Anarchs (3.5e Race)
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Anarchs are born at random, often with no real explanation to be found. They are all spiritually tied to chaotic forces such as a chaotic plane (the Proto-plane of chaos, Limbo, the Farplane, etc), deity, or have been exposed to chaotic magic once too many. In all cases the new anarch is irrevocably changed to reflect the forces that touched their minds and bodies. Although most anarchs are born, that is not always the case; many are born as normal humans but through extreme exposure to wild, primal magic or even mild exposure to highly anarchic planes can alter a human into an anarch. Anarchs made in this fashion often refuse to return to their old way of life, now viewing their livelihoods as mediocre or simply wander off not giving their old lives a second thought.
Anarchs are highly individualistic and tend to be more wild and erratic than the average human. One anarch will differ vastly from another, and the idea of being forced to curb their freedom (be it their dress, language, or whatever) they will nearly always ignore such restrictive rules/laws or act to subvert those rules. They hold no love for suppressive governments or for tyrannical rulers. They are drawn to the edges of society and social acceptability in their love of freedom. Taboos are nearly alien to anarchs, they disdain rules and traditions to focus on what makes sense to them. In the company of normal humans being understood will generally only come after a long time has passed, if the anarch is lucky. Other races who are naturally inclined to be chaotic such as elves may eventually understand them but that's only after many years. Some Anarchs strongly desire to meet other anarchs and share experiences, so much so that many become adventurers simply to meet others of their own kind.
Anarchs appear as normal humans. Although some unusual tints to their hair and skin color are not unheard of, however this makes it even harder for anarchs to find a place in society.
Anarchs are looked upon as normal humans are, elves and halflings can sense something overworldly or wrong about them but there isn't anything inherently malevolent about them. The taint of chaos can often force a anarch into isolation, many become barbarians or rangers but they favor the chaos mage class where they can truly show what they are made of.
If their nature is known, barbarians and bards are the most accepting as these classes are either as wild (barbarian) or free spirited (bard) as the anarch himself/herself. Because of the difference in their fundamental nature, paladins and monks see them as reckless fools and dislike traveling with someone they find unpredictable. Wizards are the worst thing an anarch can travel with; since anarchs cannot wield arcane powers, they are looked down upon by wizards (and most other mages). This unpleasantness can be compounded even further if the anarch takes his favored class as wizards and chaos mages almost never get along.
Because of their strong ties to the chaotic planes, anarchs are usually of a chaotic alignment.
However even if an anarch can turn from the path of chaos (s)he is never free from its taint. (S)he will always carry the Chaotic subtype.
Anarchs have no lands of their own. Partially because they are so few in number, and partly because other humans cannot understand their strange habits.
Anarchs are limited to chaotically aligned deities and particularity favor ones that promote change, battle, destruction, art, love, chance, and chaos (obviously). Although many observe no faith at all and put all their faith in themselves.
Anarchs have no language of their own, although many favor learning Abyssal and Draconic in addition to Common.
Born anarchs generally have usual human names. But many anarchs that are created alter their existing names in some way, such as adding letters, rearranging the letters in their name, and spelling it backwards.
- −2 Strength, +2 Wisdom: Anarchs are strong-willed and intuitive, but suffer physically from their chaotic powers twisting their flesh.
- Humanoid (Human, Chaotic): Lawful effects can cause harm to a anarch. They always give off a chaotic aura equal to their level despite their alignment.
- Medium: Anarchs have no special bonuses or penalties due to their size.
- Anarchs have a base land speed of 30.
- 1 extra feat at 1st level. Anarchs are just as adaptable as normal humans.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
- Alignment: Any Chaotic.
- Favored Class: Any.
- Arcane Barring: Anarchs are incapable of preparing arcane magic because of their chaotic aura's disruptive nature. This does not however prevent them from choosing a spontaneous casting class(Bard, Sorcerer).
- Level Adjustment: +0
|Middle Age1||Old2||Venerable3||Maximum Age|
|35 years||53 years||70 years||+ 2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4’ 10”||+2d10||120 lb.||× (2d4) lb.|
|Female||4’ 5”||+2d10||85 lb.||× (2d4) lb.|