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<blockquote data-quote="Visigani" data-source="post: 5714121" data-attributes="member: 6676235"><p>Entropic Field (Su): As a standard action, an entropomancer</p><p>can surround herself with a field of invisible, entropic</p><p>energy that lasts for 1 round per entropomancer level.</p><p>The field extends in a 5-foot per entropomancer level radius,</p><p>centered on the entropomancer. All magical healing automatically</p><p>fails within the entropic field. It takes the entropomancer</p><p>a standard action to dismiss the entropic field.</p><p></p><p>At 5th level, the entropic field becomes strong enough</p><p>to warp the laws of probability. Once per round, as a free</p><p>action, the entropomancer can force a character within the</p><p>field (including herself) to reroll an attack, save, or check.</p><p>The entropomancer demands the reroll after she knows</p><p>whether the attack, save, or check succeeded or failed, but</p><p>before the exact consequences have been calculated and</p><p>applied. The result of the reroll takes precedence, even if it’s</p><p>worse than the original roll.</p><p></p><p>At 7th level, the entropic field causes wounds created</p><p>within it to continue bleeding, dealing an additional 1</p><p>point of damage per round thereafter (at the end of the</p><p>entropomancer’s turn) as long as they remain within the</p><p>entropic field. A successful Heal check (DC 15) stops the</p><p>bleeding. If multiple wounds are suffered, then the creature</p><p>takes 1 point of damage per wound. The entropomancer is</p><p>subject to the bleeding effect.</p><p></p><p></p><p></p><p></p><p>Notice anything... missing? Unlike the Shard this ability can be used indefinitely and it is an extremely potent ability for a villain, especially an undead one. Just saying.</p></blockquote><p></p>
[QUOTE="Visigani, post: 5714121, member: 6676235"] 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. Notice anything... missing? Unlike the Shard this ability can be used indefinitely and it is an extremely potent ability for a villain, especially an undead one. Just saying. [/QUOTE]
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