Archives of Nethys

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Biohacker | Envoy | Mechanic | Mystic | Operative | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Archetypes | Class Builds | Aspects | Disciplines


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