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vasharanpaladin
2009-07-17, 06:54 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|Sinker lord

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

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

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.

Sinker Lord

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
2009-07-17, 06:56 PM
Reserved for feats.

vasharanpaladin
2009-07-17, 06:57 PM
Reserved for prestige classes?

vasharanpaladin
2009-07-17, 10:04 PM
Deleted post.

vasharanpaladin
2009-07-19, 05:47 PM
...Anybody?:eek:

Jane_Smith
2009-07-19, 05:59 PM
:smallbiggrin: -pat- I would rate it, but I dont have tome of magic, know how essentia works, or know what entropy is. >.> It looks cool though!

vasharanpaladin
2009-08-18, 10:49 PM
...Okay, someone else, then? :smallfrown:

vasharanpaladin
2009-08-25, 02:05 AM
...Hello? :smallfrown: