Renegade-Your cause is your own. You come first and everything else is secondary. You can pick abilities as if you were from any Aspiration. If gaining random gifts, you can also also re-roll once each of those gifts. This includes gifts re-chosen at level up from other Chaos classes.
Pretty cool to me. Slowly get better abilities over time.
How exactly does it work? For example, can you reroll the individual abilities you want to change, do you have to re-roll everything gained at 1 level, or do you have to redo absolutely everything when leveling up? I would vote for one of the first two options ... otherwise too! much change.
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My idea was that if the chaos player chooses to change, he changes everything. Can't cherry pick to "gamble" some levels and "keep" the others. Renegade allows you to pick and re-roll any new options you don't like, but everything's getting re-rolled. Yeah the gamble option was more supposed to be super change. It does give you a lot more gifts, and as you pointed out, if one is allowed to just gamble away the options they don't want, it'll end up as cherry picking almost.
Anyway leveling up isn't that uncommon of an event. If anything, I would say it's faster than going down the list and picking. Unless you already planned the whole thing ahead. But if you want that there's the cherry-pick-but-get-less-option path.
Glorious Gift of Chaos: As the Minor Gifts of Chaos of a Chaos Cultist, except you gain only one per Chaos Champion level, or one at random from each major section (Mutation, Wargear, Chaos Style). If you choose to pick, you may gain two Greater Gifts instead.
As with some earlier levels, if you do "random" for some of the categories, you'll end up with everything. Completely ok - just not that random.
I kinda run dry on ideas when reaching Chaos Style.
1 Alpha Status-You may not be perfect but damn you're better than everybody else. Pick two Excellences from the Paragon you qualify for (you can't use either to qualify for the other). You gain the benefits of either of them at any single time. You can try to swap them as a swift action, in which case roll a 1d6
1-You lose the benefits of both Excellences for 1 hour..
2-5-You swap the Excellences whitout problem.
6-You gain the benefits of both Excellences for 1 round, then go back to benefiting from the one you originally wanted.
Either way any decisions with each particular Excellence must be done when you first pick them and cannot be changed later, like maneuvers gained from Paragon Fighting Style. You also gain a pool of 1d12 potential points. Every extra time you pick this, increase your Potential Pool by 6.
Very cool ability. Note that this means a Chaos 9 can have 3/3 Excellences, which is actually more than a XX 5/Paragon 4 can have.
For something that adds paragon levels, how does that work? For example, how would Paragon Warrior work?
Hmm, I'll rather not think about that, just added clause that you can't pick the same Excellence more than once.
7 Purity of Agression-The Chaos Champion is blessed with the utter clairy of the Abyss's will. No enemy is beyond her hatred, and the feeling is mutual. The Chaos Champion gains a +1d8 bonus on all attack rolls, damage rolls and Will saves. Anyone attacking the Chaos Champion gains a +1d4 bonus on all attack rolls and damage rolls.
I'd do this one as a "roll once a day" or even "once a battle" rather than "once per attack".
Good point, changed to start of encounter rolling only.
14 Changing of the Ways-You can lose consciousness for 1d12 hours, filled with dreams and nightmares, and when you awaken all your gifts of chaos are gone and replaced with new ones, either picked or randomly gained (except for this which you must choose again). You can also change one single gift of chaos you have for another random of the same category as a swift or move action.
Very cool. I assume that it is "one gift total" not "one gift per swift action spent" as otherwise you could pretty rapidly get whatever you wanted.
Yes you're right, hopefully clarified now.
2 Night Master-You can perfectly see in darkness of any kind and you become immune to all indirect divination effects. When you full attack, you may take a basic move action that doesn't provoke attacks of opportunity instead of each basic attack at your leisure. Every extra time you pick this you gain an extra move action per turn.
This means someone with Night Master 1 pick = 1 extra move per turn & can replace attacks with basic move actions? Night Master 3 picks = total of 4 move actions per turn & replace attacks with basic move actions?
Yes.
12 Feel No Pain-Whenever the chaos champion suffer an attack, its ill effects are delayed by 1d4 rounds, including HP damage.
Pretty bunk. There are a few powers that these guys can get that make them _very_ tough.
Excellent.
Eye of the Abyss: At 3rd level whenever the Chaos Champion kills an opponent of at least its own CR-4, roll a 1d12. Multiple equal results stack.
1-Damned by Chaos-Roll another 1d12. In anything other than an 1 you're Confused until the end of your next turn, bypassying any immunities you have. In a 1 you become a writhing mass of flesh, tentacles and other... Things, for 12 rounds before returning to normal. For the duration you can only perform basic natural attacks and unarmed strikes, losing the benefits of any and all of your items, and you have to attack any visible enemies to the best of your ability.
12-Dark Apotheosis-Roll another 1d12. In anything other than an 1 you gain +1 to all 1d20 rolls for 12 rounds. If you roll another 12 you become bigger and meanier, gaining +6 to all ability scores, grow a size category, all your movement speeds are multiplied by 6 and your natural armor increases by 6 as well. Those effects lasts 12 rounds before you return to “normal”. Eye of the Gods then will not work again for 1d12 hours.
This ability has too much negative ... losing 1 turn every 12 rounds of combat (I would assume most combats have significant creatures dying every round) is Much worse than being moderately stronger 1 turn in 12.
The problem is that dnd punishes variability ... for example, if you can blast through 1 challenge every 12 regardless of CR, and you die 1 challenge in ever 12 regardless of CR, that means you're dead by 3rd level ...
Also, the timing is weird ... having the capstone be a negative rather than a positive.
Best,
David
I think you're overstimating the penalty. Remember that if someone hurt you, confusion defaults to "attack them back", which is probably what you planned to do anyway. And even then it's just one round and you don't take any penalties to defenses, is pretty far from being insta-killed.