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The anarch must have a Charisma score of 12 or higher to access Subtle avaos; a score of 14 or higher to access Lesser avaos; a score of 16 or higher to access Greater avaos; and a score of 18 or higher to access Overwhelming avaos.
 
The anarch must have a Charisma score of 12 or higher to access Subtle avaos; a score of 14 or higher to access Lesser avaos; a score of 16 or higher to access Greater avaos; and a score of 18 or higher to access Overwhelming avaos.
 
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! colspan="1;" style="background:#CD0000; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Sidebar: Robes</font></div>
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|Robes qualify as "non-armor," in the sense that anyone can wear robes without penalty, even classes that must explicitly not wear armor. Robes have no Max Dex, no ACP, no ASF, provide no AC bonus, and are effectively weightless. However, they can be enchanted like other armor.
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Revision as of 13:20, 22 March 2014

Move along, nothing to see here.
The Anarch
  Active Avaos  
Level BAB Fort Ref Will Special Sub Lsr Grt Ovr Trigger Slots
1 +0 +0 +1 +2 Chaos Trigger, Limitless Reaction 1 --- --- --- 2
2 +1 +0 +2 +3 Sense Chaos 2 --- --- --- 4
3 +1 +1 +2 +3   2 --- --- --- 6
4 +2 +1 +2 +4   3 --- --- --- 8
5 +2 +1 +3 +4   3 1 --- --- 10
6 +3 +2 +3 +5   3 1 --- --- 12
7 +3 +2 +4 +5   3 2 --- --- 14
8 +4 +2 +4 +6   3 2 --- --- 16
9 +4 +3 +4 +6   3 2 --- --- 18
10 +5 +3 +5 +7 Anarch Talent 3 3 1 --- 20
11 +5 +3 +5 +7   3 3 1 --- 22
12 +6/+1 +4 +6 +8 Anarch Talent 3 3 2 --- 24
13 +6/+1 +4 +6 +8   3 3 2 --- 26
14 +7/+2 +4 +6 +9 Anarch Talent 3 3 2 --- 28
15 +7/+2 +5 +7 +9   3 3 2 1 30
16 +8/+3 +5 +7 +10 Anarch Talent 3 3 3 1 32
17 +8/+3 +5 +8 +10   3 3 3 2 34
18 +9/+4 +6 +8 +11 Anarch Talent 3 3 3 2 36
19 +9/+4 +6 +8 +11   3 3 3 2 38
20 +10/+5 +6 +9 +12 Anarch Talent 3 3 3 2 40

 

Anarch

Edward, iconic anarch
"Your world and your rules cannot contain me."

Freedom, randomness, entropy - these are the essences of Chaos, in the Trinity sense. While the Blue is constricting with its memories and insistence that cause precedes effect, and Time's assures that all things move forward in lockstep unless otherwise told, Chaos is the memory that can't stay put, the time that can't be pinned down. Chaos laughs in the face of causality, and mocks the certainty of the passage of time.

For the anarch, Chaos is supreme. Too many Forces are insistent that there are rules to be followed, or none to be broken in the first place - but Chaos would demand otherwise. Nothing can be contained forever, nothing goes on forever. The anarch grabs a hold of all these wildly disparate concepts that Chaos is composed of and mashes them together, wielding the power of uncertainty and lawlessness to whatever end seems best at the moment.

Game Rule Information

Anarchs have the following game statistics.

Force Alignment: Chaos.

Force Resistances: UO 5 + level, TO 5 + level.

Abilities: Charisma is the most important ability for an anarch. To laugh in the face of causality requires a good deal of strength of personality, of certainty in the self. Wisdom is also important, as it allows the anarch to pull forth more raw power from the Chaos.

Special: If using the Luck ability score, the anarch's avaos are based off of Luck, rather than Charisma (in essence, whenever you see "Charisma," replace it with "Luck").

Hit Die: d6.

Class Skills: The Anarch’s class skills are Avaocraft (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Open Lock (Dex), Search (Per), Sense Motive (Wis), Sleight of Hand (Dex), and Tumble (Dex).

Skill Points at Each Level: 2 + Int.

Alignment: Any chaotic.

Starting Age: As a rogue.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the anarch.

Weapons and Armor Proficiency: Anarchs are proficient with simple weapons and light armor, but not shields.

Avaos (Av): Avaos are the raw essence of Chaos - fuelled by randomness, the anarch can call upon these abilities.

Each day, the anarch chooses a number of avaos. These are avaos he chooses to study, and they allow him to call upon Chaotic abilities that are removed from their normal cause or effect. However, in exchange, they are not nearly as powerful as when the anarch uses them in their natural state; Avaos that are used in this manner are Active avaos.

An anarch may use his Active avaos as many times per day as he wishes.

A number of avaos have random durations. These durations are determined in secret by the DM, and the anarch is incapable of determining their precise duration.

Note that not all avaos may have an Active use; if this is the case, the avao cannot be readied as Active.

All anarchs have access to all avaos of the appropriate grade; at 1st level, an anarch only has access to Subtle avaos, but as he progresses, he learns to tap into more powerful aspects of Chaos. At 5th level, he gains access to Lesser avaos; at 10th, he gains access to Greater avaos; and at 15th, he gains access to Overwhelming avaos.

Saving throw DCs for avaos is always set based upon the anarch's Charisma. The base DC for Subtle avaos is 11; for Lesser, 13; for Greater, 15; and for Overwhelming, 17.

The anarch must have a Charisma score of 12 or higher to access Subtle avaos; a score of 14 or higher to access Lesser avaos; a score of 16 or higher to access Greater avaos; and a score of 18 or higher to access Overwhelming avaos.

Sidebar: Robes
Robes qualify as "non-armor," in the sense that anyone can wear robes without penalty, even classes that must explicitly not wear armor. Robes have no Max Dex, no ACP, no ASF, provide no AC bonus, and are effectively weightless. However, they can be enchanted like other armor.

Trigger Slots (Ex): No matter what avaos the anarch has readied each day, he always has access to Chaos in its natural state.

Each day, an anarch has a number of Trigger Slots, which he can use to activate any avao of the grades he knows (see Avaos, above). Whenever an avao would be Triggered, the anarch may choose whether or not to trigger it; if he does so, he may expend a Trigger slot to activate the avao. Using an avao in this manner uses the avao's Causal activation.

In addition, the anarch may use a Trigger Slot to activate an avao. Using an avao in this manner uses the avao's Precausal activation.

The higher grade the avao, the more difficult it is to trigger. A subtle avao requires only 1 trigger slot to trigger; a lesser avao requires 2 trigger slots; a greater avao requires 4 trigger slots; and an overwhelming avao requires 8 trigger slots.

Note that not all Avaos have a Causal or Precausal use.

Using a Trigger Slot is always an immediate action.

An anarch gains bonus Trigger Slots equal to his Wisdom modifier.

Limitless Reaction (Ex): Unlike other characters, an anarch is not limited to one immediate action each round. Instead, an anarch can take any number of immediate actions each round, provided that he expends Trigger Slots to do so (in this way, an anarch can trigger any number of avaos in a round, but only take a single normal immediate action).

Chaos Trigger (Ch): Whenever the anarch triggers an avao (by expending a Trigger slot), the anarch suffers a cosmetic change with severity roughly equivalent to the grade of avao triggered.

For instance, a Subtle avao being triggered might cause an anarch's hair color to change slightly, or his eye color to change completely.

A Lesser avao might cause his hair to completely change color, or for the coloration of his clothing to change slightly.

A Greater avao might cause his clothing to completely change appearance, or his whole appearance to change slightly (but still the same gender and race).

An Overwhelming avao might cause his appearance to change drastically, possibly even changing apparent race or gender.

These changes offer no actual benefits or penalties; they are merely cosmetic. The effects last one minute, after which they go away (if the effect arose due to a Subtle avao), or the effect lessens so as to be similar to an effect due to a less powerful avao (for instance, the side-effects of a Lesser avao would remain for one minute, after which time the side-effects would lessen to those of a Subtle avao for one minute).

Sense Chaos (Ch): At 2nd level, the anarch has become attuned to the powers of Chaos, such that he can detect them at will. The anarch gains detect magic as a permanent chaotic effect, replacing "magic" with "chaos." The anarch must concentrate to activate this ability, but he can do so at will, and cease using it at will.

Anarch Talent: At tenth level, and every two levels thereafter, the anarch's ability to bend reality to his whim improves. He may select one of the following talents.

  • Can't Touch This (Ex): You gain evasion.
    • No, Really, Can't Touch This (Ex): You gain improved evasion. (Prerequisites: Can't Touch This)
    • The Jitters (Ch): You gain immunity to the immobilize status. (Prerequisites: Can't Touch This)
      • Can't Stand Still (Ch): You gain immunity to the paralyzed status. (Prerequisites: Can't Touch This, The Jitters)
      • Only One Speed (Ch): You gain immunity to the slow status. (Prerequisites: Can't Touch This, The Jitters)
  • Do What I Want (Ex): You gain mettle, but only in respect to Will saving throws.
    • Mad As A Hatter (Ex): You gain improved mettle, but only in respect to Will saving throws. (Prerequisites: Do What I Want)
    • I'm Already Confused (Ch): You gain immunity to the confusion status. (Prerequisites: Do What I Want)
      • Can't Forget What I Don't Know (Ch): You gain immunity to the amnesia status. (Prerequisite: Do What I Want, I'm Already Confused)
      • Talking Past Each Other (Ch): You gain immunity to the babel status. (Prerequisite: Do What I Want, I'm Already Confused)
  • Free Will (Ch): Effects that attempt to ascertain your future, either by predicting or predetermining it, fail unless their user can make a Force-user check against DC 11 + your anarchist level.
    • Where Am I? (Ch): Creatures that attempt to scry upon you or use similar means of remote viewing must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails; a creature that fails cannot attempt to scry upon you again for 24 hours. (Prerequisites: Free Will)
    • Who Are You? (Ch): Creatures that attempt to ascertain facts about you (such as via creature loresight) via non-mundane means must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails to return any useful information. A creature that fails this check cannot attempt to use such means to learn information about you again for 24 hours. (Prerequisites: Free Will)
    • What Year Is This? (Ch): Creatures that attempt to gain access to your memories, learn of events for which you were present, or glean information regarding your personal timeline must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails; a creature that fails cannot attempt to access your memories, learn of events for which you were present, or glean information regarding your timeline for 24 hours. (Prerequisites: Free Will)
    • Where Are My Pants? (Ch): Creatures that attempt to learn information from items that have been in your possession for at least 24 hours (such as by using object loresight) must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails. A creatures that fails to learn information from such an item cannot attempt to learn information regarding that item for 24 hours. (Prerequisites: Free Will)
    • You're Not My Real Mom! (Ch): Effects that would force the anarch to behave in a certain manner (such as charm person) fail unless their origin can make a Force-user check against DC 11 + your anarchist level. A creature that fails at such an attempt cannot attempt to use abilities to force the anarch to act or otherwise control his actions for 24 hours. (Prerequisites: Free Will)
  • Gamble (Ch): When you use the causal use of an avao, you can choose to expend an additional number of trigger slots equal to half the number required to activate that use (rounded up, minimum 1). If you do, flip a coin and call it: if you win, you can activate the causal use of that avao twice in response to the single stimulus, and you can make different choices for the second activation; if you lose, you expend the trigger slots, but nothing happens.
  • Infinite Chaos (Av): Choose one active use of an avao you can access with a duration measured in minutes or higher. When you activate that avao, its effect lasts for 24 hours. You can choose this talent more than once; each time you do, choose a new avao.
    • When Will It Stop? (Av): Choose one active, causal, or precausal use of an avao you can access with a duration measured in rounds. When you activate that avao, it lasts for an additional 1d6 rounds/four anarch levels. You can choose this talent more than once; each time you do, choose a new avao. (Prerequisites: Infinite Chaos)
  • My Rules (Av): You gain access to the my rules avao. (Prerequisites: Anarchist level 16th+, must be able to access Overwhelming avaos)
  • Need More Juice (Ch): When you would allocate your active avao slots, you may choose to not fill any number of active slots. For every slot not filled, you gain bonus trigger slots equal to one-half the trigger slots required to use an avao of that grade (subtle slots count as half, thus you need to leave two subtle slots unfilled to gain +1 trigger slot).
  • Surprise (Av): When you could make an attack of opportunity, you may instead use an active use of an avao.
  • Feat: The anarch may gain a bonus feat in place of a talent.

Anarch Avaos

Subtle Avaos

Subtle Avaos
Avao Name Active Effect Causal/Precausal Effect
Chaosflame Hurl a ball of chaotic flame. Take fire damage. <=> Become wreathed in flame.
Clown Car You can share squares with friendly creatures. Extradimensional space used. => Cause space to spill its contents.
Deny Gravity You float a small distance above the ground. Fall. <=> Fall slowly.
Entropic Shield Ranged attacks sometimes miss. Get hit. <=> All attacks sometimes miss.
Free Mind Gain +4 bonus on Will saves. Affected by mind-influencing. => Potentially gain immunity to mind-affecting effects from that source.
Gamble with Life --- Nearby creature attempts to stabilize. => Double the numbers for the attempt.
Gambling Strike --- You attack a creature. => Crit or fumble.
Know Chaos Identify a chaotic item. ---
Luck Gain a limited reroll. Fail a roll. <=> Gain a reroll.
Non Sequitur Daze a creature. Targeted by language-dependent effect. => Confuse origin of effect.
Random Spark You trigger sparking as though a member of a different force. ---
Reciprocity When you take damage, deal some to your attacker. Take damage to deal damage. / Deal damage, but next attack against you automatically hits.
Shoutout Talk when it's not your turn. Get silenced or muted. => Gain a sonic attack.
Unpredictable Moves Gain a +2 dodge bonus to AC. Affected by an area effect. <=> Gain Evasion.
Wild Surge --- Be near a Force effect. => Randomly increase or decrease that effect's caster level.

 

Lesser Avaos

Lesser Avaos
Avao Name Active Effect Causal/Precausal Effect
Bear Hands Gain a bonus to Strength. Remove hand gear. => Gain claw attacks.
Break Health Target's current hit points can exceed maximum hit points for 1 round. ---
Break Status Target is unaffected by one status ailment for 1 round. ---
Chaos Nova Deal 1d6 damage in a burst around you. Die. <=> Deal 1d6/level damage in a burst.
Crazy Random Happenstance --- Need an item. => Happen to have it on-hand.
Disrupt Chaos Interrupt chaotic effects. Your chaotic effect is disrupted. => Disrupt next chaotic effect used by source.
Escape Bonds Gain a +4 bonus against touch-based effects. Grappled or Bound. => Gain Freedom of Movement.
Free Your Mind Target creature gets +4 on saves against mental influence. Another creature is affected by mind-influencing. => That creature becomes immune.
Fumbling Strike --- A creature fumbles. <=> A creature crits.
How Does It Work Random reaction to magnetic effects. Magnetic effect occurs. => Modify magnetic effect.
Ice Fractal Freeze the ground in a fractal pattern. Take cold damage. <=> Nearby creatures also take cold damage.
Lend Luck Get a luck bonus on saves. Fail a save. <=> Others get a bonus on that save.
Look At Me Gain a bonus to Charisma. Creature attacks target adjacent to you. <=> Creature takes penalties to attack targets other than you.
Reflection Gain a +2 deflection bonus to AC. Hit by a ray effect. => Ray effect instead affects a random target.
Right Behind You Gain a bonus to Perception. Creature says your name. <=> Teleport to be adjacent to that creature.
Self-Expression Lie even if effects would prevent doing so. ---
Splinter --- Your weapon is sundered. <=> Adjacent creature is blinded temporarily.
Surprise Gain sneak attack. Become flanked. => Gain improved uncanny dodge.
This is Bat Country Frighten a creature. Illusion effect. => Can interact with a known illusion as though it were real.
Thunderstrike --- An electricity effect occurs. => The effect occurs again.
Uncomfortably Energetic Gain haste, but with drawbacks. Creature is hasted. <=> Creature suffers penalties to finesse- and social-based checks.
Unexpected Angle Restrictions on moving loosen. Creature charges you. => Free 5-foot step.
Watch the Sharp End --- Disarmed. <=> Free attack with that weapon.

 

Greater Avaos

Greater Avaos
Avao Name Active Effect Causal/Precausal Effect
20% Cooler Make an item more useful. A Force effect occurs. => Intensify the effect.
Big-Lipped Alligator Moment Summon a creature inappropriate to current terrain. ---
Chaostouch Touch deals Wisdom damage. Creature reads your mind. <=> Creature becomes confused.
Chaotic Energy Half of damage you produce is chaotic. Hit by energy type. => Change the energy's type.
Coin Flip --- Target makes a roll against a DC. => Target has 50% chance to succeed.
Disrupt Remembrance Interrupt blue and temporal effects. ---
Door to Nowhere Find a passage through solid material. Door is opened => Door leads nowhere.
Double Rainbow Fascinate a creature. Pattern effect. => Apply a meta feat to the effect.
Entropic Reversal --- A creature is healed. <=> That creature is harmed instead.
Equivalent Exchange --- Conjuration effect. <=> Random creature nearby blinks out.
Inversion --- Creature gains a circumstantial or effect-based modifier to a roll. => Change the sign of the modifier.
Karma Take 10 on all rolls. Roll a natural 1 now. <=> Get a natural 20 for later.
Miss the Ground --- Hit the ground from falling. => Fly.
My Time Ignore the initiative order. Your initiative is changed. <=> Gain a move action now.
Not Lupus Gain bonuses on saves against negative status effects. Gain a status effect. <=> Gain a lesser version of a status effect.
Out of Sight Gain limited invisibility. Affected by teleportation effect. => Go invisible instead.
Shell Game --- Conjuration effect. <=> Illusion effect.
Spatial Jump Travel through space in a random direction. Teleport effect. => Modify the chances of failure.
What's This Button Do --- Interact with an item for the first time. => Gain a bonus on first check made to manipulate it in some fashion.
Will It Blend Create a cyclone of whirling blades. ---

 

Overwhelming Avaos

Overwhelming Avaos
Avao Name Active Effect Causal/Precausal Effect
Break Death Target ignores dead for 1 round. ---
Break Movement Target's movement speed is "arbitrarily large" for 1 round. ---
Break Resource Target's next special ability within 1 round uses no resources. ---
Butterfly Effect --- An avao would be triggered. => Trigger any avao.
Chaos Generate a random effect. ---
Chasm Split the earth. Get tripped or bullrushed into a wall. => Split the surface of what you fell into.
Destabilize Time Delay onset of negative effects. Random roll is made. => Resolve roll later.
Disrupt Force Interrupt Force effects. Force effect => Attempt to counter that effect.
No Luck Target creature obeys the bell curve. Critically fail a roll. => Take 10 on future roll.
Noncausa Creature gains the noncausa status for a short time. ---
Pandemonium Creatures are no longer considered enemies or allies. Change an ally-or-enemy effect's targets. / Negate an effect's target change.
Retcon --- Change actions you took in the past. / Take two sets of actions, and choose one that actually happens.
Ripple Effect --- An avao was triggered last turn. => Trigger two avaos this turn.
Weird --- Affected by something. => Suffer a different but related random effect.
Uncertainty Gain concealment. Die. => Act like you're not dead.

 

Feats

The following are a selection of feats that are relevant to anarchs.

 

AVAO FOCUS [Entropic]
Your avaos are particularly strong in chaotic power.
Prerequisites: Access to at least subtle avaos.
Benefit: Increase the Saving Throw DC of all your avaos by +1. You can take this feat multiple times; its effect stacks.

 

CHAOTIC FLOW [Entropic]
You have attuned yourself to one particular aspect of chaos, making it come to you easier.
Prerequisites: Access to at least lesser avaos.
Benefit: Choose one avao with a causal and/or precausal use. Reduce the number of trigger slots required to use that avao by 1, to a minimum of half the normal required trigger slot expenditure.
Special: You can take this feat multiple times. Each time you do, you can choose the same avao, reducing its trigger slot requirement by 1, or choose another avao.

 

EPIC AVAOS [Epic, Entropic]
Your understanding of chaos transcends mortal bounds.
Prerequisites: Access to overwhelming avaos, anarchist level 21st+.
Benefit: You gain an additional active overwhelming avao slot. You can take this feat multiple times.

 

EXTRA ACTIVE SLOT [Entropic]
You are more capable than others in unbinding chaotic effects from their causes.
Prerequisites: Access to lesser avaos.
Benefit: You gain an additional active avao slot for a single grade, up to one lower than the highest grade you can access. You can take this feat multiple times.

 

EXTRA TRIGGER SLOT [Entropic]
You are closer to chaos than others, allowing you to call upon it more often.
Prerequisites: Access to at least subtle avaos.
Benefit: You gain an additional trigger slot.
Special: You can take this feat multiple times. Each time you do, you gain an additional trigger slot for each time you have previously taken this feat.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

Design Notes

Ah, the anarch. Much discussion was had over how to make this class work, back in the day. Good times.

I am disliking the trigger slot system. It feels too... reliable. Significantly too reliable. I suspect that this class has an issue similar to what the voidchild had back when the voidchild used slots, then a traditional "full cup" resource: it simply didn't carry the right feel. For the void, it had no sense of danger; here, for the anarch, it doesn't seem to carry any sense of randomness.

Of course, that's starting ... well, but it's not, because an anarch would still have the active avaos. Trigger slots are the real power, but active avaos are still useful in their own ways, and are probably sufficient to carry an anarch when their random abilities are being less helpful.

An idea is percolating.