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Entropomancer

(Complete Divine variant, p. 36)

Entropomancers gain attunement to the great nothingness they say lies at the center of the universe.

Requirements

Alignment: Any nongood

Skills: Concentration 5 ranks , Knowledge (arcana) 5 ranks

Feats: Great Fortitude , Magical Aptitude

Spells: Able to cast 4th-level divine spells.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Entropomancers gain no proficiency with weapons, armor, or shields of any type.

Shard of Entropy (Su): Twice per day, for a maximum of 1 round per entropomancer level, the character can create a miniature shard of entropy. The shard is a chunk of absolute blackness, 2 inches across, and can be moved up to 30 feet by the entropomancer as a standard action. Against objects, the shard deals 3d6 points of damage, bypassing the object’s hardness. Against creatures, the entropomancer must make a ranged touch attack to hit, and if successful the shard deals 3d6 points of damage to the target (Fortitude half, DC 12 + the entropomancer’s Wis modifier). The shard appears in any square adjacent to the entropomancer when it is created, and it can be used to attack on the round it is formed.

The shard of entropy lurches, jumps, and bounces around the square it’s in. Any creature who passes through the shard’s square takes damage as if the shard struck him (Fortitude half), as does any creature that’s in the same square as the shard at the beginning of the entropomancer’s turn. The entropomancer can move the shard into another square with a move action, or aim it at a specific creature (dealing damage immediately) as a standard action.

At 5th level, the entropomancer can use the shard to create a deeper connection to absolute nothingness. The shard of entropy deals 5d6 points of damage (Fortitude half, DC 14 + entropomancer’s Wis modifier).

At 9th level, the shard of entropy becomes even stronger, dealing 7d6 points of damage (Fortitude half, DC 16 + entropomancer’s Wis modifier). It also exerts an inexorable tug on creatures nearby, pulling them toward the shard. At the end of the entropomancer’s turn, the shard tries to pull creatures within 15 feet closer to it. This is treated as a bull rush attempt, for which the shard has a +11 bonus. If the shard wins the opposed check, it bull rushes creatures in a direct line toward its square. The entropomancer isn’t immune to this effect.

Spells per Day/Spells Known: Whenever an even-numbered level in the prestige class is gained, the entropomancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which he could cast 4th-level divine spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast 4th-level spells before she became an entropomancer, she must decide to which class she adds each level of entropomancer for the purpose of determining spells per day and spells known.

Entropic Field (Su): As a standard action, an entropomancer can surround herself with a field of invisible, entropic energy that lasts for 1 round per entropomancer level. The field extends in a 5-foot per entropomancer level radius, centered on the entropomancer. All magical healing automatically fails within the entropic field. It takes the entropomancer a standard action to dismiss the entropic field.

At 5th level, the entropic field becomes strong enough to warp the laws of probability. Once per round, as a free action, the entropomancer can force a character within the field (including herself) to reroll an attack, save, or check. The entropomancer demands the reroll after she knows whether the attack, save, or check succeeded or failed, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it’s worse than the original roll.

At 7th level, the entropic field causes wounds created within it to continue bleeding, dealing an additional 1 point of damage per round thereafter (at the end of the entropomancer’s turn) as long as they remain within the entropic field. A successful Heal check (DC 15) stops the bleeding. If multiple wounds are suffered, then the creature takes 1 point of damage per wound. The entropomancer is subject to the bleeding effect.

Control Sphere (Su): At level 10, the entropomancer has the ability to control a sphere of annihilation (described on page 279 of the Dungeon Master’s Guide) as if he were using a talisman of the sphere, and the entropomancer is personally unaffected by a sphere of annihilation, which passes through him as if his square was completely empty. High-level entropomancers are often obsessed with acquiring spheres of annihilation.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Shard of entropy 2/day
2nd +1 +3 +0 +3 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Entropic field 2/day
4th +3 +4 +1 +4 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Entropic field (reroll), shard of entropy (5d6)
6th +4 +5 +2 +5 +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Entropic field (wounding)
8th +6 +6 +2 +6 +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Shard of entropy (7d6, consuming)
10th +7 +7 +3 +7 Control sphere +1 level of existing divine spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Heal WIS no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Knowledge (local) INT yes no
Knowledge (religion) INT yes no
Profession WIS yes no
Spellcraft INT yes no

Spells for Entropomancer

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