Prestige Classes


Anarchomancers are magical saboteurs, eager to infiltrate planar organizations and subvert them from within. Many are the leaders of Second Wave cells, trying to overthrow the governments of planar metropolises such as Union, Dis, and the City of Brass. Accordingly, they're cautious and paranoid - endless horrors await them if they're discovered and captured by the authorities.

Arcane spellcasters such as sorcerers and wizards make up the bulk of the Revolutionary League's anarchomancers, although many have some levels in rogue or bard to pick up more mundane interpersonal skills.

Anarchomancers can be found anywhere there's a planar government worth overthrowing, but they rarely reveal their presence. They prefer to operate from behind multiple layers of minions and lieutenants, many of whom don't know the true nature or goals of their master. Only the anarchomancer's fellow revolutionaries - usually a cell of three to five high-level characters - know the truth, and even they are kept in the dark about the anarchomancer's specific plots.

Hit Die: d4.


To qualify to become an anarchomancer, a character must fulfill all of the following criteria.

Alignment: Any chaotic.

Skills: Bluff 6 ranks, Disguise 6 ranks.

Feats: Greater Spell Focus (enchantment) or Greater Spell Focus (illusion).

Spellcasting: Ability to cast at least one arcane illusion spell from 1st to 5th level, and ability to cast polymorph.

Class Skills

The anarchomancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Table: The Anarchomancer

Level Base
Special Spellcasting
1st +0 +0 +0 +2 Ritual of the Dark Infiltrator
2nd +1 +0 +0 +3 +1 level of existing class
3rd +1 +1 +1 +3 +1 level of existing class
4th +2 +1 +1 +4 +1 level of existing class
5th +2 +1 +1 +4 Ritual of the Stilled Tongue
6th +3 +2 +2 +5 +1 level of existing class
7th +3 +2 +2 +5 +1 level of existing class
8th +4 +2 +2 +6 +1 level of existing class
9th +4 +3 +3 +6 Ritual of the Mob Unleashed
10th +5 +3 +3 +7
+1 level of existing class
Class Features

All of the following are class features of the anarchomancer prestige class.

Weapon and Armor Proficiency: Anarchomancers gain no proficiency with any weapon or armor.

Ritual of the Dark Infiltrator (Su): By undertaking a day-long ritual known only to the anarchomancers of the Revolutionary League, the anarchomancer can transform herself into a completely different character - one with a different race, class, and even abilities the anarchomancer does not possess herself. Using the Ritual of the Dark Infiltrator costs 1,000 gp and drains the anarchomancer of 1,000 XP. The ritual takes 24 hours, during which time the anarchomancer must be undisturbed.

When the ritual is finished, the anarchomancer chooses a new form, essentially creating a second character that she'll play instead of the anarchomancer. Calculate the anarchomancers base leadership score according to the rules for the Leadership feat; the second character is constructed as if it were a cohort appropriate for a character with that leadership score. Don't apply any of the reputation or leader modifiers (great renown, has a familiar, and so on). The second character retains the memories, motivations, and goals of the anarchomancer's previous life, but she can't cast spells or use racial abilities she doesn't possess anymore. Nothing short of a wish or miracle reveals the new character's former life as an anarchomancer. The anarchomancer gains new levels according to its character level as an anarchomancer, even if the second character is lower level.

As a full-round action, the anarchomancer can return to her original character, shedding the original body in a burst of eldritch power.

Ritual of the Stilled Tongue (Su): By casting a spell, then touching a helpless foe, the anarchomancer can compel silence about a certain topic, specified in a sentence or two when the touch attack is made. If the subject of the ritual breaks the stricture, then the spell the anarchomancer cast takes effect as if it were triggered by a contingency spell - although the Ritual of the Stilled Tongue works with any spell.

The Ritual of the Stilled Tongue cannot be dispelled. It can be removed with break enchantment, limited wish, or remove curse, but that triggers the spell the anarchomancer cast before she touched the subject. A miracle or wish spell removes the conditions of the ritual and the triggered spell.

Anarchomancers often use death, curse, or teleportation magic in conjunction with a Ritual of the Stilled Tongue to enforce secrecy within their organization.

Ritual of the Mob Unleashed (Su): By undertaking an hour-long ritual, the anarchomancer creates 2d12 confusion effects in random locations within a 1-mile radius. The anarchomancer can't control where the 15-ft. bursts of confusion wind up, although none hit areas devoid of creatures and none hit within 500 feet of the anarchomancer. Unlike the spell, these confusion effects last as long as the anarchomancer keeps performing the ritual. The anarchomancer can repeat the ritual as many times as she likes, gaining 2d12 new confusion effects each hour and maintaining the old ones. If the anarchomancer can keep the ritual up for several hours, the confusion effects can cause widespread civic unrest.