WARRIOR-PALADIN KIT Anarchist Description: As an Anarchist sees it, the multiverse was not born out of some primal field of chaos--the multiverse is Chaos. There is no order or pattern to anything, and this is the only meaning the universe can be said to have--a great secret everyone else is just too dull-witted or cowardly to realize or admit. The only order that exists is an unnatural one that others attempt to impose, but at the very moment that such folk cease exerting their will and power to maintain order things immediately begin to revert back to the true chaos that is their nature. An Anarchist's essential credo is that chaos should not be fought, since it is how things are truly meant to be. It has a beauty and a wonder all its own, and only be allowing chaos to reign supreme and free can the one truly live, enjoying and playing within its unshapable and uncontrollable energy and vibrant creation. Those who impose order on others are forcibly deceiving them in an unnatural and dangerous corruption of the natural order, generally with the goal of preserving their own power, influence, and authority. Anarchists enjoy nothing better than disrupting such feeble and deluded attempts to establish something lasting and ordered in a universe that in truth allows neither. Nothing lasts, and order is an illusion, so an Anarchist feels perfectly justified in bringing this obvious truth forcibly into the consciousness of others. The ultimate goal of all Anarchists to bring down all established society, disrupt communication and all attempts to create lasting order or organization, and reduce society to an absolute and irrevocable state of anarchy. No one really knows what will happen if this ever occurs, and it is pointless even to think about until the current order has been brought low. To an Anarchist, however, it is clear that those who are strong (like themselves) are the most fit to survive in the coming anarchy, while those less able will be destroyed or dominated by their rightful superiors. This pure meritocracy allows the universe to proceed in an organic way, not disrupted by the pretensions of deluded fools to impose a false order upon others, though Anarchists realize that even their natural superiority could at any time be overturned by the swirling eddies of chaotic fortune. They have no problem accepting this as a natural consequence of allowing chaos to run free. It should be noted that every Anarchist has their own ideas about how best to bring about this 'new world (dis)order', and they rarely cooperate or even agree with one another. Requirements: Anarchists must be of unwavering chaotic evil alignment and have the standard ability score requirements of Paladins. Anarchists must be humans or tieflings. Weapons & Armor: Anarchists can wear any type of armor and use any type of weapon or shield. Special Benefits: Anarchists are a 'anti-Paladins' who are dedicated to a particular philosophy of chaotic evil alignment. They have the same ability to specialize with weapons as other Paladins, and in addition they have the following special abilities. Aura of Holiness: As a standard Paladin, save that an Anarchist's aura dispels magic from lawful casters. Chaotic Mind: Considered at least mildly insane by most other characters, Anarchists are actually immune to spells or powers causing confusion, insanity, rage, or other forms of irrational behavior, including chaos, confusion, delude, feeblemind, Tasha's uncontrollable hideous laughter, and psionic id insinuation, aversion, repugnance, phobia amplification, and invincible foes. An Anarchist notes the presence of such powers and can choose whether to act in such a way as to appear to have fallen victim to the power in question. Simply put, an Anarchist has already seen enough of the vast and unfettered chaos of the universe in his or her training that powers of these sorts just do not impress them at all. Anyone attempting to read an Anarchist's mind must save vs. spells or else the mind-reading power will be disrupted and the mind-reader struck with confusion for one round per level of the Anarchist. Even if the mind-reader succeeds in his or her save, the Anarchist still receives a save vs. spells to block the mind-reading attempt, as his or her chaotic thought patterns are very difficult to decipher. This save vs. spells is also allowed to block psionic contact. Finally, an Anarchist can use the power of his or her Chaotic Mind to actually project confused thoughts and impulses to creatures within 10'. Once per day, Anarchist can cause inverted ethics in one creature per level within that radius. Once per week for every five levels of experience, an Anarchist can confuse tongues (as the reverse of the tongues spell) within that radius. Any creature within the area of effect is entitled to a save vs. spells, with a bonus or penalty equal to the difference between their level and the Anarchist's level in addition to any other modifiers. These powers can be used by a simple act of will and require no spellcasting. Charismatic Appeal: As a standard Paladin, save that an Anarchist can use his or her ability to sway any creature of a non-lawful alignment toward a friendly reaction (assuming they are the Anarchist's level or lower). When dealing with non-chaotic creatures, however, the friendliness induced by an Anarchist's Charismatic Appeal lasts for only one day per level of the Anarchist; after this time, non-chaotic creatures come to the conclusion that they are dealing with a dangerous and mentally unbalanced radical and must make a normal reaction roll with no modification for the Anarchist's Charisma score. When dealing with lawful creatures, an Anarchist's normal Charisma reaction bonus is counted as a penalty to reactions. Chosen Foe: As a standard Paladin, save that an Anarchist's Chosen Foe must be of lawful alignment. He or she can instead choose the church and faithful of a single lawfully aligned deity. Essence of Corruption: As a standard Paladin's Essence of Virtue. Impulse: To an Anarchist, thought and action should truly be one. Attempting to rein in one's natural Impulse is wrong-headed and bound to lead to failure, as it is a contravention of the way the universe works. As a result, Anarchists think and act very quickly and without hesitation in pressure situations, gaining a -1 initiative bonus for every five levels of experience (rounding up). This also allows them to react quickly when surprised, granting an equal bonus to rolls to avoid being surprised by others, though an Anarchist gains no bonus to surprise others. Independent Spirit: Anarchists are a stubborn lot, hard to persuade or get to change their minds once they have settled on a thought (though of course one could simply wait a few minutes for the Anarchist to change his or her mind). Any time an Anarchist is subjected to a mind-affecting spell or power of any sort, they receive a +2 bonus to their saving throw. Even if the power in question does not normally allow a saving throw, an Anarchist can attempt an unmodified save vs. spell to resist the power. Priestly Powers: As a standard Paladin, save that an Anarchist can command rather than turn undead. In addition, they gain access to the spheres of All, Chaos, Combat, Darkness, Summoning, and Thought. Sense Law: As a standard Paladin's ability to Sense Evil, but an Anarchist can detect the presence of law instead. Special Hindrances: Anarchists have a code of conduct that they must follow in order to gain their powers, though of course their credo and ethos are very different (and in many ways antithetical) to that of a standard Paladin. The 'Ten Commandments' of an Anarchist could be summarized as follows: 1. Never tell the truth when an advantage can be gained by lying. 2. Engage in whatever activity you feel like unless someone stronger than you prevents you. 3. Obey the rule of others only so long as they have power over you and can enforce their will. Otherwise, strike your own course and dominate those around you who are weaker than yourself. 4. Avoid entanglements in long-term or dedicated personal relationships, but feel free to delude others into believing you may be a faithful ally, covering yourself for when times may get tough. 5. Spread destruction, pain, and suffering wherever possible, and maximize it when it occurs, but avoid being stuck with the blame if possible. 6. Be relentless in pressing any advantage against a foe, never showing mercy or kindness to a defeated enemy. 7. Spread chaos and overturn settled, staid norms, bringing down those in power (especially good creatures in power) whenever possible. 8. Spend at least half of all income on impulsive purchases, gambling, and spreading misery and fomenting dissent whenever and wherever possible, including at least 10% of income being donated to religious groups that seek to further the ends of chaos and evil. 9. Never own more than can easily be carried (including on a mount), avoiding excessive material entanglements. 10. Depend on inner strength and do not become overly dependent upon magical items, possessing no more than one suit of armor, one shield, four weapons, and four other items. Besides these basic guidelines, it must be stated that by the very nature of their chosen task Anarchists do not believe in forming strong or lasting partnerships with others. Though they may choose to ride, they cannot use the Call Mount ability of other Paladins to summon a faithful steed. They can never hire permanent henchmen, though they can and do hire others to do things for them. They can never found businesses, build permanent strongholds, raise armies, or undertake any other action that requires long-term organization and discipline. Anarchists often induce others who already have such things to allow them to make use of such resources (e.g., agitating one king to make war upon another or to let the Anarchist stay in his or her palace for a time), but they simply do not have the mental orientation to undertake such things on their own. Anarchists will cooperate with characters of any alignment as long as it is convenient for them to do so and they share similar goals, but they will move on (or even attempt to kill their former allies, if the opportunity presents itself) if they feel their style is being cramped. Note that it is possible for an Anarchist to attract one or more followers through the use of their Charismatic Appeal. An Anarchist will happily make use of any idiot who comes along and offers themselves in service to him or her. In fact, Anarchists rather enjoy having one or more lackeys around to perform spying, manual labor, message-bearing, and other tasks for the Anarchist, as well as constantly bootlicking, toadying, and groveling in an attempt to please and appease the Anarchist and gain some favorable notice. In no case, however, will an Anarchist actually make any sort of lasting commitment to such lackeys, though he or she may lead them on for months or even years and will use them as pawns in their schemes of destruction. Anarchists believe that those who attempt to learn the nonexistent rules of the universe are deluding themselves with a cruel joke. To find meaning in the meaninglessness of pure chaos is absurdity itself, and those who attempt to do so are wasting their lives and demonstrating their own foolishness. There is no higher meaning, no transcendent order, no ultimate answer to existence. Things simply are, and the only meaning that exists is the one they imagine for themselves. Anarchists are thus not very dedicated students, gaining only half their normal allotment of non-weapon proficiency slots at 1st level (including bonus slots for high Intelligence) and gaining new slots only every four levels. Any sort of training for an Anarchist requires twice the normal amount of time, and he or she suffers a -1 (-5%) penalty to his or her chance of success when training for weapon or non-weapon proficiencies. Anarchists believe that reality is inherently transient and always descending toward ultimate entropy. Although others may howl and rage in frustration, plead with their deities for wisdom and insight, or simply go insane searching for a truth that just is not there, the universe just continues in an erratic and inherently unpredictable pattern of destruction and rebirth. They see this destruction as a natural occurrence, and they see no need to interfere with its progress. As such, Anarchists are incapable of performing Faith Healing. In addition, healing magic used on an Anarchist has only half the normal effect, and he or she has only half the normal chance of being raised or resurrected from the dead. Finally, Anarchists know the hard truth and have learned to stop looking for meaning, accept what exists, and look inward to create meaning for themselves and their existence. They have learned that the only way to really get anything accomplished is to stop imposing limits and follow their natural impulses and desires. As a result, Anarchists must always act without hesitation and do not change their minds in midstream. In game terms, as soon as any action is stated by the player of an Anarchist, he or she is committed to that action and cannot change their minds. Anarchists who spend too much time considering or debating pending actions are acting contrary to their own anarchic philosophy and may need to seek atonement for their actions; at the very least, they will lose their normal Impulse bonus. Required Proficiencies: Disguise Preferred Proficiencies: Ambush, Awareness, Blather, Endurance, Etiquette, Information Gathering, Investigation, Jest, Interrogation, Languages (Modern), Monster Lore, Numeracy, Persuasion, Planology, Prestidigitation, Reading/Writing, Seduction, Torture, Voice Mimicry Forbidden Proficiencies: Administration, Ancient History, Astrology, Bureaucracy, Diplomacy, Divining, Law, Mercantilism, Prophecy, Research, Siegecraft, Strategy, Teaching