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    Ettin in the Playground
     
    Lord_Gareth's Avatar

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    Default [PrC] Sanity...is for the WEAK

    Disclaimer - If you plan on using this class, or having it used in a campaign you run, prepare for a lot of work. Unlike other chaotic classes, this one is actually friggin' chaotic instead of being some utterly ordered law-smiting *rest of rant deleted*.

    Suffice to say, I hate what Wizards did to chaos, and plan on making it what it should have been with this, a rewrite of Wild Mage, and the Chaos Mage epic PrC.

    Fluff to come later

    Chaos Knight

    Requirements:

    Alignment: Chaotic Nuetral
    Skills: Any four that do not share a linked ability score 8 ranks
    Feats: Weapon focus (Any Melee weapon), Armor Proficiency (Any), Force of Personality
    Special: Must seek out the blessing of a Slaadi and be trained by said Slaadi for a period of one week to eight months, depending on the Slaadi's whim.

    Class Features:

    Weapon and Armor Proficiency: None

    Class Skills: Pick any eight skills to be class skills, four of which must have been used to gain this class.

    Skill points per level - 2+int modfier

    Hit Die: D10

    Chaos Blessing: At the beginning of each day, roll 1d6 and consult the following table - the Chaos Knight gains the result.

    1: Fire Resist 5 (+1 per level of this class)
    2: DR 5/Lawful (+1/Lawful per point of Charisma modifier)
    3: Sonic Resist 5 (+1 per level of all other classes but this one)
    4: Acid Resist 5 (+1 for every point of AC from Dexterity or Dodge modifiers)
    5: Electricity Resist 5 (+1 per caster level)
    6: Cold Resist 20

    Chaos Smite: Starting at second level, the Chaos Knight may smite an alignment once per round. He makes the attempt, then rolls on the following table to determine what alignment he smites

    1: Good
    2: Chaos
    3: Law
    4: Evil

    Chaos Smite is in all other ways like Smite Evil (see the paladin class feature)

    Grip of Chaos: Starting at third level, any creature that strikes the Chaos Knight in melee rolls 1d12 and consults the following table, immediately suffering the result (no save, all bonuses/penalties cumulative):

    1: +2 Strength
    2: -2 Charisma
    3: -2 Constitution
    4: +2 Wisdom
    5: -2 Dexterity
    6: +2 Dexterity
    7: -2 Strength
    8: +2 Intelligence
    9: -2 Wisdom
    10: +2 Charisma
    11: +2 Consitution
    12: -2 Intelligence

    All bonuses and penalties granted by this ability last for one round per Chaos Knight class level.

    Banish Law: Starting at 5th Level, the Chaos Knight is surrounded by a constant Dispel Law effect within thirty feet, as cast by a cleric of his Chaos Knight level.

    Decree of Chaos: Starting at 6th level, as an immediate action, once per day, the Chaos Knight may convert any spell that he is aware of being cast within one hundred feet into a Wild Magic Surge.

    Touch of the Warped: Once a round, starting at level seven, at the beginning of every combat round, roll on the table for Warp Touch (Book of Vile Darkness). The Chaos Knight suffers the rolled result for that round, until the next round (gaining back any ability damage or drain) and new transformation, or the end of combat.

    At ninth level, the Chaos Knight afflicts the effect currently affecting him on any creature he hits with a melee attack, lasting until the end of the round.

    Chaos Transcendence: At Eighth level, the Chaos Knight gains the Chaotic subtype, as well as one randomly determined subtype from the list of all available subtypes (such as shapechanger, tanar'i, archon, cold, etc.).

    Touch of Chaos: Starting at tenth level, the Chaos Knight has been blessed - or cursed - by ultimate chaos. His mind fractures into four seperate entities - the original and three others. Each persona has different mental ability scores, but all use the same equipment and physical ability scores. Treat them otherwise as entirely seperate characters, with their own alignments and class progressions, feats, skill points, etc. At the beginning of each day, roll 1d4 to determine which personality is in control for the day.

    If the Chaos Knight is subject to an enchantment effect, instead roll 1d4 for random control as though a new day had passed.
    Last edited by Lord_Gareth; 2007-09-28 at 06:19 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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  2. - Top - End - #2
    Orc in the Playground
     
    smart thog's Avatar

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    Default Re: [PrC] Sanity...is for the WEAK

    Hmmm interesting. I like the idea of all the randomness.




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    Bugbear in the Playground
     
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    Default Re: [PrC] Sanity...is for the WEAK

    Any creature that strikes the Chaos Knight in melee starting at third level rolls 1d12 and consults the following table, immediately suffering the result (no save, all bonuses/penalties cumulative)
    Should read: "Starting at third level, any creature that strikes the Chaos Knight in melee rolls 1d12 and consults the following table, immediately suffering the result (no save, all bonuses/penalties cumulative)"

    There also seem to be a TON of dead Levels, 4 to be exact, (Levels 4, 7, 8, and 9). Also, some of the powers are a little weak, like the level 6 one. Remember, these class abilities are the difference between a fighter with no Bonus feats, (One of the most pathetic creatures in the multiverse), and an awesome manifestation of pure Chaos. He's rooted in Chaos and Slaadi right? Consider adding some of the Slaadi abilities to his Class Features, like Mutations, or summoning of Slaadi.
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    Bugbear in the Playground
     
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    Default Re: [PrC] Sanity...is for the WEAK

    Chaos Blessing: At the beginning of each day, roll 1d6 and consult the following table - the Chaos Knight gains the result.

    1: Fire Resist 5 (+1 per level of this class)
    2: DR 5/- (+1/- per point of Charisma modifier)
    3: Sonic Resist 5 (+1 per level of all other classes but this one)
    4: Acid Resist 5 (+1 for every point of AC from Dexterity or Dodge modifiers)
    5: Electricity Resist 5 (+1 per caster level)
    6: Cold Resist 20
    That's a little strong for a 6th level character to get. Reduce the DR, or give it a weakness (Lawful weapons are good).

    Also, it has too many skill points to spend - For 8 Class Skills, it should only get 2+Int a level.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

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    Ettin in the Playground
     
    Lord_Gareth's Avatar

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    Default Re: [PrC] Sanity...is for the WEAK

    Alright, corrected the dead levels, fixed the DR. I sorta made this when I was half-sane, half-messed-up, but I think it'll work for now.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [PrC] Sanity...is for the WEAK

    IMO, the chaos smite ability seems kinda iffy. It's doesn't have much of a payoff. Maybe there should be two rolls i.e. if you get law twice, the damage stacks. If you get two opposing alignments, they cancel each other out. Otherwise, it's pretty nifty.
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    Bugbear in the Playground
     
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    Default Re: [PrC] Sanity...is for the WEAK

    2: DR 5/Lawful (+1/Lawful per point of Charisma modifier)
    Sorry, it's a nitpick, I know, but just a little fix.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

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    Bitzeralisis's Avatar

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    Default Re: [PrC] Sanity...is for the WEAK

    Touch of Chaos is a bit overpowered, even if random.
    Last edited by Bitzeralisis; 2007-09-28 at 06:10 PM. Reason: Added an 'o'
    ·Bitzeralisis·
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