Planescape Campaign
Xaositect Prestige Class

The Big Boss

  • As befits a faction devoted to the embrace of chaos, there is no formal ritual followed for Xaositect to become a Big Boss. A factioneer becomes a member of this prestige class when a large enough number of other factioneers believe him to be one. The Big Boss is simply someone who has both fully embraced the concept that chaos is life (and life is chaos) and is able to communicate this idea to others in such a way that they follow his lead.
  • To qualify to become a Big Boss, a character must fulfill all the following criteria.
  • Feats: Babble, Leadership.
  • Special: Must be a member of the Xaositects.
  • Class Level
    BAB
    Fort Save
    Ref Save
    Will Save
    Special, Spells per day
    1
    +0
    +0
    +2
    +0
    Hide from the law, Chaotic contagion, No rhyme or reason
    2
    +1
    +0
    +3
    +0
    Improved babble, +1 spellcasting level
    3
    +1
    +1
    +3
    +1
    Confusion aura (5 ft)
    4
    +2
    +1
    +4
    +1
    Improved babble (20 ft), Chance's friend (1/day), +1 spellcasting level
    5
    +2
    +1
    +4
    +1
    Chaotic defense, Confusion aura (10 ft)
    6
    +3
    +2
    +5
    +2
    Improved babble (30 ft), Burst of chaos, +1 spellcasting level
    7
    +3
    +2
    +5
    +2
    Spark of life, Chance's friend (2/day), Confusion aura (15 ft)
    8
    +4
    +2
    +6
    +2
    Improved babble (40 ft) , +1 spellcasting level
    9
    +4
    +3
    +6
    +3
    Confusion aura (20 ft), law's bane
    10
    +5
    +3
    +7
    +3
    Improved babble (50 ft), Chance's friend (3/day), Chance's master, +1 spellcasting level

  • The following skills are considered class skills for a Big Boss:
  • Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (any) (Int), Search (Int), Sense Motive (Wis), Use Magic Device (Cha).
  • Skill Points at Each Level: 2 + Intelligence Bonus.
  • All of the following are features of the Big Boss prestige class:
  • Hit Die: d8
  • Weapon and Armor Proficiency: The big boss is proficient with all simple and martial weapons, all armor, and all shields.
  • Spell per Day: As normal.
  • Hide from the Law (Su): Lawful spellcasters find it difficult to perform divinations against the big boss. This supernatural ability functions like a non-detection spell cast by a spellcaster of the big boss' character level, expect that it only functions against creatures of a lawful alignment. This ability can be suppressed or resumed as a free action.
  • No Rhyme or Reason (Ex): The character's resistance to spells with the Lawful designator increases to a +4 bonus, and the big boss is now immune to Illusion (Pattern) spells.
  • Chaotic Contagion (Sp): With a successful melee touch attack, the big boss can compel a creature to act randomly. The touched creature must make a Will saving throw (DC 10 + big boss class level + big boss' Charisma modifier). Failure indicates the creature must act randomly as per the random action spell. The big boss can use this spell-like ability three times a day plus the big boss' Charisma modifier (always at least once). The big boss must declare the use of this ability before the attack is made. If the attack misses, that use of chaotic contagion is wasted. Unlike random action, this is not a mind-affecting effect. Thus, mindless undead, constructs, oozes, and vermin are not immune. The subject of a protection from chaos spell is made immune to this ability for the duration of the spell.
  • Improved Babble (Sp): The big boss is able to use the faction feat of Babble more often and more effectively. At 2nd level, he is able to use the ability three times per day plus the big boss' Charisma modifier (always at least once). At every two levels beyond 2nd, the radius of the effect increases to the range indicated.
  • Confusion Aura (Sp): At 3rd level, the big boss can cause nearby creatures to become confused. Creatures within range must make a Will saving throw (DC 10 + big boss class level + big boss' Charisma modifier). Failure indicates the creatures are confused for a number of rounds equal to the big boss' class level. The big boss can use this spell-like ability three times a day plus the big boss' Charisma modifier (always at least once). The effect targets all creatures including the big boss in an area centered on the big boss with a radius determined by level.
  • Chance's Friend (Su): At 4th level, the big boss can manipulate the whim of chance. Using this ability allows the big boss to re-roll one roll the big boss just made. The big boss must use the result of the second roll. This supernatural ability is usable a number of times per day as determined by level.
  • Chaotic Defense (Su): At 5th level and higher, the chaos the big boss embodies manifests as a protective force of randomness. Any attack directed at the big boss suffers a 10% miss chance.
  • Burst of Chaos (Sp): At 6th level, the big boss can create a burst of chaotic energy that damages lawful opponents. This spell-like ability works exactly like chaos hammer as cast by a sorcerer of a level equal to the big boss' character level. The big boss can use this spell-like ability three times a day plus the big boss' Charisma modifier (always at least once).
  • Spark of Life (Sp): At 7th level, the big boss can imbue nearby inanimate objects with mobility and the semblance of life. The animated objects then attack whomever or whatever the big boss initially designates. The big boss cannot animate objects carried or worn by a creature, but unattended objects of any non-magical material can be affected. The big boss can animate masses of raw material, such as sand or rock from the ground, as long as the volume does not exceed his maximum. The big boss can affect 1 cubic foot of material per big boss class level within 20 feet. The objects remain animated for 3 rounds plus the big boss' Charisma modifier (always at least 1 round). This spell-like ability can only be used once per day.
  • Law's Bane (Su): At 9th level, the big boss is permanently warded from attacks by lawful creatures. This works exactly like Magic Circle against Law as though cast by a caster of the big boss' class level, except that it has a permanent duration. This supernatural ability can be dispelled, but the big boss can resume its protection as a free action.
  • Chance's Master (Su): At 10th level, the big boss is so immersed in the random nature of the multiverse that he can force any creature to re-roll a result he does not like. The creature must be a visible target within 60 feet. After the result of the roll is announced, the big boss can announce that he uses the chance's master ability. The targeted creature must then make a Will saving throw (DC 10 + big boss class level + big boss' Charisma modifier). Failure indicates that the big boss can force the roll to be made again. The creature must use the result of the second roll. The big boss cannot change the result of a roll made in the past, only one that has just been made. The chance's master ability can be used during another creature's action. It requires no action on the part of the big boss to use. This supernatural ability can only used a number of times equal to character's CHA bonus (minimum 1), and only on creatures other than the big boss.



  •      Melroch Eitheldor @ 2003 1 1