Chaos (3.5e Class)
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Chaotic's follow Chaos
Making a Chaotic
A chaotic is most effective at up close combat with some spellcasting abilities.
Abilities: Strength is the most important attribute for this class, as it improves odds of doing damage. Charisma is second in that it involves the Spheres.
Races: Chaos Born.
Alignment: Any Chaotic
Starting Gold: 5d6×10 gp (175 gp).
|1st||+0||+2||+2||+2||Intimidating Weapon, Summon Mount|
|2nd||+1||+3||+3||+3||Armored Spherecaster(Medium), Sphere|
|3rd||+2||+3||+3||+3||Improved Weapon Damage Extra Feat,|
|5th||+3||+4||+4||+4||Sphere, Sphere Access|
|6th||+4||+5||+5||+5||Improved Weapon Damage|
|8th||+6/+1||+6||+6||+6||Sphere, Extra Feat|
|9th||+6/+1||+6||+6||+6||Improved Weapon Damage,|
|11th||+8/+3||+7||+7||+7||Armored Spherecaster(Heavy), Sphere, Sphere Access|
|12th||+9/+4||+8||+8||+8||Improved Weapon Damage|
|14th||+10/+5||+9||+9||+9||Sphere, Sphere Access|
|17th||+12/+7/+2||+10||+10||+10||Sphere, Sphere Access|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
The class features pertain to gifts by a higher power. All of the following are class features of the Chaotic.
Weapon and Armor Proficiency: Unarmed attacks, Three Weapons of choice, all armor types, all shields.
Intimidating Weapon (Ex): A Chaotic at 1st level can wield a weapon 1 size category larger without any penalties or circumstances. This only applies to weapon proficiencies gained through this class (Except for unarmed attacks). Treat Chaotic levels as fighter levels for determination of feats.
Summon Mount (Sp): At 1st level, the Chaotic is capable of summoning a Giant Owl (Or Orca for aquatic campaigns) with special additional characteristics (See the table below). Should the mount be defeated in battle, the steed is simply banished to the Plane of Chaos and cannot be summoned for the rest of that day. Otherwise the steed can be summoned and banished as a full round action.
Armored Spherecaster (Ex): At 2nd level, a Chaotic is able to cast spells from its sphere while in medium armor without any spell failure chance. At 11th level this improves to heavy armor. At 20th level a Chaotic can also wield a shield and still cast spells without failure.
Sphere (Su): At 2nd level, the Chaotic gains their first sphere. Every 3 levels thereafter (Except for 20th), gain additional spheres as per the rules explained here. The relevant ability score is Charisma for this.
Sphere Access (Su): At 5th level, and every three levels after (Except for 20th), the Chaotic can change their access to one of their spheres from Basic to Advanced. At 11th level and every six levels after the Chaotic can change their access from an Advanced one to Expert.
Improved Weapon Damage (Ex): At 3rd level, a chaotic's weapons are more capable of a damaging impact. In specific the damage done by a weapon improves by one step (Example: 1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 2d6, and so on). At 6th level, the relavant damage modifier gains an additional .5 (For example, a melee weapon where you only add strength modifier improves to 1.5 * strength modifier). At 9th level the weapon improves by another step. At 12th level, the relavant damage modifier gains an additional .5 one more time.
A Chaotic's mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
|1st–4th||+0||+2||+0||5||Share Spells, Share Traits|
|5th–8th||+2||+4||+1||6||Improved Evasion, Share Saving Throws|
|13th–16th||+6||+8||+3||8||Command Creatures of Its Kind|
Chaotic's Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d10) Hit Dice, each of which gains a Consitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: Add this figure to the mount's Intelligence score.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
: At the Chaotic option, he/she may have any spell (but not any spell-like ability) he/she casts on his/herself also affect his/her mount.
The mount 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 mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the Chaotic before the duration expires. Additionally, the Chaotic may cast a spell with a target of “You” on his/her mount (as a touch range spell) instead of on him/herself. A Chaotic and his/her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
: Due to the innate nature of a Chaos Born, and the link between his steed and himself, the Mount also gains it's features including spell resistance, element resistance, and damage reduction.
: For each of its saving throws, the mount uses its own base save bonus or the Chaos Knight’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 30 feet and one maneuverability level.
Command (Sp): Once per day per two Chaotic levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for Giant Owls this category includes all Raptors, as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Chaotic's level + Chaoticss Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s Chaotic level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
If a Chaotic has gone out of their way to be Lawful the character cannot take levels in Chaotic. However, the Chaotic retains their class features.
Due to the limitations implied with true immortality, there are none.
Chaos Born Starting Package
Weapons: Bastard Sword, Crossbow.
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
|Knowledge (The Planes)||4||Int||—|
Feat: Two Weapon Fighting (If Dex is over 14) or Toughness (If not).
Gear: Scale Mail Armor, Case of bolts, spell component pouch, backpack with waterskin, belt, clothes, 2 days' trail rations, bedroll.
Gold: 1d4 GP.
Playing a Chaos
Religion: A chaotic follows the domain of Chaos.
Other Classes: Paladins, Clerics, and Druids are ones to be unfriendly at best, hostile at worst. Warriors and Barbarians would see them as friendly rivals or a fellow sword to the cause. Mages and Sorcerers find the limited spell pool a fascination but more look at the Chaotic in ways similar to that of a fighter type class. Chaotics and Psions do not get along due to the nature of a Chaotic.
Combat: Chaotics tend to be the one right there in the heat of battle, wielding their powerful weapon against enemies and slaying said enemies.
Chaotics in the World
|“||Hmm, Well this should be entertaining.||”|
Chaotics fit where their base races would be most accepted. Mainly locations not so religiously devoted are tolerable. Some warmage encampments find such knights a good competitive type rival.
Daily Life: Their daily life is like that of a Warmage.
Notables: Sarcon "The Insane"
Organizations: The last known congregation of Chaotics were only a few that teamed up to prevent a devastating war it is rumored that Sarcon might have been there but is unconfirmed.
NPC Reactions: Most find Chaotics as a sort of Paladin for Chaos.
Characters with ranks in Knowledge (Planes) or Knowledge (Religion) can research Chaotics to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||"Chaotics come from the Plane of Chaos. The name Sarcon."|
|10||"Chaotics have access to the very magics that demons also have access to. They also have the ability to summon a Mount very similar to a paladin's."|
|15||"The powers of a chaotic come from the very Plane of Chaos itself. They realize that the first mention of 'Sarcon' are from the Time of Dragons."|
|20||A particular Chaotic and their last known location and latest deed. Sarcon pranked Eliminster.|
|30||"A Chaotic's main goal is to relieve it's boredom.|
|50||"Sarcon is the first child of Chaos, if he chose he could have taken a throne in the pantheon as an elder God. He tried it for a few hundred years and grew bored so he decided to go back to adventuring."|
Chaotics in the Game
The Chaotic would be a powerful figher or even a power oriented warmage.
Adaptation: Possibly use the first 10 levels as a warmage prestige class and levels 11-20 as epic prestige class levels. Entry requirements to DM's discretion.