The Anarchist
The Elite Among the Revolutionary League

        For the entire existance of the League, they promised the truth when the power structure fell.  So now what happens?  Trying to help others find the elusive big truth, the faction officially disbanded in Sigil (which isn't really saying much considering the fractured nature of the Anarchists), and reformed on Carceri to plan a proper leadership for Sigil.  Of course, it would seem almost to be practically Harmonium-like in order, but as they aren't really used to building anything, it often falls into bloody conflict.  Plus, others reject this and form the "new" Revolutionary League to oppose whatever the others come up with.  All in all, they really don't change much.  There is always a need for revolutionaries.
      Hit Dice: d8

Requirements:
        * Alignment: Must not be lawful
        * Base Attack +5
        * Skill - Bluff: 6 Ranks
        * Skill - Disguise: 6 Ranks
        * Be accepted into an Anarchist cell  (DM's decision)

Class Skills:
        The class skills of the Anarchist (with key attribute) are: Bluff (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Knowledge [Local] (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Read Lips (Int), Search (Wis), Sense Motive (Wis), and Spot (Wis) .  Anarchists get 6 + Int modifier skill points per level.
 

Level
Attack
Fortitude
Reflex
Will
Special
1
+0
+0
+2
+2
Undetectable Alignment
2
+1
+0
+3
+3
Skill Focus
3
+2
+1
+3
+3
Charm Person
4
+3
+1
+4
+4
Skill Focus
5
+3
+1
+4
+4
False Alignment
6
+4
+2
+5
+5
Skill Focus
7
+5
+2
+5
+5
Dimension Door
8
+6/+1
+2
+6
+6
Skill Focus
9
+6/+1
+3
+6
+6
Change Self
10
+7/+2
+3
+7
+7
Skill Focus

Class Features:
        All the following of the Anarchist prestige class:

      Weapon and Armor Proficiency:  Characters who take a level of Anarchist gain the ability to use all simple and martial weapons, shields, and light and medium armors.
      Undetectable Alignment:  Any Anarchist character gains the effect of the undetectable alignment spell at all times.  This extrodinary effect is always active, and can not be disabled.
      Skill Focus:  At every even level, the Anarchist gains a bonus Skill Focus feat in any one Anarchist class skill that the character doesn't have a Skill Focus feat in.
      Charm Person:  3rd or greater level Anarchists can case charm person once per day as a sorcerer of the Anarchist's class level.  This spell-like ability takes a standard action to activate.
      False Alignment:  Any Anarchist of 5th level or greater gains the supernatural ability to project a false alignment to any spell or effect that takes effect based upon alignment.  This includes both divination spells and other spells (such as the Circle of Protection spells).  This ability uses a free action to activate.
      Dimension Door:  At 7th level, an Anarchist gains the ability to use the effect of Dimension Door as the spell cast as a sorcerer of the Anarchist's level.  This spell like ability can be used once per day.
      Change Self:  A ninth level or higher Anarchist gains the ability to use the spell change self at will to make herself appear as someone else.  This spell-like ability takes a full round to use.

Any comments on the above would be appreciated: DUgorek@hotmail.com

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