Talk:Entropy Champion (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Overpowered[edit]

I think the class is a little overpowered, i like the concept but combining powerful abilities like fly speed, AC bonus, immunity to critical hit and others... without real weakness (you did not calculate Base Attack Bonus correctly, he should have more attack see the Fighter). Try to bump down some abilities a bit. --Lord Dhazriel 21:06, 23 April 2008 (MDT)

Fixed BAB. I would like to point out that the protect sheath feature is an armor bonus (nullifying the ability to wear armor) and most of what you've pointed out would be dependent on NOT wearing armor anyway. And let's not forget, the monk gets the same things without the dependency on being damaged first. I'll update after this, can you be a bit more specific if there's still something wrong? --Ddragon Necrophades 19:13, 6 July 2008 (CST)
The class seem okay, good job, maybe I was overly critical. Forgive a old 2e DM (I still play 3.5e.) --Lord Dhazriel 18:06, 7 July 2008 (MDT)
Thank you. Truth be told, I'm actually kinda used to it, though I really should have expected it for my habit of putting things up as I think of them. Your critique is appreciated! ^_^ --Ddragon Necrophades 18:43, 8 July 2008 (CST)

Seems Okay to a Point[edit]

Seems alright, but I start to worry that he's too weak around level 10 and beyond. This is the point where monsters get more and more abilities and tactics that don't require actually engaging you in combat, and I just don't see the Entropy Champion able to deal with that. For example, the Vrock spore shuffle (Vrock shows up with full mirror images, spores you, and teleports away. Then a little while later it comes back with full mirror images again and spores. Repeat until you die.) The Entropy Champion has no way to escape a forcecage, which means he can be taken permanently out of a fight at any level (even levels after that where forcecage is supposed to not be effective anymore) with no save. Lots of things like that which are good to have at lower level, so the class isn't overpowered, but become more and more important at higher level until they eclipse pretty much any other tactic. The Entropy Champion just can't deal with them, so I believe he's unplayable at mid-high levels. Surgo 14:41, 28 September 2008 (MDT)

In order, the entropy champion would more likely be on the vrock's side, and I'd like to see the melee class that can deal with a forcecage. Strictly speaking, though, this is only the finished version taken from what I've got. If you have suggestions as to what I can add to shore it up after 10th, feel free to let me know. ^_^;; --Ddragon Necrophades 15:42, 29 September 2008 (MDT)
Samurai (DnD Class). Also, see the Juggernaut feat in Races of War (3.5e Sourcebook), if you care to use that. Also, melee classes really *should* have some means of eventually beating force effects, otherwise they get pwn't instantly by the casters. -- Genowhirl 14:39, 19 November 2008 (MST)
I'd meant along the lines of WotC-published classes, honest. At any rate, Entropic Ray is now pretty well a Disintegrate effect when interacting with force effects. Anything else? --Ddragon Necrophades 16:49, 14 April 2009 (MDT)

Alignment[edit]

Shoudn't the alignment be Chaotic Evil. Why? LOOK AT THE CLASS NAME! --69.176.57.98 21:53, 24 December 2008 (MST)

No. Decay and death are as much parts of nature as life and growth. If anything, the alignment should be "any Neutral," like the druid's. --Ddragon Necrophades 16:47, 14 April 2009 (MDT)

Rating[edit]

Power - 3.5/5 I give this class a 3.5 out of 5. It is a little hard to get a read on this class. I see some abilities and I'm thinking fighter, but it clearly has monk elements. No armor hurts, but given the offensive power that does make some sense. Still, monks receive AC from three innate sources (Dex, Wis, bonus), whereas the entropy champion receives it from two (Int, Dex) and then has the option for investment of essentia. The entropy champion suffers from multi-ability score need a bit less than a monk, which helps offset this a little. I like entropic blow. Insightful Grace is definitely a strong power boost. The versatility from being able to invest essentia is also nice. I think incarnum overcharge might be too much. The save can be made relatively easily with Insightful Grace and with a decent Constitution you can simply load up on weapon enhancements (trigger incarnum overcharge several times in a row, suppose my Intelligence is 20 - it shouldn't be too hard for me to increase my weapon (probably my fist) to +5 acidic burst lightning burst flaming burst etc. and go for the one hit KO. Actually, now that I'm thinking about it, that might not be too bad, because when you originally said over the receptacle's limit I was thinking +45 weapon, but now I'm thinking that isn't a problem and the real issue is with the wording. It is still quite powerful, but not as bad as I thought. I'll leave this at 3.5 until I hear some feedback clarifying things one way or the other. --Jota 13:21, 4 July 2009 (MDT)

Wording - 3/5 I give this class a 3 out of 5 because although the spelling was fine for the most part, I had to read several abilities (namely entropic strike) several times to be sure of what was going on. Destruction Embraced is also rather iffy with the whole healing component. Essentia is never explained in a satisfying amount of clarity. I mean, I understand that you have an essentia pool that you can invest, but when they can be invested, if/when they can be transferred, and other aspects (how long it takes to assort them, for example) are totally neglected. Considering that's the meat of the class, that's kind of a problem. --Jota 13:21, 4 July 2009 (MDT)

Formatting - 4.5/5 I give this class a 4.5 out of 5 because it follows the preload, uses its own tables, and has inter-wiki linking, although I would like to see the class table link to the abilities and maybe a little more inter-wiki linking (key ability scores for skills, for example). Also, proper styling, such as italics on spells/spell-like abilities, would be nice, too. --Jota 13:21, 4 July 2009 (MDT)

Flavor - 5/5 I give this class a 5 out of 5 because there's a clear niche for this and its wonderfully well thought-out in terms of the errata presented (and the NPC looks like it took a while). The only thing holding it back in my eyes is the confusion over the wording, which leads to questions of power balance. Still, the flavor is there. --Jota 13:21, 4 July 2009 (MDT)

Home of user-generated,
homebrew pages!