Enthrolescent (3.5e Class)
From D&D Wiki
TIP: This class is only treated as a base class if the PC's race is Enthrolescent. Otherwise, it is a multiclass that can only be taken under its particular conditions in the next section. Lore on Enthrolescents can be found on the race page.
An Enthrolescent (Race) must take this class. Instead of spells-per-day, one will find that they can infinitely use a lot of somewhat weak spell-like supernatural special abilities. These special abilities all manipulate a spectrum called the Chaos Spectrum. This spectrum ranges from -100 to 100 with 100 being totally chaotic and -100 being totally orderly. Above 75, the Enthrolescent will begin to fragment and destabilize. This causes their Constitution and Strength to decrease by 5, but their Intelligence and Dexterity are increased by 5. -75 and below do the opposite: +5 Str/Con and -5 Int/Dex. Both cause it to lose 1 HP per round in battle. Chaos and Order neutralize at -20 or 20 at the end of a battle depending on how they ended at the end of the battle. Being between 10 and -10 will cause both penalties and the -1 HP per round to occur. Being absolute 100 or -100 will ignore all effects but cause -2 HP per round. Therefore, the sweet spot is between -11 and -74, and 11 to 74: to be clearly either chaotic or orderly, but not too neutral and not too much of the two former unless it is absolute. If the Enthrolescent is in the Chaos end of the spectrum, their alignment is Chaotic. If they are on the Order end of the spectrum, their alignment is Lawful. Additionally, the Chaos end of the spectrum is mainly offensive whether that be attack-oriented or debuff-oriented. The Order end of the spectrum is mainly defensive whether that be active defending-oriented or buff-oriented.
As for Prestige and Multiclasses, an Enthrolescent cannot take Prestige Classes and any class that multiclasses as an Enthrolescent can no longer prestige, even with their base class. Enthrolescent can be taken as a base class, but only if the taker is also the Enthrolescent race. Other races must multiclass into Enthrolescent and even then can only multiclass into it by way of another Enthrolescent converting them. Enthrolescents can also multiclass into other classes barring Prestige Classes, but retain the major restrictions of the Enthrolescent class. Any class that multiclasses as a Child of Chaos can skip the even levels that give no Special Ability bonuses. This reduces the class levels to 11 instead of 20.
As for equipment, an Enthrolescent cannot use any except that which they are made with. This is soley determined by the “Natural Equipment” racial trait in the Enthrolescent racial traits. Any equipment that an Enthrolescent attempts to use will be disintegrated upon use or if they use a Special Ability. This makes them very bad at multiclassing into equipment-dependent classes.
Making an Enthrolescent
Enthrolescents are often a balancing act that switches between offensive/debuffing and defensive/buffing. They have a very versatile if volatile role in the party and can have a varying effectiveness depending on how they act. One should note that they are not spectacularly utilitarian. In fact, they find everyday utility tasks abnormally difficult most of the time.
Abilities: (In order of importance) Int, Con/Wis, Dex, Cha, Str.
Races: Only Enthrolescents can become this class as a base. All other races can only take this as a multiclass if transformed by a sufficiently powerful Enthrolescent (Of 15th level or higher).
Alignment: Any alignment that is not neutral.
Starting Gold: 2d10×10 gp.
Starting Age: Any
|1st||+0||+0||+2||+0||Decay Strike, Solidstate|
|3rd||+1||+1||+3||+1||Destruction Bubble, Construction Bubble|
|5th||+2||+1||+4||+2||Variable Node, Variable Net|
|7th||+3||+2||+5||+3||Noble Leafwing, Blue Morpho|
|9th||+4||+3||+6||+4||Enthrotia's Conviction, Conflicted Forgiveness|
|11th||+5||+3||+7||+5||Vengeance, Reverie of Mirrors|
|13th||+6/+1||+4||+8||+6||Chaos Subsystem, Order Magnitude|
|15th||+7/+2||+5||+9||+7||Death from Life, Life from Death|
|17th||+8/+3||+5||+10||+8||Unknown Future, Ancient Past|
|19th||+9/+4||+6||+11||+9||The Great Divider, The Great Attractor|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Assume that all Abilities are Standard Actions unless otherwise stated. All damage dealt by Abilities is Untyped unless stated otherwise. Abilities also cannot be dispelled unless otherwise stated.
Weapon and Armor Proficiency: An Enthrolescent has no proficiencies beyond what it has as a multiclass or racial trait, plus its proficiency with its own staff. Any worn equipment otherwise is destroyed.
Decay Strike (Su): +10 Chaos. Target creature within 10ft and all creatures 5ft adjacent to it receive 1d8 damage that cannot be reduced. Damage is increased but not reduced by Chaos value divided by 10, and multiplied by your Intelligence modifier. If injured target is reduced to or below half of their maximum HP by this ability, they suffer -2 Con and Str. Counts as a Melee Attack if the Enthrolescent owns its staff, but Melee Touch Attack otherwise.
Solidstate (Su): -10 Chaos. User is coated in an orderly essence that rejects offenders for a round. For the entire round that this is used in, the user may negate damage up to 10 points plus their Intelligence modifier times 5; plus 5 for every 10 Chaos value below 0. Additionally, damage to the essence is only dealt at the end of the round.
Destruction Bubble (Su): +25 Chaos. A bubble of Chaos is created around the user at 30ft in radius. Any creature within the bubble will receive 1d4 damage at the end of their turn, increased by a 20th of your Chaos value and multiplied by your Intelligence modifier. Lasts for 5 rounds. Cannot be avoided and ignores AC and damage reduction. No saving throw.
Construction Bubble (Su): -25 Chaos. Similar effect to Destruction Bubble, but it heals creatures in the radius instead.
Variable Node (Su): +30 Chaos. Target 1 creature in the battlefield for every 25 points of Chaos value. If any of those targets attack the user or allies, the damage is also dealt to a random enemy. Increase the damage by 1d6 per target. Lasts for 3 rounds. No saving throw.
Variable Net (Su): -30 Chaos. Target 1 creature on the battlefield for every 25 points of Chaos value below 0. Target creatures receive the ability modifiers of those they battle in addition to their own for the duration of this ability. Lasts for 3 rounds.
Noble Leafwing (Su): +50 Chaos. All creatures in 500 feet redshift, decreasing Str, Con, and Dex by half but increasing Int, Cha, and Wis by half. Max HP decreases by 2 per round, multiplied by the user's Int Mod. All attacks are assumed to be hits. Lasts for 5 rounds. Max HP loss only lasts for 1 day. Can be used outside of battle without eliciting aggression. Cannot be avoided or resisted. No saving throw.
Blue Morpho (Su): -50 Chaos. All creatures in 500 feet blueshift, decreasing Int, Cha, and Wis by half but increase Str, Con, and Dex by half. Max HP increases by 2 per round, multiplied by the user's Int Mod. All attacks are assumed to be misses. Lasts for 5 rounds. Max HP boost only lasts for 1 day. Can be used outside of battle without eliciting aggression. Cannot be avoided or resisted. No saving throw.
Enthrotia's Conviction (Su): +70 Chaos. Everything within 500 feet of the player – including the player themself – has its HP reduced to 1. Only works on creatures whose current HP is less than or equal to double the user's max HP plus half of their Chaos value. Cannot be avoided or resisted. No saving throw.
Conflicted Forgiveness (Su): -70 Chaos. Everything within 500 feet of the player – including the player themself – has its HP maxed out. Only works on creatues whose current HP is less than or equal to double the user's max HP plus one for every 2 points of Chaos below zero. Cannot be avoided or resisted. No saving throw.
Vengeance (Su): +10 Chaos per turn of being active. When used, the user begins biding damage dealt. Add up all damage dealt while biding. Whenever the user pleases (even if they are unconscious), they may use this ability again to deal that damage (increased by half of your Chaos value) to X opponents where X is the number of different enemies they were hit by while biding. If the user is killed while biding, the damage dealt is doubled and the ability is activated automatically. Cannot be avoided or resisted. No saving throw.
Reverie of Mirrors (Su): -10 Chaos per turn of being active. When used, the user and their allies are coated in a Mirror Shield. While the Mirror Shield is up, it absorbs all damage or ailments dealt to it instead of the ally or user. When used again, the Mirror Shields deactivate and the user/allies recieve all ailments and damage dealt to the respective Mirror Shield; with damage being reduced by a percent equal to your Chaos value below zero, positive. Cannot be bypassed.
Chaos Subsystem (Su): +30 Chaos. Up to 10 target creatures (one for every 10 points of Chaos value above zero) share the user's Chaos value and all of its penalties/rewards; their max HP is also reduced by 5% for each targeted creature. Additionally, every 10 points of Chaos value above zero (after the +30 of this ability) reduce the affected creatures' Ability Scores by 1.
Order Magnitude (Su): -30 Chaos. For every 10 points below zero in the Chaos value (after the -30 of this ability), up to 10 target creatures (one for every 10 points of Chaos value below zero) have their Ability Scores increased by 1. Addtionally, each of these 10 points increases the Magnitude by 1: For each point of Magnitude, prevent any further statistical changes or effects to the target creatures.
Death from Life (Su): +70 Chaos. The user reduces their HP to 0 and X amount of allies' HP to 1. Add all lost HP together into a Damage Pool. Target enemies and deal enough damage to kill them from the Damage Pool until it is depleted. Dealt damage must kill target enemy or it deals no damage. Cannot be avoided or resisted. No saving throw.
Life from Death (Su): -70 Chaos. If a creature is killed, the user of this may resurrect another dead creature and add the damage dealt by the killing blow to the resurrected creature's HP.
Unknown Future (Su): +50 Chaos. For 5 rounds, whenever a statistical bonus is utilized, flip a coin. If heads, increase it by 1d20. If tails, decrease by 1d20. If multiple bonuses are used at once/in a single formula for an action, the modification applies to all of the bonuses used. Alternatively, the user may choose to shuffle the Ability Scores, Saving Throws, and Attack Bonuses of any and all target creatures
Ancient Past (Su): -50 Chaos. Remove the statistical bonuses and penalties of the user and all allies, then temporarily restore their HP to full. For the next 5 rounds, modifiers and bonuses are all equal to zero. When the 5 rounds are up, return all stats including HP to how they were before using this ability.
The Great Divider (Su): +100 Chaos. Choose to affect either all Lawful or all Chaotic creatures on the battlefield. Neutral creatures are considered both. Take the sum of all of the user's numerical statistics (except skill ranks, speed, and age) and tag all affected creatures. The sum of the values divided by 100 (max of 2) plus 1 is now the amount that all HP and ability damage is multiplied by for the rest of the encounter for or against those targets, or until the user deactivates this ability at will. Also deal that reduced sum times 10 as max HP damage to any enemy the user regularly attacks. Additionally, the user becomes Small in size, and this ability cannot be used while The Great Attractor is active. Cannot be avoided or resisted. No saving throw.
The Great Attractor (Su): -100 Chaos. The Ability Modifiers of all allies are sapped and given cumulatively to the user. Ally Ability Mods become zero. Their HP is also reduced to zero, but cannot decrease below that. Their max HP is given to the user as a temporary increase to their own max HP. The user's HP is restored to its new maximum afterwards. This effect lasts for only 5 rounds, after which all allies are given back their HP and Ability Mods. The user then has their own Ability Mods given to their allies at the expense of the user. User also becomes Large in size for those 5 rounds. Cannot be used while The Great Divider is active.
Butterfly Effect: This ability is always active as a passive. For the first 5 rounds of a battle, the owner of this ability can decide a positive or negative bonus to any and all rolls made, before they are rolled. This includes the initiative roll and rolls made by enemies and other allies. The bonus can only be half of the absolute value of the owner's Chaos value. Outside of battle, this ability can be used on the first 5 rolls (chosen by the owner of this ability) made in the day. Each time the owner reaches 100 or -100 chaos, they get one Butterfly Effect charge, which can be consumed outside of the given time constraints on one chosen roll per charge.
Disintegrative Touch: Anything killed by an Enthrolescent disintegrates completely, meaning that it cannot be resurrected. All damage dealt by an Enthrolescent is non-elemental but also non-physical, effectively circumventing damage resistances besides those against untyped damage. This does not circumvent AC, either.
Chaos Branch: If the Enthrolescent wields a staff from having 15 or more Intelligence, they may use this ability on creatures whose HP is 0 or below. The Enthrolescent stabs their staff into the target and turns their body into an outlet of Chaos, which keeps its HP from ever changing. Anything within 15ft of this body now suffer -1 to all Ability Scores and take 2% HP damage (rounded up) each round. For each Chaos Branch planted over the course of the campaign, the Ability Damage increases by 1 and HP damage increases by 2%. The only way to destroy a Chaos Branch is to destroy the staff of the Enthrolescent who created it. This ability is learned as part of having the staff and is not learned at a particular level, nor can it ever be forgotten.
Playing an Enthrolescent
Religion: An Enthrolescent usually just adheres to its race's religious tendencies, but over time they may adopt one more similar to that of the originals; a sort of wandering pilgrim with a healthy skepticism. They tend to be careful about what they worship.
Other Classes: Undergoing transformation into an Enthrolescent often changes people drastically. Those that are lucky will keep their original personality, but the unlucky find themselves being emotional slaves to their Chaos. They tend to become bipolar and very absolute in their resolution, which will conflict many times with other classes; especially those with fixed alignments. They seem particularly alien.
Combat: In combat, the Enthrolescent acts as a mixed bag of tricks. It uses its many special abilities to play a balancing game with itself that toys with the fates and lives of everything around it. It swaps between general offensive and general defensive, but that can take a turn for the weird fairly quickly. They should not be relied on, and probably left alone or with another complex member.
Advancement: An Enthrolescent doesn't really have many options to part from besides its main two low-chaos and high-chaos styles. They also don't blend particularly well with other classes, although some characters may wish to multiclass into spellcasters that don't require physical components. Psionics is a popular choice. This is all due to the +4 spells per day and the lack of an ability to use most equipment. Unfortunately, one cannot reverse the transformation into an Enthrolescent.
Enthrolescents in the World
|“||Floccinaucinihilipilification. We cannot leave that torment our father gave to us, nor can we rebuild the treasure we lost. Forever shall we roam the earth as a family of orphans, searching indefinitely but always prone to nihilistic pessimism. To breathe in solipsism and defeat: that is our purpose and our history. Dawn will never come, and Dusk will linger forever on our horizon. Now I cry: destroy me before I destroy It.||”|
|—Gigamesh the Original, giving a speech to a party of adventurers before battle|
Enthrolescents have a history marked in ruin, such as their nature implies. They destroy and create, and are feared for their alienation. They have no place in this world; their time has been over for centuries but they won't accept it. As long as a reason for living might exist they won't lose hope. Even as the ancestors of a long-dead demi-god that cursed them with their forms, they seem to goes as far as forgiving him; nobody is quite sure why. This begs the question: where do they fit? They don't, plain and simple. They are aberrations of nature, amalgamations of a forbidden art that threatens to tear them apart every second. Their instability keeps them away from civilized lands and in the wilderness. They are scarce, and legends of their existence mingle throughout the world with no more than mere sightings most of the time.
Despite their follower mentality, these veritable quasi-gods possess the potential to become great beings that influence not just the fate of others, but the fate of nature itself. Some tribes, families, towns, and others have even been found to worship them in reverence; basking in their supposed beauty and power. These are their roles. Followers and leaders alike, gods and disciples, polar beings that somehow exist on both ends at once. These are the Enthrolescents -- the shunned.
Daily Life: Time flies for these beings, given their long age and composition. However, some may dwell in the past in order to slow down their perception of time. This allows them to experience days like the other races of the world. They don't partake in these days like others, however. Enthrolescents mostly spend their days meditating and otherwise sleeping to hone their minds and keep themselves from disassembling at the seams. Others delve into worldly joys with social interaction, but those are rare. Some find solace in a single person or just a few. Some become hellbent on revenge and seek to destroy whatever they please; these are worryingly common. Since they don't require food or water, they have a large amount of time to spend on other tasks such as pondering on the various aspects of philosophy and the knowledge of The Planes. Days for these beings are calm and passing.
Notables: Gigamesh, the original Enthrolescent (and now Enthrodeus) created by Enthrotitus who still resides in the ruins of Enthrotia's capital where the ELE took place that wiped out their entire civilization.
Organizations: The only way in which Enthrolescents are known to assemble is in small groups of other Enthrolescents. Occasionally, they will travel with adventurers who they are interested in. Other times, they may become cult or religion leaders or followers. They tend to stay away from large populations.
NPC Reactions: Enthrolescents are not usually well-treated. Most people will mistake one for a typical monster and attack it without hesitation. Even when they don't there is still a healthy amount of discriminatory fear. They are not usually welcome in places where alien looks are uncommon, but still stick out when they're common. Many may also find their uncanny proportions to be creepy, causing indirect antisocial communications. Those that will take the time to know these beings will be rewarded with a powerful partnership that is usually only separable with death. A few have even been known to sacrifice themselves for those they are viciously loyal to.
Characters with ranks in Knowledge (History) can research Enthrolescents to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Modern existence of Enthrolescents.|
|10||Past encounters with Enthrolescents.|
|15||The fall of Enthrotia and Enthrotitus.|
|20||Enthrotian culture and Gigamesh's existence.|
Characters with ranks in Knowledge (The Planes) can research Enthrolescents to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|15||Abilities of Enthrolescents.|
|20||Tendencies of Enthrolescents.|
|25||Enthrodeuses, godhood, and Chaos Philosophy.|
|30||Full Chaos Theory, in-depth behaviors, and true potential.|