Energy Type: Random*
Dicipline:
Malfesant HeartSkills: Knowledge (The Planes), Jump
Exotic Weapons: Dire Flail, Spiked Chain, Nunchaku
*Random energy: At the beginning of each round you must determine your energy type by rolling a d100. 01-20 acid, 21-40 Cold, 41-60 Electricity, 61-80 fire and 81-100 Sonic.
Aberant Psychology (I, Su): You are immune to compulsion effects.
Chaos Hammer (II, Sp): You may cast Chaos Hammer 1/day per class level as a spell like ability.
Chaos Breath (III, Su): In addition to the normal useage of your breath weapon you also gain the ability to emit a cloud of confusing gas. Creatures caught in the gas must succeed on a will save or become confused for 1d4 rounds.
Word of Chaos (IV, Sp): You gain the ability to cast Word of Chaos as a spell like ability 1/day.
Protection of Chaos (V, Su): You are continually protected by a Cloak of Chaos effect.
Chaos Hammer is supposed to be a 4th level spell but I really cant see why it would be higher than 2nd level at best...