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Old 06-04-2012, 09:26 PM   Top  -  End  -  #1
eftexar
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Default Entropomancer, the master of nothing (3.5, PEACH)

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)

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

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

Class Abilities
Spoiler


Feats:
Spoiler


Design Notes:
Spoiler
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Last edited by eftexar : 06-11-2012 at 09:56 AM.
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Old 06-04-2012, 09:27 PM   Top  -  End  -  #2
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Distortions

Least
Spoiler

Lesser
Spoiler

Greater
Spoiler

Grand
Spoiler
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Last edited by eftexar : 06-12-2012 at 03:22 PM.
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Old 06-04-2012, 09:41 PM   Top  -  End  -  #3
Ralasha
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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.
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Old 06-04-2012, 11:54 PM   Top  -  End  -  #4
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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.
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Old 06-04-2012, 11:58 PM   Top  -  End  -  #5
Ralasha
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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
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Last edited by Ralasha : 06-04-2012 at 11:59 PM.
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Old 06-05-2012, 01:54 AM   Top  -  End  -  #6
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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?
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Old 06-05-2012, 02:12 AM   Top  -  End  -  #7
Ralasha
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Much. Now you don't have infinite followers.
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Old 06-05-2012, 03:59 AM   Top  -  End  -  #8
togapika
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Needs all bad saves and no class abilities... Master of Nothing indeed....



J/k
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Old 06-05-2012, 05:36 AM   Top  -  End  -  #9
silphael
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

In the distortions block, you say often "invocations". I'm pretty sure you mean distortions ^^
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Old 06-05-2012, 03:03 PM   Top  -  End  -  #10
nonsi
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Definitely better than the PrC - on all parameters.
I like it a lot and waiting to see the end result.
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Old 06-05-2012, 09:35 PM   Top  -  End  -  #11
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Fixed it silphael and thanks nonsi.
Furthermore, the feats and capstone now exist.
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Last edited by eftexar : 06-05-2012 at 09:35 PM.
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Old 06-06-2012, 03:00 AM   Top  -  End  -  #12
nonsi
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

How does a level 20 Entropomancer communicate ?
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Old 06-06-2012, 04:37 AM   Top  -  End  -  #13
nonsi
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

I also noticed you used the name "Improved Entropic Field" twice.
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Old 06-10-2012, 08:18 PM   Top  -  End  -  #14
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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?'

--------------

*Bump*
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Last edited by eftexar : 06-10-2012 at 08:18 PM. Reason: combining many posts / bump
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Old 06-10-2012, 11:56 PM   Top  -  End  -  #15
nonsi
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Quote:
Originally Posted by eftexar View Post
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?
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Old 06-11-2012, 01:38 AM   Top  -  End  -  #16
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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?
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Old 06-11-2012, 02:54 AM   Top  -  End  -  #17
nonsi
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Quote:
Originally Posted by eftexar View Post
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.


Quote:
Originally Posted by eftexar View Post
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.
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Old 06-11-2012, 09:57 AM   Top  -  End  -  #18
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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...
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Last edited by eftexar : 06-11-2012 at 09:58 AM.
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Old 06-11-2012, 10:19 AM   Top  -  End  -  #19
nonsi
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Quote:
Originally Posted by eftexar View Post
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.
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Old 06-12-2012, 01:35 AM   Top  -  End  -  #20
Faerieheart
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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.

Last edited by Faerieheart : 06-12-2012 at 01:49 AM.
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Old 06-12-2012, 04:30 AM   Top  -  End  -  #21
silphael
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

A 5' area burst as to be placed on a corner. So it makes 4 squares.
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Old 06-12-2012, 08:40 AM   Top  -  End  -  #22
Faerieheart
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Quote:
Originally Posted by silphael View Post
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

Last edited by Faerieheart : 06-12-2012 at 10:20 AM.
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Old 06-12-2012, 03:22 PM   Top  -  End  -  #23
eftexar
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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.
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Last edited by eftexar : 06-13-2012 at 01:37 AM.
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Old 08-02-2012, 09:54 AM   Top  -  End  -  #24
NudelJunge
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

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.
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Old 08-02-2012, 12:09 PM   Top  -  End  -  #25
Network
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Quote:
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).

Quote:
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.

Last edited by Network : 08-02-2012 at 12:36 PM.
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Old 10-11-2012, 05:45 AM   Top  -  End  -  #26
wardonis
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Default Re: Entropomancer, the master of nothing (3.5, PEACH)

Quote:
Originally Posted by eftexar View Post

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.

--------------
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.
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