Slowly working through again
Chaos Warrior --> Chaos Style --> Impossible Infilitration
At 18 HD 1/hour you may reposition yourself into any position whitin sight as a free action. Don't ask how you did it. You just did. Also your miss chance gained from an Hide check no longer has a cap.
Probably should not have the hide check completely uncapped, or you become 100% miss chance at the cost of immediate action, which is probably too good. I'd suggest just raising the cap to something high. Particularly because at 18th level, this pick is virtually for free.
Chaos ChampionMutations --> Legion --> Alpha Status. When a paragon ability references "Paragon Level" what level should you use?
Mutations --> Plague -->
Abyss Rot- Such is the virulence of the Chaos Champion that she can infect others whitout any direct contact. The Chaos Champion becomes immune to diseases and poisons, altough they can still fester in her body whitout a time limit. As a fullround action the Chaos Champion can make everyone whitin 5 feet per HD suffer the effects of any one disease/poison currently inside himself, save DC becoming 10+1/2 HD+Con mod. If the Chaos Champion has 12 HD or more even creatures normally immune may be affected, but they gain a +5 bonus on their saves. Then you need to wait 1d4 rounds before being able to use this again.
http://www.dandwiki.com/wiki/SRD:PoisonsThis can be 3D6 damage to a choice of (Str, Con) or 2D6 Dex(Colossal Monstrous Centipede) at range, to all in an area, with secondary save required. Also there are other poisons (blindness...)
Something like Shivering touch (bit less damage) reached, chained (more damage to the other targets) is something like an 8th level spell. Weaker because less Dex damage, but stronger because of vastly more choice.
I like the idea, but probably needs some kind of penalty to balance it.
Armor -->
20 Raptor Pack-This works as the Power Armor from the Chaos Warrior, but comes with extra systems, either mechanical wings or infernal jets that allow the Chaos Champion to fly with perfect maneuverability at triple her base speed, and gains a +1d6 bonus on the first charge attack and damage roll she makes on a flying charge. If the chaos champion rolls a natural 1 on an attack roll or saving throw while airborne she instantly falls to the ground as something jams however. Every extra time this is picked the Power Armor is improved as if you had taken Power Armor again and your flight speed increases an extra amount equal to your base speed.
I don't think you should have to roll on every attack or fall because you could easily have 10 attacks, and thus fall every other round... maybe just on saves...
I24 Icon of Excess- Not actually an armor, but must be held in plain view in either the neck, belt, head or an hand slot. You and all non-lawful non-good allies whitin 60 feet can delay damage and other negative effects on themselves for 1d12 rounds unless the effect/damage would kill them right away. Nobody can benefit by more than one Icon at once, if there would be multiple Icons whitin range, only one applies at random..
That seems a bit strong. I'd think a disadvantage should be added. Just for yourself it is powerful, but for a large group, it is amazingly powerful.
Compare this to the power "feel no pain" (Chaos Champion --> Chaos Style --> Plague) which is really quite powerful even at 1D4 rounds only for the character.
Eye of the Abyss
--> CR-4 ... let's assume we have Chaos Champion (9th level) against many 6th level mooks. Given powerful area attacks, it is entirely reasonable to believe that he'll kill 12 the first round, meaning: +2 all attributes, +1 all D20 rolls, extra attack on full attack, confused. And this would happen in most mass battles. It's a bit strange.
Slowly making my way through again.
Once again, thanks for these cool
classes!
Best,
David