(Complete Psionic variant, p. 17)
The wilder class provides characters both the proper frame of mind and the wild surge class feature, and thus is the most standard beginning for anarchic initiates. The prestige class also draws those who, through natural talent or a desire to live on the edge, have learned to channel psionic power to great effect at a cost to their own bodies.
Since anarchic initiates are still concerned with manifesting powers, very few initiates multiclass (aside from the levels they take in their original class), because few desire to lose any levels of manifesting ability.
4 + Int
Powers Known: At every level, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in whatever manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an anarchic initiate, you must decide to which class to add each level for the purpose of determining power points per day, powers known, and manifester level.
Chaotic Surge (Su): You embrace the chaos that underlies both your own turbulent mind and that of reality itself. Whenever you attempt a wild surge, you can instead choose to attempt a chaotic surge. When you attempt a chaotic surge, the benefit (and potential enervation) of a standard wild surge is unchanged. In addition to these effects, whenever you attempt a wild surge, you can choose to infuse the surge with the boiling possibility of real chaos. All variable numeric effects of a power successfully manifested with a chaotic surge are altered by a variable amount.
A character with the Overchannel feat instead of the wild surge ability can also benefit from chaotic surge. The ability functions as described above, except you can activate it when using Overchannel. The benefits of Overchannel (and the damage you take from it) are unchanged. Roll d% to determine the result, according to the following table.
The variable numeric change from the chaotic surge is calculated after the power's level is adjusted for the base effect of the wild surge or Overchannel. Once the effective level of the power is determined, it is modified according to the table. A result of none means the power manifests normally (but taking into account the wild surge or Overchannel). A result of minus 50% means all variable numeric effects of the power function at half normal level, rounding down. A result of plus 50% means that all variable numeric effects of the power are increased by one-half (much as if the power had been altered with the Empower Power feat). A result of double means all variable numeric effects of the power are maximized, as if by the Maximize Power feat.
For the purposes of feats that modify potential downsides of psychic enervation, a chaotic surge counts as a wild surge.
Anarchic Grace (Su): At 2nd level, you more fully accept the random nature of reality.
Once per day, you can tap into this randomness to make your movements and posture unpredictable. This effect results in attackers having a 20% miss chance on all their attacks. Even true seeing and similar effects can't offset this ability. Activating the effect is a free action, and it lasts for a number of rounds equal to your class level. through her connection to chaos When it ends, you are automatically treated as if enervated.
Wild Surge (Su): As you continue to gain levels, you improve your wild surge ability. Your wild surge improves at 3rd level and again at 7th level. The number indicated on Table 2—1 is added to your current wild surge ability rating to determine the boost given to your manifester level. If you do not already have the wild surge ability, you gain it at 3rd level. This ability functions as the wilder class feature (EPH 31).
Psychic Enervation (Ex): At 3rd level, you gain the psychic enervation class feature (EPH 31) if you do not already have it.
Clarity of Confusion (Su): Starting at 4th level, you gain a +2 insight bonus on saves against compulsion effects and effects with the lawful descriptor.
Chaotic Breach, Minor (Su): At 6th level, you can breach reality itself, allowing the chaotic influence of Limbo to seep into reality. You can trigger a breach a number of times per day equal to your class level. Once a breach comes fully into being, it has a duration of 1 round per class level (you can dismiss it early as a free action).
As a standard action, you can trigger a chaotic breach that takes 1d4 rounds to fully come into being, accompanied by discharges of multicolored light, wild gusts, and deep rumbling sounds. The breach occurs in a 20-foot-radius spread, the center of which you can place up to 100 feet away. Once it is placed, the spread is fixed.
Once the breach is fully realized, all powers, psi-like abilities, spells, and spell-like abilities manifested, cast, or used in the affected radius are impeded by the chaotic energies of Limbo and have a chance to go awry. Your ability to manifest powers or use psi-like abilities is unimpeded. All other manifesters, spellcasters, or creatures must make a manifester level check or caster level check against a DC of 10 + 1/2 your class level + the level of the attempted power or spell.
If the check fails, roll on the table in the Wild Magic section (DMG 149) to determine the outcome of the effect. The table only references spells, but powers are affected in the same way. Exceptions include references to a spell not being expended (power points are not expended, instead) or to material components not being expended (since powers do not have components).
Postpone Enervation: At 8th level, you discover that cause and effect are bound less tightly then you had realized. You gain the Postpone Enervation feat (page 57) as a bonus feat.
Chaotic Breach, Complete (Su): At 10th level, you can completely pierce reality and punch a hole into the outer plane of Limbo once per day. As with a minor chaotic breach, you can trigger the breach as a standard action; it takes 1d4 rounds to fully come into being. Once a breach comes fully into being, it has a duration of 1 round per class level (you can dismiss it early as a free action).
When a complete breach occurs, it rips a hole in reality. The hole takes the shape of a 10-foot-radius sphere in the center of a 50-foot-radius spread (the same radius as a minor breach) on both affected planes. This larger area exists on both affected planes and contains the traits of both affected planes. The hole at the center is an open portal between the planes, where creatures from either plane can move through the breach at will.
If you choose to form the breach directly on a creature, the creature must make a Will save (DC 10 +1/2 your class level + your Cha modifier). On a successful save, the breach forms normally 1d4 rounds later (and with enough warning for the creature to move away from the rift). On a failed save, the breach doesn't form at all; instead, the subject is pushed bodily through into Limbo. Unless the creature has a method of returning, it is marooned in the chaotic realm of Limbo.
|1st||+0||+0||+0||+2||Chaotic surge||+1 level of existing manifesting class|
|2nd||+1||+0||+0||+3||Anarchic grace||+1 level of existing manifesting class|
|3rd||+2||+1||+1||+3||Wild surge +1, psychic enervation||+1 level of existing manifesting class|
|4th||+3||+1||+1||+4||Clarity of confusion||+1 level of existing manifesting class|
|5th||+3||+1||+1||+4||—||+1 level of existing manifesting class|
|6th||+4||+2||+2||+5||Chaotic breach, minor||+1 level of existing manifesting class|
|7th||+5||+2||+2||+5||Wild surge +2||+1 level of existing manifesting class|
|8th||+6||+2||+2||+6||Postpone Enervation||+1 level of existing manifesting class|
|9th||+6||+3||+3||+6||—||+1 level of existing manifesting class|
|10th||+7||+3||+3||+7||Chaotic breach, complete||+1 level of existing manifesting class|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (the planes)||INT|