💾 Archived View for gemini.theuse.net › textfiles.com › rpg › cl-palcn.d&d captured on 2022-01-08 at 19:47:01.
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. THE CHAOS KNIGHT The Chaos Knight is a "paladin" dedicated to disrupting Order and bringing Chaos to the universe. He believes that Order makes society stagnate and that he must preserve the balance by instigating disorder. Chaos Knights are always Chaotic Neutral and oppose the Lawful Neutral Lyans. The pay homage to a group of seven faceless powers known collectively as the Lordes of Chaos. These Lordes are suspected to abide in the outer plane of Limbo. Chaos Knights may begin as humans, but must stop advancing at 6th level or must attempt the transformation into a Chaos Lord (see below) (NOT the same as a Lorde of Chaos). The Chaos Knight can wear only chain mail and lighter armors because freedom of movement is required for his spellcasting and thieving abilities. He may not use a shield. The Chaos Knight may use any weapon. He uses the THAC0 and attacks of a fighter and may specialize in any melee weapon. He gets a d10 for hit points and gets 2 hp per level after 10th level. He uses the paladin/ranger table for level advancement. The prime requisites of the Chaos Knight are Dexterity, Intelligence, and Charisma. He receives no bonus spells for high Wisdom. The Chaos Knight begins with three weapon proficiencies and four non-weapon proficiencies. The special abilities of the Chaos Knight are: 1. The use of the thief functions: Backstab, Pick Pockets, Open Locks, Hide in Shadows, and Move Silently. He uses the thieving bases adjusted for race and dexterity then gets 30 percentage points to distribute between these abilities. Every time he goes up a level, he gets 15 points to add his abilities. 2. He may Detect Law (includes lawful monsters, creatures from Outer Planes, lawful human(oids), etc.) within 20' for every level of experience he has (up to 400'). 3. He gains a bonus to his saving throws vs. Lawful magic; +1 for every three levels of xp he has. 4. The Chaos Knight may use Chaotic Neutral holy swords (see below). 5. Spell casting abilities beginning at second level (see below). The Chaos Knight also has several restrictions: 1. He must be Chaotic Neutral. 2. He must follow his Ethos: to destroy Law wherever he finds it. 3. He will not voluntarily associate with Lawful people, but may do so if planning to destroy these people or if his life depends on it. 4. He cannot keep more treasure than he can carry and must donate 10% of all treasure to a random charity or individual. 5. He cannot own more than 6 magical items at one time. The Chaos Knight has fairly potent spell-casting powers beginning at second level. He uses the 2nd edition bard spell casting ability progression table. He may use spells from the mage schools Invocation/Evocation, Abjuration (Protection from Law replaces Protection from Evil), Alteration, Enchantment/Charm, and Illusion/Phantasm. He may learn priest spells from the Elemental sphere. One additional spell is detailed below. This spell, in the form described below, is usable only by Chaos Knights. To use spells require no material components for the Chaos Knight, he needs only to point his finger at the target and say invoke the powers of Chaos to cast the spell. He does not need to keep a spellbook, but does need to "memorize" spells [if you use memorization; if not, he will have spell points or whatever else you use]. Magickal Chaos Alteration, Enchantment Level: 3 Duration: 1 round/level of caster Range: 10 yards/level of caster Area of Effect: one opponent or 50' radius This spell reproduces the effects of Wild Magic, as it is known in the Forgotten Realms. If the target is a person, as opposed to an area, that person is subject to Magickal Chaos for the duration of the spell. Whenever casting a spell, using a magic item with charges (including potions and scrolls), or using a miscellaneous magic item, the target must roll on the Magical Chaos table (from FR Adventures book) to determine the actual effects of his spell, item, etc. If cast on an area, everyone within that area is subject to Magickal Chaos until they leave the area (or the spell runs out). The Chaos Blade (The Orange Razor) Intelligence 17 Ego 30 Chaotic Neutral "Entropos" "The Rusty Avenger" This is the legendary Chaos Blade, a five foot long bastard sword +3/+5. Under ordinary circumstances, the blade looks decrepit and is covered with rust. The hilt is iron with cheap gold paint partially covering it. Basically, the thing looks like shit. But upon entering combat with a creature of Law, the rust flakes off, exposing a awe-inspiring blade of shimmering colors. The hilt turns to a pure silvery metal and the sword starts laughing its ass off. After undergoing this transformation, the sword will function as a weapon of speed (as scimitar of) and will have a random effect whenever a natural 20 is rolled. Random Effects Table (1d10) 1-2 Double damage 3-4 Triple damage 5Disruption 6Venom 7Sharpness 8Life stealing 9Vorpal 0Roll again twice, all effects are cumulative There are very few of these swords, maybe half a dozen in any given campaign world. NO ONE besides a high level (10+) Chaos Knight will be able to use the sword's special powers. It will simply be a rusty, poorly balanced (-2 to hit) eyesore.