Archives of Nethys

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Drone


Entropic One

Source Starfinder #44: Allies Against the Eye pg. 52
Entropic ones are individuals who’ve learned to draw upon raw entropic energy, augmenting their body and mind; like adherents of the Eye of Entropy, entropic ones mark their status with a tattoo on their forehead or jewelry in the shape of an eye, but some entropic ones inexplicably manifest an actual third eye which appears on their forehead. This training is hard to find in the Pact Worlds and Near Space—most who seek it eventually find their way to the Shadari Confederacy.
The majority of enlightened ones hail from the Shadari Confederacy within the Kurzach Nebula; they include balrodds, draeliks, sceaduinar, and skrell. However, any species can develop these abilities with proper training, and some entropic ones have left the Kurzach Nebula behind to travel the cosmos, teaching new students and founding schools along the way.

Alternate Class Features

The entropic one archetype grants alternative class features at 2nd, 4th, 6th, 9th, 12th, and 18th level.

Entropic Thoughts (Su) - 2nd Level

You’re attuned to entropy, enabling you to understand the physical and spiritual relationships between all beings. You gain limited telepathy, as per the lashunta racial trait. If you already have limited telepathy, for example due to your race, you instead increase the range of your limited telepathy by 60 feet.
In addition, Mysticism becomes a class skill for you. If it was already a class skill for you, you gain a +2 insight bonus to Mysticism skill checks instead.

Entropic Shield (Su) - 4th Level

You gain the Shield Proficiency feat (Character Operations Manual 118). As a swift action, you can create a field of condensed, solid entropy that appears in one of your hands for you to use as a shield. The shield has no bulk but otherwise functions as a basic tactical shield; you can dismiss the shield as a swift action, and it disappears at the end of your turn if you aren’t holding it. Your shield can’t benefit from weapon fusions; your entropic shield can be sundered or disarmed, but this doesn’t prevent you from recreating it in your hand on a later turn.
At 5th level, your entropic shield functions as a tactical shield. At 10th level, it functions as an advanced tactical shield. At 15th level, it functions as an elite tactical shield, and at 20th level, it functions as a paragon tactical shield.

Entropic Attack (Sp) - 6th Level

You can manipulate entropic energy within creatures and things to cause harm. Once per day, plus one additional time for every two Third Eye feats you have, you can use entropic grasp as a spell-like ability. Your caster level for this spell-like ability is equal to your character level, and the DC is equal to 13 + your key ability score modifier.

Entropic Flight (Su) - 9th Level

You harness the entropic energy that surrounds you to fly. When you use this power, you gain a fly speed of 60 feet for 1 minute; you can use this ability once per day, plus one additional time per day for every Third Eye feat you have.

Discernment (Su) - 12th Level

You can examine the entropic energy within a creature to find its weakness. To use this ability, take a move action, select a target within 60 feet, and attempt a Mysticism skill check; you can’t take 10 or take 20 on this check, even if an ability would allow you to do so in combat. The DC for this check is equal to 15 + (1 1/2 × the creature’s CR). If you succeed, you gain a +2 circumstance bonus to attack rolls against that creature, and any attacks you make against the target ignore 10 points of the target’s DR and energy resistances; both of these effects last for 1 minute. A creature you’ve targeted with discernment is immune to further uses of your discernment for 1 day.

Entropic Travel (Sp) - 18th Level

Your ability to harness and manipulate entropic energy allows you to instantly travel anywhere in the galaxy that entropy rules. Once per day, plus one additional time for every two Third Eye feats you have, you can use interplanetary teleport as a spell-like ability, paying all Resolve Point costs as if you were casting a spell.