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eftexar
2012-06-04, 09:26 PM
Entropomancer (3.5)

Abilities: Your wisdom modifier and constitution scores are your most important scores, as the former increases your ability DCs and the latter increases your hit points. A good dexterity will lend to your AC and a good intelligence will boost your few skills. Strength isn't as important because you won't be in melee.

Organization: -

Alignment: An entropomancer may be of any alignment, though chaos is the most common and lawful the least common.

Religion: Entropomancer's tend to have nihilistic views and often see deities as nothing more than poweful beings who will one day cease to exist alongside everyone else.

Background: -

Races: There is no common race among entropomancers. The desire for destruction is common in all races.

Other Classes: Entropomancer's will get along with anyone, because what's the point anyways, but other classes, specifically clerics, are irked by them. Some clerics are even outright hostile.

Role: An entropomancer is a master of battlefield control. With her shards able to pinpoint targets with small area of effects she can take out her foes without hitting allies.

Class Features

Hit Die: d8

Starting Gold: As Fighter

Skills: Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religeon) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Int).

Skill Points: 2 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Refx Save | Fort Save | Will Save | Special | Distortions
1st | +0 | +2 | +0 | +2 | Distortions (Least), Shards of Entropy (2) +1d6 | 2
2nd | +1 | +3 | +0| +3 | Scion of Nothing | 3
3rd | +1 | +3 | +1| +3 | Reduction 2 | 3
4th | +2 | +4 | +1 | +4 | Vanishing Presence (Mind), Shards of Entropy (3) +2d6 | 4
5th | +2 | +4 | +1 | +4 | Entropic Field (Anti-Postive) 5ft | 4
6th | +3 | +5 | +2 | +5 | Distortions (Lesser) | 5
7th | +3 | +5 | +2 | +5 | Shards of Entropy (3) +3d6 | 5
8th | +4 | +6 | +2 | +6 | Dimension Door, Reduction 3 | 6
9th | +4 | +6 | +3 | +6 | Vanishing Presence (Detection) | 6
10th | +5 | +7 | +3 | +7 | Shards of Entropy (4) +3d6 | 7
11th | +5 | +7 | +3 | +7 | Entropic Field (Probability Warp) 10ft | 7
12th | +6/+1 | +8 | +4 | +8 | Distortions (Greater) | 8
13th | +6/+1 | +8 | +4 | +8 | Reduction 4, Shards of Entropy (4) +4d6 | 8
14th | +7/+2 | +9 | +4 | +9 | Vanishing Presence (Location) | 9
15th | +7/+2 | +9 | +5 | +9 | Ethereal Step | 9
16th | +8/+3 | +10 | +5 | +10 | Distortions (Grand), Shards of Entropy (5) +4d6 | 10
17th | +8/+3 | +10 | +5 | +10 | Entropic Field (Decay) 15ft | 10
18th | +9/+4 | +11 | +6 | +11 | Reduction 5 | 11
19th | +9/+4 | +11 | +6 | +11 | Vanishing Presence (Body), Shards of Entropy (5) +5d6 | 11
20th | +10/+5 | +12 | +6 | +12 | Touched by the Void | 12
[/table]

Weapons and Armor Proficiencies: The entropomancer is not proficient with any weapons, armor, or shields.

Class Abilities
Shards of Entropy
The entropomancer may form fragments of nothingness. These rifts in space tear apart anything that they touch.
The entropomancer may form or un-form any number of shards that she wishes, up to a maximum of that listed on the table (see paranthesis), as a swift action. These shards each appear in a different space adjacent to her and aren't actually considered to occupy any space.
Anyone in the same space as a shard at the beginning of their turn, who's space the shard moves into, or who moves into the space of a shard - other than the entropomancer who summoned them - takes the listed amount of damage, though nobody may take damage from the same shard more than once in a round. Multiple shards may occupy the same space, but only one shard deals damage. A target who takes up multiple spaces, however, may be damage by multiple shards in different spaces.
The entropomancer may move any number of her shards as a move action, as long as their combined movement doesn't exceed 60ft. A shard that exists from within 100ft of the entropomancer dissipates immediatly. If the entropomancer moves, she may will any shard(s) adjacent to herself to move alongside her without these restrictions or limitations.

Distortions
The entropomancer is able to create distortions in the world by pulling a bit of nothingness into it. At each indicated level the witch gains a new distortion whose grade she qualifies for.
The entropomancer may swap out an old distortion at 4th level and every 4 levels afterward for another distortion of the same grade or lower.
Distortions are at-will supernatural abilities. A distortion doesn't have its own range instead requiring the discharge of the shard(s), where it will be centered. All distortions have an area burst of 5ft for which their effects take part in. If the entropomancer discharges more than one shard in this way, she may not activate different distortions for each shard (she may only activate one distortion per round, unless through some other special ability or feat).
The entropomancer may activate any number of shards as a full round action, though she may instead activate a single shard as a standard action. The save DC of any distortion is 10 + 1/2 her entropomancer level + her wisdom modifier.
If multiple shards have overlapping regions the effects of their distortion do not happen multiple times in any such area(s). This includes even distortions from other entropomancers.
Though a distortion is magical in nature and may not be cast in an anti-magic field, the effects of distortions can't be dispelled and are not dispersed or suppressed by anti-magic effects.
Ongoing effects from a specific distortion do not stack with themselves with reuse (use the newest or greatest of these effects at your option).

Lv2 > Scion of Nothing:
The entropomancer takes half damage and gains a +4 insight bonus to saves against/from any effect from the entropomancer class, whether from herself or another entropomancer.
Special: The entropomancer loses this ability if her levels in other classes ever matches or exceeds her levels of entropomancer. Raising her entropomancer levels back to being the dominant level restores this ability.

Lv3+ > Reduction (Su):
The entropomancer reduces all damage she takes, from any source, by the total that is given. This includes those from magical and non-magical sources.

Lv4, 9, 14, 19 > Vanishing Presence (Ex)
As she slowly fades into nothingness the entropomancer gains certain benefits. She has immunity to any effects that attempt to read her mind or alter it.
At level 9 this expands granting complete immunity to magical detection. No magical effect can discern her or information about her beyond normal senses. Even magical darkvision fails. Non-magical effects still function.
At level 14 she becomes difficult to notice. As long as she takes no action that would catch someone's attention, beyond being present or simply moving, they must make a spot or search check (DC of 10 + her entropomancer level) to notice her.
She must spend a full round action, after she has been outside their notice for at least 1 round, to dissapear from their observation again. Regardless she also gains a permanant +4 bonus to hide checks.
At level 19 her physical being even begins to fade. Both physical and magical attacks that target her or include her as a specified target have a 50% chance of missing. This overlaps with concealment, but not other types of miss chances. Area of effects and other effects that can affect her, but don't name her as a target, do not have this miss chance.

Lv5, 11, 17 > Entropic Field (Su)
The entropomancer emanates a field of entropy that inteferes with healing out to the indicated range. Magical healing does not function within this area (including the entropomancer). She may drop this field or resume it as a move action at any time she chooses.
At her 11th level her entropic field ability expands. Once per round, as a free action (even out of turn), the entropomancer may force a character, who is within the area of her activated entropic field, to roll the die for something twice. This must be done before the result is determined, but may be done after or before the first die roll. Her target must take the worse of the two rolls.
At 17th level this ability reaches it's peak as her control over nothingness drains the somethingness from her foes. Any foe who is not at full hit points, and is within the area of her activated entropic field, takes 1 point of damage per round. This damage bypasses all resistances and immunities.

Lv8 > Dimension Door:
The entropomancer may teleport, as the dimension door spell, once every 2d4 rounds. Unlike dimension door, it use does not end her turn.

Lv15 > Ethereal Step:
The entropomancer may become ethereal as a standard action. She remains ethereal until the start of her next turn.

Lv20 > Touched by the Void
Though she no longer technically exists, the entropomancer's mind and power keep her foot in the world, even if she only thinks she exists. This has no in-game effect except as noted below.
The entropomancer loses all types and subtypes she possesses, and further gains, and is treated as having the most beneficial type available for all purposes.
Furthermore, the entropomancer is always considered to have the most beneficial alignment towards any effects, abilities, or items. Effectively her true alignment no longer matters.
The entropomancer also no longer needs to eat, breathe, or sleep. She doesn't age and isn't affected by abilities that cause aging.

Feats:Ripple Effect
Requirements: Access to distortions
You may activate two different distortions when dispersing shards to activate a distortion. You may only activate your second distortion at one shards location. If your distortion overlap you must choose which distortion takes effect in the overlapping area.

Feedback
Requirements: Access to distortions
You may increase the area of a distortion in a single area, by sacrificing all of your remaining shards. The increase in area is equal to 5ft x the number of shards destroyed.

Enlarged Distortion
Requirements: Access to distortions
You may increase the area of a distortion in a single area, by 10ft. This may be done 3/day.
Special: You may take this feat multiple times gaining an additional 1/day use per time you do so.

Improved Reduction
Requirements: Access to the Reduction class ability
Your reduction ability reduces damage by another 2 points.
Special: You may take this feat multiple times gaining an additional 1 point of reduction each time. You may not take this feat more times than half your entropomancer levels or your wisdom modifier, whichever is higher.

Extra Shard
Requirements: Access to the Shards of Entropy class ability
You may create one additional shard beyond normal. Each round you exceed your original shard maximum though, you take 2d4 points of damage.
Special: You may take this ability multiple times granting an extra shard past your limit. For each shard past your limit though, the number of die doubles.

Improved Entropic Field
Requirements: Access to the Entropic Field class ability
The area of your entropic field is doubled.

Controlled Entropic Field
Requirements: Access to the Improved Entropic Field feat
You may, as a swift action or as part of its activation, increase or decrease entropic fields size to a minimum of 5ft and a maximum of its normal area.

Distorted Echo
Requirements: Access to a distortion that can dispel magical effects
You may repeat any spell or magical effect that you have dispelled with a distortion. You must do so within 1 round of its casting/activation and must follow all rules, other than the expense of uses, for casting/activating it.

Design Notes:
The entropomancer prestige class had a lot of potential, but first problem is that it was a prestige class. More importantly though it was broken with its insta-kill capstone and limited uses per day to all its abilities. So this is my attempt at making it a viable class, with interesting choices and abilities.
I'm aiming for tier 3 as usual. Some of the distortions are pretty powerful, even if they only work in a limited area. Then again this class doesn't have the melee to support it, like the warlock does. It's probably more tier 4 than anything right now.

eftexar
2012-06-04, 09:27 PM
Distortions

Least
Dispel Magic
Everything within the area is targeted as if by the targeted dispel function of the dispel magic spell, except that it has no maximum bonus to the check.

Eldritch Distortion
Anyone attempting to take an action that requiers concentration, in the area for the next 2d4 rounds, must make a concentration check. The DC for this is equal to 10 + your entropomancer level.

Friction of the Void
Everyone within the area must make a reflex save or be blinded for 4 hours as their retinas are seared. Those who succeed are instead lit on fire for 2d4 rounds, with the same DC to put out.

Entropic Burst
Everyone within the area takes damage equal to that your shard normally deals. All targets must also make a fortitude save or they are partially pulled into the void, entangling them. They are allowed a new save each round, at a cumulative -2 DC, to end this effect.

Bad Dream
Target is put to sleep, as the sleep spell (but no hd limit), upon a failed fortitude save. If the target is roused they take your shards damage.

Confusion
Your targets must make a will save or become confused, as the confusion spell, for 1 round.

Inversion
All light is inverted, bright light becoming darkness and vice versa. This effect lasts until a light or darkness spell, opposite of that present, is cast into at least part of its area. If a single instance of a set of this distortion made at the same time is ended, so are the others.
This effect also ends after 12 hours, though another use of inversion may also end its effects.

Hot Ice and Cold Fire
The ice and fire in the area acts abnormally for the next 2d4 minutes. Fire deals cold damage if it would light things on fire no longer spreads instead entangling upon contact for 1 round on a failed save (usually reflex) and ice and cold deals fire damage instead of cold and lights things on fire upon touch (reflex negate).
Visual cues, such as blue fire and blood red ice are present.

Fear of What Can't be Seen
Targets must make a will save or be shaken. This is a mind-affecting fear effect.

Lethality Denied
All damage that targets deal for the next 1d4 + 1 rounds is converted to non-lethal damage. A will save prevents this from taking effect. This is a mind-affecting ability.
Lesser
Echoes Past
Any spell or effect with a duration, in the area, has its duration renewed. Durations over an hour are only renewed to an hour.

Chaos Rend
Everyone within the area takes damage equal to that your shard normally deals. All targets must also make a fortitude save or the chaos of the void takes hold of them, dazing them for 1 round.
A target who succeeds on this save instead takes a -4 penalty to their next d20 roll within the next round, if any.

Abstract Elixir
Targets within are subject to the panacea spell, but you take damage equal to one die less than your shards normal damage.

Scramble Position
All targets, from the area, have their locations randomly teleported/switched, no save allowed. If multiple instances of this distortion are present these areas are included for this effect.

Explosive Entropy
Everyone within the area takes damage equal to that your shard normally deals. All targets must also make a fortitude save or they are thrown by the sudden influx of the void. They are thrown 5ft per entropomancer level, taking damage for collision (as if they had fallen half that distance) and possibly stopping. Anyone or anything they collide with takes half htis damage and if this is enough to destroy this secondary target(s) continiues to move.

Greater Eldritch Distortion
Anyone attempting to use an active magic ability, in the area for the next 2d4 rounds, must make a will save or fail to activate (or deactivate) it, expending a use, if any, in the process. Upon success they take damage equal to half your entropomancer level.

Voidstorm
Everyone within the area must make a reflex save or be blinded for 1 round and deafened for 4 hours. Those who succeed are instead dazzled and take a -4 penalty to listen checks for 1d4 rounds.

Time Fold
Everyone in the area is granted an addition partial action, immediatly. They must roll a seperate initiative for this extra turn. You may not grant yourself an extra action.
This ability has a 2d4 round recharge.

Geas
Choose a single action from the list below and a single target in the area of each distortion. Your target(s), upon a failed will save, must follow that course of action as quickly as possible or take your shard's die worth of damage each round until they do. They are allowed a new save each round to end this effect, albeit at a DC 4 higher than normal. This is a mind-affecting effect.
Actions:

Move to a location your select
Attack a certain target, possibly themselves
Retrieve an item, must not be the same as another under this distortion
Cast a spell or use a special ability you are aware of

Another casting of this effect, regardless of if anyone is affected, releases previous targets of this ability.

Fade to Black
Targets must succeed on a fortitude save or become ethereal for the next 2d4 rounds. Unlike normal ethereality targets may not interact with the un-ethereal.
Greater
Greater Entropic Burst
Everyone within the area takes damage equal to twice that your shard normally deals, plus an additional +5d6 if they fail a fortitude save.

Hawking Radiation
Everyone within the area takes damage equal to that your shard normally deals. You recover hit points equal to half the damage you deal to these targets, and they must make a fortitude save or you steal any fast healing and/or regeneration they may have for 2d4 rounds.

Gravity Well
A node of gravity forms for the next 3d4 rounds at the point of your dispersed shard. Anyone within the area is drawn towards the center of each distortion, or set of distortions (if multiple are present) at a rate of 5ft per round. If the space is occupied they are squashed into the space anyways taking your shards worth of damage for each 'illegal' occupant, to a maximum of your entropomancer level in die.

Something
Your targets are healed an amount equal to your shard, but you take half of the amount healed as damage. You may not heal yourself with this ability.

Time Lens
Your targets must make a reflex save or slip into the void for the next 1d4 rounds. During this time they don't exist and every condition pertaining to them and their space, including parts of ongoing area spells, is suspended. They may not be affected by anything during this time, unless it is a noted exception.
This ability has a 2d4 + 2 round recharge.

Schrodinger's Cat
Requires: Time Lens
If you target an area where targets were 1 round ago, but no longer are, these targets must make a will save or be afflicted by this ability for the next 2d4 rounds.
During that time they each take half of all damage you do, in your place, and have a 25% chance of being affected by any affect that affects you, in your place.

Rememberment
Your targets must make a fortitude save or their limbs are torn off and fused back not-quite-in-place. They take a -4 penalty to all physical ability scores and lose one of their partial actions each round until this effect is ended (by any spell that can regrow body parts).
Those, other than the entropomancer, who can see them must make a fortitude save or be nauseated for 1d4 rounds, with a succesful save providing immunity for 24 hours.

Plagued by fire
The targets in the area must make a reflex save or be lit on fire, taking damage equal to your shard. Any saves to put it out are also the same DC. Anyone who makes contact with the target or vice versa is also lit on fire, though this fire is regular fire

Local Gravity
Gravity is expunged in a dome in the area for the next 2d4 rounds. Targets may hover at the top of this dome or float half their speed through it.
All effects reliant on strength treat strength as being half and targets stop falling upon hitting the dome.
Grand
World's End
All of the targets in all of the distortion(s)' area must make a reflex save. If every target fails their save, in all areas, they instantly transported to the void where their form ceases to exist, effectively killing them. Targets immune to death effects are not immune to this effect.
If a single target succeeds on this save they instead take damage equal to twice that your shard normally deals.

Time Loop
The status of everything in the area is thrown back in time one round. They are moved to their previous position with all previous statistics and such, and the environment and ongoing spells may even be reset or undone so they never happened. This does not undo effects that are in place outside of these areas.
If no space is available characters and other things are shunted to the nearest legal space. Those capable of thought may make a will save to negate this effect from affecting them.
This ability has a 2d4 + 1 minutes recharge.

Destiny Bond
Your targets become bound to you. Should you die your targets, no matter the distance and even across planar boundaries, must make a will save or die. Casting a new instance of this ability ends the previous instance, as does the passing of 12 hours.

Shattered Mirrors
Your targets must make a will save or be afflicted by insanity, as the spell. This is a mind effect. Furthermore, anyone they attack during their insanity is also subject to this effect on the same failed save. This can continue indefinitely, but each successive target gains a cumulative +2 circumstance bonus to their save.

Memonto Mori
Select three defined status effects of your choice, that do not spell instant death. Your targets must make a reflex save or be afflicted by them for the next 2d4 rounds.

Theft of Chaos
One of your targets, of your choice in the area, must make a fortitude save or it loses the shapechanger subtype and any shapechanging, polymorph, etc. abilities it possess. You may use these abilities, expending their uses, if any, in the process. This effect ends after 2d4 rounds.
If you steal such an ability while it is active, you may choose to keep its effects active.

Grand Eldritch Distortion
Anyone attempting to use an active magic ability, in the area for the next 2d4 rounds, must make a will save or fail to activate (or deactivate) it, expending a use, if any, in the process. Upon success you gain the use of that spell or ability once.
It must be cast in the next 24 hours or is lost. You may not store more than 1 spell or effect in this way and storing a new one removes the previous. Abilities that have no definite duration instead last for only 1 minute.
Special: This ability does not stack with greater eldritch distortion.

Ralasha
2012-06-04, 09:41 PM
The time loop ability allows you to resurrect others. If someone dies, you merely turn time back a single round, they're alive again. You may want to alter that slightly.

eftexar
2012-06-04, 11:54 PM
I'm not sure if that's an issue. The damage that killed them before, unless it was a death effect, will likely kill them again if they don't heal or get out of combat.
Besides that it has a recharge time of 2-8 rounds and by the time they get a hold of it clerics are flinging around resurrection spell's like candy.

Ralasha
2012-06-04, 11:58 PM
No. It could be something as simple as a critical hit. Ummm, how to put it. With a Hoplite style character (buckler and spear) I can dish out around 400 HP/round at level 12. So, I hit him, you reverse time, this time I don't crit, he lives. Two rounds later he dies, you reverse time, he lives. This has the potential to be very broken. Since you can resurrect more often than a level 20 cleric.

Let me put it another way: If I ever have to plan a big bad boss fight, I'm using this class.

*more times than a level 20 cleric

eftexar
2012-06-05, 01:54 AM
Time loop now works only every 2d4 + 1 minutes. Still a cool get of out of jail free card, but nowhere near as often. Do you think that works better?

Ralasha
2012-06-05, 02:12 AM
Much. Now you don't have infinite followers.

togapika
2012-06-05, 03:59 AM
Needs all bad saves and no class abilities... Master of Nothing indeed....



J/k

silphael
2012-06-05, 05:36 AM
In the distortions block, you say often "invocations". I'm pretty sure you mean distortions ^^

nonsi
2012-06-05, 03:03 PM
Definitely better than the PrC - on all parameters.
I like it a lot and waiting to see the end result.

eftexar
2012-06-05, 09:35 PM
Fixed it silphael and thanks nonsi.
Furthermore, the feats and capstone now exist.

nonsi
2012-06-06, 03:00 AM
How does a level 20 Entropomancer communicate ?

nonsi
2012-06-06, 04:37 AM
I also noticed you used the name "Improved Entropic Field" twice.

eftexar
2012-06-10, 08:18 PM
Fixed. I just don't know why I've made so many typos on this class.

It just occurred to me that even with its few quite-powerful abilities this class probably still lies within the tier 4 range. Anyone have ideas to bump it up?

One thing I was debating on adding was access to a list of blast-shape invocations, so that the entropomancer can shape the effects more, but I'm not sure how well that would mesh.

And nonsi what do you mean by 'How does a level 20 Entropomancer communicate?'

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*Bump*

nonsi
2012-06-10, 11:56 PM
And nonsi what do you mean by 'How does a level 20 Entropomancer communicate?'


This:
"Though she no longer technically exists, the entropomancer's mind and power keep her foot in the world, even if she only thinks she exists."

You didn't specify how a level 20 entropomancer is perceived by others.
If she technically no longer exists, what remains of her physical form?

eftexar
2012-06-11, 01:38 AM
That was just really more of a flavor blurb than mechanic. Anyways it is more of a "I think, therefore I am" thing, so the act of thinking she exists is really all that keeps her in existence. So it really doesn't have an effect on anything.

Any thoughts on the other mechanics though?

nonsi
2012-06-11, 02:54 AM
That was just really more of a flavor blurb than mechanic. Anyways it is more of a "I think, therefore I am" thing, so the act of thinking she exists is really all that keeps her in existence. So it really doesn't have an effect on anything.

I'd change this description. It could too easily lead to confusion.




Any thoughts on the other mechanics though?


This class is all about void, emptiness, nothingness and vanishing. Seems to me like it should have Hide (and therefore also Spot) as class skills.
The "catch me if you can" theme also makes Jump & Escap Artist appropriate. This very theme also tells me that good Ref is more thematically fitting than good Fort.
Also, being built to "dupe everybody" makes UMD appropriate.
As far as more features go: flight, etherealness and short range teleportation also seem in order.
And drop the bonus feat - its totally misplaced in this class.


Other than the above, great class.

eftexar
2012-06-11, 09:57 AM
Your suggested changes have been made nonsi. Except flight. I don't think flight fits the theme. My laziness lead me to swap the save headers instead of reformatting them.
And sorry for the oddly out of place bonus feat. I just needed filler...

nonsi
2012-06-11, 10:19 AM
Your suggested changes have been made nonsi. Except flight. I don't think flight fits the theme. My laziness lead me to swap the save headers instead of reformatting them.
And sorry for the oddly out of place bonus feat. I just needed filler...

No arguments.
Just one thing about Ethereal Step. Just wanted to point out that during combat it doesn't give a lot beyond making AoOs vs. an entropomancer miss 50% (provided Ghost Touch is not involved).
This was probably your intention, but just in case it wasn't.

Faerieheart
2012-06-12, 01:35 AM
I'm confused a 5' area burst is a single square, right?

Destiny Bond
Your targets become bound to you. Should you die your targets, no matter the distance and even across planar boundaries, must make a will save or die. Casting a new instance of this ability ends the previous instance. How long does this effect last? Is too powerful as an infinite duration effect.

The highest level eldritch distortion gives me an image of several mages casting spells while within it for the express purpose of stacking the effect to instil this one Entropomancer with ungodly arcane power to confront an entity they are unwilling to confront themselves.

silphael
2012-06-12, 04:30 AM
A 5' area burst as to be placed on a corner. So it makes 4 squares.

Faerieheart
2012-06-12, 08:40 AM
A 5' area burst as to be placed on a corner. So it makes 4 squares.

ahh ok thanks so this.

OO
OO

but um I thought bursts worked differently than that... I'm having trouble figuring out what a 10' area burst is now.

..OO
OOOO
OOOO
..OO

Is this correct?

And this is 15'?

....OO
..OOOO
OOOOOO
OOOOOO
..OOOO
....OO

eftexar
2012-06-12, 03:22 PM
Those look right. I'm not sure about 15 though as the most common are 5, 10, 20, 40, 40, 80.

As far as Destiny Bond I'm still debating on exactly what you said. There can't be multiple instances, but still. I think half a day is a good limit.

Eldritch Distortion will have limitations.

NudelJunge
2012-08-02, 09:54 AM
I've got to admit, I LOVE the concept here. Thing is, is that my personal "Scales of Game Balance" are somewhat..... unbalanced. Does the class seem to be fairly balanced to everyone else?

Aside from that, a few typos and apparently swapped terminology talking about the shards and distortions. And just to make sure I understand correctly, you send a shard at someone, and then you "dissipate" it to activate a distortion?

Also, Touched by the Void, I think, needs a little better wording on it. :mitd:

Network
2012-08-02, 12:09 PM
The entropomancer is able to create distortions in the world by pulling a bit of nothingness into it. At each indicated level the witch gains a new distortion whose grade she qualifies for.
Apparently some mistakes are remaining.

I like the concept. For the 20th level ability, I suggest an effect similar to Blink, without the personal miss chance. You can also mention the character doesn't become etheral, but disappear from existence (as with Divine Dodge).


Memonto Mori
Select three defined status effects of your choice, that do not spell instant death. Your targets must make a reflex save or be afflicted by them for the next 2d4 rounds.
We say ''Memento Mori''. Otherwise, I suggest you put a set list of status effects. Incorporeal and Petrified are status effects, pass the idea of someone Fascinated and Panicked.

wardonis
2012-10-11, 05:45 AM
One thing I was debating on adding was access to a list of blast-shape invocations, so that the entropomancer can shape the effects more, but I'm not sure how well that would mesh.

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what if instead of using blast shape to change the distortions, it was more of an alteration to the shards themselves. you could use one to up the damage of a shard, cause the shard to leave a dot or even cause the sharde to chain between points or leave a line. the line would linger dissipating at the beginning of the entropomancer's next turn. stuff like that.

nonsi
2018-10-16, 01:04 PM
Entropomancer (3.5)

Abilities: Your wisdom modifier and constitution scores are your most important scores, as the former increases your ability DCs and the latter increases your hit points. A good dexterity will lend to your AC and a good intelligence will boost your few skills. Strength isn't as important because you won't be in melee.

Organization: -

Alignment: An entropomancer may be of any alignment, though chaos is the most common and lawful the least common.

Religion: Entropomancer's tend to have nihilistic views and often see deities as nothing more than poweful beings who will one day cease to exist alongside everyone else.

Background: -

Races: There is no common race among entropomancers. The desire for destruction is common in all races.

Other Classes: Entropomancer's will get along with anyone, because what's the point anyways, but other classes, specifically clerics, are irked by them. Some clerics are even outright hostile.

Role: An entropomancer is a master of battlefield control. With her shards able to pinpoint targets with small area of effects she can take out her foes without hitting allies.

Class Features

Hit Die: d8

Starting Gold: As Fighter

Skills: Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religeon) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Int).

Skill Points: 2 + Int mod (x 4 at first level)

Table: The Entropomancer

SavesSpecial
LevelBABFRWClass AbilitiesDistortions
1st +0 +0 +2 +2 Distortions (https://forums.giantitp.com/showsinglepost.php?p=13343941&postcount=2) (Least), Shards of Entropy (2) +1d6 2
2nd +1 +0 +3 +3 Scion of Nothing 3
3rd +1 +1 +3 +3 Reduction 2 3
4th +2 +1 +4 +4 Vanishing Presence (Mind), Shards of Entropy (3) +2d6 4
5th +2 +1 +4 +4 Entropic Field (Anti-Postive) 5ft 4
6th +3 +2 +5 +5 Distortions (Lesser) 5
7th +3 +2 +5 +5 Shards of Entropy (3) +3d6 5
8th +4 +2 +6 +6 Dimension Door, Reduction 3 6
9th +4 +3 +6 +6 Vanishing Presence (Detection) 6
10th +5 +3 +7 +7 Shards of Entropy (4) +3d6 7
11th +5 +3 +7 +7 Entropic Field (Probability Warp) 10ft 7
12th +6 +4 +8 +8 Distortions (Greater) 8
13th +6 +4 +8 +8 Reduction 4, Shards of Entropy (4) +4d6 8
14th +7 +4 +9 +9 Vanishing Presence (Location) 9
15th +7 +5 +9 +9 Ethereal Step 9
16th +8 +5 +10 +10 Distortions (Grand), Shards of Entropy (5) +4d6 10
17th +8 +5 +10 +10 Entropic Field (Decay) 15ft 10
18th +9 +6 +11 +11 Reduction 5 11
19th +9 +6 +11 +11 Vanishing Presence (Body), Shards of Entropy (5) +5d6 11
20th +10 +6 +12 +12 Touched by the Void 12


Weapons and Armor Proficiencies: The entropomancer is not proficient with any weapons, armor, or shields.

Class Abilities
Shards of Entropy
The entropomancer may form fragments of nothingness. These rifts in space tear apart anything that they touch.
The entropomancer may form or un-form any number of shards that she wishes, up to a maximum of that listed on the table (see paranthesis), as a swift action. These shards each appear in a different space adjacent to her and aren't actually considered to occupy any space.
Anyone in the same space as a shard at the beginning of their turn, who's space the shard moves into, or who moves into the space of a shard - other than the entropomancer who summoned them - takes the listed amount of damage, though nobody may take damage from the same shard more than once in a round. Multiple shards may occupy the same space, but only one shard deals damage. A target who takes up multiple spaces, however, may be damage by multiple shards in different spaces.
The entropomancer may move any number of her shards as a move action, as long as their combined movement doesn't exceed 60ft. A shard that exists from within 100ft of the entropomancer dissipates immediatly. If the entropomancer moves, she may will any shard(s) adjacent to herself to move alongside her without these restrictions or limitations.

Distortions
The entropomancer is able to create distortions in the world by pulling a bit of nothingness into it. At each indicated level the entropomancer gains a new distortion whose grade she qualifies for.
The entropomancer may swap out an old distortion at 4th level and every 4 levels afterward for another distortion of the same grade or lower.
Distortions are at-will supernatural abilities. A distortion doesn't have its own range instead requiring the discharge of the shard(s), where it will be centered. All distortions have an area burst of 5ft for which their effects take part in. If the entropomancer discharges more than one shard in this way, she may not activate different distortions for each shard (she may only activate one distortion per round, unless through some other special ability or feat).
The entropomancer may activate any number of shards as a full round action, though she may instead activate a single shard as a standard action. The save DC of any distortion is 10 + 1/2 her entropomancer level + her wisdom modifier.
If multiple shards have overlapping regions the effects of their distortion do not happen multiple times in any such area(s). This includes even distortions from other entropomancers.
Though a distortion is magical in nature and may not be cast in an anti-magic field, the effects of distortions can't be dispelled and are not dispersed or suppressed by anti-magic effects.
Ongoing effects from a specific distortion do not stack with themselves with reuse (use the newest or greatest of these effects at your option).

Lv2 > Scion of Nothing:
The entropomancer takes half damage and gains a +4 insight bonus to saves against/from any effect from the entropomancer class, whether from herself or another entropomancer.
Special: The entropomancer loses this ability if her levels in other classes ever matches or exceeds her levels of entropomancer. Raising her entropomancer levels back to being the dominant level restores this ability.

Lv3+ > Reduction (Su):
The entropomancer reduces all damage she takes, from any source, by the total that is given. This includes those from magical and non-magical sources.

Lv4, 9, 14, 19 > Vanishing Presence (Ex)
As she slowly fades into nothingness the entropomancer gains certain benefits. She has immunity to any effects that attempt to read her mind or alter it.
At level 9 this expands granting complete immunity to magical detection. No magical effect can discern her or information about her beyond normal senses. Even magical darkvision fails. Non-magical effects still function.
At level 14 she becomes difficult to notice. As long as she takes no action that would catch someone's attention, beyond being present or simply moving, they must make a spot or search check (DC of 10 + her entropomancer level) to notice her.
She must spend a full round action, after she has been outside their notice for at least 1 round, to dissapear from their observation again. Regardless she also gains a permanant +4 bonus to hide checks.
At level 19 her physical being even begins to fade. Both physical and magical attacks that target her or include her as a specified target have a 50% chance of missing. This overlaps with concealment, but not other types of miss chances. Area of effects and other effects that can affect her, but don't name her as a target, do not have this miss chance.

Lv5, 11, 17 > Entropic Field (Su)
The entropomancer emanates a field of entropy that inteferes with healing out to the indicated range. Magical healing does not function within this area (including the entropomancer). She may drop this field or resume it as a move action at any time she chooses.
At her 11th level her entropic field ability expands. Once per round, as a free action (even out of turn), the entropomancer may force a character, who is within the area of her activated entropic field, to roll the die for something twice. This must be done before the result is determined, but may be done after or before the first die roll. Her target must take the worse of the two rolls.
At 17th level this ability reaches it's peak as her control over nothingness drains the somethingness from her foes. Any foe who is not at full hit points, and is within the area of her activated entropic field, takes 1 point of damage per round. This damage bypasses all resistances and immunities.

Lv8 > Dimension Door:
The entropomancer may teleport, as the dimension door spell, once every 2d4 rounds. Unlike dimension door, it use does not end her turn.

Lv15 > Ethereal Step:
The entropomancer may become ethereal as a standard action. She remains ethereal until the start of her next turn.

Lv20 > Touched by the Void
Though she no longer technically exists, the entropomancer's mind and power keep her foot in the world, even if she only thinks she exists. This has no in-game effect except as noted below.
The entropomancer loses all types and subtypes she possesses, and further gains, and is treated as having the most beneficial type available for all purposes.
Furthermore, the entropomancer is always considered to have the most beneficial alignment towards any effects, abilities, or items. Effectively her true alignment no longer matters.
The entropomancer also no longer needs to eat, breathe, or sleep. She doesn't age and isn't affected by abilities that cause aging.

Feats:Ripple Effect
Requirements: Access to distortions
You may activate two different distortions when dispersing shards to activate a distortion. You may only activate your second distortion at one shards location. If your distortion overlap you must choose which distortion takes effect in the overlapping area.

Feedback
Requirements: Access to distortions
You may increase the area of a distortion in a single area, by sacrificing all of your remaining shards. The increase in area is equal to 5ft x the number of shards destroyed.

Enlarged Distortion
Requirements: Access to distortions
You may increase the area of a distortion in a single area, by 10ft. This may be done 3/day.
Special: You may take this feat multiple times gaining an additional 1/day use per time you do so.

Improved Reduction
Requirements: Access to the Reduction class ability
Your reduction ability reduces damage by another 2 points.
Special: You may take this feat multiple times gaining an additional 1 point of reduction each time. You may not take this feat more times than half your entropomancer levels or your wisdom modifier, whichever is higher.

Extra Shard
Requirements: Access to the Shards of Entropy class ability
You may create one additional shard beyond normal. Each round you exceed your original shard maximum though, you take 2d4 points of damage.
Special: You may take this ability multiple times granting an extra shard past your limit. For each shard past your limit though, the number of die doubles.

Improved Entropic Field
Requirements: Access to the Entropic Field class ability
The area of your entropic field is doubled.

Controlled Entropic Field
Requirements: Access to the Improved Entropic Field feat
You may, as a swift action or as part of its activation, increase or decrease entropic fields size to a minimum of 5ft and a maximum of its normal area.

Distorted Echo
Requirements: Access to a distortion that can dispel magical effects
You may repeat any spell or magical effect that you have dispelled with a distortion. You must do so within 1 round of its casting/activation and must follow all rules, other than the expense of uses, for casting/activating it.

Design Notes:
The entropomancer prestige class had a lot of potential, but first problem is that it was a prestige class. More importantly though it was broken with its insta-kill capstone and limited uses per day to all its abilities. So this is my attempt at making it a viable class, with interesting choices and abilities.
I'm aiming for tier 3 as usual. Some of the distortions are pretty powerful, even if they only work in a limited area. Then again this class doesn't have the melee to support it, like the warlock does. It's probably more tier 4 than anything right now.




Sorry for the thread necromancy. I'm having plans to draw ideas from this work sometime in the near future and the bad table format is making it difficult to figure out.
(fixed)

Goaty14
2018-10-17, 07:52 PM
Sorry for the thread necromancy. I'm having plans to draw ideas from this work sometime in the near future and the bad table format is making it difficult to figure out.
(fixed)

The official rule on thread necromancy is to just create a new thread, and link the old one in the first post. You can read about that and all sorts of other rules here (http://www.giantitp.com/forums/announcement.php?a=1).

nonsi
2018-10-18, 12:11 AM
The official rule on thread necromancy is to just create a new thread, and link the old one in the first post. You can read about that and all sorts of other rules here (http://www.giantitp.com/forums/announcement.php?a=1).

That's what I would've done if I homebrewed something based on the OP's work or commented about it, but since it was a re-post with formatting, to me it felt like taking over his effort rather than giving proper credit.

CzlowiekKredens
2022-07-26, 10:57 AM
Can, please, anyone explain to me why does entropomancy have some connections with probabilimancy? I mean the bad luck curses, etc. I googled about entropomancy and that's how I found this forum too. Everywhere, in all systems and all fantasy realms with entropomancy present, there is always not only anihilation aspect, but also bad luck. I'd appreciate long full answer. Thanks :)