The Entropy Champion
"Pain is nature's way of telling you that you're still alive... death, by contrast, is much less harsh." -Pomfret Akumu, 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.
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.
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.
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 never good, though most have at least one neutral component to their alignment.
4d4 x 10 gp (100 gp)
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)
|Fort Save||Ref Save||Will Save||Essentia||Special|
|1||Entropic brand 1d6, undead aura|
|2||Destructive expertise, unnerving mien (attack rolls)|
|3||Destruction embraced (attack and damage)|
|3||Entropic Brand 2d6, entropic strike|
|5||Unnerving mien (saves)|
|5||Destruction embraced (saves)|
|7||Entropic brand 3d6, entropic ray|
|9||Sight of oblivion (damage reduction)|
|11||Entropic ray (disintegrate)|
|12||Entropic brand 4d6, steady decay|
|13||Sight of oblivion (spell resistance)|
|20||Entropic brand 5d6, transmortality|
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 1d6 points of damage, plus his Charisma modifier. The entropy champion can make full attacks and attacks of opportunity with this ability.
At 5th level and every five levels thereafter, the entropy champion deals an additional 1d6 points of damage with his entropic brand.
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.
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.
Unnerving Mien (Ex)
Entropy champions have an uncanny ability to avoid enemy attacks. Any enemy that attacks an entropy champion of 2nd level or higher takes a null penalty to the attack roll equal to the entropy champion's Charisma modifier.
At 7th level, an enemy attempting a saving throw against the entropy champion's abilities takes a null penalty on that saving throw equal to the entropy champion's Charisma modifier.
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.
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.
Entropic Strike (Su)
At 5th level, an entropy champion can channel necrocarnum into offensive might. His entropic brand gains an enhancement bonus equal to the number of points of essentia invested in this ability. The essentia cap of this ability is 1 higher than normal for his level.
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.
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.
The defensive strength of the target.
The presence of damage reduction, hardness, energy resistance, or immunities.
The exact ranks and type of damage reduction, hardness, energy resistance, and immunities.
Entropic Ray (Su)
|9 or below|
At 10th level, the entropy champion can draw out the power of decay to evoke 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.
At 14th level, this attack becomes even more potent. If the entropy champion has at least two points of essentia invested in his entropic ray, it is treated as the disintegrate
spell, with a caster level equal to his entropy champion level, for the purpose of interacting with force effects. If his invested essentia meets or exceeds the essentia cap for this ability, then if it reduces the target's hit points to 0 or fewer, the target is disintegrated
, as the spell.
Augmented Brand (Ex)
At 11th level, the entropy champion's destructive power increases. The base threat range of his entropic brand becomes 19-20, and it deals triple damage on a critical hit.
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 destroy light around him entirely, creating a deeper darkness
effect centered on him, with a caster level equal to his entropy champion level. The entropy champion can see normally in this darkness.
Steady Decay (Ex)
At 15th level, the entropy champion has become so inured to decay that the entropy of his own body cannot be accelerated. He becomes immune to all death spells, magical death effects, energy drain, and negative energy effects. However, his body is also more resistant to attempts at slowing its inherent entropy; he is always considered unwilling to accept spells with the healing descriptor.
Unmaking Magic (Sp)
Beginning at 17th 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.
Entropic Understanding (Ex)
At 18th level, the entropy champion has become a true master of destruction. He can score critical hits against creatures that are normally immune to critical hits due to their creature type, such as constructs or elementals. In addition, he subtracts his Charisma modifier from the hardness of any object he attacks.
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.
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 apostate subtypes. His natural weapons and any weapons he wields are treated as whichever alignment is required for the purpose of overcoming damage reduction, and any spell with an alignment descriptor has the least possible effect on him.
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.