Trinity:Anarch

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Aside from the Void, Chaos is one of the more esoteric Forces in Trinity, making its Force-using class - the anarch - difficult to write. In addition to difficulties in coming up with precisely what is meant by "chaos," in the Force sense, there is also the difficulty of making the anarch different enough from other classes, while retaining the feel of chaos and also being a viable character option.

What follows is a rough write-up of the anarch.

The Anarch

								Active Avaos	Trigger
Level	BAB	Fort	Ref	Will	Special			S   L   G   O	Slots
1	+0	+0	+2	+2	Chaos Trigger		1 / - / - / -	2
2	+1	+0	+3	+3	Sense Chaos		2 / - / - / -	4
3	+1	+1	+3	+3				2 / - / - / -	6
4	+2	+1	+4	+4				3 / - / - / -	8
5	+2	+1	+4	+4	Avaos (Lesser)		3 / 1 / - / -	10
6	+3	+2	+5	+5				3 / 1 / - / -	12
7	+3	+2	+5	+5				3 / 2 / - / -	14
8	+4	+2	+6	+6				3 / 2 / - / -	16
9	+4	+3	+6	+6				3 / 2 / - / -	18
10	+5	+3	+7	+7	Avaos (Greater)		3 / 3 / 1 / -	20
11	+5	+3	+7	+7				3 / 3 / 1 / -	22
12	+6/+1	+4	+8	+8				3 / 3 / 2 / -	24
13	+6/+1	+4	+8	+8				3 / 3 / 2 / -	26
14	+7/+2	+4	+9	+9				3 / 3 / 2 / -	28
15	+7/+2	+5	+9	+9	Avaos (Overwhelming)	3 / 3 / 3 / 1	30
16	+8/+3	+5	+10	+10				3 / 3 / 3 / 1	32
17	+8/+3	+5	+10	+10				3 / 3 / 3 / 2	34
18	+9/+4	+6	+11	+11				3 / 3 / 3 / 2	36
19	+9/+4	+6	+11	+11				3 / 3 / 3 / 2	38
20	+10/+5	+6	+12	+12				3 / 3 / 3 / 2	40

Anarch[edit]

An anarch

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[edit]

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.

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[edit]

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.

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 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.

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 2d6 rounds, 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 2d6 rounds, after which time the side-effects would lessen to those of a Subtle avao for 2d6 rounds).

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.

Avaos[edit]

An incomplete list of avaos follows; the full list can be found here.

Subtle Avaos[edit]

NAME		ACTIVE / CAUSAL ( <=> or => or / ) PRECAUSAL
Chaosflame	Hurl a ball of chaotic flame. / Take fire damage. <=> Become wreathed in flame.
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. => Gain immunity.
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.
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 AoE. <=> Gain Evasion.
Wild Surge	--- / Be near a Force effect. => Randomly increase or decrease that effect's caster level.

Lesser Avaos[edit]

NAME		ACTIVE / CAUSAL ( <=> or => or / ) PRECAUSAL
Chaos Nova	Deal 1d6 damage in a burst around you. / Die. <=> Deal 1d6/level damage in a burst.
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.
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.
Reflection	Gain a +2 deflection bonus to AC. / Hit by a ray effect. => Ray effect instead affects a random target.
Splinter	--- / Your weapon is sundered. <=> Adjacent creature is blinded temporarily.
Surprise	Gain sneak attack. / Become flanked. => Gain improved uncanny dodge.
Thunderstrike	--- / An electricity effect occurs. => The effect occurs again.
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[edit]

NAME		ACTIVE / CAUSAL ( <=> or => or / ) PRECAUSAL
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.
Entropic
   Reversal	--- / A creature is healed. <=> That creature is harmed instead.
Equivalent
   Exchange	--- / Conjuration effect. <=> Random creature nearby blinks out.
Just Chance	Target gets no bonuses or maluses to a roll. / ---
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.
Out of Sight	Gain limited invisibility. / Affected by teleportation effect. => Go invisible instead.
Spatial Jump	Travel through space in a random direction. / Teleport effect. => Modify the chances of failure.
Uncertainty	--- / Conjuration effect. <=> Illusion effect.

Overwhelming Avaos[edit]

NAME		ACTIVE / CAUSAL ( <=> or => or / ) PRECAUSAL
Butterfly
   Effect	--- / An avao would be triggered. => Trigger any avao.
Chaos		As per wand of wonder. / ---
Chasm		Split the earth. / Get tripped or bullrushed into a wall. => Split the surface of what you fell into.
No Luck		Target creature obeys the bell curve. / Critically fail a roll. => Take 10 on future roll.
Noncausa	Creature becomes a noncauser for a short time. / ---
Ripple Effect	--- / An avao was triggered last turn. => Trigger two avaos this turn.
Weird		--- / Affected by something. => Randomly suffer a different but related effect.