Entropomancer

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Requirements

Alignment: Any nongood

Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks

Feats: Great Fortitude, Magical Aptitude

Spells: Able to cast 4th-level divine spells.

Summary



As spellcasters plumb the depths of divine power, some of the most advanced gain attunement to the great nothingness they say lies at the center of the universe. These students use this connection to develop strange powers, sacrificing some of their normal studies. Doing so retards their progress as spellcasters, but they see their new abilities as worth the cost.

Entropomancers can summon and control a small shard of absolute nothingness similar to a sphere of annihilation, harnessing its power for a variety of magical effects. Most revel in destruction for its own sake, but some take a more nuanced approach to their terrifying discoveries, trying to understand the power of entropy that it might someday be controlled or even reversed.

Entropomancers generally work in small groups or cabals. Most have patron deities of death, destruction, or fate. Entropomancers often form cults that kidnap victims to be sacrificed to the Great Nothingness.

Role: Spell DPS

Characteristics: Controlling shards of nothingness and fields of entropy these casters can cause major damage very quickly

Source: Complete Divine

Game Rule Information

The Entropomancer has the following game statistics.

Abilities: Wisdom for casting your spells and controlling your entropic shards, making them harder to resist

Alignment: Any Nongood

Hit Die: d8

Starting Gold: N/A

Class Skills

The Entropomancer's class skills are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis) Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Entropomancer.

Weapon and Armor Proficiency: A Entropomancer is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day/Spells Known: Whenever an even-numbered level in the prestige class is gained, the entropomancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which he could cast 4th-level divine spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast 4th-level spells before she became an entropomancer, she must decide to which class she adds each level of entropomancer for the purpose of determining spells per day and spells known.

Shard of EntropySu: Twice per day, for a maximum of 1 round per entropomancer level, the character can create a miniature shard of entropy. The shard is a chunk of absolute blackness, 2 inches across, and can be moved up to 30 feet by the entropomancer as a standard action. Against objects, the shard deals 3d6 points of damage, bypassing the object's hardness. Against creatures, the entropomancer must make a ranged touch attack to hit, and if successful the shard deals 3d6 points of damage to the target (Fortitude half, DC 12 + the entropomancer's Wis modifier). The shard appears in any square adjacent to the entropomancer when it is created, and it can be used to attack on the round it is formed.

The shard of entropy lurches, jumps, and bounces around the square it's in. Any creature who passes through the shard's square takes damage as if the shard struck him (Fortitude half), as does any creature that's in the same square as the shard at the beginning of the entropomancer?s turn. The entropomancer can move the shard into another square with a move action or aim it at a specific creature (dealing damage immediately) as a standard action.

At 5th level, the entropomancer can use the shard to create a deeper connection to absolute nothingness. The shard of entropy deals 5d6 points of damage (Fortitude half, DC 14 + entropomancer's Wis modifier).

At 9th level, the shard of entropy becomes even stronger, dealing 7d6 points of damage (Fortitude half, DC 16 + entropomancer's Wis modifier). It also exerts an inexorable tug on creatures nearby, pulling them toward the shard. At the end of the entropomancer's turn, the shard tries to pull creatures within 15 feet closer to it. This is treated as a bull rush attempt, for which the shard has a +11 bonus. If the shard wins the opposed check, it bull rushes creatures in a direct line toward its square. The entropomancer isn't immune to this effect.

Entropic FieldSu: As a standard action, an entropomancer can surround herself with a field of invisible, entropic energy that lasts for 1 round per entropomancer level. The field extends in a 5-foot per entropomancer level radius, centered on the entropomancer. All magical healing automatically fails within the entropic field. It takes the entropomancer a standard action to dismiss the entropic field.

At 5th level, the entropic field becomes strong enough to warp the laws of probability. Once per round, as a free action, the entropomancer can force a character within the field (including herself) to reroll an attack, save, or check. The entropomancer demands the reroll after she knows whether the attack, save, or check succeeded or failed, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it's worse than the original roll.

At 7th level, the entropic field causes wounds created within it to continue bleeding, dealing an additional 1 point of damage per round thereafter (at the end of the entropomancer?s turn) as long as they remain within the entropic field. A successful Heal check (DC 15) stops the bleeding. If multiple wounds are suffered, then the creature takes 1 point of damage per wound. The entropomancer is subject to the bleeding effect.

Control SphereSu: At level 10, the entropomancer has the ability to control a sphere of annihilation as if he were using a talisman of the sphere, and the entropomancer is personally unaffected by a sphere of annihilation, which passes through him as if his square was completely empty. High-level entropomancers are often obsessed with acquiring spheres of annihilation.

Table 1-1: Entropomancer Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +0 +2 +0 +2 Shard of entropy 2/day
2nd +1 +3 +0 +3 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Entropic field 2/day
4th +3 +4 +1 +4 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Entropic field (reroll), shard of entropy (5d6)
6th +4 +5 +2 +5 +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Entropic field (wounding)
8th +6 +6 +2 +6 +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Shard of entropy (7d6, consuming)
10th +7 +7 +3 +7 Control sphere +1 level of existing divine spellcasting class

Adaptation

Gods of entropy and insensate destruction (such as Tharizdun, described in Chapter 5) are good choices if you want to tie the entropomancer to worship of a specific deity. A well-organized group devoted to entropy is pretty weird, but at least it’s possible in the short term.