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Chaos Mage (requested)

Posted: Tue Sep 07, 2010 6:55 am
by Koumei
This was requested in the "classes you'd like to see" thread. This one actually took a little while, mainly for all the flipping through books for Giant Frogs.

The Chaos Mage

"Fear the ultimate power of Giant Frog!"

Chaos Magi have a special link with Chaos. There is no apparent reason for this, but you wouldn't expect there to be, would you? It's called the Chaos Mage for a reason. They gain the powers of Entropy, Chance and Giant Frog.

Playing a Chaos Mage: the Chaos Mage benefits from a high Intelligence, and Dexterity, Constitution and Wisdom really don't hurt either.

Hit Dice: d6
Skill Points: 2 + Int
Class Skills: Balance, Bluff, Concentration, Escape Artist, Intimidate, Knowledge (Any), Spot, Tumble
Proficiencies: no Armour, all Simple weapons.
Level:BAB:FortRefWillSpecial:
1+0+2+2+2Entropic Blast, Giant Frog (Battletoad)
2+1+3+3+3Good Luck Charm, Aura of Entropy
3+1+3+3+3Giant Frog (Battletoad Swarm), Shatter
4+2+4+4+4Entropic Field I, Bad Luck Curse
5+2+4+4+4Giant Frog (Dire Toad)
6+3+5+5+5Wild Magic
7+3+5+5+5Giant Frog (Mud Slaad)
8+4+6+6+6Entropic Field II
9+4+6+6+6Giant Frog (Red Slaad)
10+5+7+7+7Giant Frog (Blue Slaad)
11+5+7+7+7Giant Frog (Green Slaad)
12+6+8+8+8Entropic Field III, Giant Frog (Grey Slaad)
13+6+8+8+8Destruction
14+7+9+9+9Word of Chaos
15+7+9+9+9Giant Frog (Titanic Toad), Giant Frog (Death Slaad)
16+8+10+10+10Entropic Field IV, Terrible Transformation (Green Slaad)
17+8+10+10+10Double Your Frogs
18+9+11+11+11Terrible Transformation (Grey Slaad)
19+9+11+11+11Whispers of Chaos
20+10+12+12+12Terrible Transformation (Death Slaad), lolrandum, Entropic Field V

Entropic Blast (Su): The Chaos Mage has the ability to blast people with bolts of raw chaos that cause rapid decay of flesh and cancerous cell mutation, as well as warping metal and stone. With a Standard action, she may make a ranged touch attack out to 100' (+10' per level). If it hits, this deals 1d4 untyped damage per level, 1d6 per level if the target has the [Lawful] subtype or a powerful Aura of [Law] (as a Lawful Cleric might).

Giant Frog (Sp): The Chaos Mage can access the Plane of Giant Frog, and draw upon the epitome of pure Chaos. With a Standard action, she may pull forth a minion that hangs around and helps fight for one minute per class level or until reduced to zero hit points, whichever comes first. Only one summoned creature may exist at a time, and the Chaos Mage cannot dismiss them. At first level, a Battletoad can be summoned (use the Frogling: Book of Challenges, page 20). At third level, a Battletoad Swarm (3d6 Battletoads) can be summoned. At level five, she may summon a Dire Toad. At level seven, a Mud Slaad, at nine a Red Slaad, at ten a Blue Slaad, at eleven a Green Slaad, at twelve a Grey Slaad, and at fifteen, a Death Slaad or Titanic Toad. This is considered to be first-level until the point where Slaadi can be summoned, where it becomes fourth-level.

Good Luck Charm (Sp): Starting at level two, the Chaos Mage may make people lucky with a nod. With an Immediate action she may bless someone with Chaos. On the next d20 roll the target makes (such as the very action interrupted by the Immediate action), the target may roll twice and pick the most favourable result. They radiate a Moderate [Chaos] aura until one full round after they expend this ability. This is a first-level effect.

Aura of Entropy (Su): Starting at level two, the Chaos Mage emits a deadly aura that helps things rot away to nothingness. All creatures within 15 feet of the Chaos Mage lose a number of hit points per turn equal to the Chaos Mage's level or her Intelligence modifier, whichever is lower. She may choose to make anyone immune or susceptable to this effect as a Free action.

Shatter (Sp): At third level, the Chaos Mage gains the ability to cast Shatter at will. The save DC is Int-based.

Entropic Field I (Su): Starting at fourth level, the Chaos Mage is surrounded by a field that distorts reality by bringing enough Chaos into play to foil enemy plans. All attacks and non-harmless effects that target the Chaos Mage or include her in the area of effect have a 10% chance to not affect her at all. Every four levels, this improves by 10%.

Bad Luck Curse (Sp): Starting at level four, the Chaos Mage may make people unlucky with a glance. With an Immediate action, she may curse someone with Chaos. On the next d20 roll the target makes (such as the very action interrupted by the Immediate action), the target must roll twice and pick the worst result. They radiate a Moderate [Chaos] aura until one full round after the roll is made. This is a second-level effect.

Wild Magic (Sp): At level six, the Chaos Mage gains access to the highly dangerous Wild Magic. A number of times per day equal to her class level plus Int modifier, she may attempt to cast a Wild spell as a Standard action. She must then roll on the chart to determine which spell is cast, and then selects the target(s) or area. If there are no viable targets, the spell is simply wasted. The save DC (if any) is Int-based. The spell level is considered to be 1d6+3.

In the case of a Wild Mage rolling a spell that is too specific to apply to the situation or whatever, she may instead use any lower level result that the same die roll could produce (for instance, a level 11 Wild Mage could roll a 4, be dismayed at the lack of enchantments to break, and instead choose to make Black Tentacles spring up).

Destruction (Sp): Starting at level thirteen, the Chaos Mage can cast Destruction a number of times per day equal to her Intelligence modifier. The save DC is Int-based.

Word of Chaos (Su): At level fourteen, the Chaos Mage gains the ability to cast Word of Chaos a number of times per day equal to her Intelligence modifier. The save DC is Int-based.

Terrible Transformation (Su): At sixteenth level, the Chaos Mage gains the ability to transform into a Slaad as a Standard action at will. The transformation lasts for 1 minute per level. At sixteenth level, she can transform into a Green Slaad, gaining the following benefits: +10 Strength, +6 Constitution, Immunity to Sonic, Resistances: Fire 5, Cold 5, Electricity 5 and Acid 5, Fast Healing 5, and access to the following spell-like abilities at will: Chaos Hammer, Detect Magic, Detect Thoughts, Dispel Law, Protection From Law, See Invisibility, Fear and Fireball.

At eighteenth level, she can turn into a Grey Slaad, gaining the following benefits: +6 Strength, +6 Dexterity, +10 Constitution, Damage Reduction 10/Law, Immunity to Sonic, Resistances: Fire 5, Cold 5, Electricity 5 and Acid 5, Fast Healing 5, and access to the following spell-like abilities at will: Chaos Hammer, Deeper Darkness, Detect Magic, Deeper Darkness, Lightning Bolt, See Invisibility, Magic Circle Against Law, Animate Objects, Dispel Law, Fly.

At level twenty, she can turn into a Death Slaad, gaining the following benefits: +10 Strength, +10 Dexterity, +10 Constitution, +8 Intelligence, +8 Wisdom, +8 Charisma, +12 Natural Armour, Telepathy 100', Damage Reduction 10/Law, Immunity to Sonic, Resistances: Fire 5, Cold 5, Electricity 5 and Acid 5, Fast Healing 5, and access to the following spell-like abilities at will: Chaos Hammer, Deeper Darkness, Detect Magic, Deeper Darkness, Lightning Bolt, See Invisibility, Magic Circle Against Law, Animate Objects, Dispel Law, Fly, Fireball, Power Word: Stun, Finger of Death, Cloak of Chaos. She can also use Circle of Death and Implosion once each per day while transformed, no matter how many times she transforms.

Double Your Frogs (Ex): At seventeenth level, the Chaos Mage gains the ability to have two different Giant Frog effects going at a time, effectively allowing two creatures (or groups of creatures) to be summoned at once. Each use still requires its own action, however.

Whispers of Chaos (Ex): At level nineteen, Chaotic sounds are whispered to the Chaos Mage. This has no in-game effect.

lolrandom (Ex): At level twenty, the Chaos Mage wins the game and proves that Chaos is actually about lolrandumb.
Wild Magic Table:
Character Level:Roll a 1:Roll a 2:Roll a 3:Roll a 4:Roll a 5:Roll a 6:
6-7Detect LawMagic Circle Against LawFireballLightning BoltFlyChaos Hammer
8-9FireballChaos HammerConfusionBlack TentaclesContagionDispel Law
10-11Dimension DoorDispel LawTeleportBreak EnchantmentTransmute Rock to Mud or Mud to RockAnimate Objects
12-13TeleportAnimate ObjectsAcid FogMass SuggestionEyebiteGreater Teleport
14-15EyebiteGreater TeleportInsanityPrismatic SprayReverse GravityCloak of Chaos
16-17InsanityCloak of ChaosPolymorph Any ObjectMazeIrresistable DanceFreedom
18-19MazeSummon [Chaotic] Monster IXFreedomWeirdPower Word: KillMeteor Swarm
20Magic MissileTime StopShapechangeWishEtherealnessHellball

Comments, criticisms, praise and reviews may begin now.

Posted: Tue Sep 07, 2010 7:10 am
by Maxus
Whispers of chaos could let them do Knowledge skills with ranks equal to their levels.

It also occurs to me that I could change out "Chaos" for "Order" and add in some creation/manipulation abilities in place of the frogs and the more obviously chaotic things.

Even the Chaos Blast at level 1. Change it from warping and rotting flesh to make the atoms in the affected area go into non-interactive stasis and promptly fall out as dust.

Posted: Tue Sep 07, 2010 7:35 am
by Starmaker
Is lower-level wild magic available?

Posted: Tue Sep 07, 2010 7:59 am
by Koumei
Starmaker wrote:Is lower-level wild magic available?
Nope. There's no particular reason why not, just that the early levels are loaded up as-is, and that level was looking a bit sad and empty.

As for Whispers of Chaos, I intended for that to give nothing at all. I just thought it would be funny.

Posted: Tue Sep 07, 2010 2:49 pm
by ubernoob
I'm not sure how I feel about the minions, but none of those creatures are SRD so I can't easily check CRs. For the first five levels it seems that the most notable feature is the minion, which I'm very iffy about. I'd rather see a throwaway monster and bigger attacks on the PC than a PC with throwaway attacks(seriously, entropic blast sucks) and a strong minion.

Posted: Tue Sep 07, 2010 4:08 pm
by Koumei
It's generally 2 CRs less than the character. Except the Battletoads are fractional CRs, seriously. The Battletoads are pitifully weak with 1 HP each, but leave a cloud of poison behind when killed (DC 10 or 11, Con damage with no secondary damage). Slaadi have Outsider hit dice so are generically good at "stuff", and Green+ are vague casters, Red/Blue/Mud are melee hurty things. Vaguely.

Ultimately, the blast is meant to be pretty weaksauce so that it isn't just another old Fire Mage variant with high-damage-blast plus various tricks.

And tying it in with Slaadi involves either giving this random spattering of random powers (Fireball, Lightning Bolt, Deeper Darkness, Cloak of Chaos, Dispel Law, wheeeee), giving them the actual benefits of being a Slaad (high stats and Outsider hit dice) or summoning. And Giant Frogs are too strong to have as throwaway minions for ages. So it really is a case of "I always have a Cohort".

Posted: Tue Sep 07, 2010 5:38 pm
by ubernoob
Well, battletoads don't seem too bad. I'll have to create a sample character around level 8-11 or so to see how Slaad+wild magic works. The second cohort doesn't seem a big deal since you're no longer receiving upgrades at that point.

Posted: Wed Sep 08, 2010 1:35 am
by For Valor
I believe the quote at the beginning should not have a question mark. A Chaos Mage should always know how Giant Frog can Giant Frog, and therefore has no need to ask the question "Giant Frog?"

Posted: Wed Sep 08, 2010 2:10 am
by Vebyast
For Valor wrote:I believe the quote at the beginning should not have a question mark. A Chaos Mage should always know how Giant Frog can Giant Frog, and therefore has no need to ask the question "Giant Frog?"
On the other hand, considering that the writer may not be using Giant Frog orthography, are we even Giant Frog that that question mark is used in our standard manner? For all we know it's a Giant Frog, and the quoted Giant Frog is Giant Frog.

Posted: Wed Sep 08, 2010 3:52 am
by For Valor
I suppose that's Giant Frog true... however, it's unlikely that such a perfect representation of a question mark would be Giant Frog. I was simply hazarding a guess based on probabilities and Giant Frog.

Posted: Wed Sep 08, 2010 5:11 am
by Koumei
Fine, the quote has been changed.

And it occurs to me that it could be done a different way, if the minion thing isn't what people want: a transformational class (Outsider HD) that still has the Battletoad summoning (because Slaad can summon), and at very high levels, a Titanic Toad mount, and an actual class spell list for the full 10 spell levels... with every spell gaining the [Chaos] subtype and all damage spells having their damage changed to 50-50 normal-Bullshit Chaos.

Posted: Wed Sep 08, 2010 5:13 am
by Prak
The titanic toad mount reminds me of the Chaos Knight PrC from a bit ago

Posted: Fri Sep 10, 2010 5:57 pm
by PhaedrusXY
Prak_Anima wrote:The titanic toad mount reminds me of the Chaos Knight PrC from a bit ago
The one that could keep summoning his mount even after it was dead, and summon its corpse in mid-air so that it would drop onto enemies? Yeah... that was all kinds of awesome. :biggrin: I think Catharz posted that, didn't he?

Posted: Mon Sep 13, 2010 5:00 pm
by Kaelik
One thing you could do for Wild Magic is make it so that they can cast any result lower than their level for that roll as well. Thus giving them a little more leeway to use it in combat, because they are less likely to get stuck with a wasted action or absolutely no use.

Posted: Tue Sep 14, 2010 8:19 am
by Koumei
That's a good idea. Done. As funny as the level 20 "Hahaha, you rolled a 1 so you get Magic Missile" is, gimping the class just for that joke to crop up after the game stops is a bad idea.