Excerpts 05/02/2004


Complete Divine
A Player's Guide to Divine Magic for All Classes
By David Noonan



A divine character is any character for whom worship of a greater power -- often a deity but sometimes a more abstract force or philosophy -- is an important part of daily life. Giving your character an allegiance to a set of beliefs and a connection to forces beyond the mortal world can enrich the D&D experience, no matter the race and class of your character. Within these pages you'll find divine connections to prowess in battle, stealth, negotiation -- and even arcane magic. Whether you're a cleric of peerless faith, a shadowy killer-for-hire, a crusading paladin, or a wizard in search of greater mysteries, there's something in here for you. Players can read through the entire book without hesitation, and DMs can use the material to generate their own surprises without any help!

From Chapter 2: Prestige Classes

ENTROPOMANCER

As spellcasters plumb the depths of divine power, some of the most advanced gain attunement to the great nothingness they say lies at the center of the universe. These students use this connection to develop strange powers, sacrificing some of their normal studies. Doing so retards their progress as spellcasters, but they see their new abilities as worth the cost.

Entropomancers can summon and control a small shard of absolute nothingness similar to a sphere of annihilation, harnessing its power for a variety of magical effects. Most revel in destruction for its own sake, but some take a more nuanced approach to their terrifying discoveries, trying to understand the power of entropy that it might someday be controlled or even reversed.

Entropomancers generally work in small groups or cabals. Most have patron deities of death, destruction, or fate. NPC entropomancers often form cults that kidnap victims to be sacrificed to the Great Nothingness.

Adaptation: Gods of entropy and insensate destruction (such as Tharizdun, described in Chapter 5) are good choices if you want to tie the entropomancer to worship of a specific deity. A well-organized group devoted to entropy is pretty weird, but at least it's possible in the short term.

Hit Die: d8.

Requirements

To qualify to become an entropomancer, a character must fulfill all the following criteria.

Alignment: Any nongood.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks.
Feats: Great Fortitude, Magical Aptitude.
Spells: Able to cast 4th-level divine spells.

Class Skills

The entropomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the entropomancer prestige class.

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): 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.

Sample Entropomancer

Xannifer Fluxwind: Female half-elf cleric 7/entropomancer 3; CR 10; Medium humanoid (elf); HD 7d8+14 plus 3d8+6; hp 70; Init -1; Spd 20 ft.; AC 23, touch 9, flat-footed 23; Base Atk +6; Grp +7; Atk +10/+5 melee (1d6+3/18-20, +2 scimitar); Full Atk +10/+5 melee (1d6+3/18-20, +2 scimitar) or +5 ranged (1d8/19-20, masterwork light crossbow); SA entropic field, shard of entropy, spells, turn undead 5/day (+2, 2d6+9, 7th); SQ half-elf traits, low-light vision; AL LN; SV Fort +11, Ref +5, Will +13; Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 14.

Skills and Feats: Concentration +9, Diplomacy +4, Gather Information +4, Listen +4, Knowledge (arcana) +7, Search +1, Spellcraft +13, Spot +4; Great Fortitude, Lightning Reflexes, Magical Aptitude, Weapon Focus (scimitar).

Entropic Field (Su): As a standard action, Xannifer can surround herself with 15-foot radius field of invisible, entropic energy that lasts for 3 rounds. All magical healing automatically fails within the entropic field. It takes a standard action to dismiss the entropic field. See prestige class power entry for more details.

Shard of Entropy (Su): Twice per day, for a maximum of 3 rounds, Xannifer can create a 2-inch diameter shard of entropy which she can move up to 30 feet as a standard action. The shard deals 3d6 points of damage to objects, bypassing the object's hardness. Xannifer must make a ranged touch attack to hit a creature, and if successful the shard deals 3d6 points of damage (Fortitude half, DC 16). The shard appears in any square adjacent to Xannifer when it is created, and it can be used to attack on the round it is formed. See prestige class power entry for more details.

Half-Elf Traits: Half-elves have immunity to magic sleep effects. For all effects related to race, a half-elf is considered an elf.

Cleric Spells Prepared (6/6/5/5/4; save DC 13 + spell level): 0 -- detect magic (3), guidance, light (2); 1st -- bless, detect evil, divine weapon, magic weapon, entropic shield[D], shield of faith; 2nd -- identify[D], bear's endurance, hold person (2), sound burst; 3rd -- dispel magic[D] (2), invisibility purge, protection from energy, searing light; 4th -- greater magic weapon, freedom of movement[D], divine power, greater magic weapon.

[D] Domain spell. Domains: Luck (reroll one die roll 1/day), Magic (use magic items as 2nd-level wizard).

Possessions:+2 full plate, +2 heavy steel shield, +2 scimitar, masterwork light crossbow, 10 bolts, 3 potions of fly.

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