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Anarch

The Anarch is a holy warrior tasked with opposing law and order and encouraging others to do the same. He is a roving force of chaos, never remaining in one location for long but leaving his mark in the form of mayhem wherever he goes. Some anarchs proclaim chaos is the ultimate freedom. Others claim change is the natural state of the world. Few anarchs view their holy mission in the same way, and most change their opinion many times.

Anarchs must be Chaotic Neutral since they embody the unpredictable nature of entropy. Chaotic deities of war and destruction often have anarchs serving their needs, even if the chaotic nature of the anarach is sometimes at odds with the goals of the god’s followers. Anarchs do not form knighthoods or similar societies; they work alone or in small groups. Two anarchs are just as likely to come in conflict with each other as they are to work together for a common goal.

Alignment: Chaotic Neutral

 

Hit Die: d10.


Shared Game Rules:

Dispite their different beliefs, all holy warriors share certain similar abilities and features as detailed below:

Abilities: Charisma enhances a holy warrior's ability to smite, her self-protective capabilities, and her ability to channel energy.  Strength is important for its role in combat, an area which all holy warriors are expected to excel.  A wisdom score of 14 or higher is required to get access to the most powerful holy warrior spells, and a score of 11 or higher is required to cast any holy warrior spells at all.

Alignment: All holy warriors must be of a specific alignment, as included in each of their discriptors.  If they stray from their tenets and alignment, they lose their divine powers just as a paladin would.

Class Features

All of the following are class features shared in common between all holy warriors:

Weapon and Armor Proficiency: All holy warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).

Smite (su): all holy warriors can smite a certain type of enemy a number of times per day.  This ability targets different alignments depending on the holy warrior in question, but otherwise, it functions the same as the paladin's ability to smite evil (see below for alignment).

Divine Grace (su): All holy warriors gain this ability at 2nd level, which functions as the paladin ability of the same name.

Aura of Courage (su): All holy warriors gain this ability at 3rd level, which functions as the paladin ability of the same name.

Channeling Energy (su): All holy warriors gain the ability to channel positive energy when they reach 4th level.  The good-aligned holy warriors (avengers, Paladins, and Sentinals) can use this energy to turn undead, while the neutrally aligned holy warriors (enforcers, incarnates and anarchs) use it for other purposes.  This ability otherwise functions as the paladin ability to turn undead.  See below for further details.

Spells: All holy warriors gain the ability to cast divine spells as earily as 4th level (if their wisdom score is high enough to grant bonus to 1st level spells).  Each holy warrior has a unique spell list.  Holy warriors gain spells at the same rate as Paladins.  See below for spell list and spell progression.

 

Anarch Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (Architecture and Engineering)(int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive(Wis), and Survival (Wis).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Anarch Class Features

All the following are class features of the Anarch

Aura of Chaos: The Power of an Anarchs Aura of Chaos (See Detect Chaos spell ) is equal to his anarch leve

Detect Law(Sp): At will the anarch can use Detect Law, as the spell

Smite Law(Su): An Anarchs Smite Ability effects lawful creatures.

Destructive Strike(Su): A 2nd level anarch gains the ability to critically hit objects or constructs with melee attacks. He may inflict critical damage (but not sneak attack damage) on an object or construct a number of times per day equal to his charisma modifier. The anarch makes this decision after a critical threat is rolled but before the roll to confirm is made. If the anarch fails to confirm that use of destructive strike is wasted.

Slippery Mind (Ex.): The Anarch has a powerful sense of self and free will, as such his mind fights much harder against magical control than most other minds. If an anarch is effected by an enchantment spell or effect and fails his saving throw, he can attempt the saving throw again one round later to break free of the effect. Failing this saving throw does not grant the anarch further saving throws against the enchantment

Turn Construct (Su): When an anarch reaches forth level he gains the supernatural ability to turn or destroy constructs. The anarch uses this ability a number of times per day equal to 3 + charisma mod. The anarch turns constructs as a cleric of 3 levels lower would turn undead.

Special Mount (Sp): Anarchs gain a special mount, just as a paladin does, at 5th level.

Dispel Law(Sp) :At 8th level, an anarch gains the ability to dispel law, as per the spell, once per week. He may use this ability an additional time per week every additional 4 level, to a maximum of 4 times a week at 20th level. Caster level is equal to anarchs class level.

Code of Conduct: An anarch must be of chaotic neutral alignment as loses all class abilities if he ever commits a blatantly lawful act (such as providing an oath, fulfilling a contract, or joining an organization such as a brotherhood or fellowship.) Aside from this the anarchs code is really little more than a lack of code. As long as he continues to cause chaos and ferment disrespect for law in others, his status as anarch is secure.

Associates: An anarch never knowingly associates with lawful characters, nor will he continue an association with someone who consistently offends his moral code. An anarch can only accept henchment, followers, familiars, or cohorts who are chaotic neutral.

 

Anarch Spell List:

1st level : Bane, Bless Weapon, cause fear, cure light wounds, detect poison divine favor, doom, endure elements, entropic shield, lesser confusion, magic weapon, obscuring mist, protection from law.

2nd level: Align weapon, bear’s endurance ,blur, darkness, eagle’s splendor, mirror image, misdirection, scare, shatter, touch of idiocy, undetectable alignment.

3rd level: Blindness/Deafness, contagion, cure moderate wounds, deeper darkness, greater magic weapon, magic circle against law, rage, slow.

4th level: Break enchantment, Chaos Hammer, confusion, cure serious wounds, dispel law, freedom of movement, lesser planar ally, poison, shout.

 

Table: The Anarch

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+0

+0

+0

Aura of chaos, detect law, smite law 1/day

—

—

—

—

2nd

+2

+0

+0

+0

Divine grace, destructive Strike

—

—

—

—

3rd

+3

+3

+1

+1

Aura of courage, slippery mind

—

—

—

—

4th

+4

+4

+1

+1

Turn construct

0

—

—

—

5th

+5

+4

+1

+1

Smite law 2/day, special mount

0

—

—

—

6th

+6/+1

+5

+2

+2

1

—

—

—

7th

+7/+2

+5

+2

+2

1

—

—

—

8th

+8/+3

+6

+2

+2

Dispel Law 1/week

1

0

—

—

9th

+9/+4

+6

+3

+3

1

0

—

—

10th

+10/+5

+7

+3

+3

Smite law 3/day

1

1

—

—

11th

+11/+6/+1

+7

+3

+3

1

1

0

—

12th

+12/+7/+2

+8

+4

+4

Dispel Law 2/week

1

1

1

—

13th

+13/+8/+3

+8

+4

+4

1

1

1

—

14th

+14/+9/+4

+9

+4

+4

2

1

1

0

15th

+15/+10/+5

+9

+5

+5

smite law 4/day

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+5

Dispel Law 3/week

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+5

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+6

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+6

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+6

Smite law 5/day, Dispel Law 4 Times/week

3

3

3

3