Dias Ex Machina
Publisher / Game Designer
No, not the Entropomancer, this is the Entromancer, a master of the arcane arts that is able to take control of magic around him. This is a bizarre class written by one of my contributors. It is part of the Amethyst D20 rulebook coming out in March. I wanted to share it with everyone and see if...well...it makes any sense.
The PDF can be found here (it includes fluff and sketch artwork).
ENTROMANCER
Table: The Entromancer
Base Attack Bonus: Poor
Fort / Ref / Will: Poor / Poor/ Good
1st: Superiority / Spell Progression: +1 level of existing class
2nd: Dispel of Opportunity / Spell Progression: +1 level of existing class
3rd: Spell Progression: +1 level of existing class
4th: Grounding / Spell Progression: +1 level of existing class
5th: Dispel of Opportunity / Spell Progression: +1 level of existing class
6th: Spell Progression: +1 level of existing class
7th: Seize Magic / Spell Progression: +1 level of existing class
8th: Dispel of Opportunity / Spell Progression: +1 level of existing class
9th: Spell Progression: +1 level of existing class
10th: Unmaking / Spell Progression: +1 level of existing class
Hit Dice: d4
REQUIREMENTS
To qualify to become an entromancer, a character must meet all of the following criteria.
Spells: Ability to cast 3rd level arcane spells.
Skills: Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks
Feats: Spell Focus (Any one school), Skill Focus (Spell-craft), Improved Counterspell.
Origin: Must be laudenian (a type of elf)
Totem: Must select staff (this is an Amethyst rule and can be ignored because it has no baring on what follows).
CLASS SKILLS
The entromancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Additional Level: 4 + Int modifier.
CLASS FEATURES
All of the following are class features of the laudenian
entromancer prestige class.
Armor and Weapon Proficiencies: The entromancer cannot use any entromancer class features while wearing any armor.
Spells per Day/Spells Known: When a new entromancer level is gained, the character gains new spells per day as if he had also gained a level in the previous arcane spellcasting class in which he could cast 3rd-level spells before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained.
Superiority (Ex): At 1st level, the entromancer adds his Int bonus to caster level checks and to the DC of spellcraft checks to identify spells as they are being cast, up to a maximum of their entromancer class level.
Dispel of Opportunity (Su): An entromancer of 2nd level may lose a prepared spell of 3rd level or greater to immediately cast Dispel Magic to dispel another spellcaster's spell. This happens as if the entromancer had a prepared action to dispel. This counts as the entromancer's next turn's actions. He is already considered to have acted once his turn comes around. Once the entromancer learns Greater Dispel Magic, he can lose a spell of 6th level to use Greater Dispel for the check. At tenth level, he can use Unmaking for this ability as well. This counts as a use of Unmaking if he does. The entromancer can use this ability 1/day at 2nd level, 2/day at 5th level, and 3/day at 8th level.
Grounding (Su): An entromancer at 4th level can choose to take a -10 penalty on a targeted dispel check. If the check succeeds, the highest-level spell that is dispelled is also grounded out. The subject of the targeted dispel suffers 1d6 points of damage per spell level of the dispelled spell.
Seize Magic (Su): Once per day when countering a spell as it is cast with Dispel Magic or Greater Dispel, the entromancer can take a -10 to the dispel check to seize the spell. When the entromancer seizes the spell, it is not dispelled. The entromancer takes control of it. The save DC and damage are as from the original caster. All selectable parameters of the spell such as target and shape are chosen by the entromancer. The entromancer is treated as the caster for all other intents and purposes.
Unmaking (Sp): At 10th level, the entromancer is able to unravel the magical power of a target. The range is 100 ft. + 10ft/ entromancer level. The entromancer can use Unmaking. Unmaking can be used three ways.
Counterspell: If targeted to be used as a counterspell, it counters the spell being cast and stops all spellcasting or spell-like abilities from being used by the target for 1d4 rounds.
Target: If directed at a target, Unmaking immediately strips all magic spells and spell-like effects from the target. This applies to positive and negative effects. It also suppresses magic items, spell casting, and spell-like abilities on the target for 1d4 rounds.
Item: If used against a specific unattended item (not carried by someone) via touch, Unmaking suppresses all trace of magic for 2d6 days and the entromancer makes a caster level check. The level check is the % chance that the item is suppressed for 2d6 years.
The PDF can be found here (it includes fluff and sketch artwork).
ENTROMANCER
Table: The Entromancer
Base Attack Bonus: Poor
Fort / Ref / Will: Poor / Poor/ Good
1st: Superiority / Spell Progression: +1 level of existing class
2nd: Dispel of Opportunity / Spell Progression: +1 level of existing class
3rd: Spell Progression: +1 level of existing class
4th: Grounding / Spell Progression: +1 level of existing class
5th: Dispel of Opportunity / Spell Progression: +1 level of existing class
6th: Spell Progression: +1 level of existing class
7th: Seize Magic / Spell Progression: +1 level of existing class
8th: Dispel of Opportunity / Spell Progression: +1 level of existing class
9th: Spell Progression: +1 level of existing class
10th: Unmaking / Spell Progression: +1 level of existing class
Hit Dice: d4
REQUIREMENTS
To qualify to become an entromancer, a character must meet all of the following criteria.
Spells: Ability to cast 3rd level arcane spells.
Skills: Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks
Feats: Spell Focus (Any one school), Skill Focus (Spell-craft), Improved Counterspell.
Origin: Must be laudenian (a type of elf)
Totem: Must select staff (this is an Amethyst rule and can be ignored because it has no baring on what follows).
CLASS SKILLS
The entromancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Additional Level: 4 + Int modifier.
CLASS FEATURES
All of the following are class features of the laudenian
entromancer prestige class.
Armor and Weapon Proficiencies: The entromancer cannot use any entromancer class features while wearing any armor.
Spells per Day/Spells Known: When a new entromancer level is gained, the character gains new spells per day as if he had also gained a level in the previous arcane spellcasting class in which he could cast 3rd-level spells before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained.
Superiority (Ex): At 1st level, the entromancer adds his Int bonus to caster level checks and to the DC of spellcraft checks to identify spells as they are being cast, up to a maximum of their entromancer class level.
Dispel of Opportunity (Su): An entromancer of 2nd level may lose a prepared spell of 3rd level or greater to immediately cast Dispel Magic to dispel another spellcaster's spell. This happens as if the entromancer had a prepared action to dispel. This counts as the entromancer's next turn's actions. He is already considered to have acted once his turn comes around. Once the entromancer learns Greater Dispel Magic, he can lose a spell of 6th level to use Greater Dispel for the check. At tenth level, he can use Unmaking for this ability as well. This counts as a use of Unmaking if he does. The entromancer can use this ability 1/day at 2nd level, 2/day at 5th level, and 3/day at 8th level.
Grounding (Su): An entromancer at 4th level can choose to take a -10 penalty on a targeted dispel check. If the check succeeds, the highest-level spell that is dispelled is also grounded out. The subject of the targeted dispel suffers 1d6 points of damage per spell level of the dispelled spell.
Seize Magic (Su): Once per day when countering a spell as it is cast with Dispel Magic or Greater Dispel, the entromancer can take a -10 to the dispel check to seize the spell. When the entromancer seizes the spell, it is not dispelled. The entromancer takes control of it. The save DC and damage are as from the original caster. All selectable parameters of the spell such as target and shape are chosen by the entromancer. The entromancer is treated as the caster for all other intents and purposes.
Unmaking (Sp): At 10th level, the entromancer is able to unravel the magical power of a target. The range is 100 ft. + 10ft/ entromancer level. The entromancer can use Unmaking. Unmaking can be used three ways.
Counterspell: If targeted to be used as a counterspell, it counters the spell being cast and stops all spellcasting or spell-like abilities from being used by the target for 1d4 rounds.
Target: If directed at a target, Unmaking immediately strips all magic spells and spell-like effects from the target. This applies to positive and negative effects. It also suppresses magic items, spell casting, and spell-like abilities on the target for 1d4 rounds.
Item: If used against a specific unattended item (not carried by someone) via touch, Unmaking suppresses all trace of magic for 2d6 days and the entromancer makes a caster level check. The level check is the % chance that the item is suppressed for 2d6 years.
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