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Goddity wrote:
While all the Distortions are really cool, some of the basic ones are way too powerful to allow a first level character to have. For example, dispelling shouldn't be available as a class feature to a first level character. I like the distortion though, so maybe just put a minimum level on it?

That was definitely my thought too, but I just wanted to get them posted as a baseline. They certainly need fine-tuning and minimum level restrictions on them. As well, I'm working on balancing them so that some don't stick out as being too overpowered, especially the grand distortions.


Alright: Version 1.5

Distortions are now added! (But may still need tweaking)

The Entropomancer Version 1.5:

Whether they be nihilistic cultists, or merely those seeking to become in tune with the universe's natural process, all entropomancers live by the words "nothing lasts forever". They believe in the natural deterioration of all matter and energy in the universe, meaning one day society, life, and even reality itself will cease to exist. They draw power from their understanding of nothingness as well as the inevitable decay of existence, wielding it as a deadly weapon to achieve their goals.

Alignment: Any
Hit Die: d8
BAB: 3/4
Saves: Good Fort, Bad Ref, Good Will
Starting Wealth: 2d6 x 10 gp

Skills: Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Knowledge (Arcana, Int), Knowledge (Religion, Int), Knowledge (Planes, Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)
Skill Ranks per Level: 2 + int mod

Weapon and Armour Proficiency: Entropomancers are proficient with all simple weapons and light armour, but not shields.

Shards of Entropy (Su)
An entropomancer can form fragments of nothingness. These rifts in space (known as shards) tear apart anything they touch.
An entropomancer can form or un-form any number of shards he wishes, up to a maximum as indicated on the table, as a standard action. These shards each appear in a different space adjacent to him, but are not considered to occupy any space they reside in.
Anyone (other than the entropomancer who summoned the shard) who starts the beginning of their turn in the same space as a shard, or moves into a space containing a shard, takes the listed amount of damage plus the entropomancer’s wisdom modifier, though the same shard cannot damage the same creature more than once per round. Multiple shards can occupy the same space, but only one shard deals damage. A target who takes up multiple spaces, however, can be damaged by multiple shards at once, so long as each shard resides in a different space.
The entropomancer can move any number of his shards as a move action, so long as the combined distance the shards move is no more than 60ft. A shard that moves beyond 100ft. from the entropomancer that created it dissipates immediately. If the entropomancer moves, any shards adjacent to him move alongside him (if he wishes them to) without these restrictions or limitations.

Distortions
Entropomancers learn a number of augmentations to their shards of entropy, known as distortions. At first level an entropomancer gains one distortion of his choice. He gains an additional distortion at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: The Entropomancer. An entropomancer cannot select an individual distortion more than once. An entropomancer can swap out an old distortion at 4th level and every 4 levels thereafter.
Distortions are at-will supernatural abilities that depend on an entropomancer’s shards of entropy. They do not have their own range, instead requiring the discharge of shard(s) that will determine where they are centred. All distortions have a burst radius of 5ft., increasing to 10ft. at 11th level, and 15ft. at 15th level. If an entropomancer discharges more than one shard to activate a distortion, they must all be activating the same distortion. An entropomancer may only activate one distortion per round.
An entropomancer may discharge a single shard as a standard action, or any number of shards as a full-round action. The save DC of any distortion is equal to 10 + ½ the entropomancer’s level + his Wisdom modifier.
If multiple shards have overlapping areas of effect when they are discharged, the effects do not stack. This applies even to the shards of other entropomancers. Though a distortion is magical in nature and may not be cast in an anti-magic field, the effects of distortions cannot be dispelled and are not dispersed or suppressed by anti-magic effects.

Vanishing Presence (Ex)
As he slowly fades from reality, an entropomancer gain certain benefits. At 4th level, he becomes immune to the spell Detect Thoughts.
At 9th level, this expands to granting the entropomancer immunity to any divination effect (including spells, spell-like abilities, etc.) that allows a saving throw.
At 14th level, an entropomancer becomes difficult to notice. He can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open despite not having anything to actually hide behind. He cannot, however, hide in his own shadow.
At 19th level, an entropomancer truly begins to fade from reality. His outline appears blurred, shifting, and wavering, granting him concealment (20% miss chance). This otherwise functions as the spell Blur, but cannot be counteracted with True Seeing.

Entropic Field (Su)
At 5th level, an entropomancer begins to emanate an aura that interferes with magical healing out to the range indicated. Any creature casting a conjuration spell with the healing descriptor must make a caster level check (DC 10 + ½ the entropomancer’s level + the entropomancer’s wisdom modifier), or the spell fails and is expended.
At 11th level, an entropomancer’s entropic field begins to interfere with probability. As an immediate action once per round, the entropomancer can force one creature within his entropic field to reroll any one d20 roll it has just made, before the results are revealed. The creature must take the worse of the two rolls. Once a creature has been targeted by this ability, it cannot be the target of it again for 1 day.
At 17th level, this ability reaches its peak. Any foe who is not at full hit points, and occupies a space within the entropomancer’s entropic field takes 1 point of damage per round. This damage bypasses all resistances and immunities.

Damage Reduction (Ex)
At 7th level, an entropomancer gains damage reduction. Subtract 1 from the damage the entropomancer takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three entropomancer levels thereafter (13th, 16th, and 19th level), this damage reduction increases by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Slip Away (Su)
At 8th level, an entropomancer gains the ability to warp reality to transport himself across long distances in an instant. This functions as Dimension Door (Using his entropomancer level as his caster level), but takes only a move action to perform. This ability can be used a number of times per day equal to the entropomancer’s wisdom modifier.

Major Distortions
Starting at 11th level, an entropomancer can choose a major distortion whenever he would select a new distortion.

Fading Form (Su)
At 15th level, an entropomancer gains the ability to temporarily become out of phase with reality. This allows him to become incorporeal as a standard action for a number of rounds equal to 3 + his wisdom modifier. These rounds do not need to be consecutive, but must be spent in 1 round increments at least.

Grand Distortions
Starting at 15th level, an entropomancer can choose a grand distortion whenever he would select a new distortion.

One with Nothing (Ex)
At 20th level, an entropomancer ceases to exist, with only the power of his mind keeping him a physical being. The entropomancer no longer counts as having a type or subtype. He simply uses the most beneficial option when affected by a spell or ability that depends on type or subtype. Furthermore, the entropomancer is no longer considered to have an alignment. The entropomancer is not bound by any alignment restrictions, and attempts to discern his alignment offer no results. Whenever he is targeted by a spell or effect that is based on alignment, he counts as the most beneficial alignment when determining the spell’s effects on him. Any effects that alter alignment have no effect on him. The entropomancer also no longer needs to eat, breathe, or sleep, does not age, and is immune to penalties from aging naturally, or magically. A creature viewing the entropomancer with a True Seeing spell simply sees nothing.

Table: The Entropomancer:

Level | BAB | Fort/Ref/Will | Class Features
1st | +0 | +2/+0/+2 | Shards of Entropy (2) 1d6, Distortion
2nd | +1 | +3/+0/+3 |
3rd | +2 | +3/+1/+3 | Distortion
4th | +3 | +4/+1/+4 | Shards of Entropy (3) 2d6, Vanishing Presence
5th | +3 | +4/+1/+4 | Entropic Field (Anti-Healing) 10ft., Distortion
6th | +4 | +5/+2/+5 |
7th | +5 | +5/+2/+5 | DR 1/--, Shards of Entropy 3d6, Distortion
8th | +6/+1 | +6/+2/+6 | Slip Away
9th | +6/+1 | +6/+3/+6 | Vanishing Presence, Distortion
10th | +7/+2 | +7/+3/+7 | DR 2/--, Shards of Entropy (4) 3d6
11th | +8/+3 | +7/+3/+6 | Entropic Field (Probability Warp) 15ft., Distortion, Major Distortions
12th | +9/+4 | +8/+4/+8 |
13th | +9/+4 | +8/+4/+8 | DR 3/--, Shards of Entropy (4) 4d6, Distortion
14th | +10/+5 | +9/+4/+9 | Vanishing Presence
15th | +11/+6/+1 | +9/+5/+9 | Fading Form, Distortion, Grand Distortions
16th | +12/+7/+2 | +10/+5/+10 | DR 4/--, Shards of Entropy (5) 4d6
17th | +12/+7/+2 | +10/+5/+10 | Entropic Field (Decay) 20ft., Distortion
18th | +13/+8/+3 | +11/+6/+11 |
19th | +14/+9/+4 | +11/+6/+11 | DR 5/--, Vanishing Presence, Shards of Entropy (5) 5d6, Distortion
20th | +15/+10/+5 | +12/+6/+12 | One with Nothing

Distortions:

Dispelling Pulse
Every item or creature (entropomancer’s choice) within the distortion’s area of effect is affected by the targeted version of Dispel Magic, using the half the entropomancer’s level as the caster level. The entropomancer makes one dispel check that is used against each applicable item within the area.

Distracting Pulse
Any creature attempting to cast a spell within this distortion’s area of effect must make a concentration check (DC 10 + the entropomancer’s level), or fail and lose the spell.

Power of the Void
Any creature within this distortion’s area must make a Fortitude save or become blinded for 1d4 rounds and take your shards’ damage. A successful save negates the blindness condition, but not the damage.

Entropic Burst
Any creature within the distortion’s area takes your shards’ damage, and must make a Reflex save or become partially pulled into the void, entangling them. They are allowed a new save each round, with a cumulative -1 penalty to the DC, to escape.

Maddening Darkness
Any creature within the distortion’s area must make a Will save or become confused (as the spell Confusion) for 1 round.

Illumination Inversion
Within the area of this distortion, all light and darkness is inverted. Bright light becomes darkness, normal light becomes dim light, and vice-versa. This effect lasts for a number of minutes equal to the entropomancer’s level.

Elemental Inversion
Ice and fire effects within the area of this distortion act reversed for a number of rounds equal to the entropomancer’s level. Fire effects instead deal cold damage, and if they would normally light a creature on fire, they are instead entangled by ice until they make a successful DC 15 Reflex save to escape. Cold effects deal fire damage, and any object or creature struck by them must make a DC 15 Reflex save or be set on fire. This distortion’s effects apply to spells cast in its area, and spells cast into its area. An area of effect spell with a larger radius than the distortion (such as a Fireball) has its normal effects outside of the distortion’s radius.

Fear of the Unknown
Any creature within the distortion’s area must make a Will save or become shaken for a number of rounds equal to the entropomancer’s level.

Alien Geometries
Any creature within this distortion’s area must make a Will save or have its mind exposed to the incomprehensible geometry of the void, causing them to become nauseated for 1 round, and take 1d4 points of Wisdom damage. A successful save negates the Wisdom damage, and reduces the nauseated condition to sickened.

Damage Inversion
Any damage dealt within this radius is reversed. Nonlethal damage becomes lethal, and vice-versa. This effect lasts for a number of rounds equal to the entropomancer’s level.

Major Distortions:

Echoes Past
Any spell, spell-like ability, or effect within the distortion’s radius and with a duration longer than instantaneous has its duration extended by a number of rounds equal to half the entropomancer’s level.

Chaos Rend
Any creature within this distortion’s area takes damage equal to what the entropomancer’s shards normally deal. In addition, all affected creatures must make a Fortitude save or become dazed for 1 round.

Conservation of Mass
Any creature within this distortion’s area is healed 1d8 points of damage plus the entropomancer’s level, but the entropomancer takes the same amount of damage. The entropomancer cannot use this distortion to heal themself.

Explosive Entropy
Any creature within this distortion’s area takes damage equal to what the entropomancer’s shards normally deal. In addition, all affected creatures must make a Reflex save or be thrown back by the sudden blast of power. They are thrown 5ft. per level of the entropomancer, taking damage for collision (as if they had fallen half the distance they are thrown), and possibly stopping. Any creature or object the primary target collides with takes half this damage, and if this is enough to destroy the secondary target, the primary target continues to move.

Greater Distracting Pulse
Requirements: Distracting Pulse
Anyone attempting to use a spell, spell-like ability, supernatural ability, or spell effect in this distortion’s area for the next number of rounds (equal to half the entropomancer’s level) must make a Will save, or fail to use it, expending a use of the spell or ability (if any).

Void Storm
Requirement: Power of the Void
The entropomancer summons the powers of the void, unleashing a storm of darkness and horrible noise. Any creature within this distortion’s area must make a Fortitude save or be blinded and deafened for as long as they remain inside the storm, and 1 round after exiting its area. The storm continues to rage for a number of rounds equal to half the entropomancer’s level.

Time Fold
Every creature within this distortion’s area is granted the effects of either a Haste or Slow spell (entropomancer’s choice, creatures may make a Will save to negate either) for a number of rounds equal to half the entropomancer’s level.

Hand of Fate
A single target within this distortion’s area (chosen by the entropomancer) must make a Will save or commit one act chosen by the entropomancer. These can be any of the following: move to a selected location, attack another target, retrieve an item, or cast a spell or use a special ability chosen by the entropomancer. Once a target has been affected by this ability, it is immune to it for the next 24 hours. The entropomancer cannot force the target to perform an act that would put them in harm’s way.

Planar Shunt
Every creature caught within this distortion’s area must make a Will save or be shunted to the ethereal plane for a number of rounds equal to half the entropomancer’s level.

Scramble Positions
All targets within this distortion’s area must make a Will save. Any targets that fail area teleported to another target’s space within this area, as chosen by the entropomancer from any available places. The entropomancer cannot teleport a target into a dangerous area, such as above lava if they cannot fly.

Grand Distortions:

Greater Entropic Burst
Requirements: Entropic Burst
Any creature within this distortion’s area must make a Fortitude save or take twice the damage the entropomancer’s shards normally deal. This damage is halved on a successful save.

Equivalent Exchange
Requirement: Conservation of Mass
Every creature within the radius of this distortion takes damage equal to what the entropomancer’s shards normally deal, and the entropomancer regains a number of hit points equal to the damage dealt. Any hit points gained in excess of the entropomancer’s maximum hit points are instead temporary hit points. Any creature affected with fast healing or regeneration must make a Fortitude save or have this ability suppressed for a number of rounds equal to half the entropomancer’s level, while the entropomancer gains that ability for the same duration.

Gravity Well
A node of erratic gravity, almost like a miniature black hole, is formed in the space(s) of the entropomancer’s discharged shard(s), for a number of rounds equal to half the entropomancer’s level. Any creature within the distortion’s radius is drawn towards that space at a rate of 5ft. per round. This functions like a combat maneuver, using the entropomancer’s Wisdom modifier instead of their Strength modifier for their CMB. The entropomancer must succeed at a combat maneuver check each round to pull a creature towards the space. Any creature entering the space takes damage equal to what the entropomancer’s shards normally deal.

Temporal Shunt
Requirement: Time Fold
Any creature caught in this distortion’s area must make a Fortitude save or be shunted out of the time stream for a number of rounds equal to half the entropomancer’s level. During this duration, the affected creatures effectively cease to exist. At the end of this duration, the creatures appear, unharmed, in the last space they occupied. This distortion can be used a number of times equal to 3 + the entropomancer’s Wisdom modifier per day.

Local Gravity
Requirement: Gravity Well
Gravity is expunged in a dome in this distortion’s radius for a number of rounds equal to half the entropomancer’s level. Without magical flight, moving in an area with no gravity is difficult. A character with a surface to push off from can move up to half speed in any direction. A double move or charge can be performed this way, but not a run. A character can move at his full climb speed or his full land speed by succeeding at a DC 20 Climb check as long as he remains adjacent to a surface with sufficient handholds. He adds his Dexterity modifier (minimum 0) on this Climb check in addition to his Strength modifier. Once a character starts moving, he continues moving at the same speed in the same direction each round without using an action until he latches onto an object to stop himself, pushes off in another direction, or creates thrust somehow (each of which requires a move action). Creatures with nonmagical means of flight lose the ability to fly for 2d6 rounds after entering a no gravity area. A character in a no gravity environment can lift and carry 10 times his normal limit. Ranged weapons have no maximum range, and their range increment distances are multiplied by 10.

Time Loop
Requirement: Time Fold, Temporal Shunt
The status of everything within this distortion’s area is thrown back one round. Creatures are moved back to their previous positions, the environment and ongoing spells may even be reset or undone. This does not undo effects created outside of the distortion’s area. If no space is available for a creature to return to, they are shunted to the nearest legal space. Every creature that would be affected may make a Will save to negate this effect. This ability can be used only once per day.

Memento Mori
The entropomancer may choose one creature within the radius of this distortion. That creature must make a Will save or be instantly transported into the void. In the void, the creature’s form no longer exists, effectively killing them and leaving them impossible to resurrect through anything short of incredibly powerful magic (such as Miracle, Wish, or divine intervention itself). This ability can be used only once per day.

Shatter Mind
Requirement: Maddening Darkness
Any creatures within this distortion’s radius must make Will saves or be driven insane (as the spell Insanity) by visions of the void invading their minds.

Grand Distracting Pulse
Requirements: Distracting Pulse, Greater Distracting Pulse
Anyone attempting to use a spell, spell-like ability, supernatural ability, or spell effect in this distortion’s area for the next number of rounds (equal to half the entropomancer’s level) must make a Will save, or fail to use it, expending a use of the spell or ability (if any). In addition, the entropomancer gains a single use of the expended spell or ability, which must be utilized within the next 24 hours or it is lost. The entropomancer can only store one spell or ability in this way, and storing a new one removes the previous. Abilities with no definite duration instead last only for 1 minute.

Stabilize Form
Any creature within this distortion’s radius must make a Will save or lose any shapechanging ability it has. Affected creatures cannot use or be affected by polymorph spells, the change shape ability, or anything similar. If a creature is affected by such a spell or ability when they are affected by this distortion, the entropomancer can choose to dispel it, or keep it active for the distortion’s duration. This distortion lasts for a number of rounds equal to the entropomancer’s level.


Thanks for the response. I've been slowly working on distortions, seeing as what I'm working from doesn't really meld well with PF (or even 3.5). I'm definitely taking your suggestion for moving the Grand Distortions to a different level placement, and I should be posting an updated version soon-ish.


Please reply with any criticism, thoughts, etc.

Okay, so I think we can pretty much all agree that the Entropomancer PRC from 3.5 was crap. Why are they a divine caster? Why is their capstone an ability so situational that it requires a freaking artifact to use?
But at the core of the Entropomancer is something pretty cool, actually. The class has great flavour, for PCs and NPCs alike (especially if you want a BBEG to run around destroying planets or something). So, I decided to take a stab at converting the Entropomancer as a full class in and of itself, inspired by Eftexar (a GiTP user), who made a similar 3.5 conversion that ended up being... Messy, for lack of a better word, with die rolls to determine how long it takes an ability to recharge (lots of “once every 2d4 rounds”), incredibly overpowered ability choices at high levels (like an AoE save-or-die usable at will by RAW), and I swear at least one “per encounter” ability (those being an extreme pet peeve of mine). It was overall just not a very good fit for Pathfinder, and not very well-balanced in general.

Credit to Eftextar from GiTP for all of the class features (most tweaked/balanced, or at least will be), and Khaalis from EN World for flavour text inspiration.
Distortions will be added later, as I’m going to be making some of my own, as well as highly tweaking Eftextar’s.

The Entropomancer:

Whether they be nihilistic cultists, or merely those seeking to become in tune with the universe's natural process, all entropomancers live by the words "nothing lasts forever". They believe in the natural deterioration of all matter and energy in the universe, meaning one day society, life, and even reality itself will cease to exist. They draw power from their understanding of nothingness as well as the inevitable decay of existence, wielding it as a deadly weapon to achieve their goals.

Alignment: Any
Hit Die: d8
BAB: 3/4
Saves: Good Fort, Bad Ref, Good Will
Starting Wealth: 2d6 x 10 gp

Skills: Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Knowledge (Arcana, Int), Knowledge (Religion, Int), Knowledge (Planes, Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)
Skill Ranks per Level: 2 + int mod

Weapon and Armour Proficiency: Entropomancers are proficient with all simple weapons and light armour, but not shields.

Shards of Entropy (Su)
An entropomancer can form fragments of nothingness. These rifts in space (known as shards) tear apart anything they touch.
An entropomancer can form or un-form any number of shards he wishes, up to a maximum as indicated on the table, as a standard action. These shards each appear in a different space adjacent to him, but are not considered to occupy any space they reside in.
Anyone (other than the entropomancer who summoned the shard) who starts the beginning of their turn in the same space as a shard, or moves into a space containing a shard, takes the listed amount of damage plus the entropomancer’s wisdom modifier, though the same shard cannot damage the same creature more than once per round. Multiple shards can occupy the same space, but only one shard deals damage. A target who takes up multiple spaces, however, can be damaged by multiple shards at once, so long as each shard resides in a different space.
The entropomancer can move any number of his shards as a move action, so long as the combined distance the shards move is no more than 60ft. A shard that moves beyond 100ft. from the entropomancer that created it dissipates immediately. If the entropomancer moves, any shards adjacent to him move alongside him (if he wishes them to) without these restrictions or limitations.

Distortions
Entropomancers learn a number of augmentations to their shards of entropy, known as distortions. At first level an entropomancer gains one distortion of his choice. He gains an additional distortion at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: The Entropomancer. An entropomancer cannot select an individual distortion more than once.

Vanishing Presence (Ex)
As he slowly fades from reality, an entropomancer gain certain benefits. At 4th level, he becomes immune to the spell Detect Thoughts.
At 9th level, this expands to granting the entropomancer immunity to any divination spell, spell-like ability, or effect that allows a saving throw.
At 14th level, an entropomancer becomes difficult to notice. He can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open despite not having anything to actually hide behind. He cannot, however, hide in his own shadow.
At 19th level, an entropomancer truly begins to fade from reality. His outline appears blurred, shifting, and wavering, granting him concealment (20% miss chance). This otherwise functions as the spell Blur, but cannot be counteracted with True Seeing.

Entropic Field (Su)
At 5th level, an entropomancer begins to emanate an aura that interferes with magical healing out to the range indicated. Any creature casting a conjuration spell with the healing descriptor must make a caster level check (DC 10 + ½ the entropomancer’s level + the entropomancer’s wisdom modifier), or the spell fails and is expended.
At 11th level, an entropomancer’s entropic field begins to interfere with probability. As an immediate action once per round, the entropomancer can force one creature within his entropic field to reroll any one d20 roll it has just made, before the results are revealed. The creature must take the worse of the two rolls. Once a creature has been targeted by this ability, it cannot be the target of it again for 1 day.
At 17th level, this ability reaches its peak. Any foe who is not at full hit points, and occupies a space within the entropomancer’s entropic field takes 1 point of damage per round. This damage bypasses all resistances and immunities.

Damage Reduction (Ex)
At 7th level, an entropomancer gains damage reduction. Subtract 1 from the damage the entropomancer takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three entropomancer levels thereafter (13th, 16th, and 19th level), this damage reduction increases by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Slip Away (Su)
At 8th level, an entropomancer gains the ability to warp reality to transport himself across long distances in an instant. This functions as Dimension Door (Using his entropomancer level as his caster level), and takes a move action to perform. This ability can be used a number of times per day equal to the entropomancer’s wisdom modifier.

Major Distortions
Starting at 12th level, and every two levels thereafter, an entropomancer can choose a major distortion whenever he would select a new distortion.

Fading Form (Su)
At 15th level, an entropomancer gains the ability to temporarily become out of phase with reality. This allows him to become incorporeal as a standard action for a number of rounds equal to 3 + his wisdom modifier. These rounds do not need to be consecutive, but must be spent in 1-round increments at least.

Grand Distortions
Starting at 16th level, and every two levels thereafter, an entropomancer can choose a grand distortion whenever he would select a new distortion.

One with Nothing (Ex)
At 20th level, an entropomancer ceases to exist, with only the power of his mind keeping him a physical being. The entropomancer no longer counts as having a type or subtype. He simply uses the most beneficial option when affected by a spell or ability that depends on type or subtype. Furthermore, the entropomancer is no longer considered to have an alignment. The entropomancer is not bound by any alignment restrictions, and attempts to discern his alignment offer no results. Whenever he is targeted by a spell or effect that is based on alignment, he counts as the most beneficial alignment when determining the spell’s effects on him. Any effects that alter alignment have no effect on him. The entropomancer also no longer needs to eat, breathe, or sleep, does not age, and is immune to penalties from aging naturally, or magically.

Table: The Entropomancer:

Level | BAB | Fort/Ref/Will | Class Features
1st | +0 | +2/+0/+2 | Shards of Entropy (2) 1d6, Distortion
2nd | +1 | +3/+0/+3 |
3rd | +2 | +3/+1/+3 | Distortion
4th | +3 | +4/+1/+4 | Shards of Entropy (3) 2d6, Vanishing Presence
5th | +3 | +4/+1/+4 | Entropic Field (Anti-Healing) 10ft., Distortion
6th | +4 | +5/+2/+5 |
7th | +5 | +5/+2/+5 | DR 1/--, Shards of Entropy 3d6, Distortion
8th | +6/+1 | +6/+2/+6 | Slip Away
9th | +6/+1 | +6/+3/+6 | Vanishing Presence, Distortion
10th | +7/+2 | +7/+3/+7 | DR 2/--, Shards of Entropy (4) 3d6
11th | +8/+3 | +7/+3/+6 | Entropic Field (Probability Warp) 15ft., Distortion
12th | +9/+4 | +8/+4/+8 | Major Distortions
13th | +9/+4 | +8/+4/+8 | DR 3/--, Shards of Entropy (4) 4d6, Distortion
14th | +10/+5 | +9/+4/+9 | Vanishing Presence
15th | +11/+6/+1 | +9/+5/+9 | Fading Form, Distortion
16th | +12/+7/+2 | +10/+5/+10 | DR 4/--, Grand Distortions, Shards of Entropy (5) 4d6
17th | +12/+7/+2 | +10/+5/+10 | Entropic Field (Decay) 20ft., Distortion
18th | +13/+8/+3 | +11/+6/+11 |
19th | +14/+9/+4 | +11/+6/+11 | DR 5/--, Vanishing Presence, Shards of Entropy (5) 5d6, Distortion
20th | +15/+10/+5 | +12/+6/+12 | One with Nothing

Distortions:

To be added

Major Distortions:

To be added

Grand Distortions:

To be added

Additional Notes: I’m thinking of adding arcane spellcasting, using the bard spell progression but with a new spell list, but I’m not entirely sure of it. Ability progression is also definitely a subject I want to work on, because there are those three pesky dead levels (2nd, 6th, and 18th) that I want to get rid of.


DHAnubis wrote:
While I dont think there's an Arcane or Divine counterpart, there is a Psionic power that lets you heal for your weapons base damage every time you hit an enemy. That could be somewhat close to regaining your health by hitting the enemy that hit you. Psychic Warriors get it.

Could you please give the name of this Psionic power? I'm interested now.


I'm running a campaign, and just need a 20th level human alchemist that focuses on mutagen and melee damage, possibly with a three level dip in Master Chymist. Thanks!


I'm thinking of being an archer, and my GM is letting me use Raptoran Footbows from the Races of the Wild book from 3/3.5 D&D.


I'm not sure if I should be an airborne ambusher or not, and just want some advice on good items and feats.