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
SpoilerShards 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:SpoilerRipple 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:
SpoilerThe 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.