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