Chaos Rider (3.5e Class)
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Any series of events can lead to becoming a Chaos Rider. But once one is created, they are driven purely on their base desires, attempting to fulfill them at any cost. How the first Chaos Rider came into being, no one truly knows. One of the most common theories is that the Gods were attempting a new way of creating an accolade to fulfill their will, when something went wrong. Instead of serving the Gods, they were instead forced to serve their own desires without the ability to see right from wrong. While this is commonly seen as a great threat to the general public, some militaries saw this as the "perfect soldier", because as long as the military gave the Chaos Rider what they wanted, they would fulfill whatever contract was given to them without the risk of their conscience getting in the way.
Making a Chaos Rider
Especially strong at long range combat and more than capable to hold their own at close range, this is a class for those who want to be able to adjust their style based on the situation. However, due to their personality, they tend to do exceedingly poor when it comes to teamwork. They are meant to more along the lines of lone wolfs.
Abilities: Dex and Con are the most important to this class, followed by Int for skill points.
Races: Any race is capable of becoming a Chaos Rider.
Alignment: Any form of Lawful.
Starting Gold: 5d6×10 gp.
Starting Age: Simple.
|Saving Throws||Special||AC Bonus||Unarmored Speed Bonus|
|1st||+1||+1||+2||+1||Bonus Feat, Defective Accolade||+0||+0 ft.|
|2nd||+2||+2||+3||+2||Bonus feat, Evasion||+0||+0 ft.|
|3rd||+3||+2||+3||+2||Weapon Focus||+0||+10 ft.|
|4th||+4||+3||+4||+3||Weapon Finesse, Slow Fall 20 ft.||+0||+10 ft.|
|5th||+5||+3||+4||+3||Purity of Body||+1||+10 ft.|
|6th||+6/+1||+3||+5||+3||Bonus feat, Weapon Focus, Slow Fall 30 ft.||+1||+20 ft.|
|7th||+7/+2||+3||+5||+3||Woodland Stride||+1||+20 ft.|
|8th||+8/+3||+3||+6||+3||Deflection Penetration, Slow Fall 40 ft.||+1||+20 ft.|
|9th||+9/+4||+4||+6||+4||Improved Evasion, Weapon Focus||+1||+30 ft.|
|10th||+10/+5||+4||+7||+4||Bonus feat, Slow Fall, Shredder Shot 50 ft.||+2||+30 ft.|
|11th||+11/+6/+1||+4||+7||+4||Diamond Body||+2||+30 ft.|
|12th||+12/+7/+2||+4||+8||+4||Abundant Step, Weapon Focus, Slow Fall 60 ft.||+2||+40 ft.|
|13th||+13/+8/+3||+4||+8||+4||Diamond Soul||+2||+40 ft.|
|14th||+14/+9/+4||+5||+9||+5||The Unseen Eye, Slow Fall 70 ft.||+2||+40 ft.|
|15th||+15/+10/+5||+5||+9||+5||Bonus feat||+3||+50 ft.|
|16th||+16/+11/+6/+1||+5||+10||+5||Hail of Arrows, Slow Fall 80 ft.||+3||+50 ft.|
|17th||+17/+12/+7/+2||+5||+10||+5||Timeless Body, Tongue of Sun and Moon||+3||+50 ft.|
|18th||+18/+13/+8/+3||+6||+11||+6||Bonus feat, Slow fall 90 ft.||+3||+60 ft.|
|19th||+19/+14/+9/+4||+6||+11||+6||Empty Body||+3||+60 ft.|
|20th||+20/+15/+10/+5||+7||+12||+6||Bonus feat, Dextrous Handling, Slow Fall any distance, Agility Shredder||+4||+60 ft.|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Chaos Riders are proficient with any type of bow, crossbow, or handgun.
Chaos Riders are proficient with light armor.
When wearing anything above light armor armor, using a shield, or carrying a medium or heavy load, a Chaos Rider loses her AC bonus, as well as her fast movement.
AC Bonus (Ex): When unarmored or wearing light armor, and unencumbered, the Chaos Rider adds his Dexterity bonus (if any) to his AC. In addition, a Chaos Rider gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Chaos Rider levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Chaos rider is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor besides light armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat: A Chaos Rider gains a number of bonus feats as he improves. He gains one at 1st, 2nd, 6th, 10th, 15th and 20th. He may choose any of the following: Deflect Arrows, Far Shot, Improved Precise Shot, Manyshot, Mounted Archery, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run and Snatch Arrows. When choosing bonus feats, the Chaos Rider may apply his Intelligence score to any prerequisite usually involving Dexterity. For instance, he may apply for the Manyshot feat if he has a Intelligence score of 17.
Defective Accolade: A Chaos Rider starts with either a masterwork gun, bow, or crossbow, as well as a set of masterwork light armor, and finally a "mount" that can be summoned called a Spellcycle[], all of which are indestructable. The weapon chosen does not and cannot fire normal ammunition, and instead shoots bolts of energy. These bolts do force damage instead of piercing damage, and has the ghost touch ability. You may "craft" or buy new ammo for your weapon to replace the default energy bolt with. This new ammo type is stored within the weapon, and you change your current ammo type with a swift action.
Evasion: At 2nd level or higher if a Chaos Rider makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Chaos Rider is wearing light armor or no armor. A helpless Chaos Rider does not gain the benefit of evasion.
Fast Movement: At 3rd level, a Chaos Rider gains an enhancement bonus to his speed, as shown on Table: Chaos Rider. A Chaos Rider in armor or carrying a medium or heavy load loses this extra speed.
Weapon Focus:Starting at 3rd level, and every 3 levels thereafter, up to 12th level, the Chaos Rider gains Weapon Focus, Weapon Specialization, and their Greater forms, as well as Improved Critical, as bonus feats, regardless of whether they meet the prerequisites for the feats. All of the feats must specialize in the same weapon, selected at level 3, and it must be a ranged weapon that the character is proficient with.
Weapon Finesse: The Chaos Rider gains Weapon Finesse as a bonus feat, even if they do not meet the normal prerequisites for that feat.
Slow Fall: At 4th level or higher, a Chaos Rider within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The Chaos Riders ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his Chaos Riders level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Shredder Shot: At 10th level, your hits can cause your opponent to stagger just enough to leave small openings in their defense by supercharging your weapon. The first hit causes them to lose 2 AC, the second 4, and so on. This effect only lasts until the end of the round, and missing an attack causes you to lose all your remaining attacks for the round.
Purity of Body: At 5th level, a Chaos Rider gains immunity to all diseases except for supernatural and magical diseases.
Woodland Stride: Starting at 7th level, an Chaos Rider may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
Deflection Penetration: At 8th level, a Chaos Riders arrows strike truer. When ordinarily an arrow would be deflected, snatched or reflected outright, the defender must make a Reflex save against a DC of 10 + ½ the Chaos Riders character level + the Chaos Riders Dexterity modifier in order to deflect the projectile. Otherwise, he is hit.
Improved Evasion: At 9th level, a Chaos Riders evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.
Diamond Body: At 11th level, a Chaos Rider gains immunity to poisons of all kinds.
Abundant Step: At 12th level or higher, a Chaos Rider can slip magically between spaces, as if using the spell dimension door, equal to his Wisdom modifier per day. His caster level for this effect is one-half his Chaos Rider level (rounded down).
Diamond Soul: At 13th level, a Chaos Rider gains spell resistance equal to his current Chaos Rider level + 10. In order to affect the Chaos Rider with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Chaos Riders spell resistance.
The Unseen Eye: At 14th level, the Chaos Rider learns to aim with his mind instead of his eyes. When opposed to a miss chance due to concealment or the effect of certain spells (like entropic shield) he may reroll his miss chance percentile a second time to see if he hits. This class feature also bestows a +2 competence bonus to the DC of the deflection penetration ability.
Hail of arrows: In lieu of his regular attacks, a number of times per day equal to his Wisdom modifier a Chaos Rider of 16th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every archer level he has earned. Each attack uses the Chaos Riders primary attack bonus, and each enemy may only be targeted by a single arrow.
Timeless Body: Upon attaining 17th level, a Chaos Rider no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Chaos Rider still dies of old age when his time is up.
Tongue of Sun and Moon: A Chaos Rider of 17th level or higher can speak with any living creature.
Empty Body: At 19th level, a Chaos Rider gains the ability to assume an ethereal state for 1 round per Chaos Rider level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his Chaos Rider level.
Dextrous Handling: The Chaos Riders dexterity is an exceptional augmentation to their ranged attacks. The archer adds half their dexterity modifier, rounded up, to their ranged attack damage. This does not stack with strength modifiers for composite bows, only the higher modifier will be added to damage.
Agility Shredder: At 20th level, your hits can critically hinder your opponents movement by supercharging your weapon. The first hit causes them to lose 1 Dex, the second 2, and so on. This effect only lasts until the end of the round, and missing an attack causes you to lose all your remaining attacks for the round. This ability can be used in conjunction with Shredder Shot.