|||
Home
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Biohacker
|
Envoy
|
Evolutionist
|
Mechanic
|
Mystic
|
Nanocyte
|
Operative
|
Precog
|
Solarian
|
Soldier
|
Technomancer
|
Vanguard
|
Witchwarper
Drone
Main Details
|
Alternate Class Features
|
Archetypes
|
Class Builds
|
Aspects
|
Disciplines
Reaction
Source
Character Operations Manual pg. 55
You embody the change entropy brings about through biological, chemical, and molecular reactions, such as rust and rot.
Aspect Insight (Ex)
: You gain Improved Combat Maneuver (dirty trick) as a bonus feat and a +2 insight bonus to Physical Science checks.
Aspect Embodiment (Su)
: Once per combat, when you impose a condition on an enemy, you can gain 1 Entropy Point without taking any additional action.
Aspect Catalyst (Su)
: Each foe within 30 feet must succeed at a Fortitude saving throw or gain the sickened condition for 1 round per vanguard level.
Improved
: One target of your choice within this ability’s range is also nauseated for 1 round if it fails its Fortitude save.
Aspect Finale (Su)
: You can spend 2 Entropy Points as a reaction to expose a creature you injure to entropic toxin. The save DC is determined as normal for an aspect ability. Once you apply this poison to a target, the target is immune to further applications of your entropic toxin for 24 hours.
Entropic Toxin
Type
poison (injury, special);
Save
Fortitude (DC varies)
Track
choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma (special);
Frequency
1/round for 3 rounds
Effect
The target cannot progress beyond impaired/stiffened on the progression track.
Cure
1 save