3|
+1|Sneak attack +1d6

4th|
+3|
+2|
+4|
+2|Slow fall 20ft

5th|
+3|
+2|
+4|
+2|An eye for something shiny +4
6th|
+4|
+3|
+5|
+3|Sneak attack +2d6

7th|
+5|
+3|
+5|
+3|Bold instincts +4
8th|
+6|
+4|
+6|
+4|Slow fall 40ft, favored terrain (urban) +4
9th|
+6|
+4|
+6|
+4|Sneak attack +3d6

10th|
+7|
+5|
+7|
+5|Master thief, an eye for something shiny +6[/table]

Class Features:

Weapon Proficiencies: The wandering thief gains no new weapon or armor proficiencies.

Favored Terrain (Ex): Wandering thieves are experts in their realm of profession, being exceptionally gifted in urban environments. As per the Ranger ability except only used with urban areas. When making a Knowledge check on all Histories and, when making Gather Information Check. Gains a +2 at level 1 and a +4 at Level 8. This may stack with a Ranger's Favored Terrain if the character has Urban as a favored terrain.

An Eye for Something Shiny (Ex): Always looking around for Shiny's he might procure for later. The Wandering thief get's a +2 to perception at 1st, 5th, and finally a +6 to perception at level 10. This is also to find quick escape routes to leave places and situations quickly, allowing him to scan for secret doors or potential exits as a swift action.

Calling Card: Being confidant in his ability to steal things the wandering thief will leave a calling card after he steals the object he desires. The use of this calling card helps establish a reputation for himself, and many wandering thieves create grand titles for themselves to be called. The wandering thief gains a +2 bonus Disable Device and Sleight of Hand checks due to his extreme skill, and each level of wandering thief he possesses grants a +2 bonus to Diplomacy and Bluff checks when dealing with the criminal subculture of the city as well as a -2 penalty to Diplomacy checks when dealing with those he would steal from.

Bold Instincts (Ex): Being constantly aware of his surroundings while on the job, the master thief is ready for the surprise trap or the guards hiding near to his prize. When wearing no armor or light armor and carrying no heavier than a light load, the wandering thief gets a +2 dodge bonus to his AC and a +2 bonus to Reflex saves at 2nd level. This bonus improves to +4 at 7th level.

Time to Run (Ex): The old addage of 'he who steals and runs away, lives to steal another day!' is mantra that every wandering thief lives by, and as he hones his athletic prowess to a fine degree. At 2nd level, the wandering thief gains a +10 enhancement bonus to his base movement speed and a circumstance bonus to Acrobatics checks equal to his class level.

Sneak Attack (Ex): At 3rd level the wandering thief may sneak attack as a rogue, as sometimes taking out a guard is just what needs to happen. He gains +1d6 sneak attack damage, as per the rogue ability. This bonus improves to +2d6 at 6th level, and +3d6 at 9th level. If he possessed sneak attack from a previous class, he may add these dice to his total sneak attack damage.

Slow Fall (Ex): Sometimes a wandering thief has to take a dive, and knowing how to do it makes landing in awkward places a lot more bearable. The wandering thief gains the slow fall ability as per the monk ability at 4th level, allowing him to fall up to 20ft before taking damage. This increases to 40ft at 8th level.

Master Thief (Su): The mystery of the wandering thief allows him to circumvent many abilities of those who would try to track him down and end his legacy, as one cannot catch a legend. The wandering thief gains the protection of a constant non-detection spell at all times, and he may not be tracked by the scent special ability.

PLAYING A WANDERING THIEF
A wandering thief cannot just wander into any old city and steal as he pleases, quite to the contrary, a wandering thief, while having no regard for rules or other people's boundries, does understand that thievery does take a little bit of work. Exploring the city, learning his potential marks, and gathering information on the best places to hit... and the best ways to escape them... are paramount things for him to learn.
Combat: Fighting is not your strong suit, but you're not useless in a fight either. Stick to what you know, evade attacks if possible and learn to use your environment to your best advantage.
Advancement: The rogue or ninja class has much to offer a wandering thief in that their abilities mesh perfectly and many wandering thieves began their careers as rogues or ninjas. Bards have a lot to offer in that while singing while you steal may build a legend (but not always a good one), their magic and knowledge can be invaluable. Lastly, ranger can add a good measure of fighting skill to a wandering thief who gets cornered, and knowledge of how to fight specific people and in other terrains can be of incredible value.
Resources: Wandering thieves will often gather to them many alchemical goodies such as smokesticks and mundane items such as caltrops to aid in their escape. Tanglefoot bags can stop many run of the mill guards, and a good rope and set of lock picks can do a wonder for wandering thief in a bind. Investing in disguises can help as well. Any magical item that can grant the wandering thief invisiblity or the ability to silence an area is a perfect match, and anything that would improve on their athletic prowess is a much needed help.

WANDERING THIEVES IN THE WORLD
Aye, he came through these parts. Got every single jewel the noble ladies had and left them with fakes! Took 'em awhile to figure it out. Bahahahaha!! - A random Innkeeper.

To survive the wandering thief has learned travel can be his best friend. So that is exactly what he does, he travels the world looking for fun and profit, and rarely stays long in any one place. Legends don't build themselves, and the authorities will eventually find a stranger in town if he lingers too long.
Daily Life: Typically the wandering thief is constantly planning his next big heist while enjoying the loot they have already collected. Not known to be savers, wandering thieves often look at the money in their pocket as unending, and when it does, they know its time to make another big score to keep the good times going.
Notables: The brothers Rupus and Torrack are well known wandering thieves, both for completely opposing legends. Rupus was a good man, robbing the lords and ladies who greedily oppressed the common folk and used his ill-gotten wealth to aid them with food and medicine as he went. Torrack on the other hand, was a selfish pig of a man who would steal from any worth stealing from and would often leave places worse for wear as he went.
Organizations: Loners by heart, the wandering thieves usually teach apprentices by catching one in the act, likely on a job that they were attempting to pull. Some do band together for mutual support and assistance on robbing from well guarded places, but these bands don't often stick together long, but may reform as the job requires.

NPC Reaction
Most NPC's only know these wandering thieves by their legends and stories, as people to keep a close eye on or to cheer for when they succeed. The wealthy keep guards for a reason, and local law enforcement often has strict orders to keep an eye out for people such as wandering thieves, lest they lose their reputations and trade.

WANDERING THIEVES IN THE GAME
Wandering thieves make for excellent scouts, as they're capable of infiltration and escape without notice. They also are capable in combat as flankers, being able to use Acrobatics to maneuver their way around a melee to better position themselves to aid others and use their sneak attack.
Adaptation: This could be adapted to make for a spy organization, along with the Master Spy PrC, that could be used like a secret service like organization for the protection of a country.



Please PEACH.

Techwarrior
2013-01-17, 05:50 AM
SHADOWSAINT OF THE BLADESWORN

"Ask yourself not what you can do in the darkness. Ask yourself what can I make the darkness do to you, Fleshling scum!"
-Razak, a Shadowsaint of the Bladesworn

"In the Last War, the warforged were created to fight for humanity. Their pathetic tinkering unleashed our sentience. Now, we have won their war, but they refuse to give us the rights due to us as sentient beings. We shall not wait any longer, we shall take it. We shall strike fear into their hearts, both on the battlefield with our warriors and in their beds with our shadowsages. No man will be above us any longer."
-The Lord of Blades

A Shadowsaint of the Bladesworn is a Legion assassin of the highest caliber. These warforged make no sound as they stalk humanity's darkest corners. Using magic granted them by the energies used to create them and through their own fierce training, these masters become one with the darkness. One cannot disarm a Shadowsaint of the Bladesworn, for they can use their mastery of their bodies magical energies to create their own weapons when needed.

BECOMING A SHADOWSAINT OF THE BLADESWORN
A Shadowsaint of the Bladesworn must master the shadows that they will spend so much of their time in, and must have a basic understanding of the energies that power them. Normally a Shadowsaint is a multi-classed Warlock (Complete Arcane)/Swordsage (Tome of Battle). However, with the many methods of gaining invocations and maneuvers courtesy of the vast realm of homebrew, other methods are certainly possible.

ENTRY REQUIREMENTS
Race: Warforged
Invocations: Eldritch Glaive, See the Unseen
Maneuvers: 1 Shadow Hand maneuver of 2nd level or higher, 1 Shadow Hand maneuver of any level, and either 1 Diamond Mind or Devoted Spirit maneuver of any level.
Stances: 1 Shadow Hand Stance
Feats: Weapon Finesse
Feature: Divine Grace (A fallen paladin still qualifies, even though they don't have access to this ability.)
Skills: Hide 9 ranks, Knowledge (Religion) 2 ranks, Knowledge (Arcana) 2 ranks, Martial Lore 2 ranks
Special: Must be a member of the Legion.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), and Tumble (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations|Spellc asting|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+0|
+2|
+0|Embrace the Shadows|+1 level of existing Invocations|+1 level of Paladin|1|0|0

2nd|
+1|
+0|
+3|
+0|Shadow Glaive|+1 level of existing Invocations|+1 level of Paladin|0|0|1

3rd|
+1|
+1|
+3|
+1|Sapio-pathic|+1 level of existing Invocations|+1 level of Paladin|1|1|0

4th|
+2|
+1|
+4|
+1|Shadow Disciple|+1 level of existing Invocations|+1 level of Paladin|0|0|0

5th|
+2|
+1|
+4|
+1|Better Than Flesh|+1 level of existing Invocations|+1 level of Paladin|1|0|0

6th|
+3|
+2|
+5|
+2|Shadow Strike|+1 level of existing Invocations|+1 level of Paladin|0|0|0

7th|
+3|
+2|
+5|
+2|More Quiet Than Their Graves|+1 level of existing Invocations|+1 level of Paladin|1|1|0

8th|
+4|
+2|
+6|
+2|Shadow Recovery|+1 level of Paladin|+1 level of existing Invocations|0|0|1

9th|
+4|
+3|
+6|
+3|Constructive Superiority|+1 level of existing Invocations|+1 level of Paladin|1|0|0

10th|
+5|
+3|
+7|
+3|Shadow Forged|+1 level of existing Invocations|+1 level of Paladin|0|0|0[/table]

Weapon Proficiencies: A Shadowsaint gains no proficiencies with either weapons or armor.

Invocations: At each level, a Shadowsaint gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before gaining the level (this includes Eldritch Blast). The Shadowsaint does not, however, gain any other benefits a character of that class would have gained. If the Shadowsaint had more than one invocation-using class, they must select which class each level of Shadowsaint applies to.

Spellcasting: The Shadowsaint’s connection to divine energies improves as they follow their path. At each level, the Shadowsaint gains an increase in caster level and spells per day as if they had also gained a level in Paladin.

Maneuvers and Stances: A Shadowsaint continues their training as a martial adept. The Shadowsaint may add their full class level to their initiator level, as described in Tome of Battle.
A Shadowsaint also gains knowledge of additional maneuvers as they level. A Shadowsaint gains an additional maneuver known at every odd class level, an additional maneuver readied at third and seventh level, and an additional stance known at second and eighth level. The Disciplines available to a Shadowsaint are Devoted Spirit, Diamond Mind, and Shadow Hand.
As the Shadowsaint increases in experience, they may replace old maneuvers known with more powerful maneuvers from the disciplines available to a Shadowsaint. Upon achieving second level and every second level thereafter, the Shadowsaint may exchange a single maneuver known with a different maneuver from the disciplines available to a Shadowsaint. The Shadowsaint must meet the maneuver’s prerequisites as normal.

Oath to the Lord (ex): The Shadowsaint swears an oath to uphold the ideals of freedom the Lord of Blades teaches. This oath builds upon their former grace, granting them additional power. The Shadowsaint no longer needs to follow the Code of Conduct that they had as a Paladin to keep their Paladin abilities, instead following the doctrines of the Shadowsaint’s Code, listed below. The Shadowsaint may add their class level to their Paladin level for the purposes of determining efficacy and uses for their Lay on Hands and Smite [Alignment] class features.

Embrace the Shadows (ex): A Shadowsaint studies several paths of power. The first step for a Shadowsaint is to blend both of these paths into one seamless force. If it would be beneficial, a Shadowsaint may use their Charisma instead of the normal attribute for determining the Difficulty Class of Devoted Spirit, Diamond Mind, and Shadow Hand maneuvers and the benefit of Swordsage class features, and may use their Wisdom modifier in place of their Charisma modifier for determining the Difficulty Class of their Invocations and Devoted Spirit and Diamond Mind maneuvers, and for determining Invocations that have other benefits based on Charisma (such as Dark One’s Own Luck), and for Divine Grace and Lay on Hands.
Additionally, a Shadowsaint improves their efficacy with the See the Unseen Invocation. In addition to the normal benefits, a Shadowsaint gains an additional 5 ft of darkvision per class level and can see normally in magical darkness created by [Darkness] spells and effects with a level equal to the Shadowsaint’s class level or lower.

Shadow Glaive (su): A Shadowsaint becomes more and more adept with their Eldritch Glaive, eventually learning how to use more subtle techniques in tandem with their glaive. When using the Shape Eldritch Glaive, a second level Shadowsaint may treat the weapon-like spell effect created as if it were a Shadow Hand associated weapon (such as for the purposes of the Shadow Blade feat).
Furthermore, when invoking an Eldritch Glaive, a Shadowsaint may expend a Shadow Hand, Devoted Spirit, or Diamond Mind Strike and apply its effect as an Eldritch Essence. Such an essence has an effective level equal to the level of the Strike. The Strike takes effect with each successful attack made while the Glaive is in effect, even when it is not the Shadowsaint’s turn (such as when making attacks of opportunity). If the Strike allows movement (such as Stalker in the Night or Radiant Charge) the Shadowsaint only may make any movement granted by the Strike once.

Sapio-pathic (ex): A Shadowsaint has a fierce hatred of the fleshlings that have refused to give the Warforged their rights as sentient beings. This hatred is cultivated by the Legion, and honed until even it can be used as a weapon against the fleshlings. A Shadowsaint of third level gains the Favored Enemy ability as a Ranger, though they must select a Humanoid creature type as this Favored Enemy. The bonus granted by a Shadowsaint’s Favored Enemy ability is also added as a bonus to the DC of Shadow Hand maneuvers and Invocations used by the Shadowsaint against one of their Favored Enemies.

Shadow Disciple (su): A Shadowsaint blends their magic along with their blade skills into a single style. The Shadowsaint of fourth level can use the power of their stance to enhance their magic even further. While in a Shadow Hand Stance, the Shadowsaint adds twice the level of the stance as an untyped bonus to the caster level of their Invocations and Paladin spells and their level for their Lay on Hands feature. Additionally, while in a Shadow Hand Stance, the Shadowsaint may use their Invocations and cast Paladin spells without the normal requisite Somatic components, though they still provoke Attacks of Opportunity as normal. The Shadowsaint also gains the ability to expend divine power in order to recover their blade skills. As a free action, once per round the Shadowsaint may expend a divine spell prepared or divine spell slot and recover an expended maneuver of up to thrice the level of the spell.

Better Than Flesh (ex): A Shadowsaint trains not only in the arcane arts and the study of bladesmanship, but also in what makes them better than the fleshlings that attempt to stand in their way to freedom. A Shadowsaint gains the benefits of a Protection from [Alignment] spell against all creatures that the Shadowsaint has the Favored Enemy ability associated with.
Further, the natural racial fortification the Shadowsaint has increases by 25%.

Shadow Strike He who strikes unnoticed strikes the best, says the scripts of the Shadowsaints. The sixth level Shadowsaint becomes ever more adept at striking from the shadows. The Shadowsaint may Snipe (see the Hide skill) with melee weapons (and weapon-like spells that require melee attack rolls, such as Eldritch Glaive) and suffers half the associated penalty for Sniping.

Quieter Than Their Graves (ex): A Shadowsaint trains not only to be unseen, but to walk silently. It does little good to be undetectable visually if the fleshling you are tailing can hear the clanking of your mechanical parts. A Shadowsaint of eighth level may add the bonus to their Hide skill granted by being invisible to all Move Silently checks. In addition, the Shadowsaint can hide even from those with extra forms of perception. Any ability that allows the user to automatically detect a creature fails to work in regards to the Shadowsaint. The creature must succeed at the appropriate Spot or Listen checks to find the Shadowsaint. In the case of a spell or similar effect, the creature may instead attempt a caster level check in place of their Spot or Listen.

Shadow Recovery: Truly masterful Shadowsaint’s are able to continue using their blade skills while cloaked in darkness. Whenever a Shadowsaint successfully attacks a creature that is flat-footed, at the beginning of the Shadowsaint’s next turn they may recover a single maneuver currently expended as a free action. Only one maneuver may be recovered in a single turn via this method.

Constructive Superiority: A masterful Shadowsaint has heard the word of the Lord of Blades himself, and completely unswerving in their conviction that they are better than fleshlings by divine right. The fleshlings that oppress the warforged must be stopped at all costs! The ninth level Shadowsaint treats any weapon that they wield, including all weapon-like spells, as if it had the Bane property, with types (and subtypes) associated with their Favored Enemy ability. The Shadowsaint progresses their Favored Enemy ability, gaining another subtype chosen from the Humanoid list and advancing the bonuses granted by the ability as normal.

Shadow Forged (ex): The Shadowsaint has finally transcended their former living form, and has removed all traces of being associated with the Fleshlings that oppressed the warforged race from themselves. A tenth level Shadowsaint is forevermore treated as a Construct where it would be beneficial to them. The Shadowsaint gains Low-Light Vision and immunity to [Mind-Affecting] effects, critical hits, effects requiring a Fortitude save (excepting those that also affect objects), death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and [Death] effects. The Shadowsaint is no longer affected by harmful effects that target living creatures, though they may still be targeted by beneficial effects such as Heal, Cure X Wounds, and Repair X Damage. The Shadowsaint retains their Constitution score.

PLAYING A SHADOWSAINT OF THE BLADESWORN
Brief description on how to play the class you are designing.
Combat: Find ways to make your target flat-footed. Use your invocations for battlefield control, then move up with your Eldritch Glaive to beat anything moving to death. Stay fast, stay in commision. No, you are not a Warforged Jedi. I swear (would I lie? of course not that would be Chaotic)
Advancement: Your going to have to focus on something for 4 levels after finishing this class. If you've been using your Invocations to supplement your blade skills, finish as an adept. If you've been using your blade skills to shore up your Invocations, finish with caster levels.
Resources: The Legion is likely to provide things that are necessary to you, so long as they can do so surreptitiously. Otherwise you are likely on your own.

SHADOWSAINT OF THE BLADESWORN IN THE WORLD
"The warforged are restless. Be careful young d'Cannith, lest you bring the Shadowsaints on us all."
-An Artificer

Daily Life: A typical day for a Shadowsaint is the typical day of an adventuring Warforged. During the night however, a Shadowsaint becomes a vehicle of the Lord of Blade's whims.
Notables: Razak was the first Shadowsaint, having developed the style. He (she?) is said to have slain no less than three dozen Cannith officials, six of House Orien, four Deneith, and destroyed five libraries of great knowledge. He (she?) is rumored to be retired, possibly held in wait, waiting for the next perfect hit for the Legion.
Organizations: The Legion has a small sect of Shadowsaints, each is unique and specializes in a specific type of task. All of them are completely devoted to the Legion's cause.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

SHADOWSAINT OF THE BLADESWORN IN THE GAME
The Shadowsaint has the ability to spam high level strikes more frequently than any other adept I've seen, with higher accuracy. It also has the potential to be incredibly durable or deal high amounts of damage depending on which strike they are using to augment their Eldritch Glaive. However, by the time this comes online, See Invisibility and True Sight are easy to get online in response. A Shadowsaint could in theory deal more damage than a Hellfire Warlock, but it has all the same problems as the Hellfire Warlock, excepting it has to manage Maneuvers instead of Constitution. Additionally, the Low Base Attack of the class makes it difficult to get a third Iterative, so the Hellfire probably still comes in at the same damage, barring Legacy tricks.
Adaptation: With a small amount of reworking, this PrC could be altered to fit in with becoming divinely tied to the Planes of Shadow. It could be as simple as requiring having been to the Plane, or as complex as having the Dark or Shadow templates. The capstone could be reworked to an Outsider change, the Favored Enemies could be changed to outsiders or magical beasts that inhabit opposing planes.
Encounters: An encounter with a Shadowsaint should involve all their assets. A Shadowsaint is hardy, stealthy, and mobile. They should strike swiftly, take the heavy beating of the party with impunity, and move out just as fast.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

inuyasha
2013-01-17, 04:04 PM
Abyssal Apprentice

http://fc00.deviantart.net/fs4/i/2005/137/0/6/The_Great_Dark_Demon_Warrior_by_aca.jpg

I once was a mortal, but then I glared into the abyss, and it glared back. And it shared its power with me. Now people fear me and respect me
-Blixor Blackheart, scourge demon disciple

An Abyssal Apprentice is someone with pure evil in their heart, and has decided to make it stronger. Either they use it to become generals in the abyssal armies, becoming killers of the innocent, bloodthirsty creatures forever changed, killing anyone without a single glance at their age, gender, class or race, or they use it to influence and corrupt people, bending their outlook on life, and some of the strongest seducers can turn the holiest of paladins into mighty profane blackguards.

BECOMING AN ABYSSAL APPRENTICE
An abyssal apprentice is someone who has seen the power of pure chaos and evil, and has embraced it. Some become Scourges, bloodthirsty animalistic killers. While others become Seducers, who are masters at disguise, trickery, and influencing others to do their will. Even though the two paths of this class are different, all Abyssal apprentices are evil, without a scrap of good in their hearts.

ENTRY REQUIREMENTS
Special: Must have traveled to the abyss and lived
Feats: Scourge=power attack, cleave. Seducer=Improved initiative,
Alignment: must be chaotic evil alignment
Skills: Scourge=13 ranks in intimidate, survival. Seducer=13 ranks in disguise, sleight of hand
Ability: Scourges must have BaB +10 Seducers must have sneak attack +5d6 and at least 1 rogue special ability

Class Skills
The Abyssal Apprentices's class skills are: Bluff (Cha), Climb (Str), Disguise (Cha), Gather information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes)(int), Listen (Wis), Move Silently (Dex), Sleight of hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Demonic Embrace I

2nd|
+2|
+3|
+3|
+0|

3rd|
+3|
+3|
+3|
+1|Demonic Embrace II

4th|
+4|
+4|
+4|
+1|

5th|
+5|
+4|
+4|
+1| Demonic Embrace III

6th|
+6/+1|
+5|
+5|
+2|

7th|
+7/+2|
+5|
+5|
+2| Demonic Embrace IIII

8th|
+8/+3|
+6|
+6|
+2|

9th|
+9/+4|
+6|
+6|
+3|Demonic Embrace V

10th|
+10/+5|
+7|
+7|
+3| Demonic Perfection[/table]

Class features
Weapon Proficiencies: Scourges are proficient with light, medium, and heavy armor, and with simple and martial weapons. Shadowstalkers are proficient with light and medium armor, and with simple weapons, plus the hand crossbow, rapier, shortbow, sap, and shortsword.

Demonic Embrace
As the powers of the abyss meld with a living being, their entire body is warped, changing them into monstrous beings with terrible powers
At first level, an Abyssal Apprentice can pick either of two benefits for their type:
Scourges can either gain a primary claw attack dealing 1d4 points of damage or gain the great cleave feat.
Shadowstalkers can either gain a climb speed of their land speed-10, or gain a +2d6 to their sneak attack.

At third level the Abyssal Apprentice gains an ability bonus depending on his type
Scourges either gain +4 to strength or +4 to constitution
And Shadowstalkers either get a +4 to dexterity or a +4 to charisma
These bonuses are permenant bonuses to the characters ability scores

At fifth level the Abyssal Apprentice can either gain a new ability or choose the one he didnt pick at first level. The new abilities are:
A scourge that has picked the great cleave feat can get the supreme cleave ability (the ability to take a five foot step between cleaves)
or they can get a secondary bite attack that does 1d8 points of damage
Shadowstalkers can either add +20 to their climb speed, or another +2d6 to their sneak attack

At seventh level the Abyssal Apprentice can either gain a +4 to the ability he didnt pick at third level or get a +2 to the ability he already picked

At ninth level an Abyssal Apprentice gains the following benefit of his type
Scourges gain a +5 to natural armor, damage roles, and attack roles
Shadowstalkers get a +5 to disguise, hide, and move silently checks

Demonic Perfection:
As the final gift of the abyss, an Abyssal Apprentice gains the outsider type and the evil subtype, and a demonic minion whos type is shown below
Scourges get a Babau
and Shadowstalkers get a succubus
If this demon minion is killed, the Abyssal Apprentice can travel to the abyss and sacrafice 1,000 XP to the dark forces of chaos to spawn another one. An Abyssal Apprentice can only have one minion at a time (unless they are gained from another source like the leadership feat
PLAYING AN ABYSSAL APPRENTICE
Combat: Scourges usually go all out, just killing the closest, if they have the ability to rage, they do so as soon as they can. Seducers however, are sly and sneaky, tumbling behind their target and backstabbing them, while also setting up a flank.
Advancement: Seducers are almost always rogues, or at least have some rogue levels. But Scourges can be anything from ex-paladins, fighters, and barbarians. Barbarians, with their strong and wild nature, are the most likely to be Scourges.
Resources: The resources of Seducers is anything that helps them become more stealthy, or more influencing to others. Like a cloak of charisma, boots of elvenkind, or rings of invisibility. Scourges however prefer strong weapons and armor, usually flaming, keen, or vorpal, and their armor is usually granting invulnerability, and damage reduction, and sometimes energy resistance.

ABYSSAL APPRENTICES IN THE WORLD
Damn, he was frightening, that bastard came in and butchered my family, my kids, my husband, and our pets, he had a large flaming greataxe, dull black plate mail, and he looked like the incarnation of hell itself
- Brenna Greenhawk talking about a Scourge Abyssal Apprentice

Daily Life: A regular day in the life of an Abyssal Apprentice is different for every person, Some just walk into a town and start to conquer it, some pretend to be beutiful women, getting people into their lair and then killing them, While others just sneak into a shop, and rob the entire place without anyone noticing
Notables: Serena Shadowthorn and Bromin Blackheart were both Abyssal Aprentices, the first one was a Shadowstalker, and the second one was a Scourge. They both traveled together, one would always assassinate a member of the family and then pose as that person, and the other would come in and butcher the rest of the family after Serena had tricked the family into giving her all of their valuble items
Organizations: The Caravan of demons is a cult full of Abyssal Apprentices that worship their power and evil lords of the abyss like Orcus and Dagon. Either types of Abyssal Apprentices are accepted in the Caravan of demons

NPC Reaction
NPCs can react to this class with extreme fear like everyone else. Mere commoners could be senselessly butchered causing the city officials to become alert of this new threat

ABYSSAL APPRENTICES IN THE GAME

Adaptation: The city might have guards with goggles of detect evil to see any shadowstalkers in town that they might be afraid of, and this will prevent theft, assassination, and murder.
Encounters: The PCs might have an encounter with a great powerful Scourge warlord surrounded by shadowstalkers that immediatly drop from the ceiling to set up a flank.

Sample Encounter
This Abyssal Apprentice may be encountered as a final boss fight in a dungeon where he is the ruler of the monsters that he scares into submission.
EL 20: this is Bromin Blackheart, he is an extremely powerful scourge that butchers anything in his way


Bromin Blackheart
CE Male Human Barbarian 10 Abyssal Apprentice 10
Init +7, Senses: Listen +24, Spot +24,
Languages Abyssal, Common
------------------------------------------------
AC 31, touch 13, flat-footed 28 (+5 natural +13 armor +3 dex)
hp 230 (20 HD)
Fort +18, Ref +15, Will + 7
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +31/26/21/16 +5 keen, flaming, human bane, unholy greataxe (1d12+9 +1d6 fire +1d6 profane)
Base Atk +25, Grp +20
Atk Options Rage
Combat Gear +5 keen, flaming, human bane, unholy greataxe, +5 greater invulnerability greataxe of etherealness, undead controling, of greater fire, electricity, and acid resistance
Supernatural Abilities undead control, etherealness
-----------------------------------------------
Abilities Str 22, Dex 16, Con 22, Int 10, Wis 12, Cha 10
SQ invulnerability, DR 2/-
Feats Power attack, cleave, great cleave, improved initiative, dodge, mobility
Skills 112 spot +24 listen +24 intimidate +23 survival +23
Possessions +5 keen, flaming, human bane, unholy greataxe, +5 greater invulnerability full plate of etherealness, undead controling, of greater fire, electricity, and acid resistance, 70,000 gold

Let me know what you think. And just incase you cannot tell, im not used to using this stats format but i used it anyway lol and let me know if i forgot to change seducer into shadowstalker at any point in this

sirpercival
2013-01-18, 07:59 AM
EXECUTOR OF BEDLAM

Image! (http://images4.wikia.nocookie.net/__cb20120621162118/fairytailfanon/images/f/fa/308138-1920x1200.jpg)

"You must have chaos within you to give birth to a dancing star."

― Friedrich Nietzsche

An Executor of Bedlam has embraced the chaotic and unpredictable nature of battle, and in fact seeks to enhance those qualities. If one prepares for chaos, one can sow it among one's enemies, with spectacular results.

BECOMING AN EXECUTOR OF BEDLAM
Executors of Bedlam primarily train in martial combat, but focus on techniques which involve misdirection, trickery, and unpredictable fighting. Sublime Rogue (http://www.giantitp.com/forums/showthread.php?t=253366) is the most natural entry, but a Swordsage/Rogue with Assassin's Stance (or similar builds) can qualify relatively easily.

ENTRY REQUIREMENTS
Alignment: Any Chaotic
Feats: Eldritch Erosion or Mind Drain
Skills: Hide 10 ranks, Martial Lore 10 ranks
Maneuvers: Ability to initiate 3rd-level maneuvers, including at least 2 maneuvers from the Shadow Hand discipline.
Sneak Attack: +3d6 (the Sublime Rogue (http://www.giantitp.com/forums/showthread.php?t=253366) Sneak Attack ability, coupled with the ability to initiate 4th level maneuvers, meets this prerequisite)

Class Skills
The Executor of Bedlam's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 8 + int

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Surge|Special|Man.Kno|Man. Read|Stances
1st |+0|+0|+2|+0|3d6/13|Surging strike, wild adept|1|0|0
2nd |+1|+0|+3|+0|3d6/16|Sneak attack +1d6|0|0|0
3rd |+2|+1|+3|+1|4d6/19|Wreak havoc|1|1|0
4th |+3|+1|+4|+1|4d6/22|Random flash|0|0|0
5th |+3|+1|+4|+1|5d6/25|Sneak attack +2d6|1|0|1
6th |+4|+2|+5|+2|5d6/28|Cause clamor|0|1|0
7th |+5|+2|+5|+2|6d6/31|Entropy flash|1|0|0
8th |+6|+2|+6|+2|6d6/34|Sneak attack +3d6|0|0|0
9th |+6|+3|+6|+3|7d6/37|Bring bedlam|1|1|0
10th|+7|+3|+7|+3|7d6/40|Anarchy flash|0|0|0[/table]

Weapon Proficiencies: An Executor of Bedlam gains no new proficiencies with weapons or armor.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548), Fortunate Assailant (http://community.wizards.com/go/thread/view/75882/19520194), Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), or Shadow Hand disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Executor levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances known: At 5th level, you learn a new martial stance from Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548), Fortunate Assailant (http://community.wizards.com/go/thread/view/75882/19520194), Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), or Shadow Hand disciplines. You must meet a stance’s prerequisite to learn it.

Surging strike (Su): The first trick you learn as an Executor is to bring a little bit of bedlam with every attack. Whenever you make an attack which would be a valid sneak attack (even if the creature is normally immune to precision damage), you may reduce your sneak attack dice by up to 3d6. If you do so, your attack carries a random effect with it; roll the same number of d6 you reduced your sneak attack by and look up the resulting effect on the Surge Table, below. The maximum result you can achieve on the table is 13. As you increase in level, both the maximum number of dice you can surge and the maximum surge result are shown in the table above.

Surge Table:
{table=head]Surge|Result
1 |All enemies within 5 feet of target (including the target itself) take 1 point of sonic damage
2 |You gain 2 temporary hit points
3 |Target and one other adjacent enemy take 3 points of bludgeoning damage
4 |Target takes 4 points of untyped damage with the [Force] descriptor
5 |Target loses ability to speak for 2d6 rounds, suffering a -5 penalty to skill checks requiring speech and a 50% chance of failure when casting a spell with a verbal component or verbally activating a magic item
6 |You gain a +2 luck bonus to Strength for 2d4 rounds
7 |Target suffers a -2 penalty on Int- and Wis-based checks (including skill checks) for 2d6 rounds
8 |You deal 8 points of acid damage in a 15-foot line (Reflex DC 14 + Dex mod for half damage), originating in target's square and oriented directly away from you
9 |Target takes 9 points of positive energy damage
10|Target is deafened for 2d4 rounds
11|Target takes 11 points of good-aligned damage
12|You turn invisible (as the spell) for 2d3 rounds
13|Target takes 13 points of negative energy damage
14|Target suffers 1d4 Constitution damage
15|Target suffers a -2 penalty to all saves for 2d4 rounds
16|You deal 16 points of cold damage in a 15-foot cone (Reflex DC 16 + Dex mod for half damage), originating in target's square and oriented directly away from you
17|Target makes Will save (DC 17 + Dex mod) or is confused for 2d4 rounds
18|You gain a fly speed of 30 feet with good maneuverability for 2d6 rounds
19|Target takes 19 points of piercing damage, and all its speeds are reduced by 5 feet for 2d4 rounds
20|Target takes 20 points of electricity damage and is entangled for 2d3 rounds (Reflex DC 18 + Dex mod to avoid entanglement)
21|Target takes 21 points of vile damage
22|Target's spell and power resistance are reduced by 10 (minimum 0) for 2d6 rounds
23|You gain a +6 luck bonus to Dexterity for 2d8 rounds
24|Target takes 1d6 points of Strength damage
25|Target takes 25 points of evil-aligned damage
26|You gain an additional attack at the same attack bonus after this attack resolves
27|You deal 27 points of fire damage in a 60-foot line (Reflex DC 18 + Dex mod for half damage), originating in target's square and oriented directly away from you
28|Target loses immunity to crits & precision damage for 2d6 rounds
29|Target takes 29 slashing damage
30|Target suffers a -6 penalty on Str- and Dex-based checks (including skill checks) for 2d8 rounds
31|Target turns ethereal (as the ethereal jaunt spell) for 2d4 rounds, Will (DC 20 + Dex mod) to negate
32|Every enemy within 60 feet of the target takes 32 points of nonlethal damage
33|Target takes 1d10 points of Dexterity damage
34|Target loses their highest-level spell slot or prepared spell, chosen at random, or power points equal to their manifester level (if target has both, you decide which)
35|All damage you deal until the end of your next turn is maximized
36|Target takes 2d6 points of Intelligence damage
37|Your next attack is an automatic critical threat
38|Target takes 38 points of untyped arcane damage
39|Target takes 2d8 points of Wisdom damage
40|You gain the benefit of a heal spell as cast by a cleric of your character level
[/table]


Wild adept (Ex): Your style of fighting has changed, becoming more organic, intuitive, and I daresay chaotic. This unpredictability in your moves can either surprise your enemy with a brilliant technique, or fail as your enemy blocks your attempts in consternation. Whenever you initiate a maneuver, roll 1d20 and compare the result to the table below; the corresponding bonus or penalty applies to your initiator level for that maneuver. The maneuver still functions even if your initiator level is reduced below the minimum initiator level to initiate a maneuver of that type.


{table=head]1d20|Initiator level|1d20|Initiator level
1|-2|11|+0
2|-1|12|-1
3|+1|13|-1
4|+0|14|+0
5|+1|15|+1
6|-1|16|+0
7|+1|17|-1
8|-1|18|+0
9|+0|19|+1
10|+1|20|+2[/table]

Sneak attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level, and every 3 levels after. If you gain a sneak attack bonus from another source, the bonuses on damage stack.

Wreak havoc (Su): At 3rd level, you learn how to channel the essential chaos of the Universe into one of your stances. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of Wreak Havoc. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Wreak Havoc and resume gaining the normal benefit of the stance as a swift action.

Whenever you are targeted by a ranged attack, that attack suffers a 5% miss chance per Executor level (to a maximum of 50% at 10th level). If the attack misses you for any reason, it is automatically redirected at a random enemy within 5 feet per Executor level, with the same attack roll. If there are no enemies within that range, the attack is instead automatically redirected at any creature other than you (including your allies) within 5 feet of you, again with the same attack roll. If there are no other creatures within 5 feet of you, the attack misses harmlessly.

Random flash (Ex): By letting loose a burst of light from a torch, or a reflection from a mirrored shield, you startle and confuse your enemies. Your allies, somewhat prepared for the effect, are less startled and can take advantage of the confusion. Starting at 4th level, as a move action you can release a Random Flash, which affects all creatures within 30 feet and lasts for 1d6 rounds. Whenever an affected creature makes a damage roll, it rolls an additional d20 and gains a luck bonus or penalty to its damage roll based on the result, as shown on the table below. You may have only one Random Flash in effect at a time. This ability functions normally in natural or supernatural darkness.


{table=head]1d20|Ally|Enemy
1 |-4 damage |-10 damage
2 |-3 damage |-9 damage
3 |-3 damage |-8 damage
4 |-2 damage |-8 damage
5 |-2 damage |-7 damage
6 |-1 damage |-6 damage
7 |-1 damage |-5 damage
8 |+0 damage |-5 damage
9 |+1 damage |-4 damage
10|+2 damage |-3 damage
11|+3 damage |-2 damage
12|+4 damage |-2 damage
13|+4 damage |-1 damage
14|+5 damage |-0 damage
15|+6 damage |+1 damage
16|+7 damage |+1 damage
17|+8 damage |+2 damage
18|+8 damage |+2 damage
19|+9 damage |+3 damage
20|+10 damage|+3 damage[/table]


Cause clamor (Su): At 6th level, one of your stances warps ordered flows of magic in unpredictable ways. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of Cause Clamor. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Cause Clamor and resume gaining the normal benefit of the stance as a swift action.

Whenever you are the target of a spell or similar effect, you may make a Reflex save at the normal DC for an effect of that level, even if the effect does not normally allow a save. If your save is successful, the targeting of the effect is automatically redirected at a random enemy (which is a valid target for the spell) within 5 feet per Executor level. If there are no enemies within that range, or no enemies are valid targets of the effect, the targeting is instead automatically redirected at any valid target other than you (including your allies) within 5 feet of you. If there are no valid targets within 5 feet of you, the spell targets you as normal.

Entropy flash (Ex): Beginning at 7th level, whenever you release a Random Flash, you can choose to make it an Entropy Flash instead. This functions identically to a Random Flash, except that the luck bonus or penalty applies to attack rolls instead, as shown on the table below. You cannot have more than one Entropy Flash or Random Flash in effect at a time; activating a new Entropy or Random Flash ends the first effect.


{table=head]1d20|Ally|Enemy
1 |-3 attack |-6 attack
2 |-2 attack |-6 attack
3 |-2 attack |-5 attack
4 |-2 attack |-5 attack
5 |-1 attack |-5 attack
6 |-1 attack |-4 attack
7 |-1 attack |-4 attack
8 |+0 attack |-3 attack
9 |+0 attack |-3 attack
10|+1 attack |-3 attack
11|+1 attack |-2 attack
12|+2 attack |-2 attack
13|+2 attack |-1 attack
14|+3 attack |-1 attack
15|+3 attack |-1 attack
16|+4 attack |+0 attack
17|+4 attack |+0 attack
18|+5 attack |+1 attack
19|+5 attack |+1 attack
20|+6 attack |+2 attack[/table]


Bring bedlam (Su): Upon reaching 9th level, your Wreak Havoc and Cause Clamor abilities increase in potency. You can gain the benefit of both abilities at the same time with the same swift action, and can deactivate one or both of them with another swift action, as normal (though you cannot benefit from either ability at the same time as a normal stance).

Whenever a ranged attack is successfully redirected to an enemy (the first target) by your Wreak Havoc ability, it is then redirected at an additional enemy as if the first target was the beneficiary of its own Wreak Havoc, but using your enemies (instead of its own), and with a -2 penalty to the attack roll. The chain continues, targeting only your enemies, until there are no enemies within range of the last target, or until a redirected attack misses. The attack against each successive target is made at a -2 penalty, and no enemy can be targeted more than once by this ability.

Similarly, whenever your Cause Clamor ability redirects a targeted spell to an enemy (the first target) who fails its save, the spell is then redirected at an additional enemy as if the first target was the beneficiary of its own Cause Clamor, but using your enemies (instead of its own). The second target receives a +2 luck bonus to its save. The chain continues, targeting only your enemies, until there are no enemies within range of the last target, or until a target makes its save. This addition to the Cause Clamor ability does not affect spells which do not allow saves. Each additional target receives a cumulative +2 luck bonus to its save, and no enemy can be targeted more than once by this ability.

Anarchy flash (Ex): At 10th level, you learn the greatest trick of the Executor's trade. By spending a full-round action, you may target a single creature with an Anarchy Flash. The subject must make a Will save (DC 10 + 1/2 character level + your Dexterity modifier) or confuse friend with foe for 2d4 rounds.

Any time an affected creature would normally target one or more of its allies (other than itself) with an effect, it targets the same number of your allies instead, chosen at random from among the valid targets. If there are no valid targets who are your allies, the subject's action resolves as intended.

Similarly, any time the creature would target one or more of its enemies, it targets the same number of your enemies (other than itself), chosen at random from among the valid targets. If there are no valid targets who are your enemies, the subject's action resolves as intended.

Each time the subject of Anarchy Flash confuses an ally for an enemy, or vice versa, and affects them accordingly, it receives a new save (at the same DC) to end the effect. The subject does not realize that the result of its actions are different than it intended, and cannot be convinced otherwise. A creature who is under the effect of Anarchy Flash is unaffected by any other Flash for the duration of this ability.

PLAYING AN EXECUTOR OF BEDLAM
As an Executor, you thrive on the unpredictability of combat, turning it against your enemies in (sometimes) spectacular ways. You can be quite subtle, at least for a while, though the brawls you're involved in tend to devolve rather quickly into... well, bedlam.
Combat: You are primarily a sneak attacker, though your surging strikes can affect creatures normally immune. You also have some strange and hilarious defensive capabilities which should make you more durable than other sneaky characters. Your maneuvers and stances give you even more options in combat.
Advancement: Clearly the best option for an Executor of Bedlam is to take more levels of Executor and Sublime Rogue. Failing that, levels of Swordsage, Master of Nine, or Shadow Sun Ninja could mix quite nicely.
Resources: You will likely make your own friends, your own luck, and your own money. Well, that last one is probably false -- you're much more likely to make someone else's money.

EXECUTOR OF BEDLAM IN THE WORLD
Look out for -- whuh?!

Most common folk don't really know much about Executors, and those who do want to stay as far away from them as possible. Common folk don't really have much truck with bedlam, or so my mother told me.
Daily Life: An Executor of Bedlam has no daily routine, instead seeing where the wind takes him on any given day.
Notables: Hordon Fruish was the first Executor in recorded history, and became famous when he was to be executed for treason. 100 archers surrounded him, all firing on the same command... and when the dust cleared, the King discovered that all 100 of his archers had slain, each one by his neighbor's arrow.
Organizations: Executors are unlikely to band together, being fiercely individualistic. Even if some of them decided to found an organization, it's unlikely such a venture would have succeeded -- structure and form in an organization are not very forgiving to bedlam.

NPC Reaction
"Yer a what? An egg salad tutor? Of bedposts? Well, I don't like that, not a'tall. Why don't ye be on yer way?"

EXECUTOR OF BEDLAM IN THE GAME
An executor fills the same niche as a rogue (seeing as how he was sneaky to start with).
Adaptation: In a more sci-fi setting, an Executor could be a character who has built an improbability drive into his equipment, and is using it to avoid and produce attacks.
Encounters: NPC Executors are the kind of shady characters who would sneak into your camp in the middle of the night and, in the confusion, make everyone attack each other. Whee! That sounds fun, it would probably be a pillow fight.

Mephibosheth
2013-01-21, 09:33 PM
Shattered Soul

That which I saw
I ne'er can unsee
That which caused them
To come to be
The other splinters of me

They live in my mind
I can ne'er be free
Of the splinters that grow
Like swells of the sea
The other splinters of me

Behind my eyes
They strive with me
Naught more do I want
Than that they banished be
The other splinters of me


Whether it comes in the form of hordes of slavering demons, the insanity of the slaadi, or the random activities of chaotic gods, the power of true chaos can be overwhelming. There are few mortals who ever encounter these types of true chaos, but those that do are scarred for life. Some are driven mad by the encounter. Some are hardened against it, becoming crusaders for law and order. Some are drowned in it, becoming agents of chaos themselves. Some simply die.

But there are some for whom encounters with true chaos brings a different kind of reaction. Instead of bending, their souls and minds break under the strain that chaotic forces bring. They become shattered souls, vessels containing a myriad of voices brought forth by the powers of chaos. Where once they had one personality, now they have many. Different voices with different emotions, opinions, worldviews, and moral codes all living in the same body, fighting for supremacy. And this cacophony doesn’t lessen over time. Instead, the voices grow louder and more numerous as time progresses, further overwhelming these hapless individuals with the power of chaos.

But these splinters of a person’s soul don’t just bring confusion and chaos. Much like an earthworm will grow into two complete creatures when cut in half, so too do broken shards of soul grow into complete personalities. But they are one dimensional, having only that aspect of the original that broke off with the shard. And so their abilities reflect that aspect as they grow into independent personalities within the mind of the original.

Becoming a Shattered Soul
While there is no one path to becoming a shattered soul, there are some roads that are easier to take. Wizards, clerics, and other spellcasters have easier access to other planes of existence and can be more readily exposed to the kinds of pure chaos that create shattered souls. But the more martial classes are not immune. Anyone who encounters sufficient chaotic energy can start down the road of the shattered soul.

Hit Dice: d8
Requirements:

Skills: Any two skills 8 ranks, Sense Motive 2 ranks
Special: The character must have encountered a powerful chaotic force or creature such as: direct and prolonged exposure to a strongly chaos-aligned plane, in-person contact with a demon, slaad, or other creature with the chaotic subtype of at least 7 hit dice, being subject to a spell of at least 5th level with the chaos descriptor, or any similar experience subject agreed upon by the player and DM.
Class Skills: A shattered soul uses the class skills of the character’s original base class.
Skill Points: A shattered soul gains skill points as the character’s original base class.



Table 1 - Shattered Soul
{table=head]Level|Special

1|Soul splinter, chaotic soul

2|Soul splinter

3|

4|Soul surfacing 1/day

5|Soul splinter

6|

7|Soul surfacing 2/day

8|Soul splinter

9|

10|Soul surfacing 3/day

11|Soul splinter

12|

13|Soul Surfacing 4/day

14|Soul splinter

15|Dual consciousness[/table]


Class Features

Weapon and Armor Proficiencies: A shattered soul gains no proficiency with any weapon or armor.

Soul Splinter (Ex): The experience that caused you to become a shattered soul rips at your mind and spirit, breaking away splinters of your Self. Because they are of the same essence as your formerly-intact soul, these splinters (known as soul splinters) develop vestiges of life and completeness like psychological earthworms, living in your mind and asserting themselves as manifestations of a particular emotion, belief, or personality trait.

At first level, you gain one soul splinter; one highly-exaggerated fragment of your personality that sometimes overtakes who you used to be. A soul splinter is essentially a second single-classed character. It has levels in one base class of your choice equal to your character level and is the same race as you. Within this restriction, you may build this soul splinter as you desire, selecting feats and alternate class features and allocating skill points as normal, with the exception that your hit points are the same for each soul splinter, being based on your original class and the hit points you gain as you advance as a shattered soul. In creating a soul splinter, you may re-arrange (i.e. taking the same three scores and assigning them to different abilities) your mental ability scores but your physical ability scores must remain the same. However, each soul splinter can assign its ability score increases as it desires, including to physical abilities.

You may not select a class more than once. For example, a shattered soul who starts as a wizard could not have a wizard soul splinter. She could, however, have a sorcerer or dread necromancer soul splinter. At each level of shattered soul, each of your soul splinters and your original personality advance as if they had gained a level of their respective classes in addition to gaining any class features granted by their shattered soul level.

All of the advantages of a soul splinter come with a price; the lack of control. After each period of prolonged rest (i.e. when a spellcaster would ready or prepare daily spells), you must randomly determine which soul splinter is dominant during that 24 hour period. You know of the existence and nature of all of your soul splinters, but only the dominant soul splinter’s class abilities, skills, feats, and other abilities are useable during that period. If you have any feats or other abilities that alter your hit point total, they only apply when the soul splinter that took them is dominant. While a soul splinter is dominant, you also use that splinter's attack bonus, saves, and weapon and armor proficiencies. Any effects that deal damage or require a Fortitude save apply to all your soul splinters, but effects that have non-physical components or require a Will save only affect the soul splinter that is dominant when they occur.

At the DM’s discretion, you may also be required to roll for a new dominant soul splinter at times of extreme stress or trauma; immediately before or after a massive battle, after a severe shock or surprise, or in similar situations. You and your DM should work together before you take your first shattered soul level to determine when you will be required to make these rolls.

It is possible to resist the rise to dominance of a new soul splinter. After rolling to determine which soul splinter will be dominant next, the currently-dominant soul splinter can make a Will save to resist the change. The DC for this save is 10 + the soul splinter's class level + the Charisma modifier of the soul splinter that will be dominant next + 1 for each previous successful attempt to resist. A successful save postpones the rise of a new soul splinter by 10 minutes (or less, as agreed by the player and DM), at which point you roll for a new soul splinter and can attempt another save. After a new soul splinter assumes dominance, the DC for this save resets to its base level.

Use the following methods to determine which soul splinter is dominant, depending on how many soul splinters you have (including your original personality).


Table 2 - Soul Splinter Randomization
{table=head]Number|Randomization Method

2|Roll 1d2 or flip a coin

3|Roll 1d3

4|Roll 1d4

5|Roll 1d10, assigning two numbers to each soul splinter

6|Roll 1d6

7|Roll 1d8 and re-roll all rolls of 8[/table]

Soul splinters do not cease to exist when they lose dominance over your personality. As such, they follow circadian rhythm of your body, resting when your other personalities rest and waking when your other personalities wake. As such, they use and renew per/day abilities as normal, meaning that if a personality assumes dominance more than once during a given 24 hour period, it might have depleted daily resources based on what happened during prior periods of dominance that day.

While you are free to determine the non-mechanical characteristics of your soul splinters’ personalities, each soul splinter’s nature should be somehow related to your original personality and to the base class you have chosen. While a given soul splinter is dominant, you should act as dictated by that splinter’s personality, at least in most cases.

You gain one soul splinter at first level and additional soul splinters as shown on Table 1. You roll randomly between all soul splinters you currently have.

Chaotic Soul (Ex): No matter what your alignment was before becoming a shattered soul, you become appear chaotic to all attempts to detect your alignment. All of your soul splinters can fall anywhere on the alignment spectrum, but the combined effect is one of overwhelming chaos, giving you a chaotic aura the power of which is equal to your character level.

Soul Surfacing (Ex): As you advance as a shattered soul, you begin to develop some accommodation of the chaos in your mind. Once per day starting at 4th level you can temporarily suppress the influence of whatever soul splinter is currently dominant and bring another soul splinter to dominance. You gain additional daily uses of this ability as shown on Table 1. Using this ability is a move action that requires only mental activity. Each use of this ability lasts one round until 9th level and two rounds thereafter. Unlike most times, you can choose which soul splinter comes to dominance for the duration of this ability. Using this ability is a significant shock to your fragmented mind. You are dazed for one round immediately after the duration of this ability expires and shaken for 10 minutes thereafter.

Dual Consciousness (Ex): At 15th level, your soul splinters have reached their most powerful and your mind has expanded to accommodate their chaotic voices. Once per day for one minute you may have two dominant soul splinters simultaneously, giving you access to two sets of class features, feats, and skills. You must still roll to randomly determine which splinters are dominant when you activate this ability. You are dazed for one round immediately after the duration of this ability expires and shaken for 10 minutes thereafter.

Shattered Souls and Multiclassing: If you are a multiclassed character before taking levels in the shattered soul prestige class, you must choose one class in which you already have at least one level to progress as you take shattered soul levels. Once you take your first level in the shattered soul prestige class, you cannot take levels in another base or prestige class until you have completed the shattered soul progression. However, if you are the recipient of a Wish or Miracle spell (or other effect of similar potency, as determined by the player and the DM), the damage to your psyche can be healed. In this case, levels in shattered soul are replaced with levels of the base class you chose to advance while taking levels in shattered soul and, as you level up, you may multiclass as you wish without penalty.



Playing a Shattered Soul

There are as many ways to play a shattered soul as there are base classes. The one unifying feature is that the player can never know for certain what abilities her character will have from day-to-day or even from moment-to-moment.

It is, however, crucial that a player who selects this class do so while embracing this fact. It would be possible to build a shattered soul with very similar soul splinters, thus adding achieving a level of predictability that runs contrary to the class’ intended nature. Thus, much of the difficulty of playing a shattered soul comes from the challenges of creating and role-playing a character whose personality can change wildly from moment to moment.

Combat: How a shattered soul approaches combat depends entirely upon which soul splinter is dominant when the combat begins. That said, judicious use of the soul surfacing ability can give a shattered soul almost unlimited flexibility for a very short time. Players should keep this ability in mind but not rely on it except in the direst circumstances.

Advancement: The shattered soul prestige class is intended to be entered at level 6 and taken all the way to level 20. It is, after all, a representation of a fundamental change in an individual’s psyche rather than a specific combat technique.

Epic Shattered Souls: When a shattered soul reaches 16th level and beyond in the shattered soul prestige class, her soul splinters continue to advance in their individual base classes using the normal rules for epic characters. At level 16 and beyond, her soul splinters may also choose to multiclass or select prestige classes for which they meet the requirements, following the normal rules for epic-level multiclassing.

Resources: Almost all shattered souls are too chaotic to join organizations or form normal lasting relationships. Their wild shifts in personality make it difficult for them to interact with others. Thus, they often find themselves facing very limited resources. Additionally, the fact that they have multiple ability sets, many of which need equipment support, means that their finances are almost always strained to the limit.



Shattered Souls in the World

You could almost see it in his eyes and on his face! It would change as he was talking to you; calm one minute, weeping the next, ranting uncontrollably the next. I've never seen anything like it! - A shopkeeper in a village after an unknown shattered soul passed through

Shattered souls are one of the most obvious and distressing examples of the power of chaos. Their relationships with the world and with other mortals can change daily, hourly, or minute-to-minute, based on which of their fragmented personalities is dominant at a given time. The overwhelming majority of people are unable to comprehend their strangeness and react poorly to their erratic behavior. Similarly, a shattered soul's interaction with others is so irregular that they find it difficult to form even the most cursory of relationships.

That said, there are some areas in which shattered souls can find acceptance and success. They thrive on the constant change of the adventuring lifestyle, using the flexibility granted by their soul splinters as best they can to cope with the diverse challenges adventuring presents. They also tend to gravitate toward each other, often forming ad hoc caravans or small settlements of people who understand each others' struggles. Finally, and somewhat less constructively, they are often the target of groups of magi or scholars seeking to better understand the forces of chaos. Some of these groups are benevolent, seeking only to help and understand. Others look to the shattered souls as a source of power in fighting demonic and otherworldly forces.

Daily Life: It is impossible to generalize about the daily life of a shattered soul. Some wake up as a different person every morning. Others swing wildly throughout the day. Every day (every minute, in some cases) brings a struggle between different soul splinters for dominance and wild swings in personality and mood. Most of their time is spent trying to cope with these constant changes.

Notables: While the majority of shattered souls seek merely to continue on, the nature of the changes they have undergone often thrusts them into situations where the must perform great deeds in order to survive. Tijah Shakhs is one such shattered soul who has gone down in legend. When a portal to the abyss opened in his home town and fiends overtook the city, his mind was fractured by prolonged exposure to the chaotic energy. He survived the infestation, fighting tirelessly to rid the city of demons before being drawn through the portal and into the Abyss, closing it in the process.

Organizations: Shattered souls seldom form organizations, nor do they join them. Membership is difficult to maintain when a different soul splinter can terminate the relationship moments after it is initiated. However, there are organizations that, as mentioned, seek to use shattered souls to gain understanding (as objects of study, usually) or combat chaotic forces. However, it is often necessary to coerce the shattered souls or build elaborate ruses around them in order to maintain their membership.



NPC Reactions

Shattered souls are so rare that few NPCs will know of their existence. And depending on how frequently soul splinters assert themselves, it is possible that an NPC who meets the shattered soul in passing might not even know anything is different. However, all but the most understanding and open-minded NPCs who spend any amount of time with a shattered soul will become extremely confused and uncomfortable once a different soul splinter assumes dominance. Fear and distrust are common reactions to the shattered soul's erratic behavior.

In the rare instances where an NPC knows of the existence of shattered souls, they are wary at best upon meeting one. Stories of shattered souls who committed heinous crimes prejudice those who hear them against these individuals and few willingly seek them out or remain in their presence. Once they know with whom they speak, NPCs will often try to end the interaction as quickly as possible.

Finally, those few who seek out shattered souls always approach them cautiously. Even those with the best of intentions might seek to incapacitate or restrain a shattered soul, given that the next soul splinter is as likely to be violent and angry as it is to be docile and helpful. Those who interact with shattered souls are often opportunistic, trying to limit their interactions to those soul splinters they know aren't aggressive. And many have dubious motives, disregarding the safety and well-being of the shattered souls in order to further their own goals.



Shattered Souls in the Game

Shattered souls bring an interesting challenge to both players and DMs. Both parties should discuss how they envision the class playing out in there game before the first level is taken.

Adaptation: Shattered souls work best in campaigns with strong chaotic presence, whether from strongly-chaotic beings or direct exposure to chaotically-aligned planes. In these contexts, any NPC can be a shattered soul and any PC could potentially become one.

Encounters: The nature of an encounter with a shattered soul depends entirely upon which soul splinter is dominant when the encounter begins. This means that different encounters with the same shattered soul could be completely different.



The Many Faces of Rehman Kesh: EL 8


Excerpt from an interview with Siddhartha Deva, Dean of Transmutation at the Vendiagam School
Rehman was one of our best young researchers. He was working on very cutting-edge stuff, you know. Weakening the barrier between our world and Limbo to allow for the passage of energy. We all thought his work showed promise; casting more powerful spells, sparking beneficial mutations, all kinds of things.

I guess it showed promise to others as well. He had been working late in the portal lab when we heard a scream and he came barreling into the rotunda with a death slaad and a glabrezu on his heels! He was covered in blood and staggering around with his head in his hands, not even paying attention to the two hideous creatures following him. We didn't know what to do at first; even here that sort of thing never happens.

After a few seconds we started to recover, which I could tell the creatures realized. Even they would have a tough time with the whole school, so they just winked out, probably back to their home planes. But you could tell that whatever they did to Rehman was already finished. He stood there in the middle of the rotunda for a second, then dashed out into the night, clutching his head and screaming.
Case notes of Superintendent Inspector Khan, Pech City Guard
March 11

Report of a disturbance near the central library. Arrived on the scene to find a young man, later identified as Rehman Kesh, staggering through the square, crashing into passersby and shouting. Obvious evidence of magic present at time of incident. Officers accosted Mr. Kesh, who was subdued and incarcerated with significant force.

The following morning, I interviewed Mr. Kesh. He had calmed down significantly, though his eyes still darted to the door and the room's corners constantly and he jumped at small noises. He spoke calmly and quietly about some research project; magical vocabulary beyond my understanding. As I was about to leave the room, however, his manner changed. He grew imperious and angry, yelling at me to release him. He said, "They won't stop looking for me! I'm the only one who knows. None of the others do. The ones in here." At this point, he pressed his fingertips hard into his temples. "They don't have it. I'm the only one they care about, but they'll get us all in order to find it!"

He continued along these lines, growing more and more agitated until he needed to be subdued. When he awoke in the cell later, we interviewed him again, but he was once again calm and had only vague recollections of the moments before he was subdued. He hadn't broken any laws, so we were forced to release him.
Fragment of parchment found in the last place Rehman Kesh stayed before leaving Pech
Have spent days in hovels like this. Can't go back to Vendiagam, they know how to find me there. And the angry one knows the information they want. The others are there all the time. Can hardly keep them back. Which will it be tomorrow?
In addition to his original, somewhat studious and reserved personality, Rehman Kesh has two soul splinters. One is angry and belligerent, a sorcerer named Ghusa who values straight-forward power. The other is cautious, a scout named Hifz who is a manifestation of Rehman's instinct for self-preservation. While all of Rehman's personalities are in some ways familiar with their research, only Ghusa knows the secret to extracting energy from chaotically-aligned planes; a secret for which Rehman is chased by various chaotic beings bent on subjugating them and either destroying this knowledge or exploiting it.

Rehman is desperate to find a way to escape from the fiends and slaadi that are hounding them. Their whole life since the accident has consisted of a prolonged madcap flight, and all of their soul shards except Ghusa just want it to stop. Ghusa wants it to stop too, but is convinced that the only way to do so is to take revenge on the creatures who originally attacked them.

Either way, Rehman needs a safe location. They have become convinced that Reardan, an arcanist in the village where the PCs are staying, can transport them, either to a safe demi-plane or warded location (in the case of Rehman and Hifz) or to the Abyss (in the case of Ghusa) where he can attempt to wreak his revenge. Panicked after a long chase, he will stop at nothing to get Reardan to help him. Reardan knows what has afflicted Rehman and doesn't want to risk dealing with him.

Rehman Kesh
Chaotic Neutral Male Human Wizard 5/Shattered Soul 3
{table=head]|Rehman (Wizard 8)|Ghusa (Sorcerer 8)|Hifz (Scout 8)
Initiative|+4|+8|+9
Senses|Listen +2, Search +4, Spot +2|Listen +1, Search +2, Spot +1|Listen +13, Search +15, Spot +13
Languages|Common, Elven, Abyssal, Draconic, Celestial|Common, Draconic|Common, Elven, Dwarven, Goblin, Halfling
AC|19 (15 touch, 15 flat-footed)|19 (15 touch, 15 flat-footed)|19 (15 touch, 15 flat-footed)
HP|35 (5d4+3d8+8)|35 (5d4+3d8+8)|35 (5d4+3d8+8)
Saves|Fort +5, Ref +6, Will +8|Fort +5, Ref +6, Will +7|Fort +4, Ref +10, Will +4
Speed|30 ft (6 squares)|30 ft (6 squares)|40 ft (8 squares)
Melee|quarterstaff +4 (1d6)|quarterstaff +4 (1d6)|sickle +10/+5 (1d6)
Ranged|--|--|+1 composite shortbow +11/+6 (1d6+1)
Base Atk/Grapple|+4|+4|+6/+1
Attack Options|||Skirmish +2d6, +2 AC
Spells|0 detect magic (2), resistance, prestidigitation <br />1 mage armor, charm person, expeditious retreat, silent image, protection from chaos <br />2 hideous laughter, invisibility, alter self, scorching ray <br />3 dispel magic, stinking cloud, fly, slow<br />4 dimension door, solid fog, polymorph|0 resistance, detect magic, read magic, daze, prestidigitation, mage hand, dancing lights, ghost sound <br />1 mage armor, protection from chaos, magic missile, charm person, shocking grasp <br />2 scorching ray, shatter, alter self <br />3 fireball, fly <br />4 black tentacles|
Abilities|Str 10, Dex 18, Con 12, Int 19, Wis 14, Cha 13|Str 10, Dex 18, Con 12, Int 14, Wis 13, Cha 19|Str 10, Dex 19, Con 12, Int 18, Wis 14, Cha 13
SQ|Familiar (Rat)|Familiar (Rat)|Trapfinding, trackless step, flawless stride, camouflage
Feats|Spell Penetration, Spell Focus (Transmutation), Scribe Scroll, Extend Spell, Eschew Materials, Craft Wondrous Item|Spell Penetration, Spell Focus (Evocation), Empower Spell, Improved Initiative|Point Blank Shot, Improved Initiative, Rapid Shot, Weapon Finesse, Manyshot, Greater Manyshot (XPH)
Skills|Concentration +12, Decipher Script +15, Knowledge (arcana) +15, Knowledge (religion) +15, Knowledge (the planes) +15, Spellcraft +15, Use Magic Device +6|Bluff +15, Diplomacy +9, Concentration +12, Knowledge (arcana) +13, Spellcraft +13|Balance +15, Climb +11, Escape Artist +15, Hide +15, Jump +13, Listen +13, Move Silently +15, Search +15, Sense Motive +13, Spot +13, Survival +13, Swim +11, Tumble +17[/table]

Possessions: Gloves of Dexterity +4, quarterstaff, MW sickle, +1 composite shortbow, +2 chain shirt, ring of protection +1, scrolls (comprehend languages, disguise self, floating disk, true strike [2], ray of enfeeblement, darkvision, fox's cunning, knock [2], protection from arrows, nondetection, vampiric touch [2])

Glimbur
2013-01-24, 06:57 PM
Adept of Loki

Don’t worry, I have a plan. -Anonymous Adept of Loki

The Adept of Loki is a powerful wizard, a skillful thief, a dangerous fighter, and a dabbler in the unknown. Sort of.

Becoming an Adept of Loki
Adepts of Loki typically select themselves. A long night, maybe some hallucinogens, occasionally a giant frog, and the next morning they have attained a great insight. There has not yet been a coherent explanation of this great insight, but they seem pretty excited about it.

ENTRY REQUIREMENTS
Alignment: Any Chaotic
Character Level: 5

Class Skills
The Adept of Loki's class skills are determined at random each level from four categories. When he gains a level he must roll a d4. On a 1, his skill list is the ranger skill list. On a 2, his skill list is the bard skill list. On a three, his skill list is the rogue skill list. On a four, his skill list is the wizard skill list.
Skills Points at Each Level: 1d8 + int
For each level, an Adept of Loki rolls 1d8 and gains that many base skill points. He still adds his Int modifier as usual. Wild Chance does not apply to this roll (see the class feature).

Hit Dice: Varies.
Each level, an Adept of Loki rolls a d6 to determine his hit die. On a 1, he gains a d4 hit die. On a two, he gains a d6 hit die. On a three, he gains a d8 hit die. On a four, he gains a d10 hit die. On a 5, he gains a d12 hit die. On a 6, he rolls again and maximize his hit die. If he rolls a 6 twice, maximize and empower the hit die. If he rolls this result three or more times, he gain no additional benefit. He still add your Con modifier to your hit points gained per level, as usual. Wild Chance does not apply to the roll to determine what hit die is granted, but it does apply when rolling the hit die to determine hit points. For example, an Adept of Loki with Wild Chance gains a level. He rolls a 6, which means he rolls again and maximizes. This die does not ‘explode’. He rolls again, and receives another 6 which still does not ‘explode’. He then rolls a 5. Rolling the d12 to determine his bonus hit points (from the Empower effect), he rolls a 12. This die does explode, so he rolls another d12. This particular Adept gains 37 hit points this level, thanks to high rolls. The Dungeon Master resolves to roll for him in the future.



LevelBABFortRefWillSpecial
0th Disordered Life, Mad Capability, Bizarre Limits
1st+1d3/2+1d3-1+1d3-1+1d3-1
Bound to Madness
2nd+1d3/2+1d3-1+1d3-1+1d3-1
Smite Something, Giant Frog(I)
3rd+1d3/2+1d3-1+1d3-1+1d3-1
Rainbow of Hurt, Guided Attack
4th+1d3/2+1d3-1+1d3-1+1d3-1
Probabilistic Magic
5th+1d3/2+1d3-1+1d3-1+1d3-1
Wild Chance, Eye Lasers
6th+1d3/2+1d3-1+1d3-1+1d3-1
Master of Fate, Scattered Just Right
7th+1d3/2+1d3-1+1d3-1+1d3-1
Rage of Loki
8th+1d3/2+1d3-1+1d3-1+1d3-1
Sacred Boon
9th+1d3/2+1d3-1+1d3-1+1d3-1
Erratic Action
10th+1d3/2+1d3-1+1d3-1+1d3-1
Grand Prize


Weapon Proficiencies: An Adept of Loki gains no additional weapon or armor proficiencies.

Disordered Life: An Adept of Loki is not like a wizard, who gradually learns higher and higher circles of magic. He is not like a fighter, who starts with a few tricks and eventually is an expert at several combat styles. He is granted powers in an order that make sense only to his inscrutable patron.
For each level of Adept of Loki taken he must roll 1d10. He gains the class features listed on the class table for the number corresponding to the die. If you roll a level you already have the features from, re-roll.

Mad Capability:Adepts of Loki vary greatly in martial ability and their resistance to various ills. This is partly due to personal ability, but it is also affected by the capricious whims of their master.
Each level of Adept of Loki provides 1d3/2 BAB (round down), and 1d3-1 to his base Fort, Ref, and Will saves ( each save is rolled separately).

Bizarre Limits:Some Adepts of Loki are capable of mastering all known powers granted to their type. Others are only ever able to learn a lesser number of tricks.
When he takes his first level of Adept of Loki, the new Adept rolls 5d2. This is the maximum number of levels of Adept of Loki he may take. No mortal magic or power is able to change this limit once it is determined for a given character.

Bound to Madness:Some Adepts of Loki can be mistaken for those who share their souls with otherworldly beings. Normally the being is chosen for its helpful powers, but an Adept of Loki has no such luxury.
Each day, the Adept randomly selects a vestige from the list of vestiges the he qualifies to bind, using his Adept of Loki level as his effective binder level and ignoring special pre-requisites. He is bound to this vestige, and it is a good pact. He automatically knows what abilities are granted to him by this pact.

Smite Something:Some Adepts of Loki are granted the power to strike down their greatest foe. Sometimes they have the ability to strike down their allies.
At the start of each day, roll a d4. If you roll a 1, you gain the ability to smite good. If you roll a 2, you may smite law. If you roll a 3, you may smite evil. If you roll a 4 you may smite chaos. Smiting is a free action which can only be taken once per round. If your target matches the alignment you are allowed to smite, smiting adds your Charisma modifier to your next to-hit roll with a weapon and twice your class level to your damage. You may smite once per encounter for every three levels of Adept of Loki you have, rounded up.

Giant Frog(Su): Adepts of Loki are known to ride on Giant Frogs.
The Adept of Loki may, as a full round action, summon a Giant Frog. This Giant Frog is one size larger than he is and has two outsider hit dice for each level of Adept of Loki. It remains summoned for one hour per Adept of Loki level. Its base attributes are all 14’s, with a +2 to Str and Con and a -2 to Dex for each size category it is larger than medium. It has a natural armor bonus equal to the Adept of Loki’s class level. It has no weapon or armor proficiencies, unless it takes feats to change this. Its skills and feats are selected by the Dungeon Master when this class feature is gained, and future skill points and feats are also selected by the Dungeon Master. The Giant Frog has a bite attack which does 1d6 damage for a medium Giant Frog. It also has a special attack: it may use its tongue as a reach weapon (dealing no damage) to make a touch attack to start a grapple. If it succeeds, the target is pulled in to its square.

Rainbow Of Hurt: Adepts have a very esoteric martial art.
Every time an Adept of Loki deals damage(from a spell or weapon or natural weapon), roll on the following table to determine what type of damage.
RollType

1Piercing

2Slashing

3Bludgeoning

4Acid

5Fire

6Cold

7Electricity

8Sonic

9Subdual

10Negative energy damage

11Positive energy damage

12Roll twice, half of each result


This ability is not affected by Wild Chance, though the damage roll is.

Guided Attack (Su): Some Adepts of Loki are famed for their skill with any weapon.
An Adept of Loki rolls a d30-5 for ability checks, skill checks, saving throws, and attack rolls, including grapple checks. The numbers for critical hits move to the top of the range, so a 19-20 x2 weapon becomes a 24-25 x2 weapon, for example. Effects that trigger on a natural 20 now trigger on a natural 30 (or effectively a 25, with the -5). In the case of rolling a 1 on the d30 and if the Adept has Wild Chance, the total roll is -5 (as well as automatically failing like a natural 1 on rolls subject to this).

Probabalistic Magic(SLA):Adepts of Loki are gifted with magic powers. The problem is that they are not always helpful.

Each day, an Adept of Loki with this ability gains access to some SLAs which are selected randomly from the list. At the beginning of the next day, all remaining SLAs disappear and new SLAs are granted. The Adept of Loki gains SLA's as shown on the table. All of these spell like abilities use a caster level equal to his character level. In addition, he is able to use all cantrips on the following list and all Cantrips are granted at will as SLAs as long as an Adept has at least one SLA other than a cantrip for that day.
Just like a normal SLA, these abilities do not require verbal, somatic, material, or XP components. They take the same amount of time to use as the spell they mimic.
The Adept of Loki does not actually cast spells (like a wizard, for example), so he does not have a spell list for purposes of magic item activation. Save DCs are 10+spell level+Adept’s highest stat modifier.
As stated in Wild Chance, the random selection of these SLA’s is not affected by the Wild Chance class feature.
Class Level1st2nd3rd4th5th6th

1100000

2100000

3110000

4110000

5211000

6211000

7221100

8221100

9222110

10222221




0th level Spells
Prestidigitation, Light, Mage Hand, Arcane Mark(roll d20 when used, on a 1, this mark duplicates the Arcane Mark of a random NPC), Acid Splash, Summon Instrument

1st level spells

1|Protection from Law

2|Divine Favor

3|Faerie Fire

4|Grease

5|Unseen Servant

6|Babau Slime(SpC)

7|Enrage Animal(SpC)

8|Wall of Smoke(SpC)

9|Ram’s Might(SpC)

10|choose one spell from this list


2nd level spells

1|Shatter

2|Enthrall

3|Fire Trap

4|Obscure Object

5|Rainbow Beam(SpC)

6|Cheat(SpC)

7|Dark Way (SpC)

8|Reveille(SpC)

9|Fell The Greatest Foe (SpC)

10|one spell at random from next level of spells

11|one spell at random from the previous level 3/day

12|one spell at random from this level with free, automatic, Heighten 1d10 levels (this can be affected by Wild Chance if applicable)

3rd level spells
1|Magic Circle Against Law

2|Dirge of Dischord (SpC)

3|Fangs of the Vampire King (SpC)

4|Devil Blight(SpC)

5|Meld into Stone

6|Quench

7|Water Breathing

8|Charge of the Triceratops(SpC)

9|Rainbow Blast(SpC)

10|free soda

11|one spell two levels lower at will

12|one spell of his choice from this list with Spell Thematics(DM’s choice)


4th level spells

1|Chaos Hammer

2|Translocation Trick (SpC)

3|Wild Runner(SpC)

4|Telepathic Aura(SpC)

5|Rushing Waters(SpC)

6|Sound Lance (SpC)

7|Giant Vermin

8|Sleet Storm

9|Geas(Lesser)

10|two spells at random from the previous list

11|one spell at random from the 5th level list

12|one spell of his choice from the 2nd level list and a spell at random from the (1d6)th level list


5th level spells

1|Dispel Law

2|Dragon Breath(SpC)

3|Essence of the Raptor(SpC)

4|Refusal(SpC)

5|Atonement

6|Stoneskin

7|Awaken

8|Awaken Ooze (as Awaken, but targeting an Ooze)

9|Shroud of Flame (SpC)

10|Phantasmal Thief(SpC)

11|Echo Skull(SpC)

12|grant the ability to cast a spell from this list once to any creature (this ability does not need to be used immediately, but it may not target the Adept or his Giant Frog (if he has one))



6th level spells

1|Animate Objects

2|Word of Recall

3|Liveoak

4|Legend Lore

5|Tenser’s Transformation

6|Cometfall (SpC)

7|Dinosaur Stampede(SpC)

8|Spider Plague

9|Transcribe Symbol(SpC)

10|Dream Casting(SpC)

11|Ray of Entropy(SpC)

12|Polar Ray

13|Hardening(SpC)

14|roll again and regain the chosen SLA tomorrow as well

15|Awaken (two castings)

16-20|reroll




Wild Chance(Su):Some Adepts of Loki occasionally do the impossible.
Whenever he rolls a die, the Adept of Loki treats the minimum result on that die as a 0 (which allows him to, for example, deal 0 damage with a successful attack even though this is normally impossible). If he rolls the maximum result, he rolls the die again and adds it to the previous maximum result. If the maximum continues to be rolled the total continues to increase. If he rolls off of the chart on the treasure table or for reincarnation or what have you, the DM is encouraged to make something up. 1d100 is not considered to be two distinct ten sided dice, so this ability only activates on a natural 01 or a 100 for 1d100.
This ability does not apply when randomly determining what abilities are granted by Adept of Loki when gaining a level, and its interaction with other class features is described in the other class features.

Eye Lasers(Su): The blessings granted to the Adept by his otherworldly patron are varied.
An Adept of Loki may make a ranged touch attack as a standard action. This attack has a range of 60’ and does 2d6 untyped damage. At class level 4, the damage improves to 6d4. At class level 7, the damage improves to 12d2. At class level 10, the damage improves to 15d2.

Master of Fate(Su):Adepts of Loki are typically not allowed near games of chance.
Once per encounter, the Adept of Loki may set the result of any one die roll. This may also be used on a set of dice rolled together, like damage dice for a fireball. This is an immediate action.

Scattered Just Right(Su):Some Adepts of Loki are reputed to be able to walk through rain without getting wet. This ability might be the origin of that obvious lie.
Whenever an object or spell within line of sight or which affects the Adept of Loki is subjected to scatter, he may choose any valid result for the direction and distance of scatter. For example, if he is Teleported and lands ‘off target’ he may decide the direction and distance by which he is off.

Rage of Loki (Su): Sometimes you just have to break stuff.
The Adept of Loki may draw on the anger of his patron. Once per encounter as a free action, he may gain the effects of rage, whirling frenzy (UA), frenzy (CW), ferocity (Cityscape Web enhancement), ferocity (RotW), or Sanctuary (as the spell, DC 11+highest attribute modifier, CL = character level) as determined by a random die roll. These rage-like abilities are subject to all of the conditions and after-effects as normal.

Sacred Boon (Su): The power of his inscrutable patron makes the Adept of Loki better. Faster. Stronger. Smarter. But not all at once.
At the beginning of each day, the Adept of Loki is randomly granted one of the following powers:

-Strength. He gains a +4 sacred bonus to Strength, and an additional +4 sacred bonus to melee weapon damage and to strength checks to break things.
-Dexterity. He gains a +4 sacred bonus to Dexterity. In addition, he may use his Dexterity modifier instead of his Strength modifier for weapon damage; and he may add his Dexterity bonus to damage with ranged weapons.
-Constitution. He gains a +4 sacred bonus to Constitution, and in addition he is immune to poison and disease.
-Intelligence. He gains a +4 sacred bonus to Intelligence, and may treat one skill of his choice as though he had full ranks in it for purposes of making skill checks (but not for prerequisites)
-Wisdom. He gains a +4 sacred bonus to Wisdom, and also Blindsense 30’.
-Charisma. He gains a +4 sacred bonus to Charisma and Mettle (when he makes a Fort or Will saving throw against an effect that has a reduced effect on a successful save, he instead is not affected by the effect.)


Erratic Action(Su):Some Adepts of Loki appear to be in no hurry. They sometimes act at the pace of a zombie, and sometimes they act faster than the eye can follow.
In combat, the Adept of Loki does not have a standard and move action each turn, as normal. Instead, he has 1d3-1 standard actions, as well as a swift action and a move action as normal. Wild Chance does apply to this ability, but he may not gain the benefit of Wild Chance more than once a round for this ability, so he has somewhere between 0 and 6 standard actions every round. If he gains more than two standard actions in a round, he has no standard actions next round; he still has a move and swift action as normal.

Grand Prize (Su): Adepts of Loki sometimes seem to stagnate.
The hapless Adept of Loki that randomly selects this level gains no class features this level. Sorry.

Playing an Adept of Loki
Good luck. You’ll need it.
Combat: Use your encyclopedic knowledge of 3.5 to properly leverage your varied and ever-changing class features towards victory.
Advancement: Take Bard levels. Why not, right?
Resources: All the giant frogs you can eat.

Adept of Loki
Another one for the nuthouse. -Anonymous

Adepts of Loki are not generally well recognized. Some scholars of Chaos can discern their true identity, but such learned people are rare.
Daily Life: Varies.
Notables: The Forces of Good assert that they were aided by an Adept of Loki at the Battle of Thrumsberg. Strangely, the Forces of Evil also claim to have been aided by an Adept of Loki.
Organizations: Organization is inimical to the basic principles of the class.

NPC Reaction
The first meeting with an Adept of Loki is similar to meeting any adventurer. Over a longer time frame the varied abilities of the Adept will incite curiosity. Also, Adepts are often gibbering mad which can color first impressions.

Adepts of Loki in the Game
You let it in to your game, you deal with it.
Adaptation: It is trivial to replace ‘Loki’ with anyone else that likes disorder and randomness.
Encounters: If you run one of this as an NPC, you are braver than I.

Sample Encounter
Omitted for reasons of space.

sengmeng
2013-01-27, 11:36 PM
Slaadborn Rager

I wanna be a slaadborn rager...
--Probably no one, ever.

A slaadborn rager is born to use anger in battle. They call on their chaos-infused blood to drive them to ever higher levels of rage while their mutable bodies take on the aspect of their slaad ancestors.

ENTRY REQUIREMENTS
Alignment: Any chaotic
Base Attack Bonus: +7
Feats: Destructive Rage
Special: The character must gain experience for killing an enemy while in a rage or frenzy and transformed into a non-humanoid form. Being a bear warrior alone cannot fulfill this requirement; the bear form is INSTEAD of a rage or frenzy, not in addition. A bear warrior/frenzied berzerker could qualify, however.

Class Skills:
The slaadborn rager's class skills (and the key ability for each skill are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skills Points at Each Level: 4 + int

Hit Dice: d12


{table]Level|BAB|Fort|Will|Ref|Special
1|+1|+2|+0|+0|Mania, Alternate Form, Chaos Blood
2|+2|+3|+0|+0|Slaadform (Red), Mutation
3|+3|+3|+1|+1|Slaadform (Blue), Rage Form
4|+4|+4|+1|+1|Slaadform (Green), Chaos Form
5|+5|+4|+1|+1|Slaadform (Grey), Chaos Soul
[/table]
The slaadborn rager gains no weapon or armor proficiencies.

Mania: As swift action, you may enter a state of mania. You take up to 2 points of wisdom damage per level of Slaadborn Rager, and add the same amount to your strength, dexterity, and constitution scores. Mania lasts for 1 round for each point of wisdom you have when you enter it, before the damage is applied. Mania deals 1 point of Wisdom damage when it ends. The bonuses from Mania stack with bonuses from rage or frenzy. If you have a rage or frenzy ability, your levels of Slaadborn Rager are added to your levels of whatever class grants you the ability to rage or frenzy to determine the uses per day and bonuses from rage or frenzy, as well as the tireless rage ability.

Alternate Form: If you have some way of transforming yourself other than a spell, you add your class levels in Slaadborn Rager to whatever class grants you an alternate form to determine how many times per day and how powerful of a creature you can turn into.

Chaos Blood: You do not fall unconscious when your wisdom score drops to 0 or below. Instead, you act as if you are under a continuous confusion effect until you have a positive wisdom score. You gain a +2 bonus to saving throws vs mind-affecting spells and abilities per level of Slaadborn Rager.

Slaadform: However you gained the ability to transform yourself, whenever you do, you have the option to turn into a slaad of the type specified for your level on the advancement table rather than whatever form you normally do. The slaadform has as many Hitdice as you have class levels.

Mutation: You start to take on the aspect of a slaad. Your natural armor increases by +1. You gain a permanent +2 racial bonus to your strength, in addition to any racial bonus you already had. You also take a -2 racial penalty to your charisma, in addition to any racial penalty you already had. You also gain claw and bite attacks as per the table.
{table]size|fine|dim.|tiny|small|medium|large|huge|garg.| colossal
claw|-|1|1d2|1d3|1d4|1d6|1d8|2d6|2d8|3d6
bite|1d2|1d3|1d4|1d6|1d8|2d6|2d8|3d6|3d8|[/table]

Rage Form: If you have the Wild-shape class feature, you may spend uses of wildshape to enter a rage or frenzy, and vice versa.

Chaos Form: You gain the half-slaadi template. As a free action, you may take 2 points of wisdom damage to change your appearance to match your previous race and species as the spell disguise self. Dropping the disguise is a free action. A true seeing spell will still reveal your true nature. Only your natural form gains the half-slaadi template. When disguised, you lose the natural attacks granted by the half-slaadi template, but not any other abilities or bonuses. The half-slaadi template supersedes and replaces all bonuses, abilities, and penalties from the Mutation class feature gained at second level.

Chaos Soul: When you are in a state of rage, frenzy, mania, or have a wisdom score of 0 or lower, you gain total immunity to all mind-affecting spells or abilities and a mind blank effect.


Half-Slaadi Template
The creature’s type changes to outsider with the chaotic subtype. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-slaadi are normally native outsiders.

Ability Scores: as base creature, except as noted below
Strength +6, Constitution +2, Dexterity +2, Wisdom -2, Charisma -2

Natural Armor: Base creature +3

Special Attacks: The half-slaadi gains claw and bite attacks as per the following table:
{table]size|fine|dim.|tiny|small|medium|large|huge|garg.| colossal
claw|1|1d2|1d3|1d4|1d6|1d8|2d6|2d8|3d6
bite|1d2|1d3|1d4|1d6|2d6|2d8|3d6|3d8|5d6|[/table]

Stunning Croak: Once per day, a half-slaad can emit a loud croak. Creatures other than slaadi or half-slaadi within 20 feet must make a fortitude save or be stunned for 1d3 rounds. The DC is 10 + 1/2 the half-slaad's hitdice + their constitution modifier.

Smite Law: Once per day, the Half-slaad can designate a normal melee attack to deal extra damage equal to its hitdice to a lawful-aligned opponent (max +20).

Special Qualities: Darkvision 60 ft. Fast healing 1.
Aura of Chaos: When being scanned by a detect chaos spell, the half-slaadi registers as a chaotic cleric equal to his hitdice.

Feats: The half-slaadi gains Multiattack

Mutations: The Half-slaad gains two mutations, typically one beneficial and one negative, but anything is possible. Their exact deformities are determined by 2 d6's, rolling once from list one and once from list two to determine their two mutations.

List one:
1: The half-slaad has an extra, non-functional eye
2: The half-slaad has a functioning extra eye, gaining a +4 racial bonus to spot checks.
3: The half-slaad has extra long legs, gaining +10 ft to their base movement rate
4: The half-slaad's natural armor is +8 instead of +5, but they move as if wearing medium armor. Their movement is not reduced further by wearing medium armor.
5: Roll twice and combine. Mutations 3 and 4 cancel each other out.
6: Roll from list two.

List two:
1: The half-slaad's eyes point in different directions. They take a -2 penalty to ranged attacks.
2: The hald-slaad has a non-functional extra arm.
3: The half-slaad has a semi-functional extra arm. They gain a +2 bonus on strength checks that normally involve using both hands, excluding weapon damage rolls, and a -2 penalty on dexterity checks that normally involve using both hands.
4: The half-slaad has a short, squat legs. Their speed is reduced as if they are wearing heavy or medium armor, and they gain a +4 to opposed rolls to avoid being tripped or bull-rushed.
5: Roll twice and combine. 3 supersedes 2.
6: Roll from list one.

PLAYING A SLAADBORN RAGER
Slaadborn ragers, despite their chaotic nature, are fairly straightforward in and out of combat, though their ability to change shape often surprises their opponents.
Combat: Slaadborn ragers typically use all their rage and rage-like abilities to turn themselves into perfect engines of destruction. Then they wander around confused for a few days. More devious ones will first appear as simple barbarians, then bear warriors, then reveal any druid powers, before delivering the final, terrifying, confusing reality of their dreaded slaadform. The most wise slaadborn ragers, typically multiclassed druids, will make good use of any spell-like abilities of their slaadforms.
Advancement: Frenzied berzerkers, barbarians, druids, and bear warriors all gain a bit by multiclassing as slaadborn ragers. They may choose to focus on attaining the very highest strength scores they can, or they might focus on their new versatility with transformation.
Resources:

SLAADBORN RAGERS IN THE WORLD

Slaadborn whatnow? You mean that's a thing? I thought it was just that one freak. I'm leaving town...

Daily Life: Flying into a killing rage and turning into monsters or animals are the slaadborn rager's only real skills, so adventuring is a good way of life for them. Too chaotic and unsavory to be bodyguards, professional soldiers, or even mercenaries, slaadborn ragers do well on their own, or with a small group of very close, very understanding friends. Their backgrounds often include wilderness living, and many maintain that.
Notables: Savon Half-elven was the most famous slaadborn rager and the first to be studied by a sage who determined the mechanism of his abilities.
Organizations: Not bloody likely. However, if two did meet, they would probably ally with each other out of sheer loneliness.

NPC REACTION
I thought he was just a typical barbarian until he turned into a ten-foot-tall blue toad and ate my horse.


CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: The slaadborn rager could be adapted to be descended from any chaotic outsider relevant to the setting.
Encounters: Slaadborn ragers typically either see their abilities as a curse, or they fully embrace their chaotic nature. Either way, they are likely to prefer the freedom of a wilderness lifestyle. They may accost or aid the party based on their mood of the moment, even defending them against a different foe and turning on them in confusion after going into a frenzy or mania. They could even be looking for help from the PC's to "cure" their affliction or searching for a way to better control their abilities.

Sample Encounter

EL 20: Savon Half-elven confronts the party in a forest. They have heard stories of a mysterious guardian who seems part druid and part madman. He demands to know their business and proclaims himself to be the protector of the forest. He is dressed in rags made form animal hide and carries no other visible possessions. He appears unkempt and unstable. Any perceived insult or the slightest diplomatic error or even random chance could lead to him attacking the party. He will take on bear form via wildshape and enter both a rage and a frenzy at the same time. One round later, his bear animal companion will attack from an unexpected direction. If he gets into trouble, he'll reveal his true form, half-slaad human, and enter mania to boost his constitution (and thus the DC) before letting loose with his stunning croak. He'll attempt to kill any stunned opponents he can and perhaps flee or boost himself via mania again (though this will leave him confused; he is chaotic and insane). Alternatively, the party could encounter him when he is already confused, though he will be a substantially smaller threat that way.

Savon Half-elven
Chaotic Neutral/Male/Human/Barbarian6/Druid 5/Frenzied Berserker 2/Slaadborn Rager 5
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC (+5 Natural), touch , flat-footed ()
hp: 123+ con mod x 18
Fort +, Ref +, Will +
------------------------------------------------
Speed: 40 ft( 8squares)
Melee
Base Atk +16, Grp +
Atk Options: Unarmed 1d3+
Combat Gear: None
Spells Prepared: 1st 2nd 3rd
Supernatural Abilities: HOO BOY, don't get me started
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ:
Feats: Destructive Rage, Cleave, Power Attack, Intimidating Rage, Natural Spell, Extra Rage, Extend Rage, Reckless Rage
Skills:
Possessions:

WaylanderX
2013-01-28, 08:49 AM
Anarchic Conjurer

http://fc01.deviantart.net/fs70/f/2011/019/b/1/witch_of_the_chaos_by_nibelwolf-d37jpre.jpg
Image by Nibelwolf

“Hark, Chaos that lies beneath the Ashen Dephs, descend now as a storm upon my foes!”

If you ask people who has greatest control over the powers of anarchy, chances are you going to hear the words “That insane caster who can bend strange and random energies to his will.” Oke, maybe not precisely like that, but close enough.
Nobody nowadays knows how the first Anarchic Conjurers were created, but what is sure that the order originated somewhere on the plane of Chaos. Practitioners of this class are almost always insane in one way or another, although they are still seem strangely comprehensible and intelligent.
At any rate, they exist and work to spread the flow of chaos everythere where they go, intentionally or not. They can shape the inherrent chaotic energy inherent in every soul, take that energy, and shape it to elementals, although the bigger versions are shortlived compared to their smaller creations with they are almost always seen. If you don't see it, beware, for total annihilation of both body and mind may be upon you.....

Authors note: Delirionist Base class. (http://www.giantitp.com/forums/showthread.php?t=265575)

ENTRY REQUIREMENTS
All spellcasters with Chaotic spells and tendencies can becomes Anarchic Conjurers, but Delirionists are particularly good at getting in due to their already chaotic and unpredictable magics.
Skills: Knowledge (the planes) 8 ranks, Spellcraft (5 ranks)
Alignment: Any chaotic
Special: Must know at least two spells with the Chaos descriptor, have cast no Lawfull spells in the level before this Prc and must have used a summoning spell of at least spell-level 3 to summon a creature with a chaotic alignment OR Delirionist level 5.
Special: Must have been to a plane which had the major chaotic aligned trait, or been to a place where chaotic energies are very abundant (DM has the final say about this one).

Class Skills
The Anarchic Conjurers can choose any six skills to be his class skills. Every Anarchic Conjurers is different in what he can do, create and what he knows.
Skills Points at Each Level: 4 + int

Hitdice: d6

Anarchic Conjurer


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting



1st

+0

+0

+2

+2
Chaos Familiar

+1



2nd

+1

+0

+3

+3
Manifest Chaos (Medium or Large)

+1



3rd

+1

+1

+3

+3
Limbo Control +2

+1



4th

+2

+1

+4

+4
Manifest Chaos (2 Fluxes)

+1



5th

+2

+1

+4

+4
Limbo Control +4, Delusional Strength

--



6th

+3

+2

+5

+5
Manifest Chaos (Huge)

+1



7th

+3

+2

+5

+5
Limbo Control +6, Wall of Chaos

+1



8th

+4

+2

+6

+6
Manifest Chaos (Flux Reroll), Chaos Embrace

+1



9th

+4

+3

+6

+6
Limbo Control +8, Chaos Horde

+1



10th

+5

+3

+7

+7
Manifest Chaos (Elder), Chaos Avatar

--




Casting Increase (Ex): At each level except fifth and tenth, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or Insanity spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or Insanity spellcasting class before becoming an Anarchic Conjurer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, Insanity Gauge and spells known.

Chaos Familiar (Ex): At first level, you gain a familiar-like companion which is made out of pure anarchy. This elemental is actually a manifestation of your own madness inside your soul. This companion acts as a normal familiar but with the following changes.

Summoning your familiar takes 24 hours and uses up magical materials that cost 300 gp. If you lose your familiar, you can summon a new one two days later without a penalty. You cannot choose the type of familiar you get, instead use the statistics block below.
Your familiar gains half your hitpoints as normal. Also, if you have Insanity casting, your familiar gains bonus hitpoints equal to twice your maximum Insanity points. The Chaos Resistance ability your familiar has depends on your total HD instead of your familiar's HD.
If you already have a familiar, you can keep both of them or merge them together. The resulting hybrid is a random Half-Elemental version of your normal familiar with the benefits of both this familiar progression and the original one.
Your familiar gains the following statistics when your Anarchic Conjurer level increases:



Master Class Level
Natural Armor Adj.
Intelligence Score
Slam Damage
Special


1-2

+1

4

1d6

Deliver Touch spells, empathic link, Improved Evasion, Share Spells



3-4

+3

6

1d8

Chaotic Disruption



5-6

+5

8

1d10

Speak with Master, Spell resistance



7-8

+7

10

1d12

Anarchic Block



9-10

+9

12

2d8

Chaos Field



Natural Armor Adj.
The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int
The familiar’s Intelligence score.

Slam Damage
The amount of random energy damage the familiars slam attack deals.

Improved Evasion (Ex)
When subjected to an attack that normally allows a*Reflex saving throw*for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
At the master’s option, he may have any spell (but not any*spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (elemental).

Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su)
A familiar can deliver touch spells for the master. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Chaotic Disruption (Su)
If the master is 3rd level in this prc, he can command his familiar to use its chaotic powers to disrupt an enemy. As a free action, you can command your familiar to use this ability, which takes up a standard action on the familiars part. You target an enemy within 60 ft.. This enemy must make a Willsave DC 10+amount of levels in Anarchic Conjurer of the master+ Charisma modifier. If the target fails this save, he must make the next d20 roll twice and take the lower one. This ability is usable once per day.

Speak with Master (Ex)
If the master is 5th level in this prc or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spell Resistance (Ex)
If the master is 5th level in this prc or higher, a familiar gains*spell resistance*equal to the master’s total level + 5. To affect the familiar with a spell, another spellcaster must get a result on a*caster level check*(1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Anarchic Block (Su)
If the master is 7th level in this prc, he can command his familiar to use its chaotic powers to maybe block an attack made by an enemy. Your familiar can use this as an immediate action when you are attacked. The attacker must make a Will-save or take a 50% miss-chance on his attack. This miss-chance cannot be reduced in any way, including Blindfight, Blindsense, Blindsight or Trueseeing. This ability can be used once per encounter.

Chaos Field (Su)
If the master is 9th level in this prc, he can command his familiar to use its chaotic powers to disrupt multiple enemies. This ability works as Chaotic disruption except that it is a 10 ft. burst within 60 ft. instead of a single target. This ability replaces Chaotic Disruption and is usable once per day.


Familiar Base Stat Block

Chaos Elemental (Small)
Small Elemental (Chaos)

Hit Dice:2d8+4 (13 hp)
Initiative: +1
Speed: 20 ft., 30 fly (Perfect)
Armor Class: 12 (+1 Size, +1 Dex)
Base Attack/Grapple: +1/-3
Attack: Slam +2 (1d6 Random Energy)
Full Attack: Slam +2 (1d6 Random Energy)
Space/Reach: 5 ft./5ft.
Special Attacks: Chaotic Slam, Wicked Blow
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Resistance
Saves: +2 Fort, +4 Ref, +2 Will
Abilities: Str: 10, Dex 12, Con 14, Int 3, Wis 14, Cha 14
Skills: Listen +1, Spot +1
Feats: Weapon Finesse
Environment: Plane of Chaos
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 1
Treasure: Standard
Alignment: Any Chaotic
Advancement: 3-6 HD (Small), 7 HD (Medium)
Level Adjustment: --

Chaotic Slam (Ex): When a chaos elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:



Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Chaos elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Resistance (Ex): A Chaos elemental gains half its HD as a untyped bonus on saves versus spell with the chaos descriptor and Insanity magic.


Manifest Chaos (Su):
At second level, you gain the ability to summon forth manifestations of pure chaos to vanquish your enemies. As a full round action, you can summon forth one Medium or Large Chaos Elemental, whose stats are descripted below. The more levels you take in this prc, the stronger the elemental summoned is.
When you reach level 6, the elemental becomes a Huge Chaos Elemental and when you reach level 10, the creature summoned is a Elder Chaos Elemental instead (All stats are described below). The elementals stays summoned for 2d4 rounds and can be countered as normal for a Conjuration (Summoning) spell.
Additionally, when you summon a Chaos elemental, you can add certain enhancements to it, called Fluxes. However, which Flux affects your summoned elemental is completely random. Roll 1d10 and look in the table below what Flux the elemental has (This check cannot be remade in ANY way except the flux reroll ability gained later on):


Result 1d10
Benefit Flux


1
+2 untyped bonus to Strength and deals twice damage to objects.


2
+2 untyped bonus to Dexterity and gains Evasion.


3
+2 untyped bonus to Constitution and gains Mettle.


4
Class level times your Cha modifier temporary hitpoints and bonus to AC equal to your Cha.


5
Fly speed becomes 20 ft. faster and gains Flyby Attack.


6
Ground speed becomes 40 ft. faster and gains Spring Attack.


7
When killed, deals HD times 1d6 random energy damage in a 10 ft. burst


8
Reach increases by 5 ft./3 class levels (Min 5 ft., Max 15 ft.)


9
AoO's confuse the opponent for 1 round as the confusion spell (Willsave 15+your Cha mod negates)


10
Can use Shatter and Chaos Hammer as a spelllike ability at will (Casterlevel is your class level times 2)



You can only use this ability once per encounter and no more then Charisma Modifier times per day.
At level 4, you can roll for Fluxes twice and let your elemental gain the benefit of both, if you roll the same benefit twice, roll untill you have two different ones.
At level 8, you can reroll a Flux roll once and take the benefit you like most. This can only be used on one Flux, so if you have 2 and are unhappy with both, you only reroll one.

Limbo Control (Ex): At third level, your control and resistance to chaos strengthens as you learn the ways of utter anarchy.
You gain a +2 bonus on checks to control and shape the chaotic energies on any major chaotic aligned plane (Such as Limbo, hence the name).
Also, you gain a bonus on saves against all spells with the chaos descriptor and Insanity magic (see the Delirionist) equal to the number listed.
This bonus improves to +4 at level 5, +6 at level 7 and +8 at level 9. In addition, whenever you succeed on a save against a hostile chaotic spell or Insanity spell (Only the ones that an enemy cast at you, not allies or neutrals), you gain temporary hitpoints equal your Limbo Control Bonus times your Cha modifier.

Delusional Strength (Ex): At fifth level, you can pump so much chaos energy in your summoned elementals, that they are far more unpredictable then normal and can handle much more abuse then before. When you use your Manifest Chaos ability, you can opt as part of the ability to give the summoned elemental an 2d4 untyped bonus on Dexterity and 1d12 times your class level temporary hitpoints (Temporary hitpoints gained this way do not stack with other temporary hitpoints gained from other sources). In addition, they gain 20% concealment while they are summoned. This ability can be used three times per day.

Wall of Chaos (Su): At seventh level, you gain more control over the chaos that comprises your soul and thus also your companion. Once per day, you can form and twist your companion into a wall-like structure, two inches thick and measuring 5 ft/5ft. squares per Anarchic Conjurer level. You can not use any attacks or class features that rely on your companion during this time. Everyone who walks through this wall takes random elemental damage (See Chaos Elemental statblocks) equal to twice the elemental's slam damage plus your Charisma modifier. Additionally, anyone who takes damage from the attack must succeed on a Will-save 10+Anarchic Conjurer level+your Charisma modifier or suffer one of the following conditions for 2 rounds, roll 1d6 to see what condition is inflicted:


Result 1d6
Debuff Type


1
All movement speeds are reduced by 10 ft.


2
Entangled


3
Staggered


4
Slowed


5
Immobilized


6
Dazed



Each creature can only be affected by the second effect of the wall once, although it still takes damage for every round of contact (such as moving through it or because it is immobilized or dazed within it).
The wall persists for 2d4 rounds.

Chaos Embrace (Su): At sixth level, you can use your familiar as a guiding beacon for an allies attacks, making them harder to predict and as such harder to block. Once per day, you can command your familiar as a standard action to fuse together with an ally adjacent to the familiar for 1d3 rounds. When fused with the host, the host makes any attack roll twice and takes the better result. For the duration of this ability you lose your familiar and access to all abilities it can do. After the fusion ends, your familiar reappears in a square adjacent to the former host as chosen by you.

Chaos Horde (Su): At ninth level, you can split your strong summons in favor of multiple weaker ones. When summoning an Chaos Elemental with your Manifest Chaos class feature, you can opt to summon 1d3 elementals that are one or more steps weaker instead. For example, instead of summoning one Elder elemental, you can summon 1d3 Huge, Large, Medium or Small ones instead (assuming you can summon Elder Chaos elementals using your Manifest Chaos ability).

Chaos Avatar (Su): At tenth level, you can merge with your familiar to becomes the embodiment of Chaos itself.
As a full round action, you can absorb your familiar into yourself (he must be adjacent to you to use this ability). For the duration of this ability you lose your familiar and access to all abilities it can do, but you gain massive benefits in return.
First of all, each spell with the Chaos descriptor or Insanity spell you cast gains a +1d6 bonus on the DC (roll once at the beginning of each use of this ability, all spells gain that much on the DC) and has its casterlevel increased by half your Charisma modifier. If you have Insanity casting, you gain 1 Insanity point each round, till a maximum amount equal to your maximum minus 1 (so you never overload yourself). In addition, you gain a slam attack equal in strenght to that of your familiar and gain natural armor equal to that of your familiar. Finally, all your spells that are mindaffecting have effect on creatures that are normally immune to mindaffecting effects during the time you are in Chaos Avatar form.
This ability lasts for 2d4 rounds. After that duration, your familiar appears in a square adjacent to you which is chosen by you. This ability can be used twice per day.

Elemental Statistics:



http://cdn2.gelbooru.com//samples/922/sample_9cb26df852464bfcdb6460c3604b6325.jpg?112214 4



Picture by Unknown


About Chaos Elementals.

Chaos Elementals look like big, swirling masses of energy without a fixed shape or form and are often purple in color. When attacking, it materialises a pseudopod which can almost take the form of everything, from a hand to a giant boot. The pseudopod tends to get more detailed in form when the elemental matures over time.
Chaos Elementals are almost always encountered with the Anarchic Conjurers who called them into being. These created elementals however, are very short-lived, falling apart in less then a minute time. However, there are two ways a Chaos Elemental can exist permanently.
One way is because a Chaos Familiar, belonging to a Anarchic Conjurer, died. When a Chaos Familiar dies, it is not completely destroyed. Instead, its essence seeps into the material below it, reforming slowly by siphoning magic from the air. When one year has passed, a uncontroled Small Chaos Elemental forms on the spot where the familiar died.
The other way is by pure chance. In places with unusual high amounts of anarchic energy, Chaos Elementals may form spontaniously, although this is a very rare and unpredictable process, due to the chaotic energy involved.
No matter how the elemental was created, it slowly siphons of magical energy in its surroundings to grow and sustain itself, although this is a very slow and unstable process. For every year a Chaos Elemental lives, roll 1d4. On a 1, it goes down one HD. on a 2 or 3, its HD doesnt change. On a 4, it gains one HD. When a Chaos Elemental reaches an HD total of 2 or less, it is permanently destroyed. When a Chaos Elemental reaches Huge size (16 HD), it can only gain HD or stay at the same HD.
Because of this process, Huge and Elder Chaos Elementals are very rare and often keep themselves hidden in the corners of the world to avoid attracting unwanted attention. Chaos Elementals cannot speak, but can understand any language. They can also not be heard through telepathy due to their chaotic nature. However, they are able to express emotion by changing their morphic body into shapes that represent their feelings.

Chaos Elemental (Medium)
Medium Elemental (Chaos)

Hit Dice:4d8+8 (26 hp)
Initiative: +6
Speed: 30 ft., 30 fly (Perfect)
Armor Class: 14 (+2 Dex, +2 natural armor)
Base Attack/Grapple: +3/+4
Attack: Slam +6 (1d8+1 Random Energy)
Full Attack: Slam +6 (1d8+1 Random Energy)
Space/Reach: 5 ft./5ft.
Special Attacks: Chaotic Slam, Wicked Blow
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Resistance
Saves: +3 Fort, +6 Ref, +3 Will (+7-+10-+7 against chaotic effects)
Abilities: Str: 12, Dex 14, Con 14, Int 4, Wis 14, Cha 14
Skills: Listen +5, Spot +6
Feats: Weapon Finesse, Weapon Focus (Slam), Improved Initiative (B)
Environment: Plane of Chaos
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 3
Treasure: Standard
Alignment: Any Chaotic
Advancement: --
Level Adjustment: --

Chaotic Slam (Ex): When a chaos elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:




Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Chaos elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Resistance (Ex): A Chaos elemental gains its HD as a untyped bonus on saves versus spell with the chaos descriptor and Insanity magic.

Chaos Elemental (Large)
Large Elemental (Chaos)

Hit Dice:8d8+24 (60 hp)
Initiative: +6
Speed: 30 ft., 50 fly (Perfect)
Armor Class: 18 (-1 Size, +4 Dex, +5 natural armor)
Base Attack/Grapple: +6/+12
Attack: Slam +9 (3d6+2 Random Energy)
Full Attack: 2 Slams +9 (1d10+2 Random Energy)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chaotic Slam, Wicked Blow
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Immune
Saves: +5 Fort, +10 Ref, +4 Will
Abilities: Str: 14, Dex 18, Con 16, Int 6, Wis 14, Cha 14
Skills: Listen +8, Spot +9
Feats: Weapon Finesse, Weapon Focus (Slam), Improved Initiative (B), Combat Reflexes
Environment: Plane of Chaos
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 5
Treasure: Standard
Alignment: Any Chaotic
Advancement: --
Level Adjustment: --

Chaotic Slam (Ex): When a chaos elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:




Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Chaos elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Immune (Ex): The Chaos elemental is totally immune for abilities with the Chaos descriptor or Insanity spells, as long as they allow spell resistance and are hostile (It can still be buffed by chaos magic).

Chaos Elemental (Huge)
Huge Elemental (Chaos)

Hit Dice:16d8+64 (136 hp)
Initiative: +9
Speed: 40 ft., 70 fly (Perfect)
Armor Class: 21 (-2 Size, +5 Dex, +8 natural armor)
Base Attack/Grapple: +12/+23
Attack: Slam +17 (4d8+5 Random Energy)
Full Attack: 2 Slams +17 (4d8+5 Random Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chaotic Slam, Wicked Blow
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Immune
Saves: +9 Fort, +15 Ref, +7 Will
Abilities: Str: 20, Dex 20, Con 18, Int 8, Wis 14, Cha 14
Skills: Listen +13, Spot +14
Feats: Weapon Finesse, Weapon Focus (Slam), Improved Initiative (B), Combat Reflexes, Robular's Gambit.
Environment: Plane of Chaos
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 7
Treasure: Standard
Alignment: Any Chaotic
Advancement:--
Level Adjustment: --

Chaotic Slam (Ex): When a chaos elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:




Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Chaos elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Immune (Ex): The Chaos elemental is totally immune for abilities with the Chaos descriptor or Insanity spells, as long as they allow spell resistance and are hostile (It can still be buffed by chaos magic).

Chaos Elemental (Elder)
Huge Elemental (Chaos)

Hit Dice:24d8+96 (204 hp)
Initiative: +11
Speed: 40 ft., 100 fly (Perfect)
Armor Class: 30 (-2 Size, +7 Dex, +15 natural armor)
Base Attack/Grapple: +18/+33
Attack: Slam +24 (5d8+7 Random Energy)
Full Attack: 2 Slams +24 (5d8+7 Random Energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chaotic Slam, Wicked Blow
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Immune
Saves: +12 Fort, +21 Ref, +15 Will
Abilities: Str: 24, Dex 24, Con 18, Int 12, Wis 16, Cha 16
Skills: Listen +35, Spot +36
Feats: Weapon Finesse, Weapon Focus (Slam), Improved Initiative (B), Combat Reflexes, Robular's Gambit, Deft Opportunist, Power Attack, Cleave, Steadfast Determination (B), Improved Natural Attack (Slam).
Environment: Plane of Chaos
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Any Chaotic
Advancement:--
Level Adjustment: --

Chaotic Slam (Ex): When a chaos elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:




Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Chaos elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Immune (Ex): The Chaos elemental is totally immune for abilities with the Chaos descriptor or Insanity spells, as long as they allow spell resistance and are hostile (It can still be buffed by chaos magic).


PLAYING A ANARCHIC CONJURER

Combat: An Anarchic Conjurer enters combat behind her elementals, letting them take the brunt of the damage, while she fires mind and law shattering spells from behind the lines. When pressured, they most likely flee untill they can summon another strong elemental.

Advancement: You can enter this class either by any caster with access to chaos spells, or through the Delirionist (http://www.giantitp.com/forums/showthread.php?t=265575), an insane caster that projects her madness on other souls she can reach, rending and disabling them.

Resources: Not a lot, Anarchic Conjurers are not very liked, just because of the danger and insanity they represent. They can get resources at the Delirionist's Cabal, where they are respected and feared, as far as insane people are able to do that.

ANARCHIC CONJURERS IN THE WORLD

And with a smile on her face, she tore something from my soul and the people behind me. The aura of total madness around her ...I was frightened to my very core. Then, she took "something" from her soul and formed it into a monstrosity which attacked us on sight, all while she was laughing maniacally.
-Tioh Fringehand, only survivor of a witchhunt against a Manifester of Chaos-

Daily Life: Anarchic Conjurers spend their days seeking for even greater sources of anarchy to strenghen their power. This makes them notible adventures, which are often found helping a group (If good) or sabotaging another (If evil).

Notables: The head of the Cabal of Anarchy, Head Mistress Myrth Lyana is a potent Anarchic Conjurer that took control over the little bit of organization the Delirionists and Anarchic Conjurers had. Although she is only 23 years old, she is one of the most powerfull entities found on Iugon. Also, there seems to be a evil Anarchic Conjurer terrorising the plane of Chaos to such an extend, that the plane itself revolts.

Organizations: The only known organization a Anarchic Conjurer can be a part of is the Cabal of Anarchy. Although only a lose group of Insanity Magic users on the outside, it is actually quite a proficient guild, complete with guild missions and mercenary work. The group leans towards a Chaotic Good nature as of the last 5 years, because of it's benevolent leader, Miss Myrth.

NPC Reaction
Most of the people who met a Anarchic Conjurer would back off initially because of her bond with Chaos and Insanity. If the Anarchic Conjurer seems to be in control though, this disposition might change for the better over time.

ANARCHIC CONJURERS IN THE GAME
When placing this class in your game, expect alot of summoning and mental debuffs. Although it is not as powerfull as the calling spells, it is more spammable and thus might be a bit more powerwork then usual.

Adaptation: As pointed out above, this class can be entered by Delirionists aswell as normal arcane casters. So, you can adapt this class to whatever you like that involves summoning and chaos.

Encounters: You have a great chance of encountering Anarchic Conjurers when enforcing absolute law upon an area. Anarchic Conjurers, aswell as their henchmen and minions are sure to try and disrupt such an effort. Also, you might use a Anarchic Conjurer as a antagonist because she wants to throw the world into total anarchy.

Sample Encounter
EL 19: You and your group are sent by an evil branch of the Cabal of Anarchy to overthrow the current leader, Mistress Myrth (Based on the picture at the beginning, liked it so much I had to do something with it :smallamused:). As you fight your way through Chaos Elementals and normal soldiers alike, you reach the depths of the headquarters, The Maze of Delusion and hear a beautifull voice seemingly coming from everywhere: "You people are not part of the Cabal, you do not below here. Now leave and you will be spared. If not.... Feel my anarchy!" After this a huge Chaos Elemental appears and attacks you, but the origin of the voice is nowhere in sight...

Tactics: Before the fight, she makes sure her Insanity Gauge is 1 point away from full and buffs herself us with Hyperactivity, Mind Shield and What They Want To See. She then begins the fight by summoning a Elder Chaos elemental upon the party while staying in the shadows herself, invisible by using her Burnose of Endless Nights and manouevring around by using her Phoenix Cloak. When the enemies are distracted, she targets the mentally weakest one with her spells, trying to knock him out. She then proceeds this way untill all are knocked out. When the elemental is on 50%, lower or dead, she uses Chaos Avatar in one last desperate attempt to knock everyone out. She also begins using Impending Delusion, her most powerfull spell, to knock people out quickly. She also becomes visible at this point. When attacked directly, she flees, teleporting out of there with her Aporter enchantment.

When encountered outside combat, she is a cheerfull and beautifull woman, which always acts a bit aloof and random. She is a very kind and fun person to be with though, always cracking jokes and making random comments on how the air is "Sooooo blue today, it wasn't this blue yesterday, right?" She can be a very intesting social encounter when presented with law enforcers, to which she offcourse doesn't listen at all. When encountered with hostiles, she always first tries to talk her way out of it, using her high charisma and diplomacy to its fullest. While she might be a whacko, she is not stupid (16 int people, insane =/= stupid) and when negotions fail, she teleports away to set up an ambush, preferably in a shadowy place, so she can use her items to their greatest effects.

Myrth Lyana

Chaotic Good/Female/Lesser Aasimar/Delirionist 9,Anarchic Conjurer 10
Init +9, Senses: Listen +30, Spot +30, Truesight for 10 min per day.
Languages: Any 4 appropiate for your campain
------------------------------------------------
AC 13 (25 when Hyperactivity is up), touch 12 (24 when Hyperactivity is up), flat-footed 11
hp 122 (19d6+36 HD)
Saves Fort +3, Ref +3, Will +6
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +11 touch (1d4 Wisdom or Charisma Damage + 1 Insanity Point) OR +9 +1 Quarterstaff (1d6)
Base Atk +9, Grp +8
Atk Options: Nightmare Mind, Mad Epidemic, item options (Mostly Defensive), Chaos Familiar
Combat Gear: Shadow Phoenix Cloak of Charisma +6 (Shadow Cloak=DotUD), Periapt of Wisdom +6, Third Eye Conceal (XPH), Truelight Lantern (MIC), +1 Soulfire Aporter Burnoose of Moonless Nights (Vest=Sandstorm, Aporter=MIC, Soulfire=BoED), Ring of Freedom of Movement, +1 Warning Eager Quarterstaff (Sign of her position as leader of the Cabal)
Insanity Spells Known: See below.
Supernatural Abilities: Mad Epidemic 1d4, Psycho Surge, Manifest Chaos, Chaos Avatar
-----------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 16, Wis 28, Cha 30
SQ: Immune for Death Effects, Mindaffecting, Delirious Mind, Insane Personality.
Feats: Weapon Finesse, Madness Focus, Induce Focus, Greater Madness Focus, Greater Induce Focus, Leadership, Improved Cohort, Improved Followers.
Skills: Diplomacy +32, Bluff +24, Disguise +20 (+30 if using What They Want To See), Hide +30, Move Silently +30 Spot +30, Listen +30, Knowledge (Arcana) +20, Knowledge (The Planes) +20, Spellcraft +20, Use Magic Device +32.
Possessions: Cabal Headquarters, little kitten named Molly, basic kit (Grappling hook, flint and tinder, ect.), Bag of Holding IV, 30.000 gp.

Induce:
Bolstering: Madness Shield, Diplomatic Insanity, What They Want To See, Hyperactivity.
Debilitating: Balance Shift, Mad Hangover, Migraine.

Madness Spells:
Morale Warp: Charming Delusion, Hear No Evil See No Evil, Conspiracies Everywhere, Imbuing with Chaos: Swarming Chaos, Traitorous Weapon
Forbidden Realm: Impending Delusion
Warping the Senses: Twist Sense, Nightmare of the Void, Terror of The Void,

Franklin, Small Chaos elemental Familiar


Chaos Elemental (Small)
Small Elemental (Chaos)

Hit Dice: 61
Initiative: +1
Speed: 20 ft., 30 fly (Perfect)
Armor Class: 21 (+1 Size, +1 Dex, +9 Natural)
Base Attack/Grapple: +1/-3
Attack: Slam +2 (2d8 Random Energy)
Full Attack: Slam +2 (2d8 Random Energy)
Space/Reach: 5 ft./5ft.
Special Attacks: Chaotic Slam, Wicked Blow, Chaos Field, Anarchic Block
Special Qualities: Darkvision 60 ft., Elemental Traits, Chaos Resistance, Improved Evasion, Speak with Master, Deliver Touch Spells, Spellresistance 24,
Saves: Same as Master
Abilities: Str: 10, Dex 12, Con 14, Int 12, Wis 14, Cha 14
Skills: Listen +1, Spot +1
Feats: Weapon Finesse
Environment: Plane of Chaos
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 1
Treasure: Standard
Alignment: Any Chaotic
Advancement: 3-6 HD (Small), 7 HD (Medium)
Level Adjustment: --

Chaotic Slam (Ex): When a chaos elemental hits a slam attack, roll 1d6. The slam attack deals a type of damage depending what you have thrown:



Result 1d6
Benefit


1
Fire Damage


2
Cold Damage


3
Acid Damage


4
Electricity Damage


5
Sonic Damage


6
Type of Damage target has a weakness to, if no weakness, the attack deals Force Damage



Wicked Blow (Ex): The Chaos elemental's slam attack deals damage as if it was 1 size catagory larger.

Chaos Resistance (Ex): A Chaos elemental gains half its master's HD as a untyped bonus on saves versus spell with the chaos descriptor and Insanity magic.

Chaos Field (Su):Myrth can command her familiar to use its chaotic powers to disrupt multiple enemies. This ability works as Chaotic disruption except that it is a 10 ft. burst within 60 ft. instead of a single target. This ability replaces Chaotic Disruption and is usable once per day.

Anarchic Block (Su): Myrth can command her familiar to use its chaotic powers to maybe block an attack made by an enemy. The familiar can use this as an immediate action when you are attacked. The attacker must make a Will-save or take a 50% miss-chance on his attack. This miss-chance cannot be reduced in any way, including Blindfight, Blindsense, Blindsight or Trueseeing. This ability can be used once per encounter.


It's all done, plz tell me what you think on the chat thread. ^^

Dark.Revenant
2013-02-01, 12:58 PM
Withdrawn; lack of time to finish. Spoiler'd for posterity.

This is currently WIP, Unfinished, and Raw

Stylemaster [Pathfinder]

http://media.comicvine.com/uploads/0/77/1419493-mvc3dante.jpg
Image owned by Marvel and Capcom; promotional material

"It's not about mastering a single style of swordsmanship; that's just too easy. The real fun happens — and things get CRAZY once it does — when you use all of them." -Spardicus, Stylemaster

A general description of whatever the class is!

BECOMING A STYLEMASTER
Some Stylemasters are self-trained and others seek a master to learn from. People who teach Stylemasters tend to be eccentric and inscrutable to those who are not kindred souls. The unique mindset required to use a Stylemaster's abilities necessitates a chaotic alignment. Most Stylemasters begin as Fighters, Rangers, or Barbarians, though some others such as Rogues, Cavaliers, Ninjas, and Samurai learn to become Stylemasters. A few Gunslingers have decided to become Stylemasters, as well. On rare occasion, Bards, Inquisitors, Magi, and even Clerics have embraced the path of the Stylemaster.

Stylemasters who know spells often need to train themselves to rely less on magic because of the weak martial synergy of spells and the Stylemaster's lack of focus on magical expertise.

ENTRY REQUIREMENTS
Alignment: Any chaotic.
Base Attack Bonus: +5
Skills: Acrobatics 5 ranks, Bluff 3 ranks, Perform (dance) 3 ranks
Feats: Any style feat.
Weapon Proficiency: Must be proficient with all martial weapons.

Class Skills
The Stylemaster's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Knowledge (History) (Int), Perception (Wis), and Perform (Cha).
Skill Points per Level: 2 + Int modifier

Hit Die: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+1|
+0|
+0|Bonus Style, Combo, Dissension, Style Mastery

2nd|
+2|
+1|
+1|
+1|Combo (style), Cunning

3rd|
+3|
+2|
+1|
+1|Bonus Style, Style Mastery (two-handed)

4th|
+4|
+2|
+1|
+1|Bedlam, Combo (weapon)

5th|
+5|
+3|
+2|
+2|Bonus Style, Taunt

6th|
+6|
+3|
+2|
+2|Adaptation, Combo (critical)

7th|
+7|
+4|
+2|
+2|Bonus Style, Style Mastery (ranged)

8th|
+8|
+4|
+3|
+3|Spontaneity, Combo (crazy)

9th|
+9|
+5|
+3|
+3|Bonus Style, Spectacular Synergy

10th|
+10|
+5|
+3|
+3|Supreme Shocking Style[/table]

Class Features

Note: Style feat refers to the any feat in a style feat tree. First-tier style feat refers to the first feat in a style feat tree, such as Crane Style. Second-tier style feat refers to the second feat in a style feat tree, such as Crane Wing. Third-tier style feat refers to the third and final feat in a style feat tree, such as Crane Riposte. The word "style" on its own refers to an entire style feat tree.

Weapon Proficiencies: Stylemasters gain no proficiency with any weapon or armor.


Bonus Style: At 1st level, a Stylemaster may choose a bonus style feat, the Stunning Fist feat, or the Elemental Fist feat. This is in addition to the feats that a character of any class normally gets from advancing levels. A Stylemaster gains an additional style feat at 3rd, 5th, 7th, and 9th level. The character does not need to meet the prerequisites for these bonus feats, except for prerequisite style feats.


Combo (Ex): At 1st level, a Stylemaster gains a meter of combo points, a measure of his combat fervor and style's chaos. A Stylemaster's combo begins at 0 points and has an upper limit equal to twice the sum of his mental score modifiers and his Stylemaster level.

A number of actions can add or remove points from a combo:
• Kill Enemy: When a Stylemaster damages a creature to 0 hit points or below, he gains combo points equal to 4 + the defeated creature's hit dice minus the Stylemaster's hit dice (minimum 0). This applies to the same creature only once; if the creature is healed or revived, no combo points are earned by killing it again.
• Deal Damage: When a Stylemaster damages a creature, successfully executes a combat maneuver against a creature, or hits at least one creature with a spell (unless the spell has no effect as a result of a successful save), he gains 1 combo point. The attacked creature must have at least half as many hit dice as the Stylemaster.
• Avoid Attack: When an enemy makes an unsuccessful attack roll against a Stylemaster, he gains 1 combo point. This ability also applies combat maneuvers (including maneuvers made as part of a creature's attack) and touch attack spells. The attacking creature must have at least half as many hit dice as the Stylemaster.
• Avoid Spell: When a Stylemaster is affected by a harmful spell that allows a negate-type save and he succeeds his save against that spell, he gains 1 combo point. This does not apply to spells avoided with Spell Resistance. The casting creature must have at least half as many hit dice as the Stylemaster.
• Take Damage: When the Stylemaster is damaged by a creature other than himself or is otherwise affected by a harmful spell or ability, he loses 3 combo points, to a minimum of 0 points.
• End Combo: When a Stylemaster has not been attacked by — nor has he successfully struck a creature with — an attack, spell, or offensive special ability for a period of 3 rounds, his combo returns to 0 points.

At 2nd level, a Stylemaster learns:
• Style Combo: When a Stylemaster damages a foe, he gains 1 additional combo point if during the current encounter he has not yet dealt damage to any creature while using his current style. This ability applies separately for each style the Stylemaster uses.

At 4th level, a Stylemaster learns:
• Weapon Combo: When a Stylemaster damages a foe, he gains 1 additional combo point if during the current encounter he has not yet dealt damage to any creature while using his current weapon. This ability applies separately for each weapon the Stylemaster wields.

At 6th level, a Stylemaster learns:
• Critical Combo: When a Stylemaster confirms a critical hit, he gains 3 additional combo points. Future critical hits with the same weapon in the same encounter instead give him only 1 additional combo point. The attacked creature must have at least half as many hit dice as the Stylemaster.

At 8th level, a Stylemaster learns:
• Crazy Combo: When a Stylemaster spends 3 or more combo points in one round, he gains 1 combo point.


Dissension (Ex): Dissension is active while a Stylemaster has 1 or more combo point.

While Dissension is active, a Stylemaster gains a +1 insight bonus to attack and damage with his weapons.

The Stylemaster begins to embrace the concept of chaos during battle. He can use two styles simultaneously and gains the ability to switch one or more of them as a free action once per round. In addition, the Stylemaster can spend 1 combo point as a free action to gain a +4 insight bonus to his AC for 1 round.


Style Mastery (Ex): At 1st level, a Stylemaster may use style feats, the Elemental Fist feat, and the Stunning Fist feat with light and one-handed melee weapons in place of unarmed strikes.

At 3th level, this ability extends to two-handed melee weapons.

At 7th level, this ability extends to ranged weapons.


Cunning (Ex): Cunning is active while a Stylemaster has 3 or more combo points. The Stylemaster must be 2nd level to use this ability.

While Cunning is active, a Stylemaster gains a +2 insight bonus to attack and damage with his weapons.

The Stylemaster's reflexes synchronize with his rapidly-changing style, gaining the ability to simultaneously sheathe one accessible item and draw another as a free action once per round. This ability may only be used on items that can normally be accessed with a move action. In addition, the Stylemaster can spend 2 combo points as a free action to gain a +5 insight bonus to his CMB and CMD for 1 round.


Bedlam (Ex): Bedlam is active while a Stylemaster has 6 or more combo points. The Stylemaster must be 4th level to use this ability.

While Bedlam is active, a Stylemaster gains a +3 insight bonus to attack and damage with his weapons.

The Stylemaster reaches through the chaos of battle to achieve a great level of focus, reading the flow of combat and acting accordingly. As a move action, he can grant himself concealment (20% miss chance). Alternatively, the Stylemaster can focus entirely on avoiding being hit; as a full-round action, he can grant himself total concealment (50% miss chance). In addition, when an enemy makes an attack roll against the Stylemaster, he may spend 3 combo points as a free action to force a re-roll of the attack. Any single attack roll may be be re-rolled only once, and the result of the second roll must be taken.


Taunt (Ex): At 5th level, a Stylemaster is proficient at performing an elaborate but superfluous taunt, often accompanied by invective, to provoke his foes and keep his combo strong. As a full-round action, a Stylemaster can taunt his enemies, provoking attacks of opportunity and causing all enemies within 30' of the Stylemaster (if they are capable of seeing and hearing him) to make a Will save or become infuriated. The DC of this save is equal to 10 + 1/2 the Stylemaster's level + 1/2 the Stylemaster's character level + the Stylemaster's Charisma modifier.

Infuriated creatures must attempt to make a melee attack against the Stylemaster, make a ranged attack against him, target him with a spell, or include him in the area of a spell. The effect ends if the creature is prevented from attacking the Stylemaster or attempting to do so would harm it. Infuriation ends as soon as the creature attacks the Stylemaster. Once a creature has been infuriated by the Stylemaster, it cannot be infuriated by him again for 1 day. Creatures that have an Intelligence score of 3 or lower cannot be infuriated.

A Stylemaster gains 1 combo point for each creature he infuriates.


Adaptation (Ex): Adaptation is active while a Stylemaster has 10 or more combo points. The Stylemaster must be 6th level to use this ability.

While Adaptation is active, a Stylemaster gains a +4 insight bonus to attack and damage with his weapons.

The Stylemaster is so engrossed in the chaotic flow of combat that he can seemingly manipulate fate to his advantage. He gains the benefit of the second-tier style feats in each style he is currently using, if he does not already possess those feats. In addition, the Stylemaster can spend 3 combo points as a standard action to temporarily learn a new style feat, ignoring prerequisites except for prerequisite style feats, until his combo reaches 0 points.


Spontaneity (Ex): Spontaneity is active while a Stylemaster has 15 or more combo points. The Stylemaster must be 8th level to use this ability.

While Spontaneity is active, a Stylemaster gains a +5 insight bonus to attack and damage with his weapons.

The Stylemaster's mind and body become unified, lending to an incredible reaction time and the uncanny ability to switch between actions instantly. The Stylemaster gains the ability to spend 3 combo points as a swift action to make an additional move action. He may also spend 3 combo points as a move action to make an additional standard action. In addition, the Stylemaster gains the ability to spend 8 combo points as an immediate action to make a move or standard action during another creature's turn.


Spectacular Synergy (Ex): Spectacular Synergy is active while a Stylemaster has 21 or more combo points. The Stylemaster must be 9th level to use this ability.

While Spectacular Synergy is active, a Stylemaster gains a +6 insight bonus to attack and damage with his weapons.

The Stylemaster melds completely with the form and flow of battle; all styles and strategies become as manipulable as his own hands. He can use any number of styles simultaneously. In addition, the Stylemaster can spend 4 combo points before an attack to automatically threaten a critical hit with that attack. The attack roll must still meet or exceed the target's AC to be successful, however.


Supreme Shocking Style (Ex): Supreme Shocking Style is active while a Stylemaster has 28 or more combo points. The Stylemaster must be 10th level to use this ability.

While Supreme Shocking Style is active, a Stylemaster gains a +7 insight bonus to attack and damage with his weapons.

The Stylemaster's chaos reaches a pinnacle; his movements possess a degree of true randomness and are thus utterly impossible to predict. He gains the benefit of the third-tier style feats in each style he is currently using, if he does not already possess those feats. In addition, the Stylemaster can spend 1 combo point as a free action to treat a creature as flat-footed against him.

Alternatively, the Stylemaster can, as a swift action, treat his attack rolls in the current round as automatic natural 20s; only critical confirmations need be rolled. After the Stylemaster ends his turn, his combo resets to 0 points and he is fatigued.

PLAYING A STYLEMASTER
WIP
Combat: WIP
Advancement: WIP
Resources: WIP

STYLEMASTERS IN THE WORLD
"When the fight began, he was unremarkable and uninspiring. By the time I was struck down by this same man, he fought as if a martial genius or god of war, having reached a level of understanding and expertise such that, to the mundane mind, he was insane. I am not so deluded. For this person was not a genius, nor a god, but just a man — a man who can perceive entropy and is wise enough to see it not as an obstacle but as a weapon." -Alric Kendra, Survivor of the Battle of Eredor

Stylemasters are uncommon but not unheard of. They are treated as other warriors would be, albeit with greater wariness. Stylemasters have a reputation of lawlessness and deviance, which causes guards and shopkeepers to watch their actions carefully. However, Stylemasters also have a reputation of martial prowess, causing those same guards and shopkeepers to avoid risk angering Stylemasters by telling them to leave.
Daily Life: Stylemasters tend to train extensively and energetically, more so than most other warriors. The training is usually done solo, as each Stylemaster has his own approach to combat. Beyond this, Stylemasters live chaotic, but otherwise unremarkable lives in comparison to other full-time warriors, on average.
Notables: Spardicus is credited to be the first Stylemaster, made famous by his audacious personality and his undefeated battle record. He went without defeat for thirteen years, thanks mostly to the completely unpredictable attack pattern he uses. Spardicus has no loyalties or attachments, but fights pro bono for many different kingdoms, seemingly at random. Eventually, he was defeated and later befriended by another Stylemaster named Meridian Langue, who gained fame by teaching Stylemastery to dozens of apprentices following his victory. By contrast, a number of demon-worshipers and agents of evil embraced the path of the Stylemaster in order to become extremely effective berserkers acting in service to their dark masters.
Organizations: Meridian Langue's informal Academy of Style is the only known structured organization of Stylemasters. By their nature, most Stylemasters, good or evil, tend to work solo regardless of who they answer to.

NPC Reaction
WIP

STYLEMASTER IN THE GAME
WIP
Adaptation: WIP
Encounters: WIP

Sample Encounter
Stylemasters go where the proverbial fight is. Battlefields, areas of contention, wild or unsettled lands, lawless regions, and so forth all draw wandering Stylemasters with the call of battle. Sometimes, they can be encountered on roads or cities between such locations.

WIP WIP WIP WIP
Spardicus CL 14
XP 38,400
Male Human Fighter 5/Stylemaster 10
CN Medium humanoid (human)
Init +1, Senses: Perception +19
------------------------------------------------
AC 27, touch 12, flat-footed 25 (+12 armor, +3 shield, +1 Dex, +1 dodge)
hp 132 (15d10+45)
Fort +12, Ref +5, Will +5; +1 vs. fear
------------------------------------------------
Speed 20 ft.
Melee +1 Keen Scimitar +21/+16/+11 (1d6+6/15-20)
Melee Mwk Flail +20/+15/+10 (1d8+4) (disarm, trip)
Melee +1 Keen Falchion +21/+16/+11 (2d4+8/15-20)
Melee Mwk Halberd +20/+15/+10 (1d10+6/x3) (brace, trip)
Melee Mwk Hooked Lance +20/+15/+10 (1d8+6/x4) (reach, trip)
Ranged Mwk Composite Longbow +17/+13/+8 (1d8+4/x3)
Special Attacks
Combo Maximum 28
-----------------------------------------------
Abilities Str 18, Dex 13, Con 16, Int 14, Wis 12, Cha 12
Base Atk +15; CMB +19; CMD 30
Feats Power Attack, Improved Unarmed Strike, Dodge, Crane Style, Cleave, Combat Expertise, Great Cleave, Crane Wing, Improved Trip, Stunning Fist, Felling Smash, Elemental Fist, Greater Trip, Mantis Style, Furious Focus, Panther Style, Shield of Swings, Snapping Turtle Style
Skills Acrobatics +9, Bluff +14, Climb +9, Escape Artist +9, Knowledge (Dungeoneering) +10, Knowledge (History) +10, Perception +19, Perform (dance) +7, Survival +5, Swim +9, Use Magic Device +16
Languages Common, Infernal
SQ bravery +1, armor training +1, weapon training (heavy blades) +1
Combat Gear Belt of Physical Might +2 (Dex/Con), Headband of Inspired Wisdom +4, +3 Full Plate, +1 Heavy Steel Shield


Rev's Notes: Rather than use the term Chaos as some abstract or metaphor for something else, I used it as a literal combat strategy. A good example is Mass Effect, wherein there is a nice exchange between the pilot Joker and Shepard. Joker tells us that though AIs have progressed to the point that they can predict and react to almost anything, elite pilots are still used instead of machines because of the random, unpredictable nature of the mind. What if someone were to consciously capitalize upon this in battle?

Another goal was to make the style feats a lot less exclusive. Right now, the only style feat that a non-monk would ever be likely to want is Crane Style, for the Crane Wing feat. But if I replace the need to stick with unarmed strikes, suddenly a lot of options are available, especially with third-party or home-brewed style feats (which I wholeheartedly recommend). This prestige class can be dipped or it can be taken to pretty much any level the player chooses; there is a solid selection of abilities at every level.

Most importantly, I wanted to make a totally non-magical prestige class that is still really fun to play. All I had to do is look at how brawler-style games made straightforward combat fun. Most of the options were locked out simply because there is no concept of "timing" or other video game-specific mechanics. However, I found that I was able to translate the Style system from Devil May Cry without much issue. You might argue about the gameplay consequences of a Style meter in D&D (Pathfinder in this case, because of the style feats I wanted to exploit, though converting it to 3.5 is not very difficult). However, perfect balance is NOT the goal of this prestige class. It's to revitalize an otherwise drab set of BAB20 classes and make them fun and engaging to play in combat even at high levels. If you want, you can take the "Alignment: Chaotic" requirement out of the prerequisites or replace it with another feat requirement if you use Stylemaster in your own campaign — even though it contradicts the concept/flavor — to make it available to more players.

The class is still undoubtedly completely martial, but they get a number of very useful abilities and an interesting combat dynamic with its own set of strategies and builds to exploit in various ways. Beyond that, I emphasized the need for martial classes to have more versatility, so hopefully in practice the Stylemaster raises the tier of a Fighter who takes it.

Addendum: As far as balance goes, the Stylemaster is weaker than a Fighter when his combo meter is empty, but is much stronger than other martial classes when the combo is high. Maximizing combos and spending points wisely are the key to success. Stylemaster does poorly in a party where the casters like to dump area-effect save-or-dies at the enemy, because those types of battles only last 3 rounds at the most. A Stylemaster needs slightly longer encounters to perform well, generally between 5 and 7 rounds.

Morph Bark
2013-02-07, 11:04 AM
Shifter of Elements

http://Picture URL

As the universe first awoke and opened its great Eye, there existed only a vast emptiness, a great void in which no life could take form. Chaos existed beyond its farthest reaches, scouring across the borders of the universe, raging unchecked. For eons upon eons, this chaos slowly wormed its way throughout the universe, shaping itself as it in turn shaped the endless abyss. As time immeasurable passed, the chaos grew structured, splitting off from itself as it stretched across the void. No longer was the realm a place of infinite nothingness. Massive constructs hung silently in space, surrounding gigantic orbs of flame that burned throughout the universe, filling the void with light. Fields of frozen liquid stretched on endlessly, forced along by an unseen force. Energy twisted and coalesced and expanded and contracted, endlessly. Finally, the universe had given birth to the first of what would be innumerable lives. From the chaos outside of existence came seven entities of power, timeless beings of raw elemental energy, gifted with sentience: the Primals.


Iyelus, who brings forth the earth and stone, creating the stage in which life dances upon. The grandest of architects, who inspires the shaping of new things through stone and metal as life progresses through time.

Sendrus, who breathes out the raging tempests and fill the worlds with air. The master of travel, who guides life throughout the worlds, pushing them forward to cross the breadth of all that exists.

Rokenus, from whom the waters flow out and fill the worlds, promoting growth and nurturing the world. The originator of mysteries and the unexplained, who keeps the deepest secrets of magic and power, teasing life into discovering its knowledge.

Korinus, who brings forth the life blood of creation, forging the worlds with endless fire. The master of change, who’s purifying flame burns away the world and gives way to new things that rise up from the ashes.

Maorus, who anchors the worlds with the freezing ice, locking them into their given place in the universe. The one who turns the world, guiding the progress of time upon its frozen axis as it moves in its unrelenting, ever moving pace.

Terus, who splits the heavens with terrible lightning, charging the air and unleashing thunder in its wake. The one who summons the storms that rage across the lands, invoking emotion as the weather is shifted and twisted and forced out across the worlds.

Feyrus, who breathes life into the worlds, filling empty lands with flora and fauna. The originator of all existences, bringing purpose and promoting growth as the lives created progress through time.

As the Primals extended their influence out across the universe, it took shape into a thing of beauty, a colossal work of art that could only grow more and more stunning as time progressed at its endless pace. Yet as the Primals used their gifts to mold the universe as they saw fit, they remained dissatisfied, believing that something was missing within the endless void.

As such, they came together and worked together to sculpt their masterpiece. Together, the seven Primals chose a blazing star as the site of their work, and Iyelus and Korinus joined stone and fire, crafting a sphere of stone and metal around molten fire within the very heart of a gigantic ice ring. Rock melted and flowed beneath it, like blood. Maorus took the ice and bombarded the surface, cooling the fires that raged across it. More and more ice rained down upon the creation’s farthest reaches, anchoring it into orbit around the star. Terus cast down the lightnings from storms that raged across the formed land, and the water brought about by Rokenus flooded down from the heavens, sculpting the finest of details into it as it was guided by gentle winds blown from Sendrus, forming an atmosphere. In the end, Feyrus spanned life throughout the entire sculpture, and the grasses and the forests sprang up around it, hiding away thousands upon thousands of plentiful creatures. To them came the blessings of thought and life and death; sentient mortality. They would not stagnate in time; they would go on and evolve, as did the endless universe that contained their home. They gazed upon the world they had created and saw that it was complete, that they had created their masterpiece.

The world of Ymaggion had been born.
~ The Chronicles of Creation

BECOMING A SHIFTER OF ELEMENTS
Some students of the spellshaping arts discover within themselves the ability to link themselves with the primal nature of the elements of the world. Overcome with curiosity, they investigate this ability and discover that their form can become fluid, formless, different. They become a shifter of elements.

ENTRY REQUIREMENTS
Alignment: Any nonlawful
Arcane Formulae: Must know at least 3 formulae from any circle that is considered an elemental one in your campaign setting.
Feats: Precise Shaper, Reshape Formula
Skills: Concentration 9 ranks, Knowledge (arcana) 5 ranks, Knowledge (nature) 5 ranks, Knowledge (the planes) 5 ranks

Class Skills
The shifter of elements' class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (arcana; Int), Knowledge (nature; Int), Knowledge (the planes; Int), Move Silently (Dex), Spellcraft (Int), Swim (Str)
Skills Points at Each Level: 6 + Int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Formulae Known|Formulae Prepared|Special

1st|
+0|
+2|
+2|
+2|
1|
0|Elemental Power +1, Shift Elements

2nd|
+1|
+3|
+3|
+3|
0|
1|Shift Shape

3rd|
+2|
+3|
+3|
+3|
1|
0|Elemental Power +2, Reflexive Shifting

4th|
+3|
+4|
+4|
+4|
0|
0|Absorption (+1 size)

5th|
+3|
+4|
+4|
+4|
1|
0|Elemental Power +3, Precise Shape Shifting

6th|
+4|
+5|
+5|
+5|
0|
1|Absorption (+2 size), Compression (-1 size)

7th|
+5|
+5|
+5|
+5|
1|
0|Elemental Power +4, Improved Reflexive Shifting

8th|
+6|
+6|
+6|
+6|
0|
0|Absorption (+3 size), Compression (-2 size)

9th|
+6|
+6|
+6|
+6|
1|
0|Elemental Power +5

10th|
+7|
+7|
+7|
+7|
0|
1|Absorption (+4 size), Compression (-3 size), Primal Incarnation[/table]

Formulae: At every odd level, the shifter of elements gains a new formula known from any of the circles of formulae to which you have access. In addition to meeting the formula's prerequisite, his spellshaping ability score must be equal to at least 10 + the formula's level in order to learn it. You add your full shifter of elements' level to your shaper level to determine your total shaper level and your highest-level formulae known.
At 2nd level, and every 4 levels thereafter, he gains an additional formula prepared per day.

Elemental Power (Ex): When a shifter of elements shapes an elemental spell, his shaper level increases if he shapes another elemental spell in the next round. At level 1, this increase in shaper level is only +1. This becomes +2 at level 3 and further increases by 1 every odd level thereafter. Furthermore, you gain the same amount as a permanent bonus to attack and damage with spellshape attacks.

Elemental Shift (Su): A shifter of elements is strongly associated with the elements that make up the world. At any one time, he may shift his association more towards one of those elements as a standard action, or shift to a different one as a swift action. He may not shape spells of other elemental circles for the duration of this elemental association, but he gains certain bonuses.


Air: He may only shape formulae from the Blustering Gale circle. He does not need to breathe while his association is shifted towards Air, and he gains a fly speed of 60 ft with good maneuverability.

Earth: He may only shape formulae from the Crushing Stone circle. He gains a slam attack that deals bludgeoning damage equal to a morningstar of the shifter of elements' size (1d8 for Medium, 1d6 for Small). He gains a +8 enhancement bonus to his natural armor.

Fire: He may only shape formulae from the Searing Flame circle. He gains immunity to fire, and any creature struck by the him in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + shifter of elements level + his Con modifier. Creatures hitting the shifter of elements with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save noted above.

Water: He may only shape formulae from the Roaring Tide circle. He gains a +10 bonus on Escape Artist checks and resistance to fire 10. He gains a swim speed of 30 feet and a +8 bonus on his Swim checks. His touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are Large or smaller. The shifter of elements can dispel magical fire she touches as if he had cast greater dispel magic on it.

Other
The elements listed below are those that aren't seen as elements in their own right in standard DnD, but may count as elements in your campaign world. The ones listed below are elements in my own campaign world, Ymaggion. Others may yet be possible.

Darkness: He may only shape formulae from the Devouring Shadow circle. He becomes cloaked in shadow, granting concealment, a +4 bonus on Hide checks and +1d6 Sneak Attack damage.

Ice: He may only shape formulae from the Perfect Freeze circle. He gains immunity to cold, and any creature struck by the him in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of cold damage.

Light: He may only shape formulae from the Brilliant Dawn circle. He gives off light like a torch, gains fast healing 2, and all of his attacks deal an additional 1d6 damage (1d8 against undead and evil outsiders). While touching a single ally, he may share his fast healing with them as a 1-round action each round.

Lightning: He may only shape formulae from the Shocking Current circle. Any attacks he makes with natural weapons or manufactured weapons made of metal deal an additional 1d6 electricity damage and he gains immunity to electricity.

Wood: He may only shape formulae from the Natural Balance circle. As a standard action, the shifter of elements can root himself in place to become immune to bull rush, overrun and trip attempts, as well as fast healing 5. He can unroot himself as a swift action.

Shift Shape (Su): At 2nd level, the shifter of elements becomes naturally capable of changing his form to that of different creatures. He may use a standard action to turn into a different kind of creature of any type as long as it has the same size as himself and it has no more HD than his shaper level. He gains the creature's extraordinary abilities, natural weapons, natural armor, darkvision, low-light vision, fast healing, regeneration, scent and movement capabilities. A body with more extremities than his normal form does not allow him to make more attacks than normal.

He retains his own ability scores. His class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. He retains all supernatural and spell-like special attacks and qualities of his normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). He keeps all extraordinary special attacks and qualities derived from class levels, but he loses any from his normal form that are not derived from class levels.

Reflexive Shifting (Su): At 3rd level, the shifter of elements' body becomes more fluid and capable to quickly shift form as if in a reflex. He gains evasion against sources he's aware of and he becomes immune to poison, disease, sleep, paralysis, stunning and critical hits. This means that he is immune to precision damage (such as from sneak attacks) while being flanked as long as he is not flat-footed against the source of the precision damage.

At level 7, he gains improved evasion instead.

Absorption (Su): At 4th level, the shifter of elements becomes able to absorb matter from the air, earth and water to increase his mass as a full-round action, thereby increasing his size by up to one size category. At 6th level and every 2 levels thereafter, he can further increase his size this way by another size category, to a maximum of Colossal. For each size category that the shifter is larger than his normal size thanks to this ability, he gains a +6 bonus to Strength, a +2 bonus to Constitution and a +10 ft bonus to his base land speed.
He can only keep this matter absorbed for 1 minute per class level every day, but this time need not be consecutive.

Precise Shape Shifting (Su): At 5th level, the shifter becomes able to shift his shape more precisely. He becomes able to turn his shape into that of specific people he has seen or seen the likeness of, similar to the use of a disguise self spell, except that it is not an illusory effect, but a minor physical alteration of the shifter of element's appearance. Furthermore, the shifter of elements can turn parts of his body into small, attached tools, granting a +2 circumstance bonus on any one skill at a time.

Compression (Su): At 6th level, the shifter of elements becomes able to pressurize his body to compress his size by one size category as a full round action. At 8th level and every 2 levels thereafter, he can further decrease his size this way by another size category, to a minimum of Fine. He gains damage reduction 5/adamantine while compressed in this way, which increases by 5 for each size category further decreased beyond the first. He further gains a +2 bonus to Dexterity for each size category that the shifter is smaller than his normal size thanks to this ability.
He can only keep himself compressed for one round per level each encounter.

The shifter of elements can use Absorption and Compression in combination with each other. This means that if he increases his size by one through Absorption and decreases it by one through Compression, he does not gain the bonus to Strength, Constitution and base land speed from Absorption, nor the Dexterity bonus from Compression, but he does gain the damage reduction from Compression.

Primal Incarnation (Su): At 10th level, the shifter of elements finally makes the powerful connection with one of the Primals who took part in shaping the first foundations of the world. He must choose one of the Primals to gain bonuses specific to that Primal.


Iyelus: While in Earth elemental shift, the shifter of elements also gains access to one formula from the Unseen Impetus circle. If he can project the numena of the Crushing Stone circle, he gains access to the numena for the Unseen Impetus circle and may project it at the same time. If he has the ability to shape the incantations associated with the Crushing Stone circle, he gains access to the incantations for the Unseen Impetus circle as well.

Sendrus: While in Air elemental shift, the shifter of elements also gains access to one formula from the Astral Essence circle. If he can project the numena of the Blustering Gale circle, he gains access to the numena for the Astral Essence circle and may project it at the same time. If he has the ability to shape the incantations associated with the Blustering Gale circle, he gains access to the incantations for the Astral Essence circle as well.

Rokenus: While in Water elemental shift, the shifter of elements also gains access to one formula from the Fleeting Image circle. If he can project the numena of the Roaring Tide circle, he gains access to the numena for the Fleeting Image circle and may project it at the same time. If he has the ability to shape the incantations associated with the Roaring Tide circle, he gains access to the incantations for the Fleeting Image circle as well.

Korinus: While in Fire elemental shift, the shifter of elements also gains access to one formula from the Deteriorating Corrosion circle. If he can project the numena of the Searing Flame circle, he gains access to the numena for the Deteriorating Corrosion circle and may project it at the same time. If he has the ability to shape the incantations associated with the Searing Flame circle, he gains access to the incantations for the Deteriorating Corrosion circle as well.

Maorus: While in Ice elemental shift, the shifter of elements also gains access to one formula from the Eternal Moment circle. If he can project the numena of the Perfect Freeze circle, he gains access to the numena for the Eternal Moment circle and may project it at the same time. If he has the ability to shape the incantations associated with the Perfect Freeze circle, he gains access to the incantations for the Eternal Moment circle as well.

Terus: While in Lightning elemental shift, the shifter of elements also gains access to one formula from the Screeching Roc circle. If he can project the numena of the Shocking Current circle, he gains access to the numena for the Screeching Roc circle and may project it at the same time. If he has the ability to shape the incantations associated with the Shocking Current circle, he gains access to the incantations for the Screeching Roc circle as well.

Feyrus: While in the Wood elemental shift, the shifter of elements also gains access to one formula from the [insert life-based circle's name here] circle. If he can project the numena of the Natural Balance circle, he gains access to the numena for the [insert life-based circle's name here] circle and may project it at the same time. If he has the ability to shape the incantations associated with the Natural Balance circle, he gains access to the incantations for the [insert life-based circle's name here] circle as well.

"Secret" Primal
It is not commonly known that there are two more primals: Elgehim, who is worshipped as the head of the Corean pantheon, and Kron Ushaitan, the unmade head of the royal family of Hell. This is because they came into being much later, with Elgehim as the Primal of Light and Kronushai'tan as the Primal of Darkness.

While in either Darkness or Light elemental shift, the shifter of elements also gains access to one formula from the Glimmering Moon circle. If he can project the numena of the circle associated with the elemental shift he's in, he gains access to the numena for the Glimmering Moon circle and may project it at the same time. If he has the ability to shape the incantations associated with the circle associated with the elemental shift he's in, he gains access to the incantations for the Glimmering Moon circle as well.

PLAYING A SHIFTER OF ELEMENTS
Combat: Shifters of elements will likely begin with the shifter of elements assuming a form most suited to their style of combat, after which they will focus on shaping formulae suited to their style.
Advancement: Many shifters of elements take feats that build further on Precise Shaper. Nearly all of them take further levels in other elementally-themed PrCs.
Resources: I dunno, this is always the hardest part for me. I guess regular equipment stuff or whatever the organization has they are connected to? D:

SHIFTERS OF ELEMENTS IN THE WORLD
"That body part isn't supposed to be there and on fire!"

Daily Life: Nearly all shifter of elements use their shape shifting abilities to make their daily lives easier, by turning into forms useful for particular tasks. Many even create their homes to be in peculiar builds that allow access only to those with certain abilities, such as flight, waterbreathing, darkvision, or otherwise, abilities that they can easily grant themselves.
Notables: The most well-known shifter of elements, possible even the first of them, was a young man who helped turn around the Third End of the World. Because he was one of the rare few heroes of that time to survive it, he is better known than the ones who did not, and even worshipped as a lesser god of protection in some parts of the world, although he took care to erase his name from all records and as such he is only known by his titles: the Eyeless Watcher, the Eternal Judge and the Seed of Dreams.
Organizations: A lot of good shifters of elements are associated with the Order of the Calm Waters, attempting to live by the ways of heroes of the past. Some neutral ones are likewise associated with it, whereas most evil ones either form small cabals or go solo.

NPC Reaction
Due to the actions of the Eyeless Watcher, shifters of elements are generally welcomed by those who know even the slightest of these stories. To those who do not know of it, they are generally viewed the same as ordinary elementalists are seen in those places.

SHIFTERS OF ELEMENTS IN THE GAME
Adaptation: To adapt the class in your campaign setting, you can add or remove elements to your liking. As for the Primals, you can instead change them to gods associated to the elements and change the Primal Incarnation's second circle that you get to a different one that fits the particular god (or other near-omnipotent being) you choose to link your shifter of elements to.
Encounters: Encounters with shifters of elements will likely begin with the shifter of elements assuming a form most suited to their style of combat, after which they will focus on shaping formulae suited to their style.

Spate
2013-02-13, 10:38 PM
Mad Genius

http://media.wizards.com/images/magic/daily/ur/ur212_nbjytdruic.jpg
Image owned by WoTC. Copyright Dan Scott

”Mistakes were made...” A Mad Genius, at the trial after his creation “accidentally” destroyed a small town.

Some people call you crazy! Insane! Derranged! And, to top it all off, they called you crazy! They washed you out of university/elementary school/a bath tub. But you’ll show them! They’ll all see! Your creation will prove your supreme genius, prove you don’t need their fancy book learning and safety precautions! AHAHAHAHAHAH!
AHAHAHAHAHAH!
MUAHAHAHAHAHAHAH!
Ahaha...ha...ahem...
...
...sorry...

BECOMING A MAD GENIUS
Artificer is the easiest entry into this PrC. Many Arcane casting classes can also fit the requirements, but it requires some tricksy multiclassing.

ENTRY REQUIREMENTS
Skill: Craft(Alchemy) 13, Heal 13
Class Features: Must have a Craft Reserve
Special: Craft Homunculus class feature, or the Craft Construct Feat
Special: Must have flunked out or been kicked out of a major teaching institution. An isolated tower helps too.

Class Skills
The Mad Genius’ class skills (and the key ability for each skill) are.... Craft (Int), Disable Device (Int), Forgery (Int), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Move Silently (Dex), Open Lock (Dex), Spellcraft (Int), Use Magic Device (Cha), Use Rope (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Infusions

1st|
+0|
+2|
+0|
+2|Craft Reserve, My Creation!|+1 level of infusing class

2nd|
+1|
+3|
+0|
+3|Look on my works, ye mighty, and despair!|+1 level of infusing class

3rd|
+1|
+3|
+1|
+3|I spit upon the Laws of Thermodynamics!|+1 level of infusing class

4th|
+2|
+4|
+1|
+4|You don't make history by following the rules, you make it by seizing the moment.|+1 level of infusing class

5th|
+2|
+4|
+1|
+4|Oh God, now I know what it feels to be a God.|+1 level of infusing class[/table]

Weapon Proficiencies: A Mad Genius is already proficient with the only weapons and armor he needs, his mind. He gains no more weapon and armor proficiencies from this class.

Infusions (Su): At each level of Mad Genius, you gain another level of infusions as if you had gain a level in your previous infusing class.

Craft Reserve (Ex): If you had the Craft Reserve class feature, you gain a new craft reserve at EACH Mad Genius level as if you had achieved a new level in the class that gave you the Craft Reserve. If not, you gain a Craft Reserve as per an Artificer of your Mad Genius level. (See the Ebberon Core Rulebook)

My Creation! (Ex): He’s beautiful, just like any child should be.
To create your construct, you must first build the body. It is a DC 30 Heal check and DC 30 craft alchemy check to make the body. (See: It’s alive, it’s alive, IT’S ALIVE!) Your creation is a Medium Construct of base HD equal to your character level when you take your first Mad Genius level. It gains 2 HD every level you take in Mad Genius. (See: My baby’s all grown up!)
Your creation is mindless, and to give it orders requires a move action. It will always follow them to the best of it’s ability, to the letter of what you say. Whenever you give the first order of any combat, you must make a Use Magic Device check with a DC equal to 15+the creation’s HD. If you fail that it does not respond to your orders this turn and you make another attempt the next round without making the check. If you fail it by more than 10, it goes beserk. You cannot take 10 on this check. (See “Ladies and gentlemen, please do not panic! But SCREAM! Scream for your lives!”)

Look on my works, ye mighty, and despair! (Su): Your creation gains an Aura of Despair to all who can perceive your creation. This is a Fear Effect with a Will save DC of 10+1/2 the creation’s HD+Your Cha Modifier. Failing the check means they are Panicked, succeeding means they are merely sickened.

I spit upon the Laws of Thermodynamics! (Ex): Your creation may be of any size category now, providing you have the sufficient body mass and time.
To create a creation of the appropriate size category, your creation requires a dead creature of the size category it will be taking on to serve as the starting point for the body. It adds an extra 5 points to the DC of the Heal and Craft checks required to make the creation for size category your creation is away from Medium, and an extra day.

You don't make history by following the rules, you make it by seizing the moment. (Ex): You may now order your creation as a free action, instead of a move action.

Oh God, now I know what it feels to be a God (Ex): Now, you have a bride!
You may make a second creation. It’s limits are the same as your other creation, except it cannot benefit from I spit on the Laws of Thermodynamics! and You don’t make history by following the rule, you make it by seizing the moment.

It’s alive, it's alive, IT'S ALIVE!
“I am a machine vastly superior to humans.”
Your creation must have a body. Preparing the body requires the parts needed, and the various parts you are able to acquire each confer their own benefits. (See Special Features, lower) The body requires a week to create.
Your Creation’s base stats are as follows: 18, 16, 12, 8. It’s Intelligence and Constitution are always 0. You may place the other stats as you see fit each time you make the contrust. At each level in Mad Genius, you may add +2 to one of your creation’s stats.
Your creation has a natural slam attack that deals 2d6.
”Special Features”
“Williams! If you cut off my head, that'll be murder!”
Some things can add to the “specialness” of your creation, giving it that extra Pizzazz!. Your creation cannot more “special features” then you have levels in Mad Genius. Some benefits also require other craft checks. Each “special feature” adds an extra day to the creation time.
Heavy Metal (Craft (Armorsmithing) DC 25): DR 3/- for each level you have in Mad Genius.
Wings: Fly speed (poor) equal to it’s base land speed. Must have been taken from a living creature of at least the same size category as your creation.
Springing Legs: Doubles the base land speed.
Firebreathing (Knowledge (Dungeoneering) DC 30): Your creation has a 30ft cone breath weapon that deals 15d6 fire damage. It has a 1d4 round cooldown. Requires the heart of a creature with a breath weapon, like many kinds dragons.
Sharp Protrusions: Your creation gains the Improved Grab special ability on it’s slam attack and Improved Grapple as a bonus feat.
Gnashing Maw: Your creation’s slam attack is replaced with a bite attack that deals the same damage, and it gains Swallow Whole. A mouth of a creature with Swallow Whole is required for this feature.
Muscle Mass: Your creation gains Power Attack as a bonus feat, and adds twice it’s Strength modifier as damage to its slam attack.
Unique Organs (Knowledge (Dungeoneering) DC 30): Your creation is blind, but gains Blindsight out to 60ft. This requires the body of a creature with Blindsight.
Anti-Magic Spleen (Spellcraft DC 30): Your creature gains SR equal to 10+it’s HD. You require the spleen of a creature that way able to cast dispel magic or antimagic aura as a spell-like ability, or was at least a 15th level arcane caster.
Elemental Coating (Spellcraft DC 30): The creation gain elemental resistance of 5+5 times your class level. The elemental resistance determined is based on the subtype of the creature you use the parts to create this "special feature." Obviously, it requires a dead creature with an elemental subtype.
Aligning Plates (Knowledge (Religion) DC 30): Your creation gains an alignment subtype. The dead creature must have the alignment subtype you are giving to the creation.

My baby’s all grown up!.
To change a creation you have already built to reflect the new benefits of your Mad Genius level, you must spend at least 1 day working on it, plus any extra time from adding more “special features.”
“Ladies and gentlemen, please do not panic! But SCREAM! Scream for your lives!”
Sometimes your creation goes insane.
It happens. When your creation goes berserk, it Rages as per a Barbarian. Since it has no Con score, its rage lasts until you get it under control. It will attack the closest living creature, and if there are no more creatures it will start to destroy the furniture. If you die, it stops going berserk instantly.
To get it back under control is a standard action requiring a DC 40 Use Magic Device check. After 5 rounds of berserking the DC goes down to 30.


PLAYING A MAD GENIUS
Playing a Mad Genius is all about getting most out your Creation. He is a wonderful tool, and can be used for great good. But who are we kidding?
Combat: Your creation is pretty much all of your combat. Use your infusions to keep it in fighting shape.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Terrorizing villagers for Tribute is pretty lucrative. Also, following after monster hunters for bits of their kills.

MAD GENIUSES IN THE WORLD
BURN IT! KILL THE CREATURE!
-Villagers, most places

They don't get invited to many formal events...
Daily Life: Usually your daily life is fairly ordinary, cup of coffee, crazy science experiment, terrorizing the citizenry, tennis with the creation, late lunch. You know, pretty ordinary.
Notables: Dr. John Koldbitsky once catapulted a berserking creation into the center of a major city and only made it stop when they agreed to rename the city after his favorite pet cat.
Organizations: Mad Genius's eschew organizations, preferring to work alone or with a few lackeys.

Zelkon
2013-02-14, 09:42 PM
Farchaos Realmshaper

http://images.community.wizards.com/community.wizards.com/user/dndsow/npcs/b137f6e9933652386e74333661e7b375.jpg?v=134100

”You think you have a say in your destiny? Maybe, but wouldn't you rather have a say in others?”
--Relvexon Vorsiverok

Farchaos Realmshapers (henceforth Realmshapers) are a powerful but dangerous group. They care little for their own lives, preferring to royally screw over others for fun. Their power comes from a mysterious place known as the Far Realm, a plane beyond the stars that, put simply, makes no sense. Those that inhabit the world cannot comprehend it. Realmshapers don’t even try, they just look and see how they can pull a four dimensional string and ruin someone’s day. You don’t need to comprehend the Far Realm to mess it up. They focus on changing their immediate sroundings, earing them the name of Realmshapers. They can alter reality in pesky ways and create obstacles that only exist for certain creatures. They are the ultimate creators of chaos; Farchaos Relamshapers literally make phyisical chaos of their suroundings. It’s up for others to interpret.

BECOMING A FARCHAOS REALMSHAPER/color]
There’s hardly, as you might guess, a standard procedure, as “standard” is contrary to the Realmshaper’s way of life. Usually it comes from their first view of the Far Realm, however that happened. Those that walk away undaunted and unscathed should probably take the hint: There’s something wrong with them. That’s what sets them down the path of learning more about this terribly interesting place. Then, there are those who go deeper; who set out to make SSSthe world more like this bizzar place. These are Farchaos Realmshapers.

ENTRY REQUIREMENTS
There are three ways to enter this class.
Entry 1:
Spellcasting: Caster level of at least 7 or ability to cast 4th level spells.
Feat: Chaos Spellrisk
Skills: Knowledge (the planes and arcana) 13 ranks
Entry 2
BAB: +7
Skills: Any five skills 3 ranks, UMD 13 ranks
Feat: Chaos Sneakrisk
Entry 3:
BAB: +10
Feats: Power Attack, Chaos Strikerisk
Skills: Knowledge (any 2) 2 ranks
All Entries
Alignment: Any nonlawful

[color=maroon]Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: Entry 1: 2 + int
Entry 2: 6 + int
Entry 3: 4 + int

Hit Dice: Entry 1: d6
Entry 2: d8
Entry 3: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Cosmic Spells, Alterations Pool

2nd|
+1|
+0|
+0|
+3|Nope 1/day

3rd|
+2|
+1|
+1|
+3|Shift Space, Chaos Roll

4th|
+3|
+1|
+1|
+4|Explosive Runes, Nope 2/day

5th|
+3|
+1|
+1|
+4|Different Realities, Chaos Roll +2

6th|
+4|
+2|
+2|
+5|Entry Power, Nope 3/day

7th|
+5|
+2|
+2|
+5|Chaos Roll +4, Reorientation

8th|
+6|
+2|
+2|
+6|Stretch the Distance, Nope 4/day

9th|
+6|
+3|
+3|
+6|Chaos Roll +6, Bizarre Alterations

10th|
+7|
+3|
+3|
+7|Esher, Greater Entry Power, Nope 5/day[/table]

Weapon Proficiencies: A Farchaos Realmshaper gains no new proficiencies, but is proficient with whatever weapons or armor they produce with any of their abilities
Entry Modifications: Depending on your entry, there are a few alterations to the chassis of the class. Entry one has poor BAB, and entry 3 has good. Entry one has a good Will save (as the table), Entry 2 has a good Reflex and Fortitude, and Entry 3 has good Fortitude and Will. Entry 1 adds all knowledge skills to the skill list, Entry 2 adds all rogue skills, and Entry 3 adds all strength and constitution based skills. Their spellcasting is also slightly modified. (see below)

Cosmic Spells: There are three spellcasting progressions that Farchaos Realmshapers follow. They all know their entire, extremely limited list. The table shows how many spells they can cast per day. They do not get bonus spells from a high ability score, and do not have to have to meet an ability score requirement to learn the spells. Your DCs are equal to 14+Spell Level. As is their nature, Realmshapers cast spontaneously.
PROGRESSIONS

Entry 1:
{table=head]Level|3rd|4th|5th|6th|7th|8th|9th
1|2|-|-|-|-|-|-
2|2|1|-|-|-|-|-
3|3|1|1|-|-|-|-
4|3|2|1|1|-|-|-
5|3|3|2|1|1|-|-
6|3|3|3|2|1|1|-
7|3|3|3|3|2|1|1
8|3|3|3|3|3|2|2
9|3|3|3|3|3|3|3
10|4|4|3|3|3|3|3[/table]
Entry 2
{table=head]Level|3rd|4th|5th|6th|7th|8th|9th
1|1|-|-|-|-|-|-
2|2|-|-|-|-|-|-
3|2|1|-|-|-|-|-
4|2|1|1|-|-|-|-
5|2|2|1|1|-|-|-
6|2|2|2|1|1|-|-
7|3|2|2|2|1|1|-
8|3|3|3|2|2|1|-
9|3|3|3|3|2|2|1
10|3|3|3|3|2|2|2[/table]
Entry 3
{table=head]Class Level|3rd|4th|5th|6th|7th|8th|9th
1|-|-|-|-|-|-|-
2|1|-|-|-|-|-|-
3|2|-|-|-|-|-|-
4|2|1|-|-|-|-|-
5|2|1|1|-|-|-|-
6|2|2|1|1|-|-|-
7|2|2|2|1|1|-|-
8|3|2|2|2|1|1|-
9|3|3|3|2|2|1|-
10|3|3|3|3|2|2|1[/table]

SPELL LIST
3rd level:Hideous Laughter, Misdirection, Magic Circle Against Law, Displacement, Blink, Align Weapon (Chaotic), Contagion, Summon Swarm.
4th level: Freedom of Movement, Giant Vermin, Lesser Planer Ally (Only from Chaos Plane), Illusory Wall, Shadow Conjuration, Ennervation, Lesser Geas, Black Tenticles.
5th level: Planar Binding, lesser (Only from Chaos Plane), Prying Eyes, Feeblemind, Flase Vision, Magic Jar, Transmute Rock to Mud, Transmute Mud to Rock, Baeful Polymorph, Insect Plague.
6th level: [i]Animate Objects, Geas/Quest, Repulsion, Chain Lightning, Mislead, Eyebite, Stone to Flesh, Flesh to Stone.
7th level: [i]Spell Turning, Teleport Object, Insanity, Prismatic Spray, Delayed Blast Fireball, Reverse Gravity, Limited Wish.
8th level: Prismatic Wall, Maze, Greater Prying Eyes, Irrisistable Dance, Symbol of Insanity, Scintillating Pattern, Polymorph any Object.
9th level: Prismatic Sphere, Meteor Swarm, Weird, Wail of the Banshee, Shapechange, Time Stop, Wish.
Alterations Pool (Su): The basis of a Farchaos Realmshaper is the ability to make comprehensible what is not, and vice versa. You gain a set of alterations, which change physics and laws of the universe like magic, but in a more chaotic way. You must invest a certain number of alternation points to create an alteration. Then, depending on the power of said alteration, you pick one of three categories and roll a die to find out the result. You may add or subtract a number up to half your class level from this roll. These categories are Relephisical (objects and physical changes), Teramational (terrain), and Devokaos (directly offensive). All alterations have a DC of 12+Class Level, should they require one.
POINTS IN POOL
{table=head]Level|Points
1|5
2|10
3|15
4|25
5|40
6|55
7|70
8|80
9|90
10|100[/table]
CATEGORIES AND TABLES

Investment Reference
Least:
Investment of 1 point allows you roll a d4 on the table.
Investment of 2 points allows you to roll a d8.
Investment of 5 allows you roll a d12.

Lesser:
Investment of 3 points allows you to roll a d4.
Investment of 5 points allows you to roll a d8.
Investment of 8 points allows you to roll a d12.

Greater:
Investment of 5 points allows you to roll a d4.
Investment of 10 points allows you to roll a d8.
Investment of 20 points allows you to roll a d12.
ALTERATIONSTables
Relephisical
Note: Format is as follows: Object or mutation. Use and effect. Duration (if applicable). (Save or not)
Least:
{table=head]Roll|Effect
1|Chaos Glow. You are the subject of a persistent purple dancing lights. 24 hours. (N/A)
2|Spikes. Scatter within 5’ as a swift action, 1d4 damage when in or passing through spiked square. You may deactivate/reactivate as a free action on your turn. 1d4+1 rounds. (No)
3|Ice Hands. You may preform a touch attack as an immidiate action to half an enemies movement speed for 1 round. 1d6 rounds.
4|Explosive Sword. Looks and acts like longsword, Detonates dealing 1d6 within 10’ in 1d4 rounds. (No)
5|Slimy Hands. You may make a touch attack to Slime as an Aboleth, but you also must save against become Slimed if you succeed. 1d6 rounds. (Yes, Ref)
6|Shock. Must be loaded into a ranged weapon. Dazes enemy if you succeed on a ranged attack. Until fired (No).
7|Metal Fists. Unarmed attack as monk of level+5 (including BAB), cannot wield weapons. 1d6+1 rounds. (N/A)
8|Flame Body. You take 1d6 damage per round. You may make an immediate action touch attack to deal 1d6 damage. 1d6 rounds.(N/A)
9|Wings. You grow wings that allow you to fly up to half your speed (average maneuverability). 1 minute. (N/A)
10|Floating Baubles. Create 1d6 floating spheres within 20ft, 20HP. Intercept attacks going to those squares (If the ally is hit by an attack, the bauble is hit instead.). Until destroyed. (N/A)
11|Tentacles. Gain a natural attack (BAB-5, 1d8).1d3 minutes. (N/A)
12|Flayer hands: hands turn into Mind Flayer tentacles. Allows eating brains while pinning (instant death if you succeed on grapple while pinning). 1d4 rounds. (N/A)
[/table]
Lesser:
{table=head]Roll|Effect
1|Fish Transformation. You gain a swim speed of 30’ and immunity to water and fire spells. 1d6 hours.
2| Ball of Fire. A five foot ball of fire appears in your square. Pushing it 20’ in a line is a standard action. If it passes through a creature’s space, that creature takes 1d10 damage (No save). Detonates after 1d4 rounds (secret), as CL 3 Fireball. (Yes, as Fireball.)
3|Stomp boot. A boot appears on your foot. Stomping it once, hussling, or running activates it. Knocks all prone within 10’ (including you). Until stomped. (Yes, ref)
4|Explosive Sword. Looks and acts like longsword, Detonates dealing 2d6 within 15’ in 1d4 rounds. (No)
5|Extra Limb. You gain an extra arm. 1d8 rounds.
6|Wind Wake. You become a large Wind Wall (as the spell). 1d6+1 rounds. (N/A)
7|Vampire fangs. You may use Vampiric Touch as the spell at will. 1d6 rounds.
8|Teleporing Bolt. Must be loaded into a ranged weapon. Teleports enemy 60’ on a sucsessful ranged attack. Until fired. (No)
9|Wings. You grow wings that allow you to move at your speed (Very Good maneuverability). 1 minute. (N/A)
10|Globe of Invulerability. You become a Globe of Invulerabiltiy. You act as normal, but are immune to spell levels 1-3. You may share a square with another creature. If you do, they are also affected by a Globe of Invulerabiltiy. 1d6+1 rounds.
11|Tentacles. Gain two tentacle attacks (BAB-5, 1d10). 1d6+1 rounds. (N/A)
12|Stoneskin, as the spell. (N/A)
[/table]
Greater:
{table=head]Roll|Effect
1|Gasious Form, as the spell. (N/A)
2|Magic Hat. You may cast Summon Monser I from it 1/round as a standard action. 1d6 rounds from first activation. (N/A)
3|Enlarged or Reduced. You become Enlarged or Reduced as the Enlarged or Reduce Person spells. You may switch as a free action on your turn for the duration. 1d6+1 rounds. (N/A)
4|Vermin. You get a tube. When opened, vermin pour out as the Summon Vermin spell. 1d4+1 once activated. (N/A)
5|Extra Limbs. You gain two extra arms. 1d8 rounds. (N/A)
6|Flares. You gain 10 multicolored flares, which can be used as the spell of the same name. N/A. (N/A)
7|Prismatic Body. You may use Prismatic Spray 1/round as a swift action.. 1d8+1 rounds. (Yes, as the Prismatic Spray spell)
8|Hideous Visage: You Scare as the spell 1/round. 1d4+1 rounds. (Yes, as Scare)
9|Wings. You gain wings that give you flyby attack and allow you to fly twice your speed. 1 minute. (N/A)
10|You Polymorph as the spell. (N/A)
11|Gain four tentacle attacks (BAB-5, 1d12). 1d8+1 rounds. (N/A)
12|Phantasmal Killer. One enemy who can see you is affected by a Phantasmal Killer spell every round for the duration. 1d4+1 rounds. (Yes, as Phantasmal Killer)
[/table]
Teramational
Pressure plates appear in a square within 10’ of you and activate when stepped on. DC 5 spot to notice.
Least:
{table=head]Roll|Effect
1|
2|Terrain
3|
4|
5|
6|
7|Sepia Snake Sigil, as the spell. 1d10 rounds, no component. Standard action.
8|
9|
10|
11|
12|Summon Monster 3 pressure plate. Attacks activator, creature chosen at random. 1 round/level.
[/table]
Lesser:
{table=head]Roll|Effect
1|Spell Trap
2|Terain
3|
4|Stinking Cloud pressure plate. Until activation or 1 hour.
5|Symbol of Pain, as the spell.1d10 rounds, no component. Standard action.
6|
7|Symbol of Sleep, as the spell.1d10 rounds, no component. Standard action.
8|
9|Symbol of Fear, as the spell.1d10 rounds, no component. Standard action.
10|
11|Symbol of Persuasion, as the spell.1d10 rounds, no component. Standard action.
12|
[/table]
Greater:
{table=head]Roll|Effect
1|Spell Trap
2|Terrain
3|
4|
5|
6|
7|Symbol of Weakness, as the spell. 1d10 rounds, no component. Standard action.
8|
9|Symbol of Insanity, as the spell. 1d10 rounds, no component. Standard action.
10|
11|
12|Symbol of Death, as the spell.1d10 rounds, no component. Standard action.
[/table]
Devokaos
Least:
{table=head]Roll|Effect
1|Single
2|AoA
3|
4|
5|
6|
7|
8|
9|
10|
11|
12|
[/table]
Lesser:
{table=head]Roll|Effect
1|Single
2|AoA
3|
4|
5|
6|
7|
8|
9|
10|
11|
12|
[/table]
Greater:
{table=head]Roll|Effect
1|Single
2|AoA
3|
4|
5|
6|
7|
8|
9|
10|
11|
12|
[/table]


Nope (Su): Starting at 2nd level, 1/day, as an immediate action, you may force an enemy to change their last action, undoing all it’s consequences. They may take any action of the same kind, provided it is different. For example, a spellcaster wouldn't be able to cast the same spell, but he could a different one. A fighter couldn’t perform the same attack, but he could charge instead of full attack, or make a standard attack instead of a full attack. The enemy is aware of taking the previous action as well as the new action, as are you. However, no one else remembers the first events happening. He may perform this ability an additional time per day at 4th level and every two levels thereafter.

Shift Space (Su): At 3rd level, a Realmshaper gains the ability to alter the playing field a bit, although he has almost no control over this. 1d10 (round up to even number) creatures in a 20ft radius, chosen by the Realmshaper, randomly switch places with another creature affected by this ability. He may use this ability once per day. You may spend ___ points from your alteration pool to use this an additional time.

Chaos Roll (Su): At 3rd level, a Farchaos Realmshaper gains the ability to apply a special effect to a roll once per encounter. On any d20 roll, you may, as a free action, force it to be a Chaos Roll. You must do this before you see the result but after the intention to roll is declared Depending on the result, check the table below to determine the effect.You may add or subtract a number to the result (not the actual result, but the Chaos effect) as shown in the table starting at 5th level.
CHAOS ROLL EFFECTS
{table=head]Result|Effect
1|Creature disappears for 1d4 rounds.
2|All creatures within one mile are pushed five feet from the creature.
3|Creature must fly at his speed (perfect maneuverability) as a free action, not crossing any of the same squares.
4|The target looks like a shadow, granting +10 to hide for 1d4 rounds.
5|+1d6-3 to caster level and BAB (min: -2) for 1d4 rounds.
6|Creature and all within 30ft are deafened for 1d4 rounds.
7|Target is nauseated for 1d4 rounds, as are all within 200ft.
8|Creature projectile vomits, dealing 1d6 damage to itself and 1d6 in a 10 foot line in any direction.
9|Time stops for 1d4 rounds in a 120’ radius. Those outside this radius can act normally, but they freeze when they come within the zone, as do any objects or projectiles that enter it.
10|Creature their next action repeats itself in three rounds.*
11|Creature gains 1d2 limbs for 1d6 rounds. They then fall off.
12|Creature becomes unable to effect or be affected by anything for 1d2 rounds.
13|Creature becomes a construct for 1d6 minutes.
14|Creature becomes invisible and incoperal but immoble for 1d4 rounds.
15|All creatures within 10’ take 1d6 damage, and creature gains Temp HP equal to that amount.
16|Creature takes 1d12 damage and all creatures within 10’ gain that much Temp HP.
17|The creature moves at half speed and cannot take full round actions for 1d3 rounds.
18|All creatures within 10’ move at half speed and cannot take full round actions for 1d3 rounds.
19|Creature’s least valueble magical and mundane items turns to gold worth their value.
20|Creature cowers for 1d3 rounds.
21**|All creatures within 10’ cower for 1d3 rounds.
22**|All creatures within 10’, including the target of this, are subject to a banishment spell.
23**|The creature may make melee attacks from up to 20’ away telepathically for 1d4 rounds.***
24**|The creature gains a tenticle attack (BAB-5, 1d8 damage) for 1d4 rounds.
25**|A Chain Lightning is cast on the creature with a caster level of your class level.
26**|The creature gains the ability to cast Wish one time. It still takes an XP cost.[/table]
*Spell is recast on same person/area, gets free attack, gets free move, etc.
**If your bonus lets you go over 20, this is the result.
***This attack is otherwise identical, including for the puroses of melee or ranged (melee) and does not provoke an AoO


Explosive Runes (Su): At 4th level, you may use Explosive Runes at will as a spell like ability, as long as you wear the targeted item until it is detonated. You may only have one Explosive Rune active at a time.

Different Realities (Su): At 5th level, you may choose exactly which creatures are affected by your alterations. Creatures unaffected simply act and are affected as if the alteration had never been cast.

Entry Power: At 6th level, depending on your entry method, you gain a special ability.
Entry 1: Chaos Killer: You gain the ability to use Phantasmal Killer once per encounter as a spell like ability. Instead of seeing a fearful image however, the creature is overwhelmed by a chaotic unreality.
Entry 2: Never Really There: You may use dimension door once per encounter. When you do, a major image of you is left in your place.
Entry 3: Impossible Strike: Once per encounter, you may use Lightning Bolt as a spell like ability. However, it deals either piercing, bludgeoning, or slashing damage depending on your weapon, not electricity damage, and you make an attack roll instead of forcing the enemy to make a saving throw.

Reorientation (Su): At 7th level, once per day as a full round action, a Farchaos Reamshaper may alter the positions of all his Teramational alterations by up to 60 ft, transfer any active Relephisical alteration to another person (even if he did not cast it, and even if it is usually only useable by you), or reset the durations of any negative effects caused by Devokaos alterations. He may also teleport his speed.

Stretch the Distance (Su): Upon attaining 8th level, a Farchaos Reamshaper can warp distances to his advantage. Once per encounter, you may target a single enemy within 30ft with this power. They get a DC 15+Class Level Will save to resist it. If they fail their save, every square counts as two for them. This means each 5’ increment is equal to 10’ for that creature in terms of movement, range, area, etc, effectively hafling all of those. They lose reach as if they were one size category smaller. This effect lasts a number of rounds equal to your class level. He may also use this on a willing target to double their move speed and have reach as if they were one size category larger.

Bizarr Alterations (Su): At 9th level, a Farchaos Realmshaper gains a new subset of alterations. They work differently and share only a name and a source of power: Alternation Points. You may choose exactly which one to cast. In this way, they are very similar to psionic powers. These alterations are not so chaotic in nature, but heavily related to the Far Realm instead (which entails a fair amount of chaos right there). DCs are, as always 15+Class Level.
BIZARRE ALTERATIONS
Ithilid Shape: You take the form of a Mind Flayer. You may use improved grab and extract as if you were a mind flayer. You gain the four tentacles needed for this. This lasts for 1d10 rounds. You may end this effect 5 rounds early to use Mind Blast as the mind flayer special ability, albeit with a DC of 15+Class Level. Costs ___ points.
Swallow Whole: You distort space to allow yourself to swallow an opponent whole, as the Gibbering Mouther (http://www.d20srd.org/srd/monsters/gibberingMouther.htm). You may use Blood Drain, also as a Gibbering Mouther, until your opponent escapes.
Worm: You take the form of a Worm that Walks (http://www.d20srd.org/srd/epic/monsters/wormThatWalks.htm) for a number of rounds equal to your Class Level. You may discorporate and recuperate during this time. You may recorporate in any square within a radius of your discoloration of your speed X rounds discorporated. You may end this effect at least five rounds early to engulf a creature as a Worm that Walks for a maximum of five rounds, dealing 50 damage a round. Costs ____ points
Rust Away: You make a sunder attempt on any weapon you can see. Neither you nor your opponent gain bonuses or penalties for size or weapon. No opportunity attack is provoked. If you succeed, a mundane weapon is completely useless and cannot be repaired, and a magic weapon is completely useless until it can find repairs costing at least 100 gold and two days. Costs ____ points.
Enslave: As the aboleth ability of the same name, although it only lasts for an hour. Save DC 15+Class Level. (exception to the rule). Costs ___ points.


Escher (Su): At 10th level, a Farchaos Realmshaper takes his place at helm of reality; the ruler of the paradox. He gains unparalleled control of his surroundings. Once per encounter, you may produce one of the following effects as a standard action:
Infinite Loop: You designate three squares to be “loop squares.” You must be able to reach all these squares using a single walk or hussle action. When standing on one of these squares, creatures are considered to be inhabiting all three for the purposes of range, AoOs, etc. When they leave the square, you choose which square the enemy leaves. The enemy may then decide which direction he wishes to move in. This cannot cause an enemy to come to any direct harm as a result of the teleporting. This effect lasts for 1d6+1 rounds.
Interchangeable Hights: Creatures within 30 ft count as if they were on all squares above and below the one they are really on for purposes of targeting, AoOs, etc. In addition, you may teleport yourself to any solid square above or below you which you can inhabit at will as a free action. Lasts 1d6 rounds.
Reversed Escape: You may activate an aura that emulates in a 30’ radius of you. When an enemy attempts to leave that aura, they appear in a spot within the aura designated at the time you activated this power. This cannot cause an enemy to come to any direct harm as a result of the teleporting. Lasts for 1d6 rounds or until you are not longer within 30’ of the designated square.

Greater Entry Power (Su): At 10th level, you gain another power based on your entry.
Entry 1: Weird Terraform: Once per encounter, you may, as a standard action, cast both Mirage Arcana and Move Earth.
Entry 2: Ether Chaos: You become Ethereal as if you had used the Ethereal Jaunt for 1d4 rounds, and create a major image in your place. After you are no longer ethereal, gain a Mirror Image, as the spell with a caster level equal to class level (10, in this case).
Entry 3: Deadly Strike: Once per encounter, you may use Disintegrate as a spell like ability upon making a successful attack. Every point you exceed the enemy’s AC raises the DC by 1.


PLAYING A FARCHAOS REALMSHAPER
Farchaos Reamshapers should be master of the battlefield. Their battlefield control should be useful no matter what they roll on the dice.
Combat: Lay down a few obstructions first, then try to group enemies together to have a higher chance of being able to debuff a large group. Use your class abilities to supplement this ability.
Advancement: Farchaos Realmshapers should continue similar to how they did in their base classes due to the modifications of the class based on entry.
Resources: Farchaos Reamshapers are often on their own, although extortion could be an effective method due to their unknown nature.

FARCHAOS REAMSHAPERS IN THE WORLD
”What the hell is going on? That doesn’t make sense!”
-Selsafrain, elven wizard, describing the effects of a Farchaos Realmshaper’s abilities.

A Farchaos Realmshaper is usually perceived to be an egotistical being, and often rightly so. Due to their control of the world around them, they often think of themselves as Lords of Chaos, and therefore, above most mortals. Those with lawful alignments vehemently detest the Farchaos Reamshaper once he has demonstrated his power. They often order the best treatment for themselves. In addition to their narcissism, they are often mentally unstable, as they have viewed the Far Realm and lived to tell the tale - in an enthusiastic manner!
Daily Life: Farchaos Reamshapers are often adventures. How else would they be able to show off their powers and demonstrate their rule over reality. They often seek out knowledge of the Far Realm to learn a bit more about how to control their powers, and they seek out abberant creatures for the same purpose.
Notables: Creatures of both good and evil become Farchaos Relamshapers, although the exemplars of good are much less likely to then those who feel the ends justify the means. The two most famous Farchaos Realmshapers were two brothers who truly formed the art and gave it a name. Before, there were others who dabbled in chaos, but never fully fulfilled it. These brothers were two humans who were taken as mind flayer thralls at an early age. They managed to harness the power of their mind flayer masters after their great willpower allowed them to break free. They were both incredibly powerful, and decimated the mind flayers and many of the thralls in the process. However, one was corrupted in the process, while the other found hope. The first used his powers like his former mind flayer masters, becoming a terrible tyrant. The latter took it upon himself to use his gifts for the greater good, though he still felt himself superior. The brothers clashed many times, but were always evenly matched. Towards the end of their lives, however, they stopped fighting and met. Together they died, but not before founding a safe haven for all those who followed their path: The Farchaos Realm. It is from there the name Farchaos Realmshaper comes from.
Organizations: The Farchaos Realm is the only known organization. It is a no-fight zone; those who do are killed. It is constantly shifting places, and is somewhere more than once place at a single time. The inside of it is similar to an MC Escher painting on steroids, and it contains the greatest amount of Aberrant knowledge in the world and beyond.

NPC Reaction
The strange garb of Farchaos Reamshapers and possible body tattoos immediately give the impression of an outsider and magic user. Upon talking to the Realmshaper, the impression is even more pronounced, as they often follow strange speech patterns, weird obsessions, and more than a hint of insanity. It is often a safe bet to assume that a Farchaos Reamshaper will be treated with careful suspicion without a reference.

FARCHAOS REAMSHAPERS IN THE GAME
Farchaos Realmshapers are no slouches in combat. They are masterful manipulators of battlefield control and aren’t too shabby at damage. They fall a bit short at utility outside their limited spells, however.
Adaptation: Farchaos Realmshapers are a strange class, but many campagn worlds include some sort of realm of Chaos. Make sure to tie the Farchaos Reamshapers into that plane.
Encounters: Encounters with a Farchaos Reamshaper will most likely be a confusing afair. His alterations will change the playing field, and quite possibly the PCs. It is best to do a little reasearch into the abilities of a Farchaos Reamshaper before fighting one.


NEW FEATS
Chaos Spellrisk
Benefit: When an enemy rolls a 1 on a saving throw, you do not expend the spell, but when you cast it, you subtract three from your caster level and then add 1d6. When an enemy rolls a 20, your next spell from each level subtracts three from your caster level and then adds 1d6.

Chaos Sneakrisk
Benefit: When an opponent makes a spot check to detect you, if he rolls a 1, you become invisible to the creature for 1d4+1 rounds as the spell invisibility. If he rolls a 20, he sees you under the effect of true seeing and you lose your dexterity bonus to AC against them for 1d4 rounds.

Chaos Strikerisk
Benefit: When you roll a 1 on attack rolls at your highest BAB, you subtract 3 from you BAB and add 1d6 on your next 1d4 attack rolls at your highest BAB. When you roll a 20, your opponent must do the same for his AC for the rest of the encounter. You may choose for the enemy to just use his normal AC if you don’t want to take the chance.

Glimbur
2013-02-28, 04:35 PM
Contest is over. Errant seems to be busy, so I put up the voting thread (http://www.giantitp.com/forums/showthread.php?p=14771076#post14771076).

Voting ends March 6 at midnight central time.