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vasharanpaladin
2009-04-14, 09:20 PM
The Entropy Champion

No matter how long a creature lives, be it human or elf, dragon or dwarf, it will eventually die. This is life's one true certainty, and that deliberate, uncaring finality is the reason mortals fear death. The entropy champion accepts this fate and the oblivion that comes afterward so that he can speed the hands of fate along a path more suited to his tastes. By embracing the utter finality of entropy in this manner, he becomes entropy itself - a jaded spirit whose body serves little purpose beyond conveyance.

Abilities
Entropy champions are calculated sadists, reveling in pain whether it's their own or another's. Because the entropy champion functions best when left damaged, Constitution should be your highest ability score to make up for the lost hit points. Most of your class features rely on Charisma, and a high Dexterity helps to offset your lack of armor proficiency.

Races
Any creature can accept that decay is a natural fact of life. Drow and tieflings tend to reach this conclusion more often than any other race, though human entropy champions are more common by far.

Alignment
Entropy is as much a part of nature as life, even if it does have more stigma attached to it. As a result, entropy champions are either outright evil or true neutral in alignment.

Starting Gold
4d4 x 10 gp (100 gp)

Starting Age
Moderate

Hit Die
d10

Class Skills
The entropy champion's class skills (and the key modifier to use each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Spellcraft (Int), Swim (Str), Tumble (Dex).

Skill Points per Level
4 + Int modifier (x4 at 1st level)

{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Essentia|Special

1st|
+0|
+2|
+0|
+0|1|Entropic brand, undead aura, entropic blow (1/encounter)

2nd|
+1|
+3|
+0|
+0|2|Destructive expertise, entropic strike, unnerving mien

3rd|
+2|
+3|
+1|
+1|2|Entropic barrier, Sinker brand

4th|
+3|
+4|
+1|
+1|3|Destruction embraced (attack and damage)

5th|
+3|
+4|
+1|
+1|3|Entropic blow (2/encounter)

6th|
+4|
+5|
+2|
+2|4|Incarnum overcharge

7th|
+5|
+5|
+2|
+2|5|Entropic glare

8th|
+6/+1|
+6|
+2|
+2|5|Destruction embraced (saves)

9th|
+6/+1|
+6|
+3|
+3|6|Understand weakness

10th|
+7/+2|
+7|
+3|
+3|7|Entropic blow (3/encounter)

11th|
+8/+3|
+7|
+3|
+3|8|Sinker trade

12th|
+9/+4|
+8|
+4|
+4|9|Sight of oblivion (damage reduction)

13th|
+9/+4|
+8|
+4|
+4|10|Entropic aura

14th|
+10/+5|
+9|
+4|
+4|11|Entropic ray

15th|
+11/+6/+1|
+9|
+5|
+5|12|Entropic blow (4/encounter)

16th|
+12/+7/+2|
+10|
+5|
+5|13|Sight of oblivion (spell resistance)

17th|
+12/+7/+2|
+10|
+5|
+5|14|Hide in plain sight

18th|
+13/+8/+3|
+11|
+6|
+6|16|Unmaking magic

19th|
+14/+9/+4|
+11|
+6|
+6|18|Seal weaknesses

20th|
+15/+10/+5|
+12|
+6|
+6|20|Entropic blow (5/encounter), entropic collapse[/table]

Class Features
All of the following are class features of the entropy champion.

Weapon and Armor Proficiency
Entropy champions are not proficient with any weapons, armor, or shields.

Entropic Brand (Su)
An entropy champion has the uncanny ability to destroy matter by touch. He gains a touch attack that deals an amount of damage equal to his Charisma modifier. This damage is increased by 1d6 per point of essentia invested into this class feature. The entropy champion can make full attacks and attacks of opportunity with this ability.

Undead Aura (Ex)
An entropy champion radiates negative energy. As such, he is registered by the detect undead spell as an undead with Hit Dice equal to his entropy champion level.

Entropic Blow (Su)
Once per encounter, an entropy champion may attempt to destroy an enemy with a melee attack. He adds his Charisma modifier (if any) to his attack roll and his Constitution modifier (minimum +1) to the damage roll. The entropic blow is especially good at unraveling that which binds matter together. It automatically ignores hardness, as well as an amount of damage reduction equal to the entropy champion's class level. Otherwise, this ability is treated as the paladin's smite evil class feature.

At 5th level, and every five levels thereafter, the entropy champion may make an additional entropic blow per encounter, up to a maximum of five times per encounter at 20th level.

Destructive Expertise (Ex)
As agents of destruction, 2nd-level entropy champions learn to promote entropy by the most efficient means. The entropy champion may add half his class level as a bonus on Disable Device and Knowledge (architecture and engineering) checks when attempting to take apart or disable traps and other objects.

Entropic Strike (Su)
At 2nd level, an entropy champion can channel his convictions into offensive might. His entropic brand gains an enhancement bonus equal to the sum of his Charisma bonus (minimum 0) and the number of points of essentia that he invests in this ability. However, this bonus cannot rise above 1/2 his class level. He may trade points of enhancement bonus for melee weapon special abilities, chosen when he starts the day; however, all the normal rules regarding weapon enhancements apply (including the minimum of a +1 bonus and maximum of +5, until he reaches 22nd level). Once the abilities are designated, this ability is active continuously.

Unnerving Mien (Ex)
Entropy champions have a way of carrying themselves that, when coupled with the necrocarnum they use to power their abilities, serves to unnerve would-be opponents. Starting at 2nd level, any creature that attacks the entropy champion takes a morale penalty on the attack roll equal to the entropy champion's Charisma modifier. This ability casts a sort of "shadow" on the Inner Planes, allowing it to affect the spirits animating constructs or the forces animating the undead. This power stops working if the entropy champion is rendered unconscious.

Entropic Barrier (Su)
At 3rd level, the entropy champion becomes able to wrap his body in a sheath of energy distilled from the very essence of decay. The exact appearance of this sheath varies from one entropy champion to the next, but each causes a penalty on attack rolls against the entropy champion equal to the number of points of essentia invested in this ability.

Sinker Brand (Ex)
Starting at 3rd level, the entropy champion's touch brings with it a distinct flavor of pain, as his views become influenced by thoughts of the citadels of the Doomguard. The base threat range of his entropic brand increases to 19-20, and he chooses one of the following additional benefits.

Brand of the Armory: In Sigil, the City at the Center of All, stands a building known only as the Armory, which once acted as the Doomguard's base of operations. An entropy champion with this brand increases the essentia cap of his entropic brand by 1.

Brand of Citadel Alluvius: The Plane of Dust is where Earth touches Negative Energy, creating a world always in the midst of a violent dust storm. In this world, the once-proud tower that is Citadel Alluvius now lies on its side, a haven to those of the former Doomguard who still choose to share their views. An entropy champion with this brand can deal an additional 1d8 points of damage with his entropic brand; if he does, he takes 1d4 points of damage as part of the attack.

Brand of Citadel Exhalus: In the Plane of Vaccuum, where elemental Air meets Negative Energy, floats Citadel Exhalus, where the Doomguard once met. An entropy champion with this brand is capable of suffocating opponents he subjects to it; at his option, he may have his entropic brand deal 1d8 points of damage per point of invested essentia, but all damage dealt by his entropic brand becomes nonlethal damage. If the target is rendered unconscious by nonlethal damage, this ability deals lethal damage instead.

Brand of Citadel Sealt: The Plane of Salt, where Water and Negative Energy collide, is an inhospitable desert that instantly dehydrates any creature foolish enough to walk there unprotected... just how the Doomguard of Citadel Sealt on that plane once toughened their new recruits. An entropy champion bearing this brand can choose to make one attack with his entropic brand per round render the target dehydrated (Sandstorm, p. 15).

Brand of the Crumbling Citadel: On the Plane of Ash, where elemental Fire touches Negative Energy, stands the Crumbling Citadel, a testament to one Doomlord's resolve to slow entropy's pace. Entropy champions bearing this brand can heal themselves as they damage objects with their entropic touch, at the rate of 1 hit point regained for every 3 points of damage dealt to an object.

Destruction Embraced (Su)
Beginning at 4th level, an entropy champion gains power in exchange for submitting himself to decay. At 4th level, he gains a +1 luck bonus on attack and damage rolls once he has taken an amount of damage at least equal to twice his character level. This luck bonus increases by 1 for every 10 points of damage the entropy champion takes beyond that, up to a maximum bonus equal to his Constitution score minus 10, in addition to the original bonus. These bonuses can increase or decrease depending on his hit points, and last as long as he has the minimum amount of lethal damage needed to gain them. If the entropy champion is magically healed, the luck bonus decreases by 1 for a number of rounds equal to the level of the spell.

At 8th level, this luck bonus is also added to the entropy champion's saving throws.

Incarnum Overcharge (Ex)
Beginning at 6th level, the entropy champion can temporarily raise the efficiency of his essentia at the risk of his health. He may take an amount of damage up to twice his Constitution bonus (minimum 1) that is not affected by damage reduction. He gains temporary essentia for 1 round equal to half the amount of damage he takes, which can immediately be invested in a receptacle. Essentia gained as a result of this class feature can be invested beyond the normal cap of the receptacle.

This ability is usable as a free action. The first time per day that it is used requires no other action; for each time beyond the first that it is used in a 24-hour period, it requires a Will save (DC 15 + number of times already used within the last 24 hours) to be used.

Entropic Glare (Su)
Beginning at 7th level, the weight of the entropy champion's gaze is almost too much to bear. Enemies adjacent to the entropy champion take a penalty to saving throws equal to the entropy champion's Charisma modifier.

Understand Weakness (Ex)
At 9th level, by observing a target as a move action, an entropy champion can understand the weaknesses and immunities of a given creature or object. For every move action spent studying a target, the entropy champion learns additional information, as indicated below.

1st Action: The defensive strength of the target.

2nd Action: The presence of damage reduction, hardness, energy resistance, or immunities.

3rd Action: The exact ranks and type of damage reduction, hardness, energy resistance, and immunities.

{table=head]Defensive Strength|
AC


Weak|9 or below


Moderate|10-13


Strong|14-17


Tough|18-21


Resilient|22-29


Overwhelming|30+[/table]

Sinker Trade (Sp)
At 11th level, the entropy champion becomes entrenched in the ways of his chosen citadel, granting him some knowledge of feats possessed by the Doomguard. He gains one of the following sets of spell-like abilities, depending on which entropic brand he bears.

Trade of the Armory: A champion of the Armory is most at home in the city, with or without his citadel. He can create effects identical to the knock and hold portal spells at will, but only on a target he can touch, with a caster level equal to his entropy champion level. He may also create an explosive runes effect a number of times per day equal to his Constitution modifier, with a caster level equal to his entropy champion level. Explosive runes created in this way last 1 hour per caster level or until read.

Trade of Citadel Alluvius: A champion of Citadel Alluvius is tied to the state of the earth and objects around him. He has a constant deathwatch effect active, and he may create an effect identical to the purify food and drink spell at will, with a caster level equal to his entropy champion level and a range of touch. He may also create a death knell effect a number of times per day equal to his Constitution modifier, with a caster level equal to his entropy champion level.

Trade of Citadel Exhalus: A champion of Citadel Exhalus has knowledge of magic and stealth. He has a constant pass without trace effect active at all times, and he may create an effect identical to the read magic spell at will, with a caster level equal to his entropy champion level. He may also create a silence effect, centered on himself, a number of times per day equal to his Constitution modifier, with a caster level equal to his entropy champion level.

Trade of Citadel Sealt: A champion of Citadel Sealt is most skilled in simple survival. He gains resistance to negative energy, otherwise identical to the resist energy spell, with a caster level equal to his entropy champion level, and he may use create water at will, with a caster level of one. He may also create a neutralize poison effect a number of times per day equal to his Constitution modifier, with a caster level equal to his entropy champion level.

Trade of the Crumbling Citadel: A champion of the Crumbling Citadel is skilled at tinkering with objects and with health. He can create effects identical to the mending and knock spells at will, but only on a target he can touch. He may also create a cure light wounds effect on an ally a number of times per day equal to his Constitution modifier, with a caster level equal to his entropy champion level.

Sight of Oblivion (Su)
At 12th level, the entropy champion becomes harder to harm when he has already taken a great deal of damage. While he is at or below half of his maximum hit points, he gains damage reduction equal to his class level that can be overcome by magic weapons.

At 16th level, the entropy champion gains spell resistance equal to 15 + his class level as long as he is below half of his maximum hit points.

Entropic Aura (Su)
At 13th level, the entropy champion's connection to decay is so deep that his mere presence stimulates entropy in his surroundings. At the start of his turn, every creature adjacent to him takes 1d6 points of damage per point of essentia invested in this ability. A successful Fortitude save (DC 10 + 1/2 class level + invested essentia + Con modifier) halves this damage. This ability is always active. If the entropy champion has essentia invested in this class feature, he seems to slip out of reality, thwarting blindsight and blindsense. Creatures with blindsight are aware of the entropy champion as if they had blindsense, and creatures with blindsense must make Spot or Listen checks to become aware of his presence.

Entropic Ray (Su)
At 14th level, the entropy champion can draw on the power of decay to create a powerful ranged attack, a beam of nearly invisible entropic force. Using this ability is a standard action; you must make a ranged touch attack to hit your target. The entropic ray has a range of 60 feet and deals 1d10 points of damage per point of essentia invested in this ability. This ability can be used to destroy force effects, as a disintegrate spell with a caster level equal to the entropy champion's class level.

Hide in Plain Sight (Ex)
An entropy champion of 17th level can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an entropy champion can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Unmaking Magic (Sp)
Beginning at 18th level, the entropy champion can undo the bonds of magic. He can use a targeted greater dispel magic effect at will, on a successful melee touch attack. His caster level for this effect is equal to his class level. He must wait 1d4 rounds between uses of this ability.

Seal Weaknesses (Ex)
By 19th level, an entropy champion gains immunity to critical hits due to his innate knowledge of his own weak points and how to best protect them. This immunity also renders him immune to abilities that rely on the ability to inflict critical hits (such as sneak attacks) but his creature type remains unchanged.

Entropic Collapse (Su)
At 20th level, the entropy champion has become so jaded as to become one with his convictions. His type changes to outsider, and he gains the native and evil subtypes. His natural weapons and any weapons he wields are treated as evil-aligned for the purpose of overcoming damage reduction.

Furthermore, once per day as a full-round action, the entropy champion can declare one attack to be a final blow. He makes a single attack at his highest base attack bonus. If the attack succeeds, he adds twice his current hit points to the damage roll. His hit points then drop to -1 immediately, and he automatically fails all checks made to stabilize himself. If the attack fails, he instead loses half of his current hit points. Use of this ability must be declared before the attack is rolled.

Ex-Entropy Champions
An entropy champion who changes to a prohibited alignment loses all class features (except for bonus feats, base attack bonus, weapon proficiencies, saves, and unarmed strike damage), and may no longer advance as an entropy champion until he atones (see the atonement spell description).

vasharanpaladin
2009-04-14, 09:21 PM
Entropy Champion Feats

DEMOLITIONS EXPERT [Incarnum]
Prerequisites: Destruction embraced class feature
Benefit: While you benefit from your destruction embraced class feature, you add your entire Constitution score to the damage dealt when using your entropic blow class feature.

You gain 1 point of essentia.

DESTRUCTIVE MASTERY [Incarnum]
Prerequisites: Destruction embraced class feature, Demolitions Expert, Dynamite Kick, character level 18th
Benefit: Once per day, if your current hit points are no higher than one-quarter of your maximum hit point total, you can produce a wail of the banshee effect as a supernatural ability, except that you are targeted by this effect as well. The effect is as cast by a wizard of your entropy champion level, and the save DC is increased by the number of points of essentia invested in your Dynamite Kick feat. Using this feat is a full-round action.

You gain 1 point of essentia.

DYNAMITE KICK [Incarnum]
Prerequisites: Destruction embraced class feature, Demolitions Expert
Benefit: When you take enough damage in a round to benefit from your destruction embraced class feature, your next unarmed attack deals 1d6 points of additional damage for each point of luck bonus granted by the class feature to all creatures within 5 feet of the target (Reflex half; DC 10 + 1/2 your class level + Str mod + amount of essentia invested in this feat). Neither you nor the target of your attack gets the Reflex save.

You gain 1 point of essentia.

ENTROPIC STUNNING [Incarnum]
Prerequisites: Stunning Fist, Int 13
Benefit: You can expend one use of the Stunning Fist feat to power this feat. A single unarmed attack you make during this round sickens an opponent who fails a Fortitude save (DC 10 + 1/2 your class level + Int mod) for 1 round (until just before your next action). If the target is already stunned or sickened, he must succeed on a second Fortitude save (DC as above + amount of essentia invested in this feat) or be nauseated for a number of rounds equal to your Intelligence modifier.

You gain 1 point of essentia.

EXPANDED AURA [Incarnum]
Prerequisites: Entropic aura class feature
Benefit: Every foe within at least 10 feet of you at the start of your turn takes damage from your aura.

You gain 1 point of essentia.

Normal: Only adjacent opponents are affected by your aura.

IMPROVED OVERCHARGE [General]
Prerequisites: Incarnum overcharge class feature, Practiced Overcharge
Benefit: Three times per day, you may use your incarnum overcharge class feature without requiring a Will save. Only the first use benefits from the Practiced Overcharge feat.

IMPROVED SHEATH [Incarnum]
Prerequisites: Protect sheath class feature
Benefit: The essentia cap of your protect sheath class feature increases by one.

You gain 1 point of essentia.

Special: You may take this feat multiple times. Its effects stack.

PRACTICED OVERCHARGE [Incarnum]
Prerequisites: Incarnum overcharge class feature
Benefit: The first time you use your incarnum overcharge class feature during the day, you take nonlethal damage.

You gain 1 point of essentia.

Normal: You take lethal damage whenever you use your incarnum overcharge class feature.

SMASHING GROUND [General]
Prerequisites: Smite evil or similar class feature, base attack bonus +4
Benefit: When you use your smite ability, you create an area of rough terrain around your target 10 feet in radius.

SUPERIOR RAY [Incarnum]
Prerequisites: Entropic ray class feature
Benefit: The essentia cap of your entropic ray class feature increases by one.

You gain 1 point of essentia.

Special: You can take this feat multiple times. Its effects stack.

SUSTAINED OVERCHARGE [General]
Prerequisites: Incarnum overcharge class feature, Practiced Overcharge, Improved Overcharge, entropy champion level 15th
Benefit: You can prolong the effect of your incarnum overcharge class feature for a number of rounds per day equal to your Constitution score. The round after you use your incarnum overcharge class feature, you can choose to take an amount of lethal damage equal to half the amount of damage you took to activate the class feature to keep the effects of the incarnum overcharge for the next round. Each round afterward, you can take half the amount of damage as the round before (rounded up) to keep the incarnum overcharge going. You can sustain a single incarnum overcharge for a number of rounds equal to your Constitution modifier or until you cannot divide the damage further (such as when you take 1 damage to activate or maintain the effect), whichever comes first.

TRULY WEIGHTLESS [Incarnum]
Prerequisites: Weightless soul class feature
Benefit: Your maneuverability when using your weightless soul class feature rises to perfect, and your flight speed becomes 15 times the number of points of essentia you invest in the class feature.

You gain 1 point of essentia.

Pramxnim
2009-04-14, 10:57 PM
This class is definitely overpowered compared to the Monk and Paladin (taking their class features and making it even better) and serve as an excellent 2-level dip for Int-SAD classes (like the Factotum) for that delicious Int to saves. Sure it has MAD, but only for 3 Attributes (Str, Con and Int).

I haven't looked at the whole class yet, just the lower levels, but it definitely seems quite overpowered there.

Also, I'm not familiar with Essentia and investing essentia. Do you do it every day, or is it permanent?

Still, I like the theme you're going with. Will comment more after I've read through it more thoroughly

EDIT: Also of note is that Entropic Strike basically allows this character to have a +5 weapon as early as lvl 10 (which breaks WBL by 1000gp).

EDIT 2:

As written, Protect Sheath has no essentia limit, so the feat Improved Sheath isn't really doing anything. This is probably just editing error, not a big deal

I don't see what Hide in Plain Sight has to do with this class. You cause decay and... hide well? Same goes for thwarting blindsight and blindsense. And flying. As I see it, decay makes itself known, even if it is a slow process (though this class surely isn't taking it the slow way).

The flying thing seems a bit weird as well. What is your explanation of Entropy Champions getting to fly?

vasharanpaladin
2009-04-14, 11:29 PM
In order:

1) Entropic Strike would be too confusing if I'd adhered to WBL tables, and too weak if I put it down as the Soulknife has it. As it stands, I realize it seems powerful, but I'm open to suggestions.

2) Essentia cap is determined by level. There's a table near the front of Magic of Incarnum that explains it better than I ever could.

3) The thing about decay is, there are a lot of things it can be applied to, and the Doomguard can't really agree on it anymore. Hide in Plain Sight belongs to one camp (can't remember which at the moment). I'd considered having different class features for each camp, but it seemed too complicated for the first go.

4) Ever hear about the Big Rip Theory? The gist of it is that the universe is expanding, and will keep expanding until the major forces are too weak to do what they're supposed to do. This includes gravity, which is considered the weakest of them... and why the entropy champion would gain the ability to cut free of it. That, and casters can do it starting at 5th level, combatants should have nice things, too.

EDIT: For the record, I'd also considered maneuvers for them, if anyone thinks that might be better.:smallredface:

Pramxnim
2009-04-14, 11:46 PM
Doomguard? Wazzat? Sorry I've never read Magic of Incarnum.

Well, for Entropic Strike, you could remove the Int bonus to Unarmed Strikes. As it stands, this class is getting:

Int to AC (Uncapped)

Int to Saves (Uncapped)

Int to Unarmed Enhancement Bonus (Capped at 1/2 Class level)

Int to Attack (Entropic Blow)

You say the class is dependent on Con but really it's the character's Intelligence that affects almost everything he does.

A Wizard who dips 2 levels into this class gets Full BAB, Int to AC and saves, making them even more god-awfully powerful. I suggest capping the Int bonus to AC and saves by class level and perhaps changing Entropic Blow to depending on Con instead (yeah it makes no sense, but at least the poor stat gets something to do aside from Destruction Embraced.

Speaking Destruction Embraced, I'm a bit confused about the magical healing thing. Say an Entropy Champion at level 4 with 41 HPs (avg rolls, 18 Con). He takes 28 damage and gains +3 Luck Bonus to Attack and Damage rolls. Then he is healed for 10 hp by a Cure Moderate Wounds. Does his Luck Bonus then decrease to +1 or to +2? I assume it's to +1, but this extra tidbit about magical healing just made it more troublesome to keep track of what is going on with this class. It's a bit unnecessary, if you ask me.

I'd suggest making Incarnum Overcharge dependent on Con as well (You are taking damage to yourself, it's better if you have the ability to take it. Though I understand what the reasoning behind it being dependent on Int is).

Destructive Expertise is quite useless unless you somehow obtain Trapfinding. It's more of a fluff thing than anything else. Not really necessary.



If you decide to take heed of my suggestions, I think it'd make the class less powerful (though still outshining a Monk//Paladin gestalt). But hey, if that's the way you like your classes (more power is better), then that's fine with me. If you do introduce this into a campaign, better make sure the other classes are up to par with it though.

vasharanpaladin
2009-04-15, 12:01 AM
...Good point. Much more helpful here than on the wiki, nobody actually points out what needs to be changed there.:smallamused:

First and foremost, the Doomguard is a faction from back in Planescape. No real point to it now, except for fluff (and, of course, the Doomlord PrC, but that one kinda sucks). I pretty much took all of their beliefs ("destruction is the only truth," etc.) and tried to distill them into this class, which is supposedly the acme of training for a militant Doomguard. I may have to pull out and make it a PrC, if it can't get to balance as a base class.

Second, the point of the class is to have someone who can function reliably (if not better) in the absense of a healer (which, if you're in my group, is the norm). In the example you've given, the bonus would decrease to +2 from recovering hit points and then to +1 from being magically healed. I was hoping that would be less harsh than saying "you lose the bonus entirely if you are magically healed."

And Destructive Expertise... well, that's the Doomlord holdover, so I guess it's to be expected....

EDIT: Changes made as suggested.

vasharanpaladin
2009-06-23, 06:53 PM
Eh... anybody else...?:smalleek:

Malanthyus
2009-06-25, 05:31 AM
If it's any consolation, I'm using this as a class for a Big Bad I'm making, and I -really- appreciate the help. :)

DracoDei
2009-06-25, 09:07 AM
The word "dynamite" in one of the feats is a bit anachronistic.

PairO'Dice Lost
2009-06-25, 09:08 AM
I would change two things:

1) You might want to put a cap on Int to AC and Int to Saves based on class level, so it's less of a tempting dip.

2) I'd make Entropic collapse deal 1/4 damage to himself on a miss, but be usable 1 + Int mod (or 1 + Con mod) times per day. At level 20, most martial types can dish out a few hundred damage in a round and this guy probably has around 200 or so HP at full; letting him do this multiple times helps keep his damage competitive. If you feel that's too much, you could reduce the HP multiplier, but having a capstone that's once per day only is usually a letdown, particularly if you miss with it.

DracoDei
2009-06-25, 09:31 AM
Try this for a compromise: once per day, but not expended on a miss perhaps, but can not be used for three rounds after such a miss. On a miss it leaves the character with remaining hitpoints equal to (twice?) their CON score.

Realms of Chaos
2009-06-25, 10:23 AM
Okay. Now I am going to take a look at this thing bit by bit. Let's take a close look.


The Entropy Champion

No matter how long a creature lives, be it human or elf, dragon or dwarf, it will eventually die. This is life's one true certainty, and that deliberate, uncaring finality is the reason mortals fear death. The entropy champion accepts this fate and the oblivion that comes afterward so that he can speed the hands of fate along a path more suited to his tastes. By embracing the utter finality of entropy in this manner, he becomes entropy itself - a jaded spirit whose body serves little purpose beyond conveyance.

Abilities
Entropy champions are calculated sadists, reveling in pain whether it's their own or another's. Because the entropy champion functions best when left damaged, Constitution should be your highest ability score to make up for the lost hit points, followed by Strength, to ensure you give as good as you get. Most of your class features rely on Intelligence, and a high Dexterity helps to offset your lack of armor proficiency.

Races
Any creature can accept that decay is a natural fact of life. Drow and tieflings tend to reach this conclusion more often than any other race, though human entropy champions are more common by far.

Alignment
Entropy is as much a part of nature as life, even if it does have more stigma attached to it. As a result, entropy champions are either outright evil or true neutral in alignment.

Starting Gold
4d4 x 10 gp (100 gp)

Starting Age
Moderate

Hit Die
d10

Class Skills
The entropy champion's class skills (and the key modifier to use each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex).

Skill Points per Level
4 + Int modifier (x4 at 1st level)

So far, so good. Good health and surprisingly long skill list for only 4+Int per level. Then again, this thing runs partially off of intelligence, making that okay.
It is a bit odd to describe an entire class as being jaded, however. Such a description suggests that most Entropy Champions, far from championing entropy, would be more apathetic than most, less willing to go on great adventures.
Perhaps add to the fluff that some champions see their unraveling of the cosmos as a beautiful form of "art" or how some of them truly think that the world needs to end (setting up a BBEG).
I would appreciate to see more fluff in the future to know how such beings are born/trained, why they go on adventure, what races are nihilistic enough to take this path, how others react to them, etc.
Also, another name to consider for this class would be the very similar entropic champion. Then again, it probably doesn't make a difference.
One last suggestion that I would make is to remove profession from the skill list. I know that everyone else gets it but I can't imagine a single entropy champion (even one still in training) taking a normal job for any amount of time. I mean, could you imagine the following:
"I am Lord Gemnis, the high unraveler. I shall uncreate this world in my image and rule over the ashes. By the way, I'm also a carpenter on weekends"


{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Essentia|Special

1st|
+1|
+2|
+0|
+0|1|Unarmed strike, undead aura, entropic blow (1/day)

2nd|
+2|
+3|
+0|
+0|2|Insightful grace, entropic strike

3rd|
+3|
+3|
+1|
+1|2|Protect sheath, speed of death

4th|
+4|
+4|
+1|
+1|3|Destruction embraced (attack and damage)

5th|
+5|
+4|
+1|
+1|3|Entropic blow (2/day)

6th|
+6/+1|
+5|
+2|
+2|4|Incarnum overcharge

7th|
+7/+2|
+5|
+2|
+2|5|Destructive expertise

8th|
+8/+3|
+6|
+2|
+2|5|Destruction embraced (saves)

9th|
+9/+4|
+6|
+3|
+3|6|Understand weakness

10th|
+10/+5|
+7|
+3|
+3|7|Entropic blow (3/day)

11th|
+11/+6/+1|
+7|
+3|
+3|8|Weightless soul

12th|
+12/+7/+2|
+8|
+4|
+4|9|Destruction embraced (damage reduction)

13th|
+13/+8/+3|
+8|
+4|
+4|10|Entropic aura

14th|
+14/+9/+4|
+9|
+4|
+4|11|Entropic ray

15th|
+15/+10/+5|
+9|
+5|
+5|12|Entropic blow (4/day)

16th|
+16/+11/+6/+1|
+10|
+5|
+5|13|Destruction embraced (spell resistance)

17th|
+17/+12/+7/+2|
+10|
+5|
+5|14|Hide in plain sight

18th|
+18/+13/+8/+3|
+11|
+6|
+6|16|Unmaking magic

19th|
+19/+14/+9/+4|
+11|
+6|
+6|18|Seal weaknesses

20th|
+20/+15/+10/+5|
+12|
+6|
+6|20|Entropic blow (5/day), entropic collapse[/table]

Having read the class, I know that this is somewhat monk-like. I also know that there is a smite, a bonus to attacks you get for being at low health, and magically enhanced fists. That said, full BAB seems a bit overkill. I'd cut it down to 3/4s like the real monk (unlike the monk or soulknife, you have enough attack bonuses to make it work).
Another thing that I don't get about this class is that I don't see how it relates to incarnum. How does soul power make the universe unravel in this guy's hands? If you just used essentia for the pre-existing system of investing points into class features, there's nothing wrong with that, I suppose (though in that case you may want to rename it something else and state that it works just like essentia).
That said, there don't seem to be any dead levels and very rarely do you gain two abilities at one level (both of which are good in my opinion). :smallsmile:


Class Features
All of the following are class features of the entropy champion.

Weapon and Armor Proficiency
Entropy champions are proficient with all simple weapons, but not with armor or shields.

One small gripe here is why you grant any weapon proficiencies at all (other than with unarmed strikes). I know that all classes so far have granted at least some weapon proficiencies but not all classes grant simple weapon proficiency (look at the wizard) and this guy looks as though he'd never need a weapon.
The lack of armor looks like a throwback made to make this resemble a more monkish class but I can see some logic if you throw out weapon proficiencies, that logic being that a creature who unravels reality has a hard time utilizing tools such as weaponry and armor.


Unarmed Strike (Ex)
An entropy champion gains Improved Unarmed Strike as a bonus feat at 1st level. He deals unarmed damage as a monk of his class level. If an entropy champion gains levels in monk or in another class that has an unarmed strike progression, he adds his levels in the two classes together to determine his unarmed damage.

An entropy champion automatically qualifies for the Stunning Fist feat, though he must select it as a normal feat. He may use it a number of times per day equal to his class level.

Mechanically, this is beautiful. You summarize what happens quite well and I like how you grant advantages with a feat without directly granting the feat (an innovative idea that is rarely used, even in homebrew).
Fluffwise, however, I don't really get it. This guy represents the entropic power of the multiverse but he attacks by punching and kicking people. I can see the arguement that his blows unravel the world around his fists but that seems better reflected by a touch attack (which would help even out the 3/4 BAB I suggested above).
Why not give him a melee touch attack dealing damage equal to the unarmed damage of a monk of his level (or simply dealing 1d6 damage per point of essentia invested). While it would be less powerful than a warlock's eldritch blast, you could let him make full attacks and attacks of opportunity using the touch.
While you're at it, you could even give this guy a weaker version of the entropic ray at 1st level (so that he has some form of ranged attack), perhaps dealing 1d4 damage per point invested and not damaging force effects.
If you insist upon keeping unarmed strike, however, there are two more things worth noting. First of all, even if you use the "world-unravelling-fist" explanation for the unarmed strike, I see no justification in the flavor of this class for the stunning fist. Secondly, be aware that the monk's unarmed strike class feature grants some special benefits with unarmed strikes that this guy doesn't have.


AC Bonus (Ex)
Starting at 1st level, an entropy champion adds his Intelligence modifier to his Armor Class when wearing no armor and not carrying a shield. This applies even against touch attacks or when the champion is flat-footed, but not when he is immobilized or otherwise rendered helpless.

There really isn't much explanation or justification behind this ability. When wisdom is added to a monk/ninja/swordsage's AC, it is because they are especially insightful in combat. The classes are all insightful and thus this works.
The only other class to add intelligence to AC is the Factotum, who is an intellectual who has most likely learned and researched the best ways to dodge. This guy doesn't strike me as an intellectual (even if someone is emotionally jaded, that doesn't mean that they are academically gifted) and so the Intelligence thing seems pretty random to me (a problem that pops up alot in 4e as well).
Then again, I don't really know what to put in its place. Their personality isn't strong enough to use charisma, you seem to be avoiding wisdom, constitution would be good but entropic champions seem to rebel against their own life force (trying to stay at low life), etc. Enough good fluff would be enough to convince me otherwise (if you have some in mind).
Perhaps put protect sheath down to this level (so you still get an ability at 3rd level). See my suggestions for protect sheath for more details.
If you insist on keeping this ability, one last note is that if it relies on entropy to protect you, you don't need to actively dodge attacks (meaning that it should still work if immobilized but not while unconscious).


Undead Aura (Ex)
An entropy champion radiates negative energy. As such, he is registered by the detect undead spell as an undead of his entropy champion level.

Very clever. I like this flavor. I like this alot.
Furthermore, I respect that you restrained yourself from throwing in some mechanical benefit (such as unintelligent undead not attacking you or healing via negative energy).
To clarify the wording, you may want to modify the second sentance as follows: "As such, he is registered by the detect undead spell as an undead with hit dice equal to his entropy champion level."


Entropic Blow (Su)
Once per day, an entropy champion may attempt to destroy an enemy with one normal melee attack. He adds his Constitution modifier (if any) to his attack roll and deals 1 extra point of damage per entropy champion level. The entropic blow is especially good at unraveling that which binds nonliving matter together. It automatically ignores hardness, as well as any damage reduction possessed by constructs or undead (regardless of the source of the damage reduction). Otherwise, this ability is treated as the paladin's smite evil class feature.

At 5th level, and every five levels thereafter, the entropy champion may make an additional entropic blow per day, up to a maximum of five times per day at 20th level.

This ability is better than the paladin's smite evil for 2 reasons.
1) it can hit anybody (or anything)
2) it has a powerful but oddly specific ability to bypass hardness and damage reduction.
That said, smite evil isn't the strongest of abilities so #1 isn't really a problem.
For #2, I suggest letting a smite ignore an amount of hardness and damage reduction up to your class level.
In fact, you could get away with letting it overcome anybody's damage reduction if you go with the theme of "piercing through defenses" instead of "unraveling objects" (both of which are themes for this guy).

Another thing about smites in general is that, being given daily alotments, they are unable to compete against Tome of Battle content. if you lower the damage bonus to your constitution bonus, you could change the uses from per day to per encounter.

One last thing to consider is that you may want to revise the first sentance of this ability. Although I see the "otherwise treated as paladin's smite evil" clause, some players may just see the "destroy an enemy with one normal melee attack" (emphasis added). This may give the impression of only being able to use it once per round or of only getting one attack on the round you use it.


Insightful Grace (Su)
At 2nd level, an entropy champion gains a bonus equal to his Intelligence bonus on all saving throws.

Once again, I don't get the relevance of Intelligence in this class. Putting that aside, however, this is simply too powerful. The paladin has to wait for third level until it gets this for a reason. Otherwise, this is simply too tempting for a 2-level dip for any Int-based class (note that the paladin loses divine grace if he multiclasses).
Moving back to fluff, I have a hard time seeing how the forces of entropy could be used to protect oneself. The paladin had supreme and unwavering faith in their abilities to explain divine grace. With this guy, I assume that it's raw entropy protecting him (weakening spells, diluting poison, etc) but this seems like a pretty feeble justification.
Mind you, I could imagine penalizing the saving throws of adjacent enemies (one thing DnD has tried to get away with since the dawn of time is entropy of probability :smallamused:) but not giving you a bonus.


Entropic Strike (Su)
At 2nd level, an entropy champion can channel his convictions into offensive might. His unarmed strike gains an enhancement bonus equal to the sum of his Intelligence bonus (minimum 0) and the number of points of essentia that he invests in this ability. However, this bonus cannot rise above 1/2 his class level. He may trade points of enhancement bonus for special abilities, chosen when he starts the day; however, all the normal rules regarding weapon enhancements apply (including the minimum of a +1 bonus and maximum of +5, until he reaches 22nd level). Once the abilities are designated, this ability is active continuously.

This ability is difficult to gauge. On the one hand, it breaks the WBL chart at level 10... by iteslf. The odds are that you are going to be loaded down with magic gear appropriate for your level so I don't know if I would be comfortable with a player having over twice their WBL. Then again, the fact that it's a class feature and that it ties up your essentia help to kind of balance it. Kind of.
I really don't know what to say about the power of this ability. I have a feeling that it needs some form of restriction but I put my finger on what needs to be done.
If you use my above idea for a touch attack in place of unarmed strike, this ability can go mostly unchanged but I would state that only melee weapon special abilities could be gained and that the ray version of the touch attack doesn't benefit from such abilities.


Protect Sheath (Su)
At 3rd level, the entropy champion becomes able to wrap his body in a sheath of energy distilled from the very essence of decay. The exact appearance of this sheath varies from one entropy champion to the next, but each provides an armor bonus to AC equal to the number of points of essentia invested in this ability.

First of all, the name seems a bit off. I think that you meant to right protective sheath (unless you are protecting the sheath instead of it being the other way around). Even better may be protective aura or protective veil.
Moving on, as I have said, I have a hard time seeing how entropy can protect you from harm. If anything, it would hinder attacks against you (same mechanical result but more sensical execution).
If you take my advice up above, getting rid of AC bonus and moving this to 1st level, I'd reword the ability so all attack rolls made against you suffer a -2 penalty per point of essentia invested in the ability.
If you didn't like my advice above, I still suggest a -1 penalty per point of essentia and that you alter the AC bonus class feature in a similar manner.


Speed of Death (Su)
Beginning at 3rd level, an entropy champion can fuel his body with the power of decay. He gains a 10 foot bonus to his base land speed for each point of essentia he invests in this class feature, as long as he is not wearing armor.

Once again, the name could probably use some work. I mean, seriously, speed of death? :smallamused:
Much like the lack of armor proficiency, this seems like it's there purely to make the class seem monkish.
I see no logical explanation for the presence of this ability. He's not destroying space between himself and his destination, he's not breaking the bonds of gravity, he's not breaking down or destroying anything. He just... moves fast. :smallconfused:


Destruction Embraced (Su)
Beginning at 4th level, an entropy champion gains power in exchange for submitting himself to decay. At 4th level, he gains a +1 luck bonus on attack and damage rolls once he has taken an amount of damage at least equal to twice his character level. This luck bonus increases by 1 for every 10 points of damage the entropy champion takes beyond that, up to a maximum bonus equal to his Constitution score minus 10, in addition to the original bonus. These bonuses can increase or decrease depending on his hit points, and last as long as he has the minimum amount of lethal damage needed to gain them. If the entropy champion is magically healed, the luck bonus decreases by 1 for a number of rounds equal to the level of the spell.

At 8th level, this luck bonus is also added to the entropy champion's saving throws.

At 12th level, the entropy champion becomes harder to harm when he has already taken a great deal of damage. While he is at or below half of his maximum hit points, he gains damage reduction equal to his class level that can be overcome by magic weapons.

At 16th level, the entropy champion gains spell resistance equal to 15 + his class level as long as he is below half of his maximum hit points.

This name, however, is perfect for what it does.
That said, my advice to cut out insightful grace now seems more justified. This thing doesn't need bonuses to all saving throws equal to their Int bonus + Constitution modifier-10 (regardless of how damaged they'd need to be). On the bright side, this is indeed a flavorful way to justify a saving throw bonus.
Strangely, it seems to me that this should be split into three class features. The first two abilities are very much related to each other, both relying on the same threshold of hit points and getting the same bonuses. The other two, however, are only related to the first two and to each other by the fact that you need to be damaged to use them. I really think it would look better if the first two abilities were one class feature and the second two were each their own class feature (different class features can rely on similar triggers. Otherwise, the Factotum would've had 3 or 4 class features.)
One last note is that DR equal to your level (even DR/magic) is a gutsy move. You eventually get double what a normal monk gets but you are at half health so I guess it evens out.


Incarnum Overcharge (Ex)
Beginning at 6th level, the entropy champion can temporarily raise the efficiency of his essentia at the risk of his health. He may take an amount of damage up to his Constitution bonus (minimum 1) that is not affected by damage reduction. He gains temporary essentia for 1 round equal to the amount of damage he takes, which can immediately be invested in a receptacle. Essentia gained as a result of this class feature can be invested beyond the normal cap of the receptacle.

This ability is usable as a free action. The first time per day that it is used requires no other action; for each time beyond the first that it is used in a 24-hour period, it requires a Will save (DC 15 + number of times already used within the last 24 hours) to be used.

Well, other than for the existance of essentia, this is the only class feature that directly acknowledges the existance of incarnum. I still don't understand how this guy relates to incarnum (see above comments) but oh well.
The self-damage plays nicely into the destruction embraced class feature but I am concerned that the damage may see too trivial. I'd allow the entropy champion to sacrifice health up to twice their con bonus, getting half that many points of essentia.
Also, the part of the second paragraph that reads:
"The first time per day that it is used requires no other action;"
is completely unecessary. The part after the semicolon speaks for itself perfectly well.
On an unrelated note, I find it odd when a class feature relies on a class' bad saving throw but I'll chalk it up to balance.


Destructive Expertise (Ex)
As agents of destruction, 7th-level entropy champions learn to promote entropy by the most efficient means. The entropy champion may add half his class level as a bonus on Disable Device and Knowledge (architecture and engineering) checks when attempting to take apart or disable traps and other objects.

This is obviously a fluff ability, something made to fill an otherwise dead level. That said, this ability isn't that good. You can't search for well-hidden traps or disarm magical traps so you still aren't the main trap-disarmer and the knowledge (architecture and engineering) may only be used once in an entire campaign, when the party needs to destroy a castle or something. This ability looks as though it should've been given at 2nd level.
In fact, why not switch the levels of this and the now-saving-throw-penalizing ability.


Understand Weakness (Ex)
At 9th level, by observing a target as a full-round action, an entropy champion can understand the weaknesses and immunities of a given creature or object. For every full round spent studying a target, the entropy champion learns additional information, as indicated below.

1st Round: The defensive strength of the target.

2nd Round: The presence of damage reduction, hardness, energy resistance, or immunities.

3rd Round: The exact ranks and type of damage reduction, hardness, energy resistance, and immunities.

{table=head]Defensive Strength|
AC


Weak|9 or below


Moderate|10-13


Strong|14-17


Tough|18-21


Resilient|22-29


Overwhelming|30+[/table]

This class feature is nice. It has a good name, good ability, and is just generally good. The only sad part is that by the time you have finished "scanning" a foe, you have spent three rounds doing nothing and the battle is probably nearing completion.
You may want to lower the time needed to a move action so you could "scan" a foe and attack each round.


Weightless Soul (Ex)
At 11th level, the power of the entropy champion's convictions allow him to transcend physical limitations on his movement. He gains a fly speed equal to 10 times the number of points of essentia invested in this ability, with good maneuverability, as long as he is not wearing armor.

I just realized something kind of funny about some of these abilities. They stop working if you put on padded armor but work fine while carrying a heavy load (most of the monk abilities put some form of load restriction).
Although you have explained the reasoning behind this ability (I subscribe to the "big freeze" theory myself :smallwink:), you still have to admit that it is a pretty tenuous explanation and isn't one that many players will make.
Although flying around is awesome, "transcending physical limitations on his movement" doesn't seem to be what this guy is all about. I would strongly suggest replacing this ability with something else (rather than going for a super-versatile, super-mobile uber-monk).


Entropic Aura (Su)
At 13th level, the entropy champion's connection to decay is so deep that his mere presence stimulates entropy in his surroundings. At the start of every turn, every creature adjacent to him takes 1d6 points of damage per point of essentia invested in this ability. A successful Fortitude save (DC 10 + 1/2 class level + invested essentia + Con modifier) halves this damage. This ability is always active. If the entropy champion has essentia invested in this class feature, he seems to slip out of reality, thwarting blindsight and blindsense. Creatures with blindsight are aware of the entropy champion as if they had blindsense, and creatures with blindsense must make Spot or Listen checks to become aware of his presence.

This ability is nice. I really like it. You may want to specify when the damage occurs (at the start of the round, at the start of the champion's turn, at the start of an adjacent creature's turn, etc.) The hide from blindsight and blindense thing seems kind of random.
One moment, it looks like the entropy champion is trying to unravel the world. The next, it looks like he's trying to cut himself out of the world. I really don't really get it but it doesn't look necessary.


Entropic Ray (Su)
At 14th level, the entropy champion can draw on the power of decay to create a powerful ranged attack, a beam of nearly invisible entropic force. Using this ability is a standard action; you must make a ranged touch attack to hit your target. The entropic ray has a range of 60 feet and deals 1d10 points of damage per point of essentia invested in this ability. This ability can be used to destroy force effects, as a disintegrate spell cast by a wizard of the entropy champion's level.

There is nothing wrong with this ability. If you take my advice on the entire touch attack instead of monk fighting thing, simply word this so that the little 1d4/essentia ray now deals 1d8 (or the listed 1d10)/essentia and destroys force effects.
Also, instead of saying: "as a disintegrate spell cast by a wizard of the entropy champion's level" (you didn't specify character level or class level, by the way), try saying "as a disintegrate spell cast with a caster level equal to the entropy champion's class level".


Hide in Plain Sight (Ex)
An entropy champion of 17th level can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an entropy champion can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Once again, this seems random. I can see that you are continuing the entire "escape reality" theme but you don't use that as justification for this ability, instead using the traditional shadowdancer explanation.
For the record, there are currently at least 3 types of hide in plain sight (the one that dark creatures [tome of magic] get, the type that rangers get, and the type that shadowdancers get.
If you feel that this ability is vital, I would make your own version of the ability (same end result but under different circumstances). I however, don't think that the escaping reality theme is needed at all when you already have the breaking reality theme to work with.


Unmaking Magic (Sp)
Beginning at 18th level, the entropy champion can undo the bonds of magic. He can use a targeted greater dispel magic effect at will, on a successful melee touch attack. His caster level for this effect is equal to his class level. He must wait 1d4 rounds between uses of this ability.

This is very good. The name is good, the effect is good, and the wording is precise. This is something that I like. Good work.


Seal Weaknesses (Ex)
By 19th level, an entropy champion gains immunity to critical hits due to his innate knowledge of his own weak points and how to best protect them. This immunity also renders him immune to abilities that rely on the ability to inflict critical hits (such as sneak attacks) but his creature type remains unchanged.

Once again, nice work. Nothing hear needs to be fixed at all.


Entropic Collapse (Su)
At 20th level, the entropy champion has become so jaded as to become one with his convictions. His type changes to outsider, and he gains the native and evil subtypes. His natural weapons and any weapons he wields are treated as evil-aligned for the purpose of overcoming damage reduction.

Furthermore, once per day as a full-round action, the entropy champion can declare one attack to be a final blow. He makes a single attack at his highest base attack bonus. If the attack succeeds, he adds twice his current hit points to the damage roll. His hit points then drop to -1 immediately, and he automatically fails all checks made to stabilize himself. If the attack fails, he instead loses half of his current hit points. Use of this ability must be declared before the attack is rolled.

There are a few bugs with this, both mechanically and in fluff.
First of all, how can one become become so apathetic or uncaring that they become one with these concepts (and how exactly do these concepts directly relate to entropy anyway)? In fact, doesn't being incredibly jaded mean that you likely lack conviction? Consider looking for a different word.
Also, why does a true neutral entropy champion get evil-aligned attacks and the evil subtype?
As for the special attack, it is a nice idea (even if it seems like its own class feature). It's an instant death move that's liable to kill yourself. The kicker is that it's most effective at the start of a battle (meaning that you remove yourself from combat to likely take out a foe.)
Even though it's a nice idea, though, I don't think that it is necessary. You have enough stuff to work with as it is so this just looks a bit tacked on. The class won't suffer at all for losing it.


Ex-Entropy Champions
An entropy champion who changes to a prohibited alignment loses all class features (except for bonus feats, base attack bonus, weapon proficiencies, saves, and unarmed strike damage), and may no longer advance as an entropy champion until he atones (see the atonement spell description).

Bonus feats? Oh, yeah, improved unarmed strike. I almost forgot. Never mind then.

Overall Impression:
This class comes across as a bit schizophrenic.
It looks as though you took two similar class concepts and squished them together with little explanation for why.
I'd advise that you either go with the escape reality or the break reality theme and stick with it (I for one vote for breaking reality).
Other than that, not half bad. :smallbiggrin:

Wow, that took 2 hours to write.:smalleek:

vasharanpaladin
2009-06-25, 08:05 PM
...Actually, I like a lot of those suggestions. Especially the bit about the protect sheath (now looking for a better name) forcing a penalty on attacks.

To clarify, I suggest reading the fluff in Magic of Incarnum again. This'll also be added when I go back and edit in more fluff for the class. Entropy champions use necrocarnum, not standard incarnum.

As for names and the like, I'd like to point out that suggestions will not be frowned upon. This is a work in progress, and I'd like to make it as usable as possible.:smallamused:

EDIT: Changes have been made. I'm a little iffy on how to replace Speed of Death, Weightless Soul, and Hide in Plain Sight, however.

Malanthyus
2009-06-26, 03:35 AM
So far as names, might I suggest "Entropic Barrier" instead of "Protective Sheath".

In other news, for the BBEG I'm cooking up, do you think it would be too overpowered to leave him with the INT as the original modifier to AC and Saves as well as the BAB progression?

DracoDei
2009-06-26, 08:40 AM
The fact that the scanning ability takes a while seems like a good thing... they have stealth abilities, so anything that encourages scouting things out before hand is a good thing.

vasharanpaladin
2009-06-26, 06:38 PM
More editing done. I have plans to change Speed of Death, Weightless Soul, and Hide in Plain Sight out, so stay tuned, hm?:smalleek:

Malanthyus
2009-06-29, 06:34 AM
I've been meaning to ask, how do you determine the cap on essentia points that you can assign to things like Entropic Barrier and Entropic Strike? Also would an undead character need to take a specific feat to be able to realocate essentia points? The BBEG I'm working with has 18 levels in Entropic Champion currently. Combining abilities with a second level monk and template stat boosts plus items, he's looking at 84 AC. o.0

Realms of Chaos
2009-06-29, 09:49 AM
The essentia cap on any given source (whether feat, class feature, or soulmeld) is a constant based on your character levels (see Magic of Incarnum)

There is a specific undead meldshaper feat out there (which you would probably need to take at 1st level) for you but you don't need any second feat to distribute and redistribute essentia.

On another note, destruction embraced and incarnum overload don't work for undead (even those with the aforementioned feat) as these abilities function operate using your constitution score (technically destruction embraced still works but the bonus can never exceed +1).

Malanthyus
2009-06-29, 04:15 PM
I was thinking about using the charisma Modifier for Destruction embraced, and at this point, I don't think he really -needs- Incarnum overload...

vasharanpaladin
2009-06-30, 04:38 PM
If he's got 18 levels in entropy champion, the capacity of anything he has that can be invested with essentia is 4. Undead characters can take Undead Meldshaper to use Wisdom instead of Constitution to determine the number of soulmelds that can be shaped at once, but the entropy champion doesn't use soulmelds, so that feat's useless. I might make a feat specifically for undead entropy champions, but don't count on it. If and until I do, Realms is right... by RAW, Destruction Embraced will only ever grant a +1 luck bonus for an undead champion, and Incarnum Overcharge can't be used.

That said, I've just shifted the DR and SR aspects of Destruction Embraced to a new class feature (Sight of Oblivion) as suggested, as well as replaced Speed of Death with options for Sinker Brands.

vasharanpaladin
2009-07-04, 08:58 PM
...Anyone?:eek:

Chokuto
2009-07-04, 10:21 PM
I like what you've done here, and I like the flavor alot.

mmmmmmmmmm, almost like candy.....

Anyways, I would critque more if I was so rusty on incarnum. I have the book, but I have only read it once and I have NEVER played, nor had any play anything out of it... so......

I brush up my knowledge and then check your class again

vasharanpaladin
2009-07-05, 08:44 PM
...Sinker trades are done. Anyone?:smalleek: