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Many of those who willingly follow Chaos seek to sow the seeds of their master, ultimately seeking to strengthen their bodies enough to serve as a host for the manifestation of their god in the Material Plane.

The chaosbringer is a deific order of the cleric class.

Limit Breaks (Su)

At 1st level, the chaosbringer receives the Limit Breaks (Feral Rampage and Fiendish Bulwark).

Feral Rampage (Su): This Limit Break enables the chaosbringer to enter a feral frenzy that strikes fear into the hearts of even the most hardened of foes. For a duration of 1 round + 1 round per four cleric levels after 1st, the chaosbringer enters a chaotic frenzy. Whenever the chaosbringer reduces an opponent to 0 or fewer hit points, foes within 30 feet must make a Will save (DC 10 + half of the cleric’s level + her Charisma modifier) or become shaken for 1d4 rounds. Creatures that are normally immune to fear lose that immunity while within 30 feet of the chaosbringer with this ability. This limit break requires only a swift action.

Fiendish Bulwark (Su): This Limit Break blesses the chaosbringer, by calling on the power of Chaos’s servants, not even the elements can phase her. The chaosbringer selects an element (earth, fire, water, or wind). For 1 round + 1 round per four cleric levels after 1st, the chaosbringer gains elemental resistance of 5 + 5 per four cleric levels after 1st to the selected element. At 18th level, the chaosbringer instead becomes immune to the selected element for 1 round + 1 round per four cleric levels after 1st. This limit break requires only a swift action.

Spells

A chaosbringer casts black mage spells which are drawn from the black mage spell list. A chaosbringer begins play with 3 1st level black mage spells of her choice. The chaosbringer also selects a number of additional 1st-level spells equal to her Wisdom modifier to add to her list of spells. Each time a character attains a new cleric level, she gains two spells of her choice to add to her list of spells. The two free spells must be of spell levels she can cast. Like most mages, a chaosbringer can find or purchase scrolls with spells to add to her repertoire.

To learn or cast a black mage spell, the chaosbringer must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a chaosbringer’s spell is 10 + the spell level + the chaosbringer’s Wisdom modifier. In addition, a chaosbringer gains additional MP for having a high attribute (Wisdom). All black mage spells learned by the chaosbringer use her Wisdom modifier instead of Intelligence for all spells’ effects.

Class Skills

A chaosbringer adds Intimidate to her list of class skills. In addition, she gains a bonus on Knowledge (planes) skill checks equal to half her cleric level (minimum 1).

Favored Weapon

A chaosbringer adds greatswords to her list of weapon proficiencies.

Domains

 A chaosbringer gains access to two of the following domains: Chaos, Destruction, Evil, Time, War.

Deity Abilities

A chaosbringer gains the following abilities from her deity as she increases in level.

Rebellious Edge (Ex)

At 1st level, the chaosbringer is a master of using her greatsword to inflict devastating attacks. When wielding a greatsword, the chaosbringer may re-roll any 1s she has for damage rolls.

Blight of the Four Fiends (Su)

Starting at 3rd level, the chaosbringer can channel the power of the four fiends into her channel energy. When channeling dark energy, the chaosbringer can spend an additional use of her channel energy ability to deal half of the normal channel energy damage as either earth, fire, water, or wind damage instead of the normal shadow damage. At 6th level, she may spend 1 point of faith or 1 use of channel energy as a swift action to channel the energy into her greatsword, as per the Channel Smite feat.

Blood Crystallization (Su)

Starting at 6th level, once per round, at the cost of 1 faith point or 1 use of channel energy, the chaosbringer can make a melee touch attack against a demoralized foe (affected by a fear effect) to solidify the blood in their veins as a move action. The opponent is inflicted an extra +1d6 points of non-elemental damage per three cleric levels.

Terror of the Four Fiends (Su)

Starting at 9th level, the chaosbringer can spend 2 points of faith or 2 uses of channel energy as a free action to enhance the next spell she casts from the elemental (earth, fire, water, or wind) schools with the Fearsome Spell metamagic feat. This does not modify the MP cost of the spell.

Crystallization Burst (Su)

Starting at 12th level, when the chaosbringer is using her Blood Crystallization ability, she can spend 1 additional faith point or 1 use of channel energy to make any enemy within 20 feet of the initial target have to make a Reflex Save (DC 10 + half of the cleric’s level + her Charisma modifier) or take half of the non-elemental damage from Blood Crystallization.

Aura of Chaos (Su)

Starting at 15th level, the chaosbringer radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of the chaosbringer with this ability. This ability functions only while the chaosbringer remains conscious, not if she is unconscious or dead.

Shattered Crystal (Su)

Starting at 18th level, when the chaosbringer is using her Blood Crystallization ability, if the melee touch attack connects, she can spend 2 additional faith points or 2 uses of channel energy to make the initial target make a Fortitude Save (DC 10 + half of the cleric’s level + her Charisma modifier) or die. This is a death effect.

Chaos Eternal (Sp)

At 20th level, the chaosbringer is able to channel her deity’s ability to travel through time. Once per day as a spell-like ability, she may cast time regression as the spell.