Entropist (Kineticist Archetype)

The great majority of kineticists have stable power sources to draw from, whether they dedicate themselves to a single element or spread their abilities amongst several at once. For some who revere the powers of Chaos and Entropy however, their power can be granted by a more capricious source. Entropists’ elemental powers prove incredibly unpredictable, even to themselves. The erkunae people of Erkusaa combine elemental skills with the power of Chaos, as do others that emulate them.

Alignment: Entropists are typically just as fickle as their powers are, leaning toward Chaotic, but some are Neutral, simply not concerned with how their power manifests. The random nature of an entropist’s kinetic powers seems to be stifled by more rigid personalities; as such, an entropist cannot be Lawful.

Class Skills: The entropist does not gain specific class skills based on their chosen elements (see Planar Array) but gains Knowledge (planes) as a class skill.

Planar Array (Ex): At 1st level, rather than choosing one element, the entropist must choose a group of four elements known as an array. The choices include:

  • Elemental Array - Air, Earth, Fire, Water
  • Esoteric Array - Aether, Light, Time, Void
  • Material Array - Poison, Sound, Viscera, Wood

This determines what wild talents they can learn as well as what elements are available for their shuffling focus and favored focus abilities. At the GM’s discretion, they or the player can instead choose four elements for an array, assigning each to a number 1-4 for the purpose of shuffling focus.

Choosing an array also grants the entropist an attuned heirloom, typically a striking piece of jewellery, exotic weapon or bizarre tri-dimensional device. The attuned heirloom contains all of the entropist’s wild talents, and they cannot access them without it. If the attuned heirloom is lost or destroyed, the entropist must seek out a new heirloom, spending one week’s time and 500 gp per entropist level in the process. This new heirloom contains a number of 1st level wild talents equal to the entropist’s Constitution modifier in addition to any bonus wild talents gained based on the entropist’s level.

This alters the kineticist’s class skills.

Wild Talents: Unlike most kineticists, entropists learn a great multitude of infusion and utility wild talents, but do not necessarily have access to them all at once. Entropists can learn and prepare wild talents in much the same manner as an arcanist might learn and prepare spells.

To prepare and use wild talents, the entropist must have a Constitution score of at least 10 + the wild talent’s level, and the wild talent must be either universal or an element within their chosen array. They can prepare one wild talent of each wild talent level they can access based on their entropist level. In addition, starting at 3rd level, they can prepare additional wild talents if they have high Constitution (refer to Table: Ability Modifiers and Bonus Spells). However, no matter what their level or Constitution modifier, they can never have more than three wild talent slots of each wild talent level unless they’ve gained additional slots from the Extra Talent Slots feat.

To prepare any utility wild talent that has a prerequisite, they must also prepare its prerequisite wild talent or, if the prerequisite is a basic utility or defense wild talent, have access to it through an entropist class ability, a utility wild talent, or a feat. Infusion wild talents can be prepared even if their prerequisites are not (for example, the flurry of blasts infusion can be prepared without needing to prepare the extended range infusion). Utility wild talents can be prepared and benefitted from even if the entropist does not have access to the wild talent’s element (for example, an entropist who prepares wings of air gains its benefits even if they are not an aerokineticist), but infusions can still only be used with their associated blasts. Both infusions and utility wild talents share the same pool of slots per day.

Wild talents can be prepared in any slot of their level or higher; if a utility wild talent is prepared in a higher-level slot, the wild talent’s save DCs receive a competence bonus equal to the slot’s level minus the wild talent’s level (for example, a 1st level wild talent prepared in a 3rd level slot receives a +2 competence bonus to its DCs); they do not gain this bonus if they possess the Adaptive Utility feat. The entropist can also choose to leave a wild talent slot empty, but this provides them with no benefit. They cannot prepare the same wild talent in multiple slots.

Unlike other wild talents, basic utility and defense wild talents, as well as utility wild talents that could be selected in the place of a basic utility wild talent (such as glass cannon) do not need to be prepared in this way; whether temporarily or permanently available to the entropist, they can always access them, much like how psychic casters can access knacks.

An entropist can know any number of wild talents. They must choose and prepare their wild talents by getting 8 hours of sleep and meditating for 1 hour with their attuned heirloom. While meditating, they select which wild talents they have access to that day. For the purpose of prestige classes that gain spells per day, the entropist is treated as a psychic spellcaster, using this class feature in place of spells per day.

  • Starting Wild Talents: An entropist begins play with an attuned heirloom which contains three 1st-level wild talents of their choice. They also learn additional 1st-level wild talents equal to their Constitution modifier. Basic utility wild talents cannot be learned this way.
  • Learning New Wild Talents: Each level they select one new wild talent of a level up to ½ their entropist level, and this wild talent is infused into their attuned heirloom. They do not need to meet prerequisites involving basic utility or defense wild talents, but can only choose universal wild talents or those of elements within their array, and must meet any other prerequisites; they cannot learn basic utility wild talents in this manner. At any time they can learn a new wild talent for which they qualify by meditating over another entropist’s attuned heirloom or a crystal of elemental knowledge which contains the wild talent, being taught by any kineticist who possesses the wild talent, or spending time within an elemental saturation, otherwise using the same rules as those they learn upon gaining levels. If none of these methods is available, they can choose to meditate over their attuned heirloom for eight hours per level of the wild talent they wish to learn (these do not need to be consecutive, but cannot include hours spent resting or preparing wild talents), as well as spending 300 gp per level of the wild talent on components to help them focus on their elements.

This ability alters and replaces infusions and utility wild talents.

Shuffling Focus (Ex): Each day, the entropist’s attuned heirloom becomes aligned to a random element in their chosen array; the heirloom floods their body with power, allowing them temporary access to a single simple kinetic blast of their choice belonging to that element, as well as temporarily granting them that element’s basic utility wild talent. Wild talents of the same element as their shuffling focus receive a +1 bonus to their DCs and caster levels, while those that are not of their shuffling focus or favored focus elements receive a -1 penalty to DCs and caster levels (minimum caster level 1st). Universal wild talents receive neither a bonus nor a penalty in this fashion. They must roll a d4, using the table below to determine their shuffling focus for the day (or using the numbers assigned to the elements chosen for their array if allowed to create a custom array for themselves):

  • 1 - Air (Elemental Array), Aether (Esoteric Array), or Poison (Material Array)
  • 2 - Earth (Elemental Array), Light (Esoteric Array), or Sound (Material Array)
  • 3 - Fire (Elemental Array), Time (Esoteric Array), or Viscera (Material Array)
  • 4 - Water (Elemental Array), Void (Esoteric Array), or Wood (Material Array)

This ability replaces elemental focus and alters kinetic blast.

Mutable Defense (Su): Starting at 2nd level, when an entropist’s shuffling focus element is chosen, they gain temporary access to that element’s defense wild talent as well. Entropists cannot take the expanded defense wild talent.
This ability alters elemental defense.

Favored Focus (Ex): At 7th level, the entropist has adapted to their powers well enough to choose one they favor, and is capable of accessing their powers in this element at any time. They select one element from their array, permanently learning a single simple blast and the basic utility and defense wild talents of that element, and receive a permanent +1 bonus to DCs and caster levels on wild talents of this element. They cannot replace a basic utility wild talent gained this way with another utility wild talent. In addition, they can access the simple blast and basic utility wild talent this grants even if they’ve lost their attuned heirloom, but treat themselves as a kineticist 1/5 their entropist level to determine their effects until the attuned heirloom is replaced.

When their shuffling focus element is determined, if it is a different element than their favored focus, they gain temporary access to any composite blasts with the blast they choose for it and the blast provided by their favored focus as prerequisites, as well as any composite blast for which a blast they know and expanded element (any) would be prerequisites (such as aetheric boost). Their shuffling focus element’s bonuses to DCs and caster levels increase to +2.

If their shuffling focus and favored focus are the same element, they instead gain temporary access to the composite blast that would require that element as both their primary and expanded element, as well as gaining access to both simple blasts for that element should more than one be available and any composite blasts for which a blast they possess and expanded element (any) would be prerequisites. Their defense wild talent is treated as if they’d accepted 1 burn per 6 entropist levels to improve it (up to 3 at 18th), and they receive a +3 bonus to the DCs and caster levels of this element’s wild talents (not stacking with their favored focus element’s normal +1 bonus) and increase the penalty to DCs and caster levels of other elements to -2.

At 15th level, the entropist gains a second favored focus element and permanently gains any composite blasts they would qualify for with the two blasts they have permanent access to alongside the normal benefits this class feature grants. They cannot select the same element as they chose at 7th level, and do not suffer the -2 penalty for one of these elements if their shuffling focus is the same as the other element (but still suffer this penalty on elements they cannot access). Any composite blasts gained this way can be accessed if the entropist loses their attuned heirloom, but are treated as if from a kineticist 1/5 the entropist’s level until the attuned heirloom is replaced.

This ability replaces expanded element.

Bend Fate (Sp): At 9th level, the entropist learns to sacrifice a little of their power to subtly guide the fates to bend to their will. When rolling to determine their shuffling focus element, the entropist can choose to reroll the result once per day. If they choose to reroll, however, they cannot prepare wild talents at the highest level at which they could normally prepare them, and they must take the result of the second roll to determine their shuffling element even if it is the same as the first.

At 17th level, they can instead choose their element from any within their array, making themselves unable to prepare wild talents at the two highest levels at which they could normally prepare them (this decision can be made whether or not they have already used bend fate to reroll). If they use the ability this way, they cannot select the same element they had as their shuffling element the previous day unless they give up the ability to prepare wild talents at the third-from-highest level they normally could prepare as well.

This ability replaces metakinesis (maximize) and metakinesis (twice).

Full Array (Sp): At 20th level, the entropist loses one less level of wild talents they can prepare when using their bend fate ability (they lose no wild talent slots for rerolling, lose only the highest level of slots when they choose a different element than they had the previous day without rolling, and lose only the two highest levels of slots if they choose the same element as the previous day without rolling). They can choose to accept 3 burn when using their bend fate ability to choose an element without rolling; if they do so, they can choose any element, even if it is not within their array, without losing the ability to prepare wild talents.

In addition, they permanently gain the following composite blast:

Array Blast
Element(s) varies (see text); Type composite (Sp); Level —; Burn 4
Blast Type varies (see text); Damage varies (see text)

The entropist has fully explored their array’s elements, and can combined them into a perfect storm of kinetic power. They choose any four damage types that simple blasts in their array (even those they don’t possess) can deal, and this blast deals 10d6 damage of each type. They cannot choose the same type of damage multiple times unless there are three or fewer combined types of damage amongst simple blasts within their array’s elements, in which case they must choose all possible types before duplicating types. Force, sonic, and untyped damage is reduced to 10d4 each, and untyped damage is nonlethal. This blast is only considered an energy blast if all types chosen are also energy types; otherwise, it’s a physical blast, and deals an additional +1 damage per damage die. This blast is counted as all four elements in the entropist’s array, and is associated with infusions from all of those elements.

This ability replaces omnikinesis.

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