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Entropos Player's Guide

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 Entropos Player’s Guide
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Table of Contents

Table of Contents ...........................................................................................................................................................2Introduction ....................................................................................................................................................................3A note for the reader.......................................................................................................................................................3Chapter 1: Backgrounds .................................................................................................................................................4

Andoran .....................................................................................................................................................................4The Black Hills and the Caralain Grass .................................................................................................................... 4Far Madding .............................................................................................................................................................. 4Illuminator ................................................................................................................................................................. 5Mayene ......................................................................................................................................................................5Tuatha’an...................................................................................................................................................................6

Chapter 2: Classes ..........................................................................................................................................................7Algai’d’siswai............................................................................................................................................................7Dai’dore..................................................................................................................................................................... 9 Noble ....................................................................................................................................................................... 11The Channeling Classes .......................................................................................................................................... 13

Channeling Ability..............................................................................................................................................13Strength in the One Power.................................................................................................................................. 13Affinities and Talents ......................................................................................................................................... 14Multiclassing between Initiate and Wilder ......................................................................................................... 15

Chapter 3: Prestige Classes .......................................................................................................................................... 16Background Prestige Classes................................................................................................................................... 16

Aiel Spear Dancer............................................................................................................................................... 16Captain of the Tower Guard ............................................................................................................................... 17Defender of the Stone ......................................................................................................................................... 18Illianer Companion ............................................................................................................................................. 20Master Illuminator .............................................................................................................................................. 21

Master Treesinger ...............................................................................................................................................23Order of the Rose................................................................................................................................................ 25Queen’s Guard of Andor ....................................................................................................................................26Two Rivers Archer ............................................................................................................................................. 28

Channeling Prestige Classes.................................................................................................................................... 29Aes Sedai ............................................................................................................................................................29Wisdom...............................................................................................................................................................32

General Prestige Classes.......................................................................................................................................... 33Dreamwalker.......................................................................................................................................................33Hand of the Light................................................................................................................................................ 35 Nai’Shan ............................................................................................................................................................. 37Scholar ................................................................................................................................................................ 38Scout ................................................................................................................................................................... 40Veteran of the Blight .......................................................................................................................................... 41Whitecloak.......................................................................................................................................................... 43

Chapter 4: Feats............................................................................................................................................................ 45 New Feats ................................................................................................................................................................ 46 Lost Ability Feats .................................................................................................................................................... 50

Chapter 5: New Weaves...............................................................................................................................................51Final Words .................................................................................................................................................................. 52 

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Introduction

Entropos is a variation on the world of the Wheel of Time series, including some ideas of my

own. Since it is a little more complicated than your usual world, the character creationguidelines require a little bit more in-depth analysis than they normally would. I am assuming

that anyone who reads this has at least a general knowledge of how D&D 3rd

Edition, or morespecifically, the D20 system, functions. If this is not so, talk to me and I’ll help you through

everything. Anyway, here it is: the world of Entropos. I hope you enjoy.

--Gray Kanarek 

A note for the reader

This Player’s Guide is meant to be a supplement to the Wheel of Time RPG book published by

Wizards of the Coast. The information in this document supersedes that in the RPG sourcebook;I will be including only things that are new or have changed. There are also a large number of 

new weaves which I haven’t taken the time to write out into this Guide, but will be collated later.If you are playing a channeler and are interested, let me know and I will tell you some of them.

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Chapter 1: BackgroundsThe following are new backgrounds, to be used in addition to the backgrounds in the Wheel of 

Time RPG Campaign Setting (WoTRPG).

 AndoranThis background replaces the “Midlander” background from the WoTRPG. It is otherwise

identical.

The Black Hills and the Caralain GrassThough most of these lands are completely abandoned since nations stopped laying claim to them, some

few people still live in the Caralain Grass and Black Hills.

Personality: Most of the people who inhabit these lands are farmers too stubborn and self-sufficient to

give up and move on, outlaws or exiles in hiding, or woodsmen and hermits setting themselves apart from

the world. They are subject to no governments and live by no laws but those they make for themselves.

Physical Description: These people are varied in appearance, perhaps even unique in that some areremnants of populations absorbed by larger groups long ago. They may appear to be normal citizens of 

any nation, however, only different at heart. For the most part, however, they resemble Borderlanders --

most being dark haired, though certainly not all, light skinned, and having widely varied eye color.

Relations: These people have no common front and no structured relations with outsiders. Everything is

up to the individual. It's every man for himself. Those from nations within the Westlands would likely

feel superior to someone from one of these unclaimed lands and assume that such a person was

uncultured, uneducated, and unversed in the ways of the world.

Adventurers: The people of the Caralain Grass and the Black Hills rarely become adventurers. The few

that do choose the path of the adventurer often lean toward the Woodsman and Wanderer classes.

Bonus Skills: Handle Animal, Hide, Move Silently, Wilderness Lore.

Background Feats: Luck of Heroes, Bullheaded, Survivor. 

 Far Madding Far Madding is all that remains of a nation that has fallen. The city itself is a bustling center of trade and

 possibly the safest city in the Westlands for it. A great ter'angreal cuts off access of channelers to the True

Source before they even enter the city and detects their attempts to touch it once inside the city. At the

gates visitors are made to register and their swords are sealed with the "peace bond" (made of wax, wires,and lead which must be visibly broken to remove the weapon) or left there for keeping if the traveler 

intends to leave by the same gate they came in. The penalty for a broken peace bond as for many other 

things is flogging or fines.

Personality: Society is dominated by women. Men are expected to obey their wives or lovers and women

carry out most trade and governing.

Physical Description: The people of Far Madding are largely tall with dark eyes. Both men and women

wear their hair long. Women prefer to pull their hair up on top of their heads and decorate it with silver and gold ornaments while men prefer simply to pull it back from their faces with clips and pins.

Relations: Far Madding is a great center of trade in the Westlands. Though most nations do not find it

necessary to court the favor of the city state, their merchants are welcome within its gates.

One exception to this is its relations with the White Tower. Though the Council in Far Madding treats

Aes Sedai civilly they and even their common people see no reason to be courteous or helpful to Aes

Sedai within the rage of the ter'angreal which (as far as they can see) protects their city and people from

influence of the One Power.

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Adventurers: The people of Far Madding rarely become adventurers. The few that do choose the path of 

the adventurer often lean toward the Wanderer class.

Bonus Skills: Appraise, Craft (any), Diplomacy, Sense Motive.

Background Feats: Mercantile Background, Smooth Talk, Wealth, Bullheaded.

 Illuminator Illuminators are a very secretive group of Taraboners who hold the secrets of creating illuminations, or 

fireworks. Every member is a Taraboner, and only those born into the guild possess the knowledge

required to create fireworks. On very rare occasions, a guild member will marry someone outside of the

guild.

Personality: Illuminators are very secretive and, aside from those that perform fireworks displays or sell

the guild’s smaller fireworks, are rarely seen outside their chapterhouses. Illuminators, even rogue ones,

never reveal their secrets.

Physical Description: Illuminators appear like Taraboners, only they rarely mask their faces. Many

women wear their hair with a multitude of tiny braids.

Relations: The Illuminators are highly secretive. They routinely sell their smaller fireworks and will,from time to time, offer displays of their larger creations, but will never sell the more powerful fireworks.

Those fireworks that they are willing to sell are usually extremely expensive and always come with a

warning against trying to open the device, as they might go off (which is true, but highly unlikely).

Illuminators and their displays are highly sought by nobility, who can generally afford the high fees

charged by the Illuminator’s Guild. A small village is lucky to see a fireworks display maybe once a

generation. Due to the rarity of the items they sell, Illuminators tend to have the potential for a lot of 

 political power and favors. Anyone caught on the grounds of a chapterhouse has a greater than average

chance of being killed, and any Illuminator that goes rogue is considered to have a death sentence on

them by the guild.

Lands: The Illuminators have two chapterhouses, the main one in Tanchico and a second in Cairhien.

Adventurers: Illuminators rarely become adventurers. The few that do choose the path of the adventurer 

often lean toward the Armsman Class (for guards) or the Wanderer class.Bonus Skills: Craft (Fireworks), Knowledge (Illuminations), Diplomacy, Innuendo.

Background Feats: Artist, Cosmopolitan, Master Illuminator, Mercantile Background.

MayeneMayene lies south of the Drowned lands, a swampy jungle filled with venomous snakes, large rodents,

and other unusual and dangerous beasts.

Personality: Their proud heritage as a safe haven relatively untouched by the wars that raged from time

to time in the Westlands gives Mayeners great pride as a people. They are wary of Tairens, and high-

ranking nobles (especially the First) are well trained in Daes Dae'mar and self-defense.

Physical Description: They are fair skinned, and of normal height with dark straight hair. Eye color may

vary.

Relations: This city state has been claimed by Tear, though not rightfully. It controls oilfish shoals whichTairens covet and Tear has made many attempts to invade or annex Mayene, all ending unsuccessfully.

Otherwise trade relations keep Mayene on good terms with most of the Westlands. Mayene is ruled by a

Lord or Lady known as the First of Mayene, who is always (if truly a legitimate First) a descendant of the

original First of Mayene -- a man who claimed to be the grandson of Artur Hawkwing.

Adventurers: Mayeners often become adventurers. They favor the Armsman class as the Winged Guards

that are the proud defenders of Mayene but often enough take the other paths presented to them and have

no class restrictions.

Bonus Skills: Diplomacy, Escape Artist, Listen, Sense Motive.

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Background Feats: Mercantile Background, Negotiator, Living History, Seductive.

Tuatha’an

The Tuatha’an are a wandering folk who travel and live in wagons and follow a totally pacifistic lifestyle,known as the Way of the Leaf. Tinkers are easily recognized by their garishly bright and clashing clothes

and equally garish and clashing wagons. They are great lovers of music, song and dancing, though their 

dances scandalize most women, and many men. Things mended by Tinkers are often better than new.

Still, they are shunned by most village folk for their strange lifestyle and rampant rumors that they steal

children and corrupt youths.

Background Feats: Seductive, Cosmopolitan, Strong Soul, Dodge

Background Skills: Perform, Handle Animal, Craft (any), Wilderness Lore

Way of the Leaf: Tuatha’an receive no weapon or armor proficiencies, regardless of their class and are

forbidden from performing violence. Any Tuatha’an who breaks this restriction becomes a Lost One,

outcast from their culture. Lost Ones are treated as Infamous when dealing with other Tuatha’an.

Crafter: Tuatha’an are gifted craftsmen, they receive a +2 competence bonus to any one Craft skill.

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Chapter 2: ClassesThe Dai’dore class presented here is new, to be used in addition to those presented in the book.The other classes are updated versions, which replace those in the book.

 Algai’d’siswaiThe following are changes to the algai’d’siswai class.

Class Skills: the algai’d’siswai’s class skills are Balance (Dex), Climb (Str), Craft (Int), Hide(Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex),

Spot (Wis), Tumble (Dex), and Wilderness Lore (Wis).Hit Die: d8.

LevelBase Attack Bonus

FortSave

Ref Save

WillSave

Def Bonus

RepScore Special

1 +1 +1 +2 +0 +4 0 Fast Movement, Hand Fighting

(Flurry, 1d6), Hardiness, Ji’e’toh 

2 +2 +2 +3 +0 +5 1 Dance the Spears +2, Uncanny

Dodge

3 +3 +2 +3 +1 +5 1 Partial Armor Compatibility

4 +4 +2 +4 +1 +6 1 Stealthy Movement

5 +5 +3 +4 +1 +6 2 Improved Uncanny Dodge

6 +6/+1 +3 +5 +2 +7 2 Hand Fighting (1d8)

7 +7/+2 +1 +5 +2 +7 3

8 +8/+3 +1 +6 +2 +8 3 Dance the Spears +4, Trackless

Step +2

9 +9/+4 +1 +6 +3 +8 310 +10/+5 +5 +7 +3 +9 4 Trap Sense +1

11 +11/+6/+1 +5 +7 +3 +9 4 Hand Fighting (1d10)

12 +12/+7/+2 +6 +8 +4 +10 5

13 +13/+8/+3 +6 +8 +4 +10 5 Trap Sense +2

14 +14/+9/+4 +6 +9 +4 +11 5 Dance the Spears +6, Trackless

Step +4

15 +15/+10/+5 +7 +9 +5 +11 6

16 +16/+11/+6/+1 +7 +10 +5 +12 6 Hand Fighting (1d12), Trap

Sense +3

17 +17/+12/+7/+2 +8 +10 +5 +12 7

18 +18/+13/+8/+3 +8 +11 +6 +13 7

19 +19/+14/+9/+4 +8 +11 +6 +13 7 Trap Sense +4

20 +20/+15/+10/+5 +9 +12 +6 +14 8 Dance the Spears +8, Trackless

Step +6

Class Features: All of the following are class features of the algai’d’siswai.Weapon and Armor Proficiency: An algai’d’siswai is proficient with the dagger, Aiel spear,

and Aiel shortbow.  Algai’d’siswai despise swords, and will not generally even touch them. For this

reason, algai’d’siswai gain no experience from encounters in which they use swords. Algai’d’siswai do

not wear armor and do not start with armor proficiencies except Shield Proficiency (Aiel Buckler). When

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wearing armor other than an Aiel Buckler, an algai’d’siswai loses all class abilities and gains no

experience points.

Fast Movement: The algai’d’siswai has a speed faster than the norm for his race by +10 feet

(making it 40 feet for human algai’d’siswai).Hand Fighting:  Algai’d’siswai are known for their ability to fight without weapons. An

algai’d’siswai fighting unarmed gains the benefit of the Improved Unarmed Strike feat and thus thus does

not provoke attacks of opportunity from armed opponents. He may choose to deal regular or subdual

damage at no penalty, and can also make a critical hit (20/x2) while dealing regular damage. His

unarmed damage is given in the table above. An algai’d’siswai's unarmed attacks may be with either fist

interchangeably or even from elbows, knees, and feet.In addition, an algai’d’siswai making a full attack action may make one extra attack at his full

 base attack bonus; however, this and all subsequent attacks in the round receive a -2 penalty to the attack 

roll. He may use this ability when fighting unarmed, or with a dagger or Aiel spear.

Hardiness: Algai’d’siswai have nearly unstoppable endurance. An algai’d’siswai gains the

 benefit of the Endurance feat, even if he does not meet the prerequisites.

 Ji’e’toh:  Algai’d’siswai follow a strict code of honor. An algai’d’siswai who breaks this codemay not advance in this class until having served a year and a day as  gai’shain.

 Ji'e'toh determines all interactions in Aiel life; fighting, housing, even intimate relationships and

marriage. The term is from the Old Tongue and means, literally, honor and obligation. The Aiel

developed it in response to the harsh conditions of the Threefold Land, needing a strict system of 

discipline and method to promote personal integrity in order to survive in the inhospitable terrain.

 Ji is honor, and toh is obligation. The greatest ji comes from touching an enemy in battle without

killing him. This incurs a great deal of toh, and the person who is touched usually becomes gai'shain,

which in the Old Tongue means "pledged to peace in battle." A  gai'shain serves his or her captor for a

year and a day, touching no weapon, doing no battle, and wearing only white. A Wise One, blacksmith,

woman with a child, or a child under the age of ten may not be made  gai'shain. The least amount of  ji 

comes from killing an enemy, as the Aiel believe that killing is easier than leaving an enemy alive.

Toh is met in various fashions from service, to humility, to beatings. Although toh is met whenthe one who requires it says 'this person has no toh to me,' the one who incurs the toh implicitly sets the

amount required. Of the various ways to meet toh, the one that incurs the least ji is purchasing with

money or valuables.

Dance the Spears: The algai’d’siswai fighting style emphasizes speed, agility, maneuverability,

and reflexes. At 2nd

level, an algai’d’siswai receives a +2 bonus on initiative checks. This bonus

increases to +4 at 8th

level, +6 at 14th

level, and +8 at 20th

level.

Uncanny Dodge: Starting at 2nd

level, the algai’d’siswai gains the extraordinary ability to react

to danger before his senses would normally allow him to. He retains his Dex bonus, if any, to AC

regardless of being caught flat-footed or being struck by an invisible attacker. (He still loses his Dex

 bonus to AC if immobilized).

Partial Armor Compatibility:  Algai’d’siswai are well trained in the use of the Aiel buckler.

Beginning at 3rd

level, an algai’d’siswai’s Defense bonus from class levels and the bonus granted by anAiel buckler stack with each other.

Stealthy Movement: An algai’d’siswai of 4th

level or higher may add their Reflex save bonus to

all Hide and Move Silently checks.

Improved Uncanny Dodge: At 5th

level, the algai’d’siswai’s ability to react to danger improves.

He can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react

to a single attacker. This denies the wanderer the ability to use a flank attack to sneak attack the

algai’d’siswai . The exception to this defense is that a wanderer at least four levels higher the

algai’d’siswai can flank him (and thus sneak attack him).

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Trap Sense: At 12th

level, the algai’d’siswai gains an intuitive sense that alerts him to danger 

from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 bonus to AC against

attacks by traps. This bonus improves by +1 every three levels of algai’d’siswai he attains.

 Dai’doreThe graceful warrior moves swiftly and surely through the battlefield, as if dancing with his opponents.

This is the Dai’dore, the battle dancer in the common tongue. Dai’dore are among the greatest warriors in

the known world, shunning armor and encumbrance for speed and mobility, they glide through combats

with fluid motions that are no less deadly for their dark beauty. They can also be some of the basest and

lowest individuals, still undoubtedly skilled, but using that skill for their own profit or even for the

furtherance of the Dark One’s plans. Alternately, they can also be the noblest of men, using their abilities

to further the cause of the Light and strike out against oppression and evil, often willing to die for their 

 beliefs.

Adventures: Most Dai’dore consider adventuring to be their profession. Whether it is as a mercenary, a

lone warrior wandering the Westlands, a bodyguard, champion to a noble, or a member of some militaryforce, fighting and dying is what they do. Some Dai’dore are paid by those who employ them, some do

what they do for the love of it, whether that is love for battle itself, or simply attaining great skill with

their chosen weapon. In either case, the Dai’dore will find that adventure and excitement are often a part

of their lives until the time of their death.

Characteristics: Dai’dore are excellent in combat as they are dangerous and deadly fighters. They do not

have the raw speed of Algai’d’siswai, nor the all around training of an Armsman, but they are focused at

what they do and can readily learn some of the tricks and fancy maneuvers associated with high level

skill at fighting. They will tend to specialize in one or two specific weapons and become masters of these;the most frequent choice is the sword. In fact, most Blademasters were originally Dai’dore. They use their 

Dexterity and speed to move gracefully in combat, tumbling past their opponents and springing up to gain

the best position to strike a killing blow. They are as at home fighting multiple combatants as they are in

one on one duels.Origin: Dai’dore can become as they are through many different ways. They may have learned their trade

through formal training in some nobles’ house or in the military, although most armed forces in

the Westlands tend to train people as armsmen, or they may have taught themselves. They may be

following in the footsteps of many before them or have chosen their path so as to stand out from the norm

and make something more of themselves than a simple fisherman or farmer. Whatever the reasons, unless

they were trained by the same people Dai’dore are unlikely to feel any special bond to others of their 

kind. They will undoubtedly recognize others of their class from their demeanor and stance, but will have

no kinship with them. They will, however, generally respect one of their own.

Background: Dai’dore can be from almost any background, although an Aiel is far more likely to

 become an Algai’d’siswai than a Dai’dore. An Ogier of this class is virtually unheard of. A Dai’dore is far 

more likely to be self taught or trained by a single mentor than an Armsman, so their nation of origin

is completely variable. They are not likely to be a member of one of the armed forces and are far morelikely to be a rogue Wanderer, mercenary, or someone in the employ of a noble. Still, where war and

fighting is common, there a Dai’dore is most likely to take up arms. The constant fighting along the

Blight in the Borderlands and the frequent wars and battles between Tear and Illian and Tarabon and Arad

Doman has produced many Dai’dore from those backgrounds.

Examples of Dai’dore in the Wheel of Time Novels: Aram, Birgitte, Rand al’Thor, Tam al’Thor,

Toram Riatan

Game Rule Information: Dai’dore have the following game statistics:

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Abilities: Dexterity is the Dai’dore’s main forte and is the main ability that they rely on in combat and is

also important due to the benefits to Defense that it provides. Strength is also important to them as it

dictates melee bonuses to hit and damage and their lack of armor means that a good Constitution is also

advisable. Some of the Dai’dore’s more important skills rely on Wisdom.Hit Dice: d10.

Class Skills: The Dai’dore’s class skills (and the key abilities for each skill) are Balance (Dex), Climb

(Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Tumble (Dex). Skill

Points at 1st Level: (4 + Int modifier)x4. Skill Points at Each Additional Level: 4 + Int Modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Score Special1 +1 +0 +2 +0 +3 0 Dodge

2 +2 +0 +3 +0 +4 1 Bonus feat

3 +3 +1 +3 +1 +4 1 Improved Weapon Finesse

4 +4 +1 +4 +1 +4 1 Uncanny Dodge

5 +5 +1 +4 +1 +5 2 Weapon Specialization

6 +6/+1 +2 +5 +2 +5 2 Bonus feat

7 +7/+2 +2 +5 +2 +6 3

8 +8/+3 +2 +6 +2 +6 3 Improved Uncanny Dodge

9 +9/+4 +3 +6 +3 +6 3

10 +10/+5 +3 +7 +3 +7 4 Bonus feat

11 +11/+6/+1 +3 +7 +3 +7 4

12 +12/+7/+2 +4 +8 +4 +8 5

13 +13/+8/+3 +4 +8 +4 +8 5

14 +14/+9/+4 +4 +9 +4 +8 5 Bonus feat

15 +15/+10/+5 +5 +9 +5 +9 6

16 +16/+11/+6/+1 +5 +10 +5 +9 6

17 +17/+12/+7/+2 +5 +10 +5 +10 718 +18/+13/+8/+3 +6 +11 +6 +10 7 Bonus feat

19 +19/+14/+9/+4 +6 +11 +6 +10 7

20 +20/+15/+10/+5 +6 +12 +6 +11 8

Class Features: All of the following are class features of the Dai’dore.Weapon and Armor Proficiency: Dai’dore are proficient with simple weapons and light armor.

They are not proficient with medium or heavy armors or shields. Also, at character creation, they may

select three martial weapons that they are proficient in. These are the weapons in which their training has

focused and in which they are most skilled. Note that some armor types incur penalties to the skills

Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks

suffer a –1 penalty for every 5 pounds of armor and equipment carried.

Dodge: At 1st level the Dai’dore gains the Dodge feat as a bonus feat. This is in addition to thefeat that any 1st level character gets.

Bonus Feats: At 3rd level and every 4 levels thereafter (6th, 10th, 14th and 18th),the Dai’dore

gets a bonus feat. These feats must be drawn form the following list: Blind Fight, Combat Expertise

(Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Exotic Weapon Proficiency*,

Improved Critical*, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency*,

Mobility (Spring Attack), Mounted Combat (Mounted Archery, Trample, Ride By Attack, Spirited

Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave,

Great Cleave, Improved Bull Rush, Sunder), Quick Draw, Two-Weapon Fighting (Improved Two-

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Weapon Fighting, Two-Weapon Defense), Weapon Finesse, Weapon Focus*, Weapon Specialization*.

Some of the bonus feats available to a Dai’dore cannot be acquired until the Dai’dore has one or more

 prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Dai’dore can select

feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. ADai’dore must still meet all prerequisites for a feat, including ability score and base attack bonus

minimums. Important : These feats are in addition to the feat that a character of any class gets every three

levels. The Dai’dore is not limited to the list given here when choosing those feats.

Improved Weapon Finesse: At 3rd level, the Dai’dore can select one light or one-handed

weapon that he is proficient with and apply the Weapon Finesse feat to this weapon; he may also choose

the quarterstaff. He can do this even if the weapon does not normally allow for weapon finesse.

Uncanny Dodge: Starting at 4th level, the Dai’dore gains the extraordinary ability to react to

danger before his senses would normally allow him to. At 4th level and above he retains his Dexterity

 bonus to Defense (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still

loses his Dexterity bonus to Defense if immobilized.)

Weapon Specialization: On achieving 5th level or higher, as a feat, the Dai’dore may take

Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. TheDai’dore must have Weapon Focus with the weapon to take Weapon Specialization. If the weapon is a

ranged weapon, the damage bonus only applies if the target is within 30 ft., because only at that range can

the Dai’dore strike precisely enough to hit more effectively. The Dai’dore may take this feat as a bonus

feat or as a regular one. Other classes may not take Weapon Specialization as a feat unless so noted

in their descriptions.

Improved Uncanny Dodge: At 8th level, the Dai’dore can no longer be flanked; he can react to

opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a

Wanderer or Thief-taker the ability to use a flank attack to sneak attack the Dai’dore. The exception to

this is that a Wanderer or Thief-taker at least four levels higher than the Dai’dore can flank him (and thus

sneak attack him). 

 NobleThis is an updated version of the Noble class from the WoTRPG.

Class Skills: The noble’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather 

Information (Cha), Innuendo (Cha), Intimidate (Cha), Knowledge: Varies (Int), Listen (Wis),Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), and Speak Language (None).

They get (4+ Int modifier) x 4 Skill Points at 1st

level, and 4 + Int modifier Skill Points per levelafter that.

Hit Die: d8.

Class Features: All of the following are class features of the noble.

Weapon and Armor Proficiency: The noble is proficient in the use of all simple and martialweapons, light armor, and shields. Note that some skill checks have armor penalties.

Favor: The Noble has the ability to call in favors from those she knows. By making a favor 

check, the noble can call upon contacts to gain important information without going through the time and

trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents

from influential acquaintances. To call in a favor, the Noble makes a favor check. Roll a d20 and add the

character’s favor bonus plus Charisma bonus. The GM sets the DC based on the scope of the favor being

requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or 

illegal favors. The Noble may not take 10 or 20 on this check, nor can she retry the check for the same (or 

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virtually the same) favor. A Noble may try to call in a favor a number of times in a game week equal to

half her Noble levels, rounded down (minimum of one).

Level Base Attack Bonus FortSave Ref Save WillSave Def Bonus RepScore Special1 +0 +0 +1 +2 +3 3 Favor +1

2 +1 +0 +2 +3 +4 4 Inspire Confidence

3 +2 +1 +2 +3 +4 4 Favor +2, Resource Access

4 +3 +1 +2 +4 +4 5 Coordinate +1

5 +3 +1 +3 +4 +5 5

6 +4 +2 +3 +5 +5 6 Bonus Feat

7 +5 +2 +4 +5 +6 6 Favor +3

8 +6/+1 +2 +4 +6 +6 7 Coordinate +2

9 +6/+1 +3 +4 +6 +6 7 Bonus Feat

10 +7/+2 +3 +5 +7 +7 8

11 +8/+3 +3 +5 +7 +7 8 Inspire Greatness

12 +9/+4 +4 +6 +8 +8 9 Favor +4

13 +9/+4 +4 +6 +8 +8 9 Coordinate +3

14 +10/+5 +4 +6 +9 +8 10 Bonus Feat

15 +11/+6/+1 +5 +7 +9 +9 10

16 +12/+7/+2 +5 +7 +10 +9 11 Favor +5

17 +12/+7/+2 +5 +8 +10 +10 11

18 +13/+8/+3 +6 +8 +11 +10 12 Coordinate +4

19 +14/+9/+4 +6 +8 +11 +10 12 Bonus Feat

20 +15/+10/+5 +6 +9 +12 +11 13 Coordinate +5

Inspire Confidence: At 2nd level, the Noble may use oratory to inspire confidence in allies. The

 Noble must speak for at least 1 round, with the effect lasting for 5 rounds. The Noble can inspire a

number of allies equal to half her Noble levels, rounded up. An ally inspired with confidence gains a +2moral bonus on saving throws and a +1 moral bonus on attack and weapon damage rolls. The Noble

cannot inspire confidence in herself, only her allies.

Resource Access: With this ability, the Noble has access to an array of resources (usually from

family, influential friends or patrons). Once per day, the noble can make a Charisma check to use those

resources during the adventure. The value of the resources gained equals the Noble’s class level

multiplied by the result of the Charisma check, multiplied by 20. These resources can take almost any

form the Noble wishes (within reason) and are hers to do with as she pleases. She can give them away, or 

sell them as she sees fit. The resources gained arrive in the Noble’s possession 1d8 hours after she makes

the check. These resources must be reasonably available. Should the Noble attempt to access resources in

a more rural environment, such as the countryside, the value multiplier is reduced to 10. While inan area

controlled by unfriendly forces, the value multiplier is reduced to 5. Resource access tends to be

monetary, whereas favors tend to be benefits that can’t necessarily be measured in coin.Coordinate: A Noble has a knack for commanding groups and getting people to work together.

When a Noble can aid others and give directions, she provides a bonus to the task at hand by making an

aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as the

 Noble gains levels. This bonus cannot be used to assist in combat.

Bonus Feat: Nobles may pick a bonus feat from the following list (must meet prerequisites).

Dodge, Exotic Weapon Proficiency, Fame, Heroic Surge, Improved Initiative, Influence, Iron Will,

Mounted Combat (Trample, Ride-By Attack, Spirited Charge), Persuasive, Sharp Eyed, Skill Emphasis,

Trustworthy, Weapon Finesse, Weapon Focus.

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Inspire Greatness: Beginning at 11th

level, a Noble can inspire greatness in an ally, granting

extra fighting capability. This works in a fashion similar to inspire confidence, except it affects but a

single ally. An ally inspired to greatness gains +2d6 temporary hit points, a +2 competence bonus to

attacks, and a +2 morale bonus to saving throws. The effects last for 5 rounds. The Noble can inspiregreatness once per day, and for every three Noble levels attained beyond 11th level, the Noble can inspire

greatness in one additional ally. The effects of inspire greatness stack with inspire confidence.

The Channeling ClassesIn this section I will describe the changes I have made to the way the channeling system works.

Channeling AbilityBefore a character can take any levels in a channeling base class (either initiate or wilder), they

must have the inborn ability to channel. Unlike other magic systems, a character cannot take levels of 

channeling classes with impunity – not only is the ability to channel inborn, but other channeling

characters, including NPCs, are able to sense the ability in one who can channel, even before they know it

themselves. This is reflected in the addition of two new feats, which are only available at first level. The

feats themselves will be described in Chapter 4: Feats, but here I will describe the mechanism for 

determining which, if either, of the feats a character can get.

The ability to channel is rare. Even more rare is the inborn spark that will force someone to touch

the Source whether they want to or not. However, it is definitely possible that someone will have the

ability to channel and not know it. Thus, all rolls for assigning channeling ability will be made by the

DM. To take any levels in the Wilder class, a character must have the Inborn Spark feat; to take levels as

an Initiate, a character may have either the Inborn Spark feat or the Latent Channeler feat.

Upon character creation, the DM will make a roll for each character to see if they have either the

Latent Channeler or Inborn Spark feat. There is a base 3% chance of having the Inborn Spark feat, which

increases by 1% for each point of Wisdom and Charisma above 16 that a character has; for Latent

Channeler, there is a separate 12% base chance, which is increased by 1% for each point of Intelligence

and Wisdom above 16. For example, Torzan the Woodsman has Int 17, Wis 18, Cha 14. He has a3%+2% = 5% chance of having the Inborn Spark feat, and a 12%+2%+1% = 15% chance of having the

Latent Channeler feat. The DM rolls percentiles - if he rolls 96-100, Torzan has Inborn Spark, and if he

rolls 81-95, Torzan has Latent Channeler. If he rolls below 81, Torzan does not have the ability to

channel.

If, at character creation, a player knows that s/he wants to play a channeler, the rules are slightlydifferent. The percentages are calculated as above, but then the ratio of the two percentages is used,

rather than the percentages themselves. For example, if Torzan’s player knew that he wanted Torzan to

 be able to channel, then since Torzan’s percentages were in the ratio of 3:1, Torzan would have a 75%

chance of having Latent Channeler, and a 25% chance of having Inborn Spark.

 Note that whether or not you want to have the ability to channel is not a decision to be made

lightly. As is noted above, channeling ability can be sensed by other channelers, so if you have one of 

those two feats, others will know and there will be in-game consequences.

 Strength in the One Power  Not only can channelers sense the ability to channel in others, but they can also sense the relative

strength. Not everyone who can channel is of equal power, no matter how many levels of a channeling

class they have taken – strength and skill are not the same. Levels in a channeling class represent skill

and experience with using the One Power; the Power Strength rating determines, appropriately, strength

in the One Power. However, a channeler who never uses their ability will never reach their full potential.

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Thus, a character’s actual Power Strength begins at 40% of their full Strength rating, and increases by

10% for every level of channeling classes that the character takes beyond the first.

Power Strength is determined by another DM roll. For each character with the ability to channel,

the DM will roll 3d10 and add twice the character’s Wisdom modifier; he will also add twice thecharacter’s Intelligence modifier (for someone with the Latent Channeler feat), or three times the

character’s Charisma modifier (for someone with the Inborn Spark feat). If the character is male, he will

the multiply the result by 1.5.

For example, Torzan has Int 17, Wis 18, Cha 14, and the Latent Channeler feat. The DM rolls

3d10 and gets a 15; he then adds twice Torzan’s Wisdom modifier and twice his Intelligence modifier,

resulting in a score of 29. He then multiplies by 1.5 (rounding down) for a total Power Strength of 43.Power Strength represents both how much of the One Power a channeler can draw at one time,

and also how much a channeler can draw over the course of a day without becoming fatigued. Rather 

than granting bonus weaves due to high ability scores, bonus weaves are granted for a high Power 

Strength, as per the following table (note that this is based on effective Power Strength, modified as above

for channeler level). In addition, Power Strength governs how powerful the weaves are that you cast. All

numeric aspects (area of effect, duration, damage, etc.) of a weave will be scaled by an amount equal tothe channeler’s Power Strength score divided by an average Power Strength score (to be determined by

the DM at a later date).

Score 0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

 1-10 1 -- -- -- -- -- -- -- -- --

11-15 -- 1 -- -- -- -- -- -- -- --

16-20 -- 1 1 -- -- -- -- -- -- --

21-25 -- 1 1 1 -- -- -- -- -- --

26-30 -- 1 1 1 1 -- -- -- -- --

31-35 -- 2 1 1 1 1 -- -- -- --

36-40 -- 2 2 1 1 1 1 -- -- --

41-45 -- 2 2 2 1 1 1 1 -- --

46-50 -- 2 2 2 2 1 1 1 1 --

51-55 -- 3 2 2 2 2 1 1 1 1

56-60 -- 3 3 2 2 2 2 1 1 1

61-65 -- 3 3 3 2 2 2 2 1 1

66-70 -- 3 3 3 3 2 2 2 2 1

71-75 -- 4 3 3 3 3 2 2 2 2

76-80 -- 4 4 3 3 3 3 2 2 2

81-85 -- 4 4 4 3 3 3 3 2 2

86-90 -- 4 4 4 4 3 3 3 3 2

91-95 -- 5 4 4 4 4 3 3 3 3

96-100 -- 5 5 4 4 4 4 3 3 3

 Affinities and TalentsThere has been a significant change to how Affinities and Talents are chosen. In both cases an element of 

randomness has been added, to more closely match the Wheel of Time books – characters never had a

choice about their Affinities or Talents, they simply had the ones they had.

Affinities are chosen by a roll on the following table. Each channeler begins with one Affinity,

and can gain more by taking the Extra Affinity feat. Each time the character gains an Affinity, roll on the

table, rerolling any result of an Affinity that he or she already has. For example, when Torzan takes his

first level of initiate, he rolls a d20, with a result of 9, so Torzan has the Fire Affinity. Torzan later takes

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the Extra Affinity feat, and rolls again on the table, with a result of 20. He rolls twice more, getting a 7

(which he re-rolls for a 3) and a 17, and so discovers that he has the Earth and Air affinities.

Affinities Roll (d20) Female Channeler Male Channeler

1-5 Air Earth

6-10 Water Fire

11-15 Spirit Spirit

16-17 Earth Air 

18-19 Fire Water 

20 Roll twice again on this table, ignoring another roll of 20.

Each channeler also begins with one Talent of their choice; Talents after the first (gained via the

Extra Talent feat) are rolled randomly. In both cases the Talents available to the character are based on

what Affinities they have, according to the following table; lost Talents (and weaves) are given at the

DM’s discretion, separate from feats or character creation. A channeler must have at least one of theAffinities associated with a Talent to gain that Talent; for each additional associated Affinity, the

 probability of gaining that Talent

increases by one step. For example,

Torzan has the Fire Affinity; his first

Talent he chooses to be Elementalism.

Later, he takes the Extra Talent feat

and rolls randomly; he has the Fire,

Earth, and Air Affinities, so he will

roll between Cloud Dancing (1

chance), Conjunction (2 chances),

Earth Singing (2 chances), Healing (1

chance), Illusion (2 chances), and

Warding (3 chances), and Roll Twice

(1 chance always). He rolls a d12 and

gets a 12, so he rolls twice again (5

and 9) gains the Earth Singing and

Warding Talents.

 Multiclassing between Initiate and Wilder The rules for multiclassing between wilder and initiate are as follows:•  You may only multiclass from Wilder to Initiate; you may not multiclass from Initiate to Wilder.

•  A multiclass Wilder/Initiate has the benefits of and penalties of both classes- for example, the

Initiate’s Weavesight bonus and the Wilder’s ability to discover new weaves as well as the Wilder’s block.

•  S/he has weaves-per-day as an Initiate of level equal to the sum of all channeling class levels.

Talent Affinities

Cloud Dancing Air, Water 

Conjunction Air, Earth, Spirit

Earth Singing Earth, Fire

Elementalism Air, Earth, Fire, Spirit, Water 

Healing Air, Spirit, Water 

Illusion Air, Fire, Spirit

Warding Air, Earth, Fire, Spirit, Water 

Lost Talents

Align the Matrix Air, Earth, Fire

Balefire Air, Earth, Fire, Spirit, Water 

Making Air, Earth, Spirit

Traveling Air, Earth, Spirit

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Chapter 3: Prestige ClassesThis chapter presents updates and additions to the prestige classes presented in the WoTRPG.

The prestige classes have been organized into three categories: Background, Channeling, andGeneral.

 Background Prestige Classes

 Aiel Spear Dancer 

These fast and agile warriors are the epitome of the Algai’d’siswai and are the pinnacle of theAiel warrior. Clad in their shoufa and cadin’sor, these warriors strike quickly and then softly

fade back into the terrain. In order to become a Spear Dancer, the character can be of anysociety, but must be picked by another Spear Dancer. The mentor usually watches a young

warrior (or maiden), looking for the dedication and mindset required. They are looking for otherswho have the strength, skill, and desire to become a living weapon, not for clan or sept, but for 

the sheer joy of the Dance of the Spears.Hit Die: d10

Requirements: To qualify to become a Spear Dancer, a character must fulfill the

following criteria:Base Attack Bonus: +7

Skills: Run 5 ranks, Hide 5 ranks, Move Silently 5 ranks

Feats: Combat Expertise, Dodge, Weapon Focus (Aiel spear).

Special: Dance the Spears class ability.

Special: Must have been selected by another Spear Dancer.

Class Skills: The Aiel Spear Dancer’s class skills (and the key ability for each skill) are Balance(Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Chr), Intuit Direction (Wis), Jump (Str),Listen (Wis), Move Silently (Dex), Spot (Int), Search (Int), Tumble (Dex), Run (Con), and

Wilderness Lore (Wis)Skill Points at Each Level: 4 + Int modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +1 +0 +2 +0 +2 +1 Mobility

2 +2 +0 +3 +0 +3 +0 Bonus Feat

3 +3 +1 +3 +1 +3 +14 +4 +1 +4 +1 +4 +0 Sand in the Wind

5 +5 +1 +4 +1 +4 +1 Bonus Feat

6 +6 +2 +5 +2 +5 +0

7 +7 +2 +5 +2 +5 +1 Spring Attack 

8 +8 +2 +6 +2 +6 +0 Bonus Feat

9 +9 +3 +6 +3 +6 +1 Moving Target

10 +10 +3 +7 +3 +7 +0 Storm of Spears

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Class Features: All of the following are class features of the Spear Dancer.Weapon and Armor Proficiency: Spear Dancers do not gain additional proficiency with

weapons or armor.

Mobility: A Spear Dancer gains Mobility as a bonus feat.Bonus Feat: At 2

nd, 5

th, and 8

thlevel, an Aiel Spear dancer may choose a bonus feat from the

following list: Blindfight, Combat Reflexes, Endurance, Great Fortitude, Improved Initiative, Improved

Critical, Iron Will, Power Attack, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run,

Quick Draw, Two- Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Defense, Run,

Weapon Focus, Weapon Specialization.

Sand in the Wind: While fighting, the Spear Dancer’s constant movement and rapid changes of 

direction serve to confuse his opponent so that they lose track of his exact location from moment to

moment. A Dancer of 4th

level or higher gains the benefit of one-half concealment (20% miss chance)

when fighting defensively or using Combat Expertise to take at least a -2 penalty to attack. If the Dancer 

uses the full defense combat option or takes at least a -4 penalty with Combat Expertise, he gains three-

quarters concealment (30% miss chance). He loses this benefit whenever he loses his Dexterity bonus to

AC.Spring Attack: At 7

thlevel, a Spear Dancer gains Spring Attack as a bonus feat.

Moving Target: If a Spear Dancer of 9th

level or higher moves more than 5 ft. during his combat

action, he gains a +4 dodge bonus to his Armor Class until his next action. Note that unlike other 

 bonuses, dodge bonuses stack with each other.

Storm of Spears: Upon reaching 10th

level, a Spear Dancer may, once per day as a full round

action, make one melee attack with an Aiel Spear at his full base attack bonus against an opponent within

5 feet. He then continues to make attacks against opponents within 5 feet, and may move up to 5 feet

 between targets. This action continues until there are no more targets within range.

Captain of the Tower Guard 

Forming the core of the Tar Valon guards, the Captains Of The Tower Guard are the elite among

the ranks of the Tar Valon armed forces, whom have proved themselves extremely capablewarriors in war, being skilled in both the use of sword and bow. They formed the main linesduring the siege of Artur Hawkwing’s host and proved excellent fighters by keeping his forces at

 bay.Hit Die: d10

Requirements: To qualify to become a Captain of the Tower Guard, a character must fulfill the

following criteria:Base Attack Bonus: +6

Skills: Spot 5 ranks, Balance 5 ranks

Feats: Point Blank Shot, Precise Shot, Combat Reflexes, Weapon Focus (Longsword)

Special: Must have served in the Tower Guard and swear an oath on the Light to serve the WhiteTower for the rest of his days.

Class Skills: The Captain Of The Tower Guard’s class skills (and the key ability for each skill)

are Balance (Dex), Climb (Str), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen(Wis), Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

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Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special

1 +1 +2 +1 +1 +1 +0 Armor Compatibility2 +2 +3 +2 +2 +2 +1 Warder Trained +2, Combat

Expertise

3 +3 +3 +2 +2 +2 +0 Operate Siege Weapon

4 +4 +4 +2 +2 +2 +1 Rapid Shot

5 +5 +4 +3 +3 +3 +0 Warder Trained +3

6 +6 +5 +3 +3 +3 +1 Formation Stance

7 +7 +5 +4 +4 +4 +0 Heroic Surge

8 +8 +6 +4 +4 +4 +1 Warder Trained +4

9 +9 +6 +4 +4 +4 +0 The Shining Walls Have Never 

Fallen

10 +10 +7 +5 +5 +5 +1 For the White Tower!

Class Features: All of the following are class features of the Captain of the Tower Guard.Weapon and Armor Proficiency: Captains of the Tower Guard are proficient in all simple and

martial weapons, all armor, and shields (except tower shields).

Armor Compatibility: As the Armsman ability; Armsman and Captain of the Tower Guard class

defense bonuses both stack with each other and the bonus from armor and shields.

Warder Trained: A Captain of the Tower Guard of 2nd

level or higher gains an additional +2

 bonus to defense whenever fighting defensively, using the total defense combat option, or using the

Combat Expertise feat and taking at least a -2 penalty. This bonus increases to +3 at 5th

level, and to +4

at 8th

level.

Combat Expertise: At 2nd

level, a Captain of the Tower Guard gains Combat Expertise as a

 bonus feat.

Operate Siege Weapon: At 3rd

level, a Captain of the Tower Guard is trained in the use of siege

weapons, removing all penalties for using siege weapons untrained. He also may use his full rangedattack bonus when firing catapults, trebuchets, and ballistae.

Rapid Shot: At 4th

level, a Captain of the Tower Guard gains Rapid Shot as a bonus feat.

Formation Stance: A Captain of the Tower Guard of 6th

level or higher gains a +2 morale bonus

on attack rolls while fighting in a formation consisting of at least four other fighters. For each additional

two fighters in the formation, the Captain of the Tower Guard gains an additional +1 morale bonus on

attack rolls, to a total maximum bonus of +6.

Heroic Surge: At 7th

level, a Captain of the Tower Guard gains Heroic Surge as a bonus feat.

The Shining Walls Have Never Fallen: In the heat of battle, a Captain of the Tower Guard hasdeveloped such a strong sense of duty that he pays no heed to the wounds inflicted on him. He gains

Diehard as a bonus feat at 9th

level, even if he does not meet the prerequisites.

For The White Tower!: At 10th

 The Captain Of The Tower Guard may sound a war cry to give

all allies within earshot a +2 morale bonus on attack rolls and a +1 morale bonus on damage rolls for anumber of rounds equal to his Charisma bonus.

 Defender of the Stone

Clad in breastplates and welding spear and sword, the Defenders of the Stone are the finest Tear has to offer. The Defenders serve both their own lords and the Stone as need arises. Their 

allegiance is noted by the colored slashes on their arms. They carry a strong military history andhave successfully resisted siege over one hundred times.

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Hit Die: d10

Requirements: To qualify to become a Defender of the Stone, a character must fulfill the

following criteria:Base Attack Bonus: +6

Skills: Intimidate 5 ranks, Ride 3 ranks

Feats: Cleave, Combat Reflexes

Special: Armor Compatibility

Special: Must have Tear/Tairen as a background or have performed a great service to Tear, must

 be selected to be a Defender of the Stone.

Class Skills: The Defender of the Stone’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Gather Information (Cha), Innuendo

(Wis), Jump (Str), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +1 +2 +1 +0 +1 +0 Armor Compatibility, Defending

the Lords

2 +2 +3 +2 +0 +2 +1 The Stone Still Stands +1

3 +3 +3 +2 +1 +2 +0 Bonus Feat

4 +4 +4 +2 +1 +2 +1

5 +5 +4 +3 +1 +3 +0 Great Cleave

6 +6 +5 +3 +2 +3 +1 The Stone Still Stands +2

7 +7 +5 +4 +2 +4 +0 Bonus Feat

8 +8 +6 +4 +2 +4 +19 +9 +6 +4 +3 +4 +0 Supreme Cleave

10 +10 +7 +5 +3 +5 +1 The Stone Still Stands +3

Class Features: All of the following are class features of the Defenders of the Stone.Weapon and Armor Proficiency: Defenders of the Stone are proficient in all simple and martial

weapons, all armor, and shields (except tower shields).

Armor Compatibility: As the Armsman ability; Armsman and Defender of the Stone class

defense bonuses both stack with each other and the bonus from armor and shields.

Defending the Lords: A Defender of the Stone who uses the defend another action grants a +4

 bonus to Defense instead of the normal +2.

The Stone Still Stands: Beginning at 2nd

level, a Defender of the Stone can call out a rally cry,

giving all allies within earshot a +1 morale bonus to attack and damage for a number of rounds equal tohis Charisma modifier. This bonus increases to +2 at 6

thlevel, and +3 at 8

thlevel. This ability may be

used once per day per class level.

Bonus Feat: At 3rd

level and 7th

level, a Defender of the Stone may choose any feat from the

Armsman list of bonus feats as a bonus feat. He must still meet the prerequisites for the feat.

Great Cleave: At 5th

level, a Defender of the Stone gains Great Cleave as a bonus feat.

Supreme Cleave: At 9th

level, a Defender of the Stone is allowed to make a 5-foot step between

an attack and his Cleave or Great Cleave. Only a single 5-foot step is allowed.

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 Illianer Companion

Clad in full plate, shield, and wielding lance and sword, the Companions are the finest Illian has

to offer. These crack troops traditionally ride with the commanding general during any militaryaction; to be deployed wherever their extraordinary abilities are needed, usually in the heart of 

the battle. They also act as the personal bodyguards to the King of Illian.Hit Die: d10

Requirements: To qualify to become an Illianer Companion, a character must fulfill the

following criteria:Base Attack Bonus: +6

Skills: Intimidate 3 ranks, Ride 8 ranks, Spot 2 ranks.

Feats: Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (Lance)

Special: Armor Compatibility

Special: Must have Illianer as a background or have performed a great service to Tear, must beselected to be an Illianer Companion.

Class Skills: The Illianer Companion’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Gather 

Information (Cha), Innuendo (Wis), Jump (Str), Listen (Int), Ride (Dex), Search (Int), SenseMotive (Cha), Spot (Wis), Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special

1 +1 +2 +1 +0 +1 +1 Ride Bonus +2, Greater WeaponFocus (Lance), Armor 

Compatibility

2 +2 +3 +2 +0 +2 +0 Deadly Charge 1/day

3 +3 +3 +2 +1 +2 +1 Burst of Speed

4 +4 +4 +2 +1 +2 +0 Deadly Charge 2/day, Ride

Bonus +4

5 +5 +4 +3 +1 +3 +1 Bonus Feat

6 +6 +5 +3 +2 +3 +0 Deadly Charge 3/day, Full

Mounted Attack 

7 +7 +5 +4 +2 +4 +1 Ride Bonus +6

8 +8 +6 +4 +2 +4 +0 Deadly Charge 4/day

9 +9 +6 +4 +3 +4 +1 Bonus Feat

10 +10 +7 +5 +3 +5 +0 Deadly Charge 5/day, RideBonus +8

Class Features: All of the following are class features of the Illianer Companions.Weapon and Armor Proficiency: Illianer Companions are proficient in all simple and martial

weapons, all armor, and shields (except tower shields).

Armor Compatibility: As the Armsman ability; Armsman and Illianer Companion class defense

 bonuses both stack with each other and the bonus from armor and shields.

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Greater Weapon Focus (Lance): An Illianer Companion gains a +1 bonus to attacks with a

lance.

Ride Bonus: A Companion gains a competence bonus on all ride skill checks. The bonus is +2 at

first level and increases by +2 every three levels thereafter.Deadly Charge: When mounted and using the charge action, A Companion of 2nd level or 

higher may choose to deal triple damage with a melee weapon (or quadruple damage with a lance) instead

of the normal double damage given by the Spirited Charge feat. This ability may be used up to a number 

of times per day as indicated on the table above.

Burst of Speed: Beginning at 3rd

level, a Companion can urge his mount to greater than normal

speeds. This ability doubles the distance of the mount’s normal charge movement. This ability can beused once per day without penalty. Each additional use of the ability in a single day requires the mount to

make a Will save (DC 20) immediately after the charge; failure results in the mount taking 2d6 subdual

damage.

Bonus Feat: At 5th

level and 9th

level, a Companion may choose any feat from the Armsman list

of bonus feats as a bonus feat. He must still meet the prerequisites for the feat.

Full Mounted Attack: At 6th level, a Companion gains the ability to make a full attack fromhorseback, even if the mount has moved more than 5 ft. in that round.

 Master Illuminator 

The secret art of illumination may not be as powerful as channeling the One Power; it is,

however, a very powerful tool to use. A good Illuminator earns much respect for his abilities,often using his skills to gain favors of all sorts. When it comes to combat, the Illuminator is able

to put his knowledge of fireworks to good use, often surprising his enemies. As always, only one born to an Illuminator family may become a Master Illuminator.

Hit Die: d6

Requirements: To qualify to become a Master Illuminator, a character must fulfill the followingcriteria:Background: Illuminator.

Skills: Intimidate 4 ranks, Concentration 6 ranks, Perform 4 ranks, Craft: Fireworks 8 ranks,Knowledge: Fireworks 6 ranks.

Feats: Exotic Weapon Proficiency (Fireworks)

Class Skills: The Master Illuminator’s class skills (and the key ability for each skill) are

Concentration (Con), Craft (Fireworks) (Int), Diplomacy (Cha), Innuendo (Wis), Intimidate(Cha), Knowledge (Fireworks) (Int), Perform (Cha), Sense Motive (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features: All of the following are class features of the Master Illuminator.Weapon and Armor Proficiency: Master Illuminators gain no additional weapon or armor 

 proficiencies.

Dues: If an Illuminator sells a firework, and passes through a city with another Illuminator (that

they know of) or chapterhouse and does not pay the chapterhouse its due for the sale of the fireworks,

they are considered rogue, and the chapterhouse will hunt them down.

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Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special

1 +1 +2 +1 +0 +1 +1 Fire Caution2 +2 +3 +2 +0 +2 +0 Dazzle

3 +3 +3 +2 +1 +2 +1 Illuminator Connections,

Illuminator Protection

4 +4 +4 +2 +1 +2 +0 Bonus Feat

5 +5 +4 +3 +1 +3 +1 Sleight of Hand, Illuminator’s

Tools

6 +6 +5 +3 +2 +3 +0 Aura of Danger 

7 +7 +5 +4 +2 +4 +1 Firestarter 

8 +8 +6 +4 +2 +4 +0 Powerful Fireworks

9 +9 +6 +4 +3 +4 +1 Bonus Feat

10 +10 +7 +5 +3 +5 +0 Lethal Fireworks, Master 

Illuminator 

Support: Through the alliance with the chapterhouse, the Illuminator can expect to receive all the

necessary requirements of life from their chapterhouse. This includes room and board, necessary

weapons, and equipment, and funds needed for specific purposes or missions. This does not include

Illuminator’s Rockets, which must be bought from the chapterhouse for 10 Gold Crowns each, and cannot

 be resold or given away. Illuminators may purchase flares or firecrackers for 7 Crowns each, and are

generally resold for no less than 10 Crowns. When an Illuminator is in the same city as a chapterhouse or 

another Illuminator, they may requisition for travel twice as many units of gunpowder as they have ranks

in Craft (Fireworks).

Fire Caution: It is deeply ingrained in Illuminator’s from the beginning of their training how to

control a fire and prevent it from getting out of control. As a result, they gain +1 to saves against fire for 

every level in the class. 

Dazzle: At 2nd

level, Illuminators are capable of using fireworks to blind, but not damage. Theattack is made as normal, but the Illuminator must state his intent to dazzle. Every creature within a five-

foot radius of the firework is blinded for 10 rounds (Ref DC 14), and any creature less than five feet away

is blinded for 20 rounds (Ref DC 17).

Illuminator Connections: Through the connections with the Illuminator chapterhouse, if the

Illuminator is in any city hosting a chapterhouse, beginning at 3rd

level they may requisition fireworks for 

their own benefit. These may be sold to others, but fifty percent of the profit must be returned to the

chapterhouse. They may also requisition flares or firecrackers for free, but if sold, the Illuminator must

 pay 50% of all profit to the chapterhouse. 

Illuminator Protection: Fireworks are precious commodities and Illuminators more so. The

chapterhouse takes pains to protect valuable Illuminators. Beginning at 3rd

level, they may requisition

from the chapterhouse (assuming they are in a city hosting one) an Enforcer (warrior class NPC, level half 

that of the player’s total level). He is utterly loyal to the Illuminator, and will die to protect theIlluminator.

Bonus Feat: At 4th

and 9th

level, a Master Illuminator gains any bonus feat for which he meets

the prerequisite. 

Sleight of Hand: Illuminators learn to use gestures to make it seem like something happens when

it really doesn’t. At 5th

level, they gain a +2 bonus to Intimidate and Perform checks.

Illuminator’s Tools: At 5th

level, the Illuminator receives a set of artisan’s tools for crafting

fireworks. When used to craft fireworks, they grant a bonus of +2. They also receive a set of fireproof 

gloves that grant +2 save against fire when worn. 

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Aura of Danger: An Illuminator who handles fireworks handles fire itself, and the people notice.

Illuminators of 6th

level or higher who have been seen or are performing with fireworks or are in uniform

gain +2 to Perform and Intimidate checks.

Firestarter: Illuminators of 7th

level or higher are capable of kindling fire in adverse conditions,except in heavy rain, provided they have fuel and tools to produce a spark.

Powerful Fireworks: At 8th

level, a Master Illuminator can use Powerful Fireworks. These kinds

of fireworks are too dangerous to hand out to non-Illuminators. They cannot be sold or given out, nor are

they ever even mentioned to commoners. When used in combat, Powerful Fireworks give a +1 to all

attack and damage rolls.

Lethal Fireworks: At 10th

level, a Master Illuminator can use lethal fireworks. Only entrusted tosenior Illuminators, lethal fireworks are the most powerful fireworks Illuminators make. Like Powerful

Fireworks, Lethal Fireworks cannot be sold, given out, or mentioned. They give +2 to all attack and

damage rolls.

Master Illuminator: Once an Illuminator has reached the title Master, they gain special

 privileges and skills. Illuminators at this rank gain +2 to any skill checks using fireworks, and never have

their fireworks explode on them (fumbled attack, craft, or perform).

 Master Treesinger 

Treesinging is a talent exclusive to Ogier, and it is a rare talent even among them. Treesinging is

a unique cooperation with nature. Treesingers are thus gifted with the fabulous ability to work wood in marvelous ways and to help trees and vegetation to grow strong and healthy. The Master 

Treesinger has spent his entire life developing this close relationship with nature, advancing their skill and power to a level far beyond the ability of most Treesingers.

Hit Die: d8

Requirements: To qualify to become a Master Treesinger, a character must fulfill the following

criteria:Background: Ogier.

Skills: Animal Empathy 4 ranks, Wilderness Lore 4 ranks, Profession: Herbalist 8 ranks, Craft:

Treesinging 8 ranks.

Feats: Treesinger, Tree Warden

Class Skills: The Master Treesinger’s class skills (and the key ability for each skill) are Animal

Empathy (Cha), Climb (Str), Concentration (Con), Composure (Wis), Jump (Str), Handle animal(Cha), Heal (Wis), Intuit direction (Wis), Listen (Wis), Spot (Wis), Swim (Str), Wilderness Lore

(Wis), Knowledge (Plants, Nature, Animals) (Int).Skill Points at Each Level: 2 + Int modifier.

Class Features: All of the following are class features of the Master Treesinger.Weapon and Armor Proficiency: Master Treesingers are only allowed to use natural weapons

such as stone or sung wood. They may not wear or use items that are not natural.

Natural Attitude: The Master Treesinger receives +2 to all Spot, Listen, Climb and Hide checks

in natural areas.

Nature Feel: The Master Treesinger receives a +1 bonus per 2 class levels to all Craft

(Treesinger), Knowledge (Plant), and Profession (Herbalist).

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Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special

1 +0 +2 +0 +2 +0 +1  Natural Attitude, Natural Feel2 +1 +3 +0 +3 +1 +0 Entangle

3 +1 +3 +1 +3 +1 +0 Wooden Skin

4 +2 +4 +1 +4 +1 +1  Nature Ode

5 +2 +4 +1 +4 +2 +0 Blend in Nature

6 +3 +5 +2 +5 +2 +0

7 +3 +5 +2 +5 +2 +1  Nature Hymn

8 +4 +6 +2 +6 +3 +0  Nature Speech

9 +4 +6 +3 +6 +3 +0  Nature Sense, Plant Passage

10 +5 +7 +3 +7 +3 +1  Nature Symphony

Entangle: Starting at 2nd

level, when in a natural environment, the Master Treesinger may call

upon the bushes, trees, vines, and even grasses to entangle and disable his foes. Unless the victim of this

 power succeeds in a reflex save DC 10 + level in the Master Treesinger class + Wis modifier, he will findhimself trapped in the restraining vegetation, unable to move and suffering a –4 penalty to hit nearby

targets. To activate this power, the Master Treesinger must sing for at least a full combat round and it will

remain active as long as the Master Treesinger is singing + 1d4 round after that.

Wooden Skin: The Master Treesinger is able to turn his skin to wood by merging with a wooden

object (Treesinging DC 15, casting time: full round, Duration: 5 rounds per Class level). The Master 

Treesinger must touch the wood. The object is consumed after the song, being one with the singer. Then,

after the duration is over, it turns to ashes and seeds returning back to the earth. The defense provided by

the skin is +2 per 3 class levels.

Nature Ode: A Master Treesinger singing the Nature Ode will not only help a tree to grow

healthy as per the Tree Warden feat, but will also cause a healing dew to form on the leaves and trunk of 

that tree. The Treesinger must sing at least 10 minutes for the dew to form in sufficient quantity to be of 

use. Carefully collected and brewed for 20 minutes, this dew can make up to 1d6 portions of a healingelixir. Each portion can heal 1d6 hit points + the Master Treesinger’s Wisdom modifier. These healing

 potions last only up to 1 week. This Treesong may only be used once a week.

Blend in Nature: As he takes care of the forest, the forest takes care of the Master Treesinger. In

an almost imperceptible way, all the vegetation helps the master Treesinger to blend and hide easily in its

surrounding, thus giving a +1 bonus to Hide check for each level in the Master Treesinger class. The

Master Treesinger gains this ability at 5th

level. 

Nature Hymn: A Master Treesinger singing the nature hymn will not only help a tree to grow

healthy as per the Tree Warden feat, but will also cause a healing dew to form on the leaves and trunk of 

that tree. The Master Treesinger must sing at least 20 minutes for the dew to form in sufficient quantity to

 be of use. Carefully collected and brewed for 40 minutes, this dew can make up to 1d4 portions of a

strong healing elixir. Each portion can heal 1d12 hit points + the Master Treesinger’s Wisdom modifier.

These healing potions last only up to 1 week. This Treesong may only be used twice in a month.Nature Speech: The ability allows the Master Treesinger to speak with plants and animals. To

speak with plants, the singer must succeed in a Treesinger check vs. DC 20. With animals, the Master 

Treesinger will have to succeed in an Animal Empathy check vs. DC 20.

Nature Sense: The Master Treesinger is able to detect all life forms (including general type and

size), water and plant sources within a one mile radius.

Plant Passage: The Master Treesinger, with all his gear, is able to travel from a plant to another 

 plant up to 25 miles away. The entrance and exit plants must be able to contain the character’s volume. In

order to leave the “gate” open for more creatures to pass, the Treesinger will have to sing to the tree one

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additional full round per round the passage is to be left open, and succeed in a skill check (DC 20+1 per 

additional round).

Nature Symphony: It is said that when the Master Treesinger sings the Nature Symphony it is as

if all the sounds of the forest join in a majestic, unearthly choir. After a full hour of singing, a potentmystic dew to forms on the leaves and trunk of the tree. When it is carefully collected and brewed for a

full hour, it may produce up to 1d2 portions of a powerful elixir that can instantly heal any wounds or 

 poisons, except wounds caused by something extremely powerful and evil, like the taint of Shadar 

Logoth. The Nature Symphony can only be sung once a month and the dew it creates keeps its potency

for a full month.

Order of the Rose

When Saldaea goes to war, the Queen commands the army. The Knights of Saldaea, the Order of 

the Rose, guard the Queen. In peacetime the guard is responsible for upholding the Queen’s lawand keeping the peace.

Hit Die: d10

Requirements: To qualify to become a member of the Order of the Rose, a character must fulfillthe following criteria:

Base Attack Bonus: +6

Skills: Intimidate 6 ranks, Search 2 ranks, Sense Motive 2 ranks, Spot 2 ranks

Feats: Combat Reflexes, Combat Expertise

Special: Armor Compatibility

Special: Must have been selected to become a member of the Order of the Rose. A Knight may

resign his post in the Order of the Rose at any time but must name his replacement or have the permission

of the Queen.

Class Skills: The Knight of Saldaea’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha),

Innuendo (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Search (Int), Sense Motive (Cha),Spot (Wis), Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +1 +2 +1 +0 +0 +1 For Queen and Country 1/day

2 +2 +3 +2 +0 +1 +0 Leadership

3 +3 +3 +2 +1 +1 +1 Bonus Feat4 +4 +4 +2 +1 +1 +0 Strategy

5 +5 +4 +3 +1 +2 +1 For Queen and Country 2/day

6 +6 +5 +3 +2 +2 +0 Oath of Righteousness

7 +7 +5 +4 +2 +2 +1 Hard March

8 +8 +6 +4 +2 +3 +0 Bonus Feat

9 +9 +6 +4 +3 +3 +1 For Queen and Country 3/day

10 +10 +7 +5 +3 +3 +0 For the Falcon and the Rose

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Class Features: All of the following are class features of the Order of the Rose.Weapon and Armor Proficiency: The Knight of Saldaea does not gain additional proficiency

with weapons or armor.

For Queen and Country: A Knight of Saldaea gains the extraordinary ability to make a singlemelee attack once per day with a +4 attack bonus and a damage bonus equal to his class level as a Knight

if he hits. The Knights of Saldaea must declare these attacks before rolling for them, and even if an attack 

misses it is considered used. The Knight gains an additional daily use of this ability at 5th

and 9th

level.

Leadership: At 2nd level, a Knight of Saldaea gains the Leadership feat, as per the d20 SRD. It

is the duty of a Knight of Saldaea to charge into the thick of battle to take the place of a fallen general or 

captain.

Bonus Feat: At 3rd and 8th level, the Knight of Saldaea gains a bonus feat. These may be

selected from the Armsman list, as long as the Knight of Saldaea meets the prerequisites.

Strategy: By 4th level, a Knight of Saldaea has become accomplished at directing the actions of 

others, increasing their chances of success, this requires a Diplomacy check (DC 10 + the number of allies

to be assisted) and a full round action. A success grants a competence bonus on all allies’ skill checks for 

1 minute (or a single task if it requires more than 1 minute to complete). The bonus is equal to the Knightof Saldaea’s Charisma bonus. All allies to be affected must be within sight and voice range of, and must

 be able to understand, the Knight of Saldaea.

Oath of Righteousness: At 6th level, a Knight of Saldaea may select a single opponent within 60

feet and swear an oath to defeat him. For the rest of his life the Knight of Saldaea considers that opponent

a threat to the Queen and he will do all in his power to kill that opponent even if it means putting himself 

at great risks. Whenever fighting the challenged opponent the Knight of Saldaea has a +2 morale bonus

on melee attack rolls, weapon damage rolls, saves, and skill checks made against the sworn opponent. The

Knight of Saldaea cannot have sworn more than one oath at any time, but may swear a new oath once the

first has been fulfilled.

Hard March: Speed can be a critical factor when leading troops over long distances, starting at

7th level the Knight of Saldaea can urge troops to move faster. Anyone traveling with the Knight gains a

+2 morale bonus on Constitution checks required for making a forced march, or any other task calling for extended exertion, and the Knight himself gains a +4 bonus when he exhorts his fellows to endure.

Animals are not affected.

For the Falcon and the Rose: The Knights of Saldaea may sound a rally cry in battle, all allies

within earshot gains a +1 circumstance bonus to attack rolls and a +2 to their Defense bonus for one

minute. If the Knight of Saldaea is in combat protecting the Queen, the rally cry provides a +2

circumstance bonus to attack rolls and a +3 Defense bonus.

Queen’s Guard of Andor 

In times of war, the Guard and the army are commanded by the First Prince of the Sword, but the

Queen often rides with them as well. In peacetime the guard is responsible for upholding theQueen’s law and keeping the peace.

Hit Die: d10

Requirements: To qualify to become a member of the Queen’s Guard, a character must fulfillthe following criteria:

Base Attack Bonus: +6

Skills: Gather Information 2 ranks, Search 5 ranks, Sense Motive 5 ranks, Spot 5 ranks

Feats: Improved Initiative, Power Attack 

Special: Armor Compatibility

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Special: Must have been selected to become a member of the Queens Guard.

Class Skills: The Queen’s Guard’s class skills (and the key ability for each skill) are Bluff 

(Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha),Innuendo (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Search (Int), Sense Motive (Cha),

Spot (Wis), Swim (Str).Skill Points at Each Level: 4 + Int modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +1 +2 +1 +0 +0 +1 Armor Compatibility, Soft Strike

2 +2 +3 +2 +0 +1 +0 Dual Strike +2

3 +3 +3 +2 +1 +1 +1 Ever Vigilant

4 +4 +4 +2 +1 +1 +0 Bonus Feat

5 +5 +4 +3 +1 +2 +1 Defenders of the Rose Crown6 +6 +5 +3 +2 +2 +0 Dual Strike +4

7 +7 +5 +4 +2 +2 +1 Fearless

8 +8 +6 +4 +2 +3 +0 Bonus Feat

9 +9 +6 +4 +3 +3 +1 Rallying the Lion

10 +10 +7 +5 +3 +3 +0 Dual Strike +6

Class Features: All of the following are class features of the Queen’s Guard.Weapon and Armor Proficiency: The Queen’s Guard does not gain additional proficiency with

weapons or armor.

Armor Compatibility: As the Armsman ability; Armsman and Queen’s Guard class defense

 bonuses both stack with each other and the bonus from armor and shields. 

Soft Strike: At 1st level, a Guardsman can use a melee weapon that deals normal damage to dealsubdual damage instead without suffering the usual -4 penalty on his attack roll.

Dual Strike: Whenever a Guardsman of 2nd

level or higher flanks an opponent, he gains an

additional +2 to attacks. This bonus increases to +4 at 6th

level, and to +6 at 10th

level.

Ever Vigilant: At 3rd

level, a Guardsman may, as a free action in any non-combat round,

designate any one particular move-equivalent action, standard, or full round action a single opponent

might perform. If the chosen individual performs this action within the next 10 minutes, the Guardsmanmay make an Attack of Opportunity with a readied weapon (if within range). This attack counts against

the Guardsman’s Attacks of Opportunity, and only one such action may be designated at any given time.

Bonus Feat: At 4th

level, and again at 8th

level, a Guardsman may select any feat from the list of 

armsman bonus feats as a bonus feat, provided he meets the prerequisites.

Defenders of the Rose Crown: You are one of the elite of the Guard, and often are assigned the task of 

guarding the Queen or Daughter-Heir themselves and train hard together for this responsibility. As such,you gain a circumstance bonus on damage rolls equal to the number of other attackers who have this

ability and are engaged in melee combat with your target.

Fearless: You would lay down your life for Andor and would never consider retreat or flight

from battle. You gain the Fearless feat for free. Effects that would result in you being “panicked” are

reduced to “frightened”, “frightened” is reduced to “shaken”, and “shaken” is ignored.

Rallying the Lion: At 9th

level, a Guardsman may sound a rousing cry in the defense of Andor.

All Guardsmen within earshot gain a +1 morale bonus to Attack rolls and a +2 Defense morale bonus.

These bonuses last for as many rounds as the Guardsman’s Charisma bonus.

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Two Rivers Archer 

Originating in the Two Rivers, the Two Rivers Longbow has long been the bow of choice among

many armies. There are none, however, more skilled with this bow than the Two Rivers’ peoplethemselves. With the ancient blood of Manetheren running through their veins and a strong

tradition with the bow, no other people surpasses them in the skillful use of the Two RiversLongbow.

Hit Die: d8

Requirements: To qualify to become a Two Rivers Archer, a character must fulfill thefollowing criteria:

Base Attack Bonus: +5

Skills: Craft: Bowyer/Fletcher 4 ranks, Wilderness Lore 8 ranks

Feats: Point Blank Shot, Precise Shot, Far Shot

Background: Andor 

Class Skills: The Archer’s class skills (and the key ability for each skill) are Balance (Dex),Climb (Str), Concentration (Wis), Craft (Bowyer/Fletcher, Weaponsmith) (Int), Handle Animal

(Cha), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis).

Skill Points at Each Level: 2 + Int modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +1 +0 +1 +0 +1 +1 Manyshot

2 +2 +0 +2 +0 +2 +0 Deer on the Run

3 +3 +1 +2 +1 +2 +0 Close Combat Shot4 +4 +1 +2 +1 +2 +1 Eagle-Eye Shot

5 +5 +1 +3 +1 +3 +0 Bonus Feat

6 +6 +2 +3 +2 +3 +0 Luck of the Draw

7 +7 +2 +4 +2 +4 +1 Reflex Shot

8 +8 +2 +4 +2 +4 +0 Bonus Feat

9 +9 +3 +4 +3 +4 +0 Rain of Death

10 +10 +3 +5 +3 +5 +1 Break the Charge

Class Features: All of the following are class features of the Two Rivers Archer.Weapon and Armor Proficiency: The Two Rivers Archer does not gain additional proficiency

with weapons or armor.

Manyshot: An Archer gains Manyshot as a bonus feat, even if he does not meet the prerequisites.Deer on the Run: Once per round, a Two Rivers Archer of 2

ndlevel or higher may make a

Concentration check (DC 15) to target a running opponent and ignore the standard –2 penalty to hit a

moving target.

Close Combat Shot: Beginning at 3rd

level, as a full-attack action, a Two Rivers Archer may

make one attack action against an opponent in an adjacent area with his bow without provoking an Attack 

of Opportunity from that opponent.

Eagle-Eye Shot: At 4th

level, with a successful Concentration check (DC 15), the Two Rivers

Archer may extend the benefits of Point Blank Shot to a range of 60 feet, although other effects with a 30

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ft. limit remain the same.

Bonus Feat: At 5th

level, and again at 9th

level, an Archer gains a bonus feat from the following

list, assuming he meets the prerequisites: Dodge, Mobility, Shot on the Run, Weapon Focus, Greater 

Manyshot, Improved Precise Shot, Improved Critical, Penetrating Shot.Luck of the Draw: Beginning at 6

thlevel, once per day, the Tw Rivers Archer may re-roll any

one failed rol involving his bow. This ability is similar to the feat The Dark one’s Own Luck but only

allow the Two Rivers Archer to re-roll failed attac rolls with his bow, failed Craft checks concernin his

 bow, etc.

Reflex Shot: At 7th

level, a Two Rivers Archer may make an Attack of Opportunity with his bow

against an opponent that performs an action that draws an Attack of Opportunity. This ability is limited toopponents within one third of Point Blank range and within line of sight. This ability stacks with Combat

Reflexes.

Rain of Death: Beginning at 8th

level, any time an opponent has a cover bonus (line-of-sight

cover) in an open area, the Two Rivers Archer may make a Concentration check (DC 25) to fire indirectly

at the opponent in a parabolic arc. On a successful roll, the opponent’s cover is reduced by half.

Break the Charge: A Two Rivers Archer of 10th

level that is charged by an opponent mayattempt to break the morale of the charging opponent. He may ready his bow to receive the charge in the

same manner as a spear or polearm. He may make a full attack action and each arrow that hits does

double damage.

Channeling Prestige ClassesThe following prestige classes from the WoTRPG are channeling prestige classes: Aes Sedai (anupdated version of Aes Sedai is given below), Windfinder, Wise One. The Asha’man prestige

class is currently not available. An additional channeling prestige class is given below.

 Aes Sedai This is an updated version of the Aes Sedai prestige class from the WoTRPG.

Requirements: To qualify to become an Aes Sedai, a character must fulfill all of the following

criteria.Gender: Female.

Skills: Composure 4 ranks, Concentration 8 ranks, Weavesight 4 ranks.

Feats: Multiweave, Sense Residue, Tie Off Weave.

Channeling: Two or more Talents.

Class Features: The Aes Sedai prestige class, and the other channeling prestige classes, work a bit differently than standard prestige classes. For all purposes except available weaves per day,

the character may freely multiclass between the original class and the Aes Sedai prestige classeach time she gains a new level. When determining weaves per day, however, use the character’s

total level in both classes and refer to the progression table for the original class (either initiate or wilder).

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Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special

1 +0 +0 +0 +2 +0 +1 Ajah, Aes Sedai presence2 +1 +0 +0 +3 +0 +1 Resources, Iron Will

3 +1 +1 +1 +3 +1 +0 Extra Affinity

4 +2 +1 +1 +4 +1 +1 Extra Talent

5 +2 +1 +1 +4 +1 +1 Improved resources

6 +3 +2 +2 +5 +2 +0 Control

7 +3 +2 +2 +5 +2 +1 Resolve

8 +4 +2 +2 +6 +2 +1 Improved control

9 +4 +3 +3 +6 +3 +0 Great Fortitude

10 +5 +3 +3 +7 +3 +1 Improved resolve

Weapon and Armor Proficiency: Aes Sedai gain no proficiency with any weapon or armor.

Support: Aes Sedai can expect to receive all the necessary requirements of life from the

University. This includes room and board, necessary weapons and equipment, and funds needed for 

specific purposes or missions.

Ajah: Upon becoming an Aes Sedai, a channeler chooses an Ajah to join. They gain abilities

depending on what Ajah they choose.

 Blue Ajah: The Blue Ajah pursues causes and justice. They are the second smallest Ajah but have

great influence, due to their involvement in world events as well as the large number of Amyrlins raised

from the Blue. Also, despite its size, the Blue Ajah has the largest eyes-and-ears network of all Ajahs. It is

headed by a woman called the First Selector. Due to their extensive information networks, Aes Sedai of 

the Blue Ajah gains a bonus to Gather Information checks equal to their Aes Sedai level. In addition, the

Iron Will feat grants Blue Sisters a +4 bonus to Will saves instead of +2.

 Brown Ajah: The Brown Ajah is devoted to the study and collection of knowledge. Brown sisters

can often be found in the Great Library of the White Tower, which they administer, searching for new

knowledge and subjects to study. While abroad, Browns frequently carry note and sketchbooks in whichthey document nearly everything they come across. Aes Sedai of the Brown Ajah gain a +1 bonus to all

Knowledge checks and Decipher Script checks. In addition, a Brown Sister treats all Knowledge skills as

if they had the same number of ranks as the Knowledge skill with the highest number of ranks, minus

two.Green Ajah: While all Aes Sedai make it their business to combat the Shadow, the Green Ajah

specializes in this kind of military and combat activity. In the Trolloc Wars, they were often called the

Battle Ajah, as they participated in almost every battle. They are headed by a woman known as the

Captain-General. Greens are rarely without Warders, who provide an obvious benefit to any channeler in

a battle zone, but even more than that, members of the Green Ajah are well-known for their love of men,

making them ideologically opposite to the Reds. The Green is traditionally the only Ajah to bond more

than one Warder, and there is apparently no limit to the number bonded, though seven is the highest

number shown so far. Also, Greens are generally the only Aes Sedai to marry, and those who do areusually among the few of their Ajah to have only one Warder. Green Sisters may bond a number of 

warders equal to their Charisma bonus; in addition, the Combat Casting feat grants Green Sisters a +8

 bonus to casting a weave on the defensive instead of a +4.

Grey Ajah: Little is known about the Grey Ajah. They are mediators and ambassadors, and

commonly dispense justice through the law. The Grey Ajah has on a great number of occasions stopped

wars and other conflicts through their skill in crafting agreements and drafting treaties. The only other 

important fact that is truly known about the Grey Ajah is that they are headed by a woman known as the

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Head Clerk. The Grey Ajah also attempted to hold together the coalition of nations that fought against the

Aiel in the Aiel War, but failed. It can be assumed that the Grey Ajah is quite skilled at political

maneuvering. Grey Sisters gain a bonus to Diplomacy checks equal to their Aes Sedai level; in addition,

if a Grey Sister fails a Diplomacy check, she may immediately make a Bluff check in place of the failedDiplomacy check. If it succeeds, the subject’s mood is changed as per the Diplomacy skill for a number 

of rounds equal to the amount the Bluff check succeeded by, after which point the subject’s mood returns

to one step more hostile than originally.

 Red Ajah: The Red Ajah is strongly dedicated to preventing another Breaking of the World. This

Ajah seeks out and gentles men who can channel saidin, generally by sensing the residue left by weavings

of saidin. Its leader is known as the Highest. When a Red Sister uses the Shield or Sever weaves on amale channeler, she treats the weave as two levels lower than it actually is. In addition, Red Sisters gain a

 bonus on Intimidate checks equal to their Aes Sedai level.

White Ajah: The smallest of the Ajahs, the White Ajah concerns itself with questions of 

 philosophy, truth and logic. Whites consider themselves beyond the social causes that drive most of the

other Ajahs and believe that they have no place for the material knowledge that the Browns, and, to a

lesser extent, Yellows seek. Whites are often described as showing incredibly little emotion(coincidentally, and somewhat ironically, white is the colour of mourning in the Wheel of Time). They

are headed by a woman known as the First Reasoner. White Sisters gain a bonus to Sense Motive checks

equal to their class level; in addition, whenever someone lies to a White Sister, the GM secretly makes a

Sense Motive check for the White Sister, and if he succeeds, she detects the falsehood even if she was not

actively listening for it.

Yellow Ajah: The Yellow Ajah is the only Ajah that is completely dedicated to one of the Talents,

namely Healing, which not all sisters are adept with but which is considered a requirement for entering

the Yellow Ajah. The Yellow Ajah has traditionally used a method of healing that utilises only Water,

Air, and Spirit. This method draws on strength from the person being healed, which results in the person

 becoming weak and ravenous, despite being physically healthy. This method of healing also causes a kind

of shock; this shock can kill small children and animals- this is why Yellow sisters will not Heal them.

The Yellow Ajah is headed by a woman known as the First Weaver. This Ajah also has a relatively smallnetwork of Eyes and Ears. The Yellow Ajah uses a bouquet of yellow flowers strung upside down with a

yellow ribbon as an emergency signal. A Yellow identifies herself to an agent of the eyes and ears

network by saying something containing the words yellow and heal. A Yellow Sister gains a bonus on

Heal checks equal to her Aes Sedai level; in addition, she treats all weaves from the Healing Talent as one

level lower (this ability stacks with other sources of the same effect).

Aes Sedai Presence: Aes Sedai are renowned for their ability to stare down even the dukes and

to remain icily persistent at the negotiating table. An Aes Sedai receives a +4 competence bonus on

Intimidation checks.

Resources: Starting at 2nd

level, an Aes Sedai gains the ability to call on resources and contacts

through her association with the University. She gains a +2 circumstance bonus on all Gather 

Information checks. She can also requisition other resources as necessary; at the GM’s discretion, these

can include everything from funds to political favors, from fresh horses to critical supplies, from passagewith a merchant caravan to shelter in a University loyalist’s country manor.

Iron Will: At 2nd

level, and Aes Sedai gains Iron Will as a bonus feat.

Extra Affinity: At 3rd

level, an Aes Sedai gains Extra Affinity as a bonus feat.

Extra Talent: At 4th

level, an Aes Sedai gains Extra Talent as a bonus feat.

Improved Resources: At 5th

level, the Aes Sedai’s influence is such that few can refuse her 

requests. This ability works exactly the same as Resources, but the Aes Sedai gets a +4 bonus to Gather 

Information checks, and the base chance to obtain the required resources increases.

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Control: On reaching 6th

level, the Aes Sedai is capable of extending her capacity to cast

weaves. When attempting to overchannel within one of her Affinities, she gets a +5 competence bonus

on her Concentration check.

Resolve: At 7th

level, the Aes Sedai has trained her mind to a high degree. For the purposes of calculating weaves per day and bonus weaves, treat her Wisdom score as 2 higher than it actually is.

Improved Control: At 8th

level, the Aes Sedai’s mental control becomes even stronger. When

attempting to overchannel within one of her Affinities, she gets a +10 competence bonus on her 

Concentration check.

Great Fortitude: At 9th

level, an Aes Sedai gains Great Fortitude as a bonus feat.

Improved Resolve: On reaching 10th

level, the Aes Sedai has mastered her art. For the purposes of calculating weaves per day and bonus weaves, treat her Wisdom score as 4 higher than it

actually is.

Wisdom

Part healer and part arbiter, the Wisdom stands in a unique position in most villages and even

some small towns. They usually work hand in hand with the women’s circle (or the equivalent).The Wisdom tends to the injured (emotional and physical) and cares of her people (whether theywant it or not). Most Wisdoms cannot use the One Power. The few who can and survive the

ordeal usually barely manage to overcome their block. Fewer still are able to teach others the useof the One Power.

Hit Die: d4.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +0 +1 +0 +1 +0 +1 Iron Will, Wisdom presence

2 +1 +2 +0 +2 +1 +0 Bonus Channeling Level

3 +1 +2 +1 +2 +1 +1 The Still Waters

4 +2 +2 +1 +2 +1 +0 Bonus Channeling Level

5 +2 +3 +1 +3 +2 +1 The Eyes See The Heart

Requirements: To qualify to become a Wisdom, a character must fulfill all of the following

criteria.Gender: Female

Base Attack Bonus: +2

Skills: Intimidate 5 ranks, Sense Motive 5 ranks, Profession: Herbalist 6 ranks, Knowledge:

 Nature 4 ranks.

Special: Must have been chosen as a Wisdom from a village council or have been an apprentice

Wisdom.

Class Skills: The Wisdom’s class skills are Bluff (Cha), Composure (Wis), Concentration(Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate

(Cha), (Int), Knowledge (any) (Int), Profession (any) (Int), Sense Motive (Cha), Speak Language(Int), Spot (Wis), Weavesight (Int).

Skill Points at Each Level: 4 + Int modifier.

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Class Features: All of the following are class features of the Wisdom.Weapon and Armor Proficiency: Wisdoms gain no proficiency with any weapon or armor.

Iron Will: The Wisdom gains the Iron Will feat for free.

Wisdom Presence: The Village Wisdom is respected for both their abilities and their often strong personalities. These women gain a +4 bonus to their Intimidate rolls.

Bonus Channeling Level: Some Wisdoms have the ability to channel. Those that do, increase

their channeling class at 2nd and 4th level in the same manner that all other channeling prestige classes

function. Add all channeling levels together to determine weaves per day.

The Still Waters: A Wisdom is able to read a person’s motives and motivations clearly, like a

reflection in still water. At 3rd level, the Wisdom’s ability to read other people is so ingrained that it

 becomes second nature. The Wisdom adds +5 to all Sense Motive checks.

The Eyes See the Heart: The Wisdom has developed a keen awareness of lying. Anyone

attempting to lie in the Wisdom’s presence must make a Will save (DC 15 + Wisdom’s Charisma

modifier). If this save fails, the Wisdom immediately knows the subject is lying.  

General Prestige ClassesThe General Prestige Classes from the WoTRPG are: Blademaster, Commander, Gleeman,Thief-Taker, Warder, and Wolfbrother. Below are several additional general prestige classes.

 Dreamwalker 

To walk in the spaces between the Fabric of the Ages, to be able to peer into the dreams of thesleeping world and to bend the very fabric of Tel’aran’rhiod to their needs, this is what it means

to be a Dreamwalker. During the Age of Legends, some of the greatest Dreamwalkers of the Age possessed knowledge and abilities far outstripping what many modern day Dreamwalkers even

consider possible. Those who are strong enough are able to not only enter the World of Dreams, but to make it their own.

Hit Die: d4.

Requirements: To qualify to become a dreamwalker, a character must fulfill all the followingcriteria.

Skills: Composure 8 ranks, Concentration 8 ranks, Knowledge: Tel’aran’rhiod 5 ranks.

Feats: Dream Walk, Bend Dream. 

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +0 +1 +0 +1 +0 +0 Focus +2, Empathy

2 +1 +2 +0 +2 +1 +0 Dream Jump

3 +1 +2 +1 +2 +1 +0 Dream Watch4 +2 +2 +1 +2 +1 +0 Reverie

5 +2 +3 +1 +3 +2 +1 Focus +4, Need

6 +3 +3 +2 +3 +2 +0 Waking Dream

7 +3 +4 +2 +4 +2 +0 Dream Capture

8 +4 +4 +2 +4 +3 +0 Haven

9 +4 +4 +3 +4 +3 +0 Bind Dream

10 +5 +5 +3 +5 +3 +1 Dream Made Flesh, Focus +6

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Class Skills: The dreamwalker’s class skills are Composure (Wis), Concentration (Con), Craft

(Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (all) (Int),Profession (Wis), Sense Motive (Wis), Spot (Wis), Weavesight (Int).

Skill Points per Class Level: 4 + Int modifier 

Class Features: All of the following are class features of the dreamwalker.Weapon and Armor Proficiency: Dreamwalkers do not gain additional proficiency with

weapons or armor.

Focus: At 1st level, the Dreamwalker has learned to focus her talent to such a degree within the

World of Dreams that she gains a +2 competence bonus to Concentration skill checks while within

Tel’aran’rhiod. At 5th and 10th level this bonus increases to +4 and +6 respectively. He/she may also add

this bonus to any Spot checks made within Tel’aran’rhiod using the Reverie class ability.

Empathy: While in the dream world, many have difficulty controlling their clothing, often giving

away the subject’s emotional state. The Dreamwalker gains a +4 circumstance bonus to his/her Sense

motive checks.

Dream Jump: At 2nd level, the Dreamwalker gains a greater control over herself and her 

abilities within the Tel’aran’rhiod. He/she gains Dream Jump as a bonus feat.

Dream Watch: Beginning at 3rd

level, the Dreamwalker’s control of his/her abilities extends to

the space between dreams, allowing the Dreamwalker to enter the dreamscapes of others. He/she gains

Dream Watch as a bonus feat.

Reverie: At 4th

level, the Dreamwalker gains an almost supernatural awareness of his/her 

surroundings within Tel’aran’rhiod, and therefore may make a Spot check to determine if anybody is

using dreaming abilities within 25 ft. per level of her. A successful Spot check will allow him/her to know

in what direction it is being used , and how far. With a Concentration skill check (DC 15) the

dreamwalker may determine what abilities are being used.

Need: The Dreamwalker may find objects in Tel’aran’rhiod when he/she most needs them. In

order to find them he/she must make a Concentration check with a DC dependent on the need itself.DC Form of Need Bonus Scope of Need

20 Item is reasonably common (regular 

mundane items)

+2 Needed by up to 10 people

25 Item is uncommon but not rare (e.g.,

Heron Marked Blade)

+5 Needed by up to 500 people

30 Item is rare (e.g., power-wrought blade,

warder’s cloak, some ter’angreal )

+8 Needed by up to 10,000 people

40 Item is very rare (angreal, some

ter’angreal )

+10 Needed by up to 100,000 people

50 Item is unique (most sa’angreal ) +12 Fate of the world

A successful check will bring the character one step closer to his/her goal, and for each 10 points the DC

is beaten by, the Dreamwalker gets an additional step closer. Steps: Landmass, Nation, City, Street,

Building, Floor, 5', 1'. Each additional jump adds +5 to the DC. Failed checks may not be retried, and anyattempt with a need that has already been searched for will produce no effect, whether the original search

was successful or not.

Waking Dream: The Dreamwalker’s skills have increased enough to allow access to

Tel’aran’rhiod even while partially awake. He/she gains Waking Dream as a bonus feat.

Dream Capture: The Dreamwalker’s skill extends beyond him/herself, allowing the character to

enter into another person’s dreams and forcefully pull them into Tel’aran’rhiod, keeping them there until

the Dreamwalker wishes otherwise. He/she gains Dream Capture as a bonus feat.

Haven: While in Tel’aran’rhiod, the Dreamwalker can use his/her own force of will to shelter 

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those around her. The Dreamwalker may add his/her Wisdom attribute modifier to his/her allies’

Concentration skill checks as a Luck bonus. A number of people equal to the Dreamwalker’s Charisma

modifier may be aided in this manner.

Bind Dream: The Dreamwalker is able to use their mastery of Tel’aran’rhiod to force a changeonto another person, causing that change to occur whenever the target enters the Dreamworld. The

Dreamwalker gains Bind Dream as a bonus feat. Example of play: Mairen, Wise One for the Bent Stone

sept of the Shiande Aiel, has punished her apprentice for her childish behavior by using Dream Bind upon

her appearance in Tel’aran’rhiod. Now whenever the apprentice appears in the World of Dreams, her hair 

is divided into pigtails like those worn by girlchildren among the Aiel.

Dream Made Flesh: With this ability the Dreamwalker has learned to truly master him/herself and the environment, while residing in Tel’aran’rhiod. As with the Bend Dream ability, the character can

shape the reality of the dream realm by force of will. In addition to those things considered “native” to the

dream world (your surroundings, items you pick up, objects and buildings) even creatures that are

 physically brought into Tel’aran’rhiod can be affected. To change an object, make a Concentration check;

a result of 25 or higher allows the Dreamwalker to change objects and surroundings, while a 35 or higher 

can alter whole buildings and terrain. These changes will revert back to their original form in a number of hours equal to the Dreamwalker’s level.

To change someone else who is physically in Tel’aran’rhiod, make a similar Concentration

check. If the other person does not have the Bend Dream feat, add +20 to the DC used to change the

Dreamwalker’s own items or appearance. If the person does have the Bend Dream feat, the check is

opposed by the target’s Concentration check or whichever is higher. The subject takes his/her level x d6

subdual damage and will remain in the new form if taken back to the physical world (if that form is

 physically viable); otherwise he/she will revert back in 1d6 hours.

 Hand of the Light 

Known amongst themselves as the Hand that digs out the Truth, they are more commonly known

as the Questioners, although never to their face. The purpose of the Hand of the Light is todiscover the truth in disputations and uncover Darkfriends. They are hampered by few rules, andtorture is used extensively during most of their inquiries. Their methods, and the fact that anyone

at all may be put to the question, including other Children of the Light, have made them deeplyfeared, within the Children and without. Their symbol is the Golden sunburst with a red

shepherd’s crook behind it.Hit Die: d6.

Requirements: To qualify to become a commander, a character must fulfill all of the following

criteria.Base Attack Bonus: +3.

Skills: Intimidate 4 ranks, Sense Motive 8 ranks.Feats: Iron Will, The Dark One’s Own Luck 

Special: Must be a member of the Children of the Light, and chosen for membership in the Hand

of the Light.

Class Skills: The class skills for the Questioner are Concentration (Con), Diplomacy (Cha),

Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha),

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Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Spot (Int), Search (Int), and Sense

Motive (Wis).Skill Points Per Level: 4 + Int modifier.

Class Features: All of the following are class features of the Questioner.Weapon and Armor Proficiency: Questioners gain no new weapon or armor proficiencies.

Infamous: A Questioner’s fearsome reputation grants him a +2 bonus to Intimidate checks and a

-2 to Bluff, Diplomacy, and Gather Information checks.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +0 +0 +1 +2 +1 +1 Infamous

2 +1 +0 +2 +3 +2 +0 Authority

3 +2 +1 +2 +3 +2 +1 Sharp-Eyed

4 +3 +1 +2 +4 +2 +0 Penetrate Falsehoods5 +3 +1 +3 +4 +3 +1

6 +4 +2 +3 +5 +3 +0 Devotion to the Light

7 +5 +2 +4 +5 +4 +1 Relentless Pursuit

8 +6 +2 +4 +6 +4 +0

9 +6 +3 +4 +6 +4 +1 Zeal

10 +7 +3 +5 +7 +5 +0 The Creator’s Work 

Authority: Beginning at 2nd

level, when in pursuit of his duties a Questioner is granted special

 privileges within the Children to facilitate the capture and trial of Darkfriends. The Questioner may add

his Intimidate skill rank to his Diplomacy checks when dealing with other Children or those in areas

occupied by the Children (such as Amadicia).

Sharp-Eyed: At 3

rd

level, a Questioner gains Sharp-Eyed as a bonus feat.Penetrate Falsehoods: At 4th

level, a Questioner’s searching nature and vigilant attitude allow

him to spot lies and disguises more easily. He gains a +4 competence bonus to Spot checks when

opposing Disguise checks, and Innuendo checks.

Devotion to the Light: Beginning at 6th

level, a Questioner begins to understand that, with his

increasing importance to the war against the Shadow, his place is not at the forefront of the battle. When

executing the total defense action, he gains a dodge bonus to defense equal to his total Will save.

Relentless Pursuit: At 7th

level, a Questioner may select a single opponent within 60 feet and

declare that opponent a Darkfriend. As long as the Questioner is pursuing that person, he gains a +4

competence bonus on Skill checks and Will saves against that opponent. Furthermore, whenever 

confronting the declared Darkfriend, the Questioner may impart a +2 morale bonus on melee attack rolls

and weapon damage rolls made against the Darkfriend by his allies. The Questioner may impart this

 bonus to a number of allies equal to half his Questioner level. The Questioner cannot pursue moreDarkfriends than his level at any one time.

Zeal: At 9th

level, a Questioner is filled with the righteousness of his purpose. Once per day,

when subjected to an attack or effect that would reduce him to 0 or fewer hit points, he may make a Will

save (DC equal to the damage dealt - 10) to take half damage.

The Creator’s Work: At 10th

level, a Questioner has become skilled at instilling the fear of the

Light into his enemies. Once per day, the Questioner may cause creatures that can hear and understand

him to make a Will save (DC 15 + Cha bonus) or become wrought with despair. A creature this affected

incurs a -2 morale penalty to saving throws, attack rolls, damage rolls, skill checks, and ability checks for 

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1 minute. Furthermore, a despairing creature may not attack the Questioner for 1d6 rounds, though they

are able to attack others and defend themselves.

 Nai’ShanThere are swordsmen aplenty throughout the lands of men, and warriors who have trained toexcellence with staff, spear or bow; but a select few have found such weapons to be too

cumbersome and slow. Their lifestyles and their abilities make them much better suited to aweapon that is easily concealed, quickly used, and as deadly as any other when in the hands of 

one as skilled as they. These fighters have specialized in fighting with daggers, and woe hasfallen unto many who underestimated the Nai’Shan as an opponent.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +0 +0 +2 +1 +1 +0 Knife Toss, Weapon Focus

(dagger)

2 +1 +0 +3 +2 +2 +0 Sneak Attack +1d6

3 +2 +1 +3 +2 +2 +1 Two-Dagger Fighting

4 +3 +1 +4 +2 +2 +0 Flick of the Wrist 1/2 levels/day

5 +3 +1 +4 +3 +3 +1 Improved Critical (dagger)

6 +4 +2 +5 +3 +3 +0 Twist of the Knife

7 +5 +2 +5 +4 +4 +0 Sneak Attack +2d6

8 +6 +2 +6 +4 +4 +1 Weapon Specialization (dagger)

9 +6 +3 +6 +4 +4 +0 Improved Two-Dagger Fighting

10 +7 +3 +7 +5 +5 +1 Superior Two-Dagger Fighting

Hit Die: d6.

Requirements: To qualify to become a Nai’Shan, a character must fulfill all the followingcriteria.

Base Attack Bonus: +4

Skills: Sleight of Hand

Feats: Quick Draw, Dodge, Weapon Finesse (dagger).

Class Skills: The Nai’Shan’s class skills are Balance (Dex), Bluff (Cha), Escape Artist (Dex),

Inimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis),Tumble (Dex), and Use Rope (Dex).

Skill Points per Level: 4 + Int modifier.

Class Features: All of the following are class features of the Nai’Shan.Weapon and Armor Proficiency: A Nai’Shan gains no new weapon or armor proficiencies.

Weapon Focus (dagger): At 1st

level a Nai’Shan gains Weapon Focus (dagger) as a bonus feat.

Knife Toss: At 1st

level, the Nai’Shan can throw a dagger up to 30 ft. without incurring a range

 penalty. This ability applies only to the dagger.

Sneak Attack: At 2nd

level, a Nai’Shan gains +1d6 of sneak attack damage, as per the Wanderer 

ability. This extra damage stacks with sneak attack damage gained from other sources, but only applies

when the Nai’Shan is wielding a dagger. At 7th

level, the extra damage increases to +2d6.

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Two Dagger Fighting: At 3rd

level, when fighting with daggers, the Nai’Shan fights as if she had

the Two-Weapon Fighting feat, even if he does not meet the prerequisites. This ability only functions

when the Nai’Shan is wearing light or no armor.

Flick of the Wrist: At 4th

level, a Nai’Shan has become so proficient in the art of the dagger thathe can catch his enemies off guard. As a standard action, the Nai’Shan may draw and throw or attack with

a dagger in the same motion, treating his opponent as flat-footed for the attack. The Nai’Shan can use this

skill once per two class levels per day, and must have no daggers in hand when attempting to use this

ability.

Improved Critical (dagger): At 5th

level, a Nai’Shan gains Improved Critical (dagger) as a

 bonus feat.

Twist of the Knife: Beginning at 6th

level, a Nai’Shan can use the dagger to greater effect in

melee. By taking a –2 penalty to a melee attack with a dagger, the Nai’Shan does an additional 1d4

damage on a successful attack.

Weapon Specialization (dagger): At 8th

level, a Nai’Shan gains the Weapon Specialization

(dagger) as a bonus feat.

Improved Two-Dagger Fighting: A Nai’Shan of 9th

level or higher, when fighting with twodaggers, is treated as having the Improved Two-Weapon Fighting feat, even if he doesn’t meet the

 prerequisites.

Superior Two-Dagger Fighting: At 10th

level, the Nai’Shan has become extremely skilled at

fighting two-handed. This ability eliminates the remaining penalties for two-weapon fighting with

daggers.

 Scholar 

A Scholar is an individual trained in academic and scientific disciplines. Many are specialists in

a specific field of study, such as history, philosophy or invention. Some Scholars are wanderers,traveling the land in search of new, lost or hidden knowledge, but most are situated in cities,

where their own reputation or a wealthy patron may secure them access to libraries andworkshops. All Scholars are driven by the desire to learn, and they are often curious and patient.

Some seek to know the world around them, some wish to make technological improvements,while others find joy in ancient manuscripts. Some Scholars specialize in specific areas of 

knowledge, while others become knowledgeable in many subjects. Possible knowledge skillsinclude (but are not limited to): Arcana, Engineering, Geography, History, Local, Nature,

 Nobility and Royalty, The Age of Legends, Philosophy, and Natural Science (Mathematics,Physics). An inventor might also need a Craft or Profession to make new creations himself,

otherwise he must work with trained Craftsmen. Most Scholars are former Experts, but allclasses may devote their time to study and become a Scholar. Some Scholars have been trained

in formal academies, while others are self-taught, but nearly all have received some form of 

education when they were young. Scholars come from many backgrounds, though there are noknown Aiel scholars. Many renowned Scholars have been Ogier.Hit Die: d4.

Requirements: To qualify to become a scholar, a hero must fulfill all of the following criteria.Skills: Any three Knowledge skills, 8 ranks each.

Class Skills: The scholar’s class skills (and the key ability for each skill) are Appraise (Int),

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Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually)

(Int), Profession (Wis), Search (Int), Speak Language.Skill Points at Each Level: 8 + Int modifier. 

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +0 +0 +0 +2 +0 +1 Lore

2 +1 +0 +0 +3 +0 +1 Analyze

3 +1 +1 +1 +3 +1 +0 Knowledge Emphasis, Old

Tongue

4 +2 +1 +1 +4 +1 +1 Erudite

5 +2 +1 +1 +4 +1 +1 Knowledge Emphasis

6 +3 +2 +2 +5 +2 +0 Focus

7 +3 +2 +2 +5 +2 +1 Knowledge Emphasis 

8 +4 +2 +2 +6 +2 +1 Ingenuity

9 +4 +3 +3 +6 +3 +0 Knowledge Emphasis

10 +5 +3 +3 +7 +3 +1 Identify

Class Features: All of the following are class features of the scholar.Weapon and Armor Proficiency: A scholar gains no new armor or weapon proficiencies

Lore: A scholar gains the ability to know obscure facts, as per the Gleeman’s Lore ability (make

an Int check + Scholar level against a DC between 10 and 30), except that the Scholar only knows general

historical and legendary facts, not current rumors.

Analyze: A Scholar of 2nd

level or higher profits from his years of experience at filtering key

information out of written text (books, scrolls, etc.). When performing a Search check on any written

material, he gains a +5 circumstance bonus.

Old Tongue: At 3rd

level, a Scholar has read enough ancient texts to have learned Old Tongue.

He gains Old Tongue as a bonus language, without having to spend any skill points.

Knowledge Emphasis: At 3rd

level, and again at every odd-numbered level after that, a Scholar 

gains Skill Emphasis in any Knowledge skill as a bonus feat; he may not choose the same Knowledge

skill twice.

Erudite: Beginning at 4th

level, a Scholar is so learned and well-read that she may try to use a

skill she has little or no formal training in. The Scholar makes an Intelligence check + Scholar Level

against DC 20. If she succeeds she gains 2d6 temporary ranks in an Intelligence- or Wisdom-based skill

(or +2 ranks if she has more than 12 ranks in the skill). This ability can only be used once per day, and the

Scholar must study her books before she can attempt to use another skill.

Focus: A Scholar of 6th

level or higher is able to focus on one task, and ignore all distractions. He

may take 10 when using one of his class skills, even under adverse conditions. His focus on intellectual

tasks means that he seems rather reserved, however, and the Scholar suffers a -2 on all Charisma-based

skills.

Ingenuity: At 8th level, a Scholar has the potential to make a great scientific discovery, create a

new invention or formulate a revolutionary theory. This requires a period of study and access to a library

or workshop. The Scholar chooses a skill to study and makes a skill check against DC 35. If the check 

succeeds, the Scholar has created a new machine, written a new chapter in the history of a kingdom or 

something similar. This may have wide-reaching political or technological consequences.

Identify: Beginning at 10th

level, a Scholar may use his Lore ability to know specific facts about

a particular person or item, but the Scholar must have the appropriate Knowledge skill. This might even

reveal information about wondrous items (requires Knowledge (Age of Legends)).

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 Scout 

Slipping down through the brushwood, quiet and observant, the Scout performs a vital task in

defeating armies and winning wars. His task is not to fight the enemy directly, but rather to gainvaluable knowledge about the enemy’s strengths, weaknesses, and movements. Ironically, the

skills that make these men formidable scouts are the same skills that make them excellent horsethieves, which is how many begin their career. 

Hit Die: d6.

Requirements: To qualify to become a scout, a character must fulfill all of the followingcriteria.

Skills: Hide 8 ranks, Move Silently 8 ranks, Ride 8 ranks, Wilderness Lore 8 ranks.

Feats: Track, Mounted Combat.

Class Skills: The scout’s class skills (and the key ability for each skill) are Appraise (Int),Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex),

Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), MoveSilently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Ride (Dex), Search (Int),

Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis).Skill Points at Each Level: 8 + Int modifier. 

Class Features: All of the following are class features of the scout.Weapon and Armor Proficiency: Scouts are proficient with all simple and martial weapons, as

well as with light armor.

Woodland Stride: A scout may move through natural thorns, briars, overgrown areas, and

similar terrain at his normal speed and without suffering damage or other impairments.Fast Movement: A scout gains +10 feet to his base speed when wearing no armor or light armor.

This increase does not stack with other class-based movement increases.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +0 +1 +2 +1 +1 +1 Woodland Stride, Fast

Movement

2 +1 +2 +3 +2 +2 +0 Sneak Attack +1d6, Fieldcraft

3 +2 +2 +3 +2 +2 +1 Camouflage

4 +3 +2 +4 +2 +2 +0 Fast Sneak 

5 +3 +3 +4 +3 +3 +1 Opportunist

6 +4 +3 +5 +3 +3 +0 Sneak Attack +2d6, Sound theAlarm

7 +5 +4 +5 +4 +4 +1 Concealment

8 +6 +4 +6 +4 +4 +0 Silencing Attack 

9 +6 +4 +6 +4 +4 +1 Always Sneaky

10 +7 +5 +7 +5 +5 +0 Sneak Attack +3d6, Internal

Compass

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Sneak Attack: At 2nd

level, a scout know how to hit enemies where it hurts. He gains +1d6 of 

sneak attack, as per the Wanderer ability; this extra damage stacks with sneak attack damage from another 

source.

Fieldcraft: A scout of 2nd

level or higher gains a +2 circumstance bonus to Climb, Hide, Listen,Move Silently and Spot checks when outdoors in rural or wilderness.

Camouflage: At 3rd

level, a scout knows how to use natural surroundings to his best advantage.

Whenever he uses natural elements (foliage, trees, boulders, shrubbery, etc) to gain a cover bonus to

defense, he increases the cover bonus by +2.

Fast Sneak: When using the Move Silently or Hide skills, a scout of 4th

level or higher can move

at his normal speed without suffering a penalty to those skills.

Opportunist: Once per round, a scout of 5th

level or higher may make an Attack of Opportunity

against an opponent that has been struck for damage by another character. This counts toward the

maximum number of Attacks of Opportunity that the scout can make in a round. This attack can be made

with a ranged weapon, if it is within 30 feet of the scout.

Sound the Alarm: At 6th

level, if a scout can take an action during a surprise round, he is

considered able to alert other party members. They are then able to act in the surprise round with a –4 penalty to initiative.

Concealment: At 7th

level, whenever a scout uses natural surroundings for cover, he gains 20%

concealment.

Silencing Attack: Beginning at 8th

level, when a scout successfully hits a flat-footed opponent

with a melee attack, he may choose to effectively knock the wind from the opponent, rendering them

unable to speak for one full round. This prevents shouted warnings and alarms.

Always Sneaky: At 9th

level, a scout is always taking 10 on Move Silently and Hide. Unless the

scout wants to be seen or heard, make opposed Spot and Listen checks to detect the scout’s presence.

Internal Compass: At 10th

level, a scout always knows which way is north. Determining

direction for the Scout is a standard action.

Veteran of the Blight Clad in a combination of leather, plate, and mail, these warriors are the first defense of theBorderlands. While along the watchtowers of the Blight soldiers stand ready to defend the

Westlands, and lancers await the call to charge the shadowspawn, only a brave few actuallytravel into the Blight to find out what the tribes of Trollocs are up to. These men come from all

four of the border nations and have sworn themselves to death, to search out shadowspawn anddestroy them.

Hit Die: d10.

Requirements: To qualify to become a Veteran, a character must fulfill all of the followingcriteria.

Base Attack Bonus: +5.Skills: Ride 5 ranks, Spot 5 ranks, Wilderness Lore 5 ranks.

Feats: Cleave, Great Fortitude, Power Attack.

Special: Armor Compatability.

Class Skills: The Veteran’s class skills (and the primary ability for each) are Bluff (Cha), Climb(Str), Heal (Wis), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str),

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Knowledge (Nature) (Int), Listen (Int), Ride (Dex), Search (Int), Sense Motive (Cha), Spot

(Wis), Swim (Str), Wilderness Lore (Int).Skill Points at Each Level: 4 + Int modifier.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +1 +2 +0 +2 +0 +1 Grim Visage, Great Cleave,

Armor Compatibility

2 +2 +3 +0 +3 +0 +0 Sworn to Death 1/day

3 +3 +3 +1 +3 +1 +1 Resist the Darkness

4 +4 +4 +1 +4 +1 +0 Combat Reflexes

5 +5 +4 +1 +4 +1 +1 Sworn to Death 2/day

6 +6 +5 +2 +5 +2 +0 Improved Power Attack 

7 +7 +5 +2 +5 +2 +1 Survivalist

8 +8 +6 +2 +6 +2 +0Sworn to Death 3/day9 +9 +6 +3 +6 +3 +1 Death is Lighter than a Feather 

10 +10 +7 +3 +7 +3 +0 Supreme Power Attack 

Class Features: All of the following are class features of the Veteran of the Blight.Weapon and Armor Proficiency: Veterans of the Blight do not gain additional proficiency with

weapons or armor.

Armor Compatibility: As the Armsman ability; Armsman and Veteran class defense bonuses

 both stack with each other and the bonus from armor and shields.

Grim Visage: A dark aura surrounds a Veteran at all times. Anyone around the Veteran can

sense death’s touch upon him, and will be somewhat uneasy and even cowed. The Veteran may add his

level in this class to all Intimidate checks.

Great Cleave: A Veteran gains Great Cleave as a bonus feat.Sworn to Death: Beginning at 2nd

level, a Veteran, having sworn oaths that he will continue to

fight the Dark one and all his minions until the day he dies, has a sense of unbridled fury without any fear.

As a swift action, he may gain a +4 morale bonus to Strength, once per day. This may be used an

additional time each day when the Veteran reaches the 5th

and 8th

levels. This boost lasts for a number of 

rounds equal to the Veteran’s class level + 3.

Resist the Darkness: At 3rd

level, when reduced to between -1 and -9 hit points, a Veteran

automatically becomes stable. He doesn’t have to roll d% to see if he loses 1 hit point each round.  When

reduced to negative hit points, he may choose to act as if he were disabled , rather than dying. He must

make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If he does not

choose to act as if he were disabled, he immediately falls unconscious. When using this ability, the

Veteran can take either a single move or standard action each turn, but not both, and he cannot take a full

round action. He can take a move action without further injuring himself, but if he performs any standard

action (or any other action deemed as strenuous, including some free actions) he takes 1 point of damage

after completing the act. If he reaches -10 hit points, the Veteran immediately dies.

Combat Reflexes: At 4th

level, a Veteran gains Combat Reflexes as a bonus feat.

Improved Power Attack: Beginning at 6th level a Veteran gains a +3 bonus to his melee

damage rolls for every -2 penalty (or every -1 penalty when using a weapon two-handed) he takes on his

melee attack rolls when using the Power Attack feat.

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Survivalist: Having survived the horrors of the Blight, a Veteran fears few wilderness threats.

Beginning at 7th

level, the Veteran may add a +5 competence bonus to all skill checks related to the

Wilderness lore skill.

Death is Lighter than a Feather: At 9th

level, Veteran’s will and dedication to duty is so greatthat the character can scorn death and unconsciousness while in battle. When reduced to between -1 and -

(14+Con) modifier hit points, he automatically becomes stable. He doesn’t have to roll d% to see if he

loses 1 hit point each round. When reduced to negative hit points, he may choose to act as if he were

 staggered , rather than dying. He must make this decision as soon as he is reduced to negative hit points

(even if it isn’t his turn). If he does not choose to act as if he were staggered, he immediately falls

unconscious. When using this ability, the Veteran can take either a single move or standard action eachturn, but not both, and he cannot take a full round action. If he reaches -(15+Con) modifier hit points, he

immediately dies. This effect supersedes Resist the Darkness.

Supreme Power Attack: At 10th

level, a Veteran gains a +2 bonus to his melee damage rolls (or 

+4 when using a weapon two-handed) for every -1 penalty he takes to his melee attack rolls when using

the Power attack feat. This does not stack with Improved Power Attack.

Whitecloak 

The Children of the Light, disparagingly called Whitecloaks, are an organization of zealous foesof the Dark and defenders of the Light. They were organized during the War of the Hundred

Years by Lothair Mantelar to combat the increasing number of Darkfriends. They follow theteachings of Mantelar, written down in his book, The Way of the Light. Their symbol is a golden

sunburst on a field of white, and their trademark is a spotless white cloak, from which theygained their nickname. Their headquarters is the Fortress of the Light in the city of Amador in

Amadicia, a nation which they in truth (if not openly) rule. They believe that any use of the OnePower is the work of the Dark One and thus all Aes Sedai are Darkfriends. Both feared and

respected, most give a wide berth to those called Whitecloaks.

Hit Die: d10

Requirements: To qualify to become a Whitecloak, a character must fulfill all of the following

criteria. Base Attack Bonus: +6.

Skills: Diplomacy 5 ranks, Intimidate 8 ranks, Ride 8 ranks.

Feats: Combat Reflexes, Mounted Combat, Trustworthy.

Special: Must be a member of the Children of the Light and undergo 6 months of training.

Class Skills: The Whitecloak’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump

(Str), Listen (Wis), Profession (Wis), Ride (Dex) Search (Int), Sense Motive (Wis), Spot (Wis),Swim (Str), and Use Rope (Dex).

Skill Points Per Level: 2 + Int modifier.

Class Features: All of the following are class features of the Whitecloak.Weapon and Armor Proficiency: A Whitecloak is proficient with all simple and martial

weapons, all armor, and shields (except tower shields).

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Support: A Whitecloak can expect to receive all the necessary requirements of life from the

Children of the Light. This includes room and board, necessary weapons and equipment, and funds

needed for specific purposes or missions.

Level

Base Attack 

Bonus

Fort

Save

Ref 

Save

Will

Save

Def 

Bonus

Rep

Gain Special1 +1 +2 +2 +0 +1 +0 Armor Compatibility, Unnerving

Aura, Standard Issue

2 +2 +3 +3 +0 +2 +1 Hold the Line

3 +3 +3 +3 +1 +2 +0 Tall in the Saddle +2

4 +4 +4 +4 +1 +2 +1 Shield Expertise

5 +5 +4 +4 +1 +3 +0 Tall in the Saddle +3

6 +6/+1 +5 +5 +2 +3 +1 Persuasive

7 +7/+2 +5 +5 +2 +4 +0 Tall in the Saddle +4

8 +8/+3 +6 +6 +2 +4 +1 Regroup

9 +9/+4 +6 +6 +3 +4 +0 Tall in the Saddle +5

10 +10/+5 +7 +7 +3 +5 +1 Burning Hatred

Code of Conduct: A Whitecloak is expected to uphold the virtues set forth in The Way of the

Light and laws of their organization. Should a Whitecloak ever be found guilty, by the Hand of the Light,

of breaking this code, he is expelled from the Children of the Light. This means they can no longer gain

levels in the Whitecloak prestige class, and lose their Support, Standard Issue, and Unnerving Aura

abilities.

Standard Issue: At 1st

level, a Whitecloak receives a masterpiece breastplate and pure-white

cloak emblazoned with the Children of the Light’s insignia. When wearing both pieces of equipment, the

Whitecloak gains a +2 enhancement bonus to Charisma.

Armor Compatibility: Children of the Light take great pride in their clean and gleaming armor,

and are well trained in its use. When a Whitecloak wears armor or carries a shield, his class Defense bonus stacks with the equipment bonuses of the armor and shield. An Armsman who adds levels in the

Whitecloak prestige class may add both class Defense bonuses together and add that total to the

equipment bonuses of the armor and shield.

Unnerving Aura: Whether feared or respected, people typically pause to give way to members

of the Children of the Light, and obey when confronted. When wearing their cloaks, Whitecloaks add

their class level to Intimidate checks.

Hold the Line: Beginning at 2nd

level, a Whitecloak may make an attack of opportunity against a

charging opponent that enters an area he threatens. The attack of opportunity happens immediately, before

the charge attack is resolved.

Tall in the Saddle: Whenever attacking from higher ground (including medium-sized or smaller 

opponents while on horseback), a Whitecloak of 3rd

level receives this number as a circumstance bonus to

attack rolls, replacing the usual +1 bonus. This same number is also added as a bonus to Ride checks.Shield Expertise: At 4

thlevel, Whitecloaks are trained to use shields to their maximum

efficiency. When making an off-hand attack with their shield, they retain its Defense bonus for that round.

Persuasive: At 6th

level, Whitecloaks gain Persuasive as a bonus feat.

Regroup: Beginning at 8th

level, if a Whitecloak disengages from combat, the next round he

receives a +2 insight bonus to all attack and damage rolls.

Burning Hatred: At 10th

level, whenever a Whitecloak is battling a known Darkfriend or 

channeler, or when fighting Shadowspawn, he receives a +4 morale bonus to all attack and damage rolls.

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Chapter 4: FeatsThe following are new feats, in addition to the feats listed in the WoTRPG; there are also two

updated feats, Extra Talent and Extra Affinity – these replace the versions in the WoTRPG. Note: For feats in the WoTRPG which have D&D analogs that were updated in v3.5, use the

updated version (for example, the Two-Weapon Fighting tree).

General Feats Prerequisite Benefit

Attune Weave Wis 13+ Attune a weave to an object to make it easier to

cast

Battle Cry Latent Old Blood Shout a battle cry to boost morale

Combat Casting -- +4 to cast weaves defensively

Dream Capture Latent Dreamer, Dream

Jump, Dreamwalk 

Pull someone into Tel’aran’rhiod against their will

Dream Bind Latent Dreamer, Bend

Dream, Dreamwalk, DreamJump, Dream Capture

Force an effect onto someone whenever they enter 

Tel’aran’rhiod

Dreamer Latent Dreamer You have prophetic dreams

Fleet of Foot Run +5 base land speed

Extra Affinity -- You discover that you have an additional Affinity

Extra Talent -- You discover that you have an additional Talent

Extra Weave Slot Channeler level 4th

You are able to cast an additional weave each day

Flame & Void BAB +5, Wis 13+, trained

 by a Blademaster 

Use Wisdom modifier in place of Strength

modifier 

Improved Talent At least one Talent +2 DC for weaves from chosen talent

Strong Talent Improved Talent Cast weaves from chosen talent at one level lower 

Inborn Spark -- You can touch the True Source without being

taughtIn the Flesh Latent Dreamer, Dream

Jump, Dreamwalk 

You can enter Te’aran’rhiod in the flesh

Latent Channeler -- You have the ability to channel, if taught

Obscure Knowledge Latent Old Blood You know trivia from other people’s memories

Parry Dex 13+, BAB +3, Combat

Expertise

You can parry opponents’ attacks with your 

weapon

Riposte BAB +6, Combat

Expertise, Parry

You can follow up a successful parry with a melee

attack 

Quickened Embrace Composure 8 ranks Embrace the Source as a move action

Instant Embrace Composure 11 ranks,

Quickened Embrace

Embrace the Source as a swift action

Sense Saidar  Male channeler Sense when a female channeler has embraced theSource

Sense Ta’veren -- See a glow or feel a tingle around a ta’veren.

Tower Education

[Background]

Tar Valoner +2 Diplomacy and Knowledge (Arcana)

Wealth [Background] Tar Valoner, Taraboner,

Tairen

You are extremely wealthy

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 New Feats

Attune WeaveYou can use an inanimate object to gain better focus while channelling the power.

Prerequisite: Wis13+

Benefits: Choose a normal, solid, non-angreal object, up to a maximum weight of 5 pounds. By

spending five minutes of meditation with it, you can attune it to the preparation of one type of weave. For 

the remainder of the day, whenever you attempt to cast the attuned weave while holding the object in your 

hand, you gain a +4 bonus to all Concentration checks made in relation to it. Only one weave boon may

 be created per day. A weave boon lasts 24 hours, but may be refreshed with an additional period of 

meditation.

Battle CryThe ancient cries of war re-establish old ties and inspire confidence.

Prerequisite: Latent Old Blood.

Benefit: When making a charge action and shouting a battle cry of your forebears, you receive a

+1 morale bonus to attack and damage rolls, for that round. All allies within earshot gain a +2 morale

 bonus to all Will saves for the same round.

Normal: A character receives no special bonus for shouting out their battle cries.

Combat CastingYou are adept at casting weaves in combat.

Benefit: You get a +4 bonus on Concentration checks to cast a weave defensively, or while you

are grappling or pinned.

Dream Bind 

You are able to use your mastery of Tel’aran’rhiod to force a change onto another person, causing thatchange to occur whenever they enter the Dreamworld.

Prerequisite: Latent Dreamer, Dreamwalk, Bend Dream, Dream Jump, Dream Capture.

Benefit: With this feat, you can cause an effect that you have created using the  Bend Dream feat

to have a sustained duration within the world of Tel’aran’rhiod without having to hold it. Furthermore,

this effect will take place whenever that person dreams themselves into Tel’aran’rhiod while it remains in

effect. You may release a person bound at any time with a free action, but it must take place in

Tel’aran’rhiod and both you and the subject of this feat must be present. In order to accomplish this, the

Dreamwalker must make a second Concentration skill check. If the other person does not have the Bend

Dream feat, add +10 to the DCs used to change your own items or appearance. If the person does have the

Bend Dream feat, the check is opposed by the target’s Concentration check. The target then gains a final

Willpower saving throw (DC is 10 + the Intelligence modifier + the amount the Concentration check was

exceeded by). If unsuccessful, they are changed to the new form or appearance and can’t change back 

without help from the Dreamwalker who caused the change, or until the duration ends. The duration for 

this effect is the Dreamwalker’s level + the number she exceeded her Concentration skill check by in

days. Dream Binding is an attack or move action.

Dream CaptureYou can enter into another person’s dreams and forcefully pull them into Tel’aran’rhiod, keeping them

there until you release them.

Prerequisites: Latent Dreamer, Dreamwalk, Dreamwatch.

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Benefit: Using the Dreamwatch feat, you may enter another person’s dream. If you are able to

resist being pulled into their dream, you can then attempt to pull that person into Tel’aran’rhiod by

making a Concentration check (DC 25). The target receives a Will saving throw (DC is equal to the

Concentration skill check) or an opposed Concentration check. Furthermore, a character with this feat can prevent someone in Tel’aran’rhiod from leaving by making an opposed Concentration check.

DreamerYou have prophetic dreams.

Prerequisite: Latent Dreamer 

Benefit: Like Foretelling, Dreaming is an unreliable ability. At the GM's discretion and at most

once a month, the character can make a Concentration check DC 20. If the check succeeds the character 

remembers one or more prophetic dreams determined by the GM. These dreams are always heavily

symbolic, hard to understand and easy to misinterpret.

Fleet of Foot

You are faster than the average person.Benefit: Your base land speed increases by 5 feet.

Special: You can gain this feat one additional time, for a total bonus of +10 ft.

Extra AffinityYou have a previously undiscovered Affinity with one of the Five Powers.

Benefit: Roll for an extra Affinity, exactly as you rolled for the first one. If you roll an affinity

you already have, ignore it and roll again.

Special: You can gain this feat up to four times, each time rolling for another affinity.

Extra TalentYou have a previously undiscovered Talent.

Benefit: Roll for an extra Talent, according to the rules given under Chapter 2: Classes

(Channeling Classes, Affinities and Talents).

Special: You can gain this feat multiple times.

Extra Weave SlotYou are able to cast an additional weave each day.

Prerequisite: Channeler level 4th.

Benefit: You gain an extra slot in your daily allowance. The slot can be at any level up to one

level below your highest level weave slot.

Special: This feat can be taken multiple times.

Flame & VoidYou have learned to focus past external stimuli. Body, mind, and soul become one in combat. Instinct and

intuition guide your blade as surely as muscle and agility.

Prerequisite: Base attack bonus +5, Wis 13+, trained by a Blademaster.

Benefit: By spending a standard action focusing, the character can use their Wisdom Modifier in

 place of their Strength Modifier for the remainder of the melee. With a Composure check (DC 25), the

two modifiers stack.

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Improved TalentYou have a knack for working with a particular Talent.

Prerequisites: At least one Talent.

Benefit: Increase the DC of all weaves from the chosen Talent by +2.

Inborn Spark You will touch the True Source without being taught, whether you like it or not.

Benefit: This feat has several benefits and consequences. (1) You can channel. This feat allows

you to take levels in either channeling base class. (2) When calculating Strength in the One Power, add

three times your Charisma modifier. (3) If you do not take a level in a channeling class by the time you

are a 6th

level channler (8th

level for a male channeler), you will contract a wasting sickness since you

have not learned to control your power. (4) Other channelers of the same gender will be able to sense

your ability to channel, and your Strength in the One Power.

Special: This feat may only be taken as a 1st-level character, and is only given out as a bonus feat

 – it cannot be taken by choice. Also, at character creation the DM will roll randomly for non-channeling

characters, who may acquire this as a bonus feat without knowing it.

Instant EmbraceEmbracing the True Source comes naturally to you.

Prerequisite: Composure 11 ranks, Quickened Embrace.

Benefit: You embrace the True Source as a swift action. Embracing the True Source this quickly

is tiring, allowing you to only use this feat once per day for every three channeler levels you have

attained.

Normal: Without this feat, embracing the True Source is a full-round action.

Special: Wilders cannot acquire this feat before they have taken the Eliminate Block feat.

In the Flesh

You have the ability to enter Tel'aran'rhiod in the flesh and move about freely.Prerequisites: Latent Dreamer, Dreamwalk, Dream Jump

Benefit: When entering Tel’aran’rhiod in a dream, you can make a Concentration check (DC 35)

to enter the Dream Realm in the flesh. Your body is physically present. You gain 1d6 madness every

time you use this ability.

Normal: You travel Tel'aran'rhiod in dream, while your body remains where it was when you

went to sleep.

Latent ChannelerYou can be taught to channel the One Power.

Benefit: This feat has several benefits and consequences. (1) You can channel. This feat allows

you to take levels in the Initiate base class. (2) When calculating Strength in the One Power, add twice

your Intelligence modifier. (3) Other channelers of the same gender will be able to sense your ability tochannel, and your Strength in the One Power. (4) You gain a +1 bonus to Weavesight checks.

Special: This feat may only be taken as a 1st-level character, and is only given out as a bonus feat

 – it cannot be taken by choice. Also, at character creation the DM will roll randomly for non-channeling

characters, who may acquire this as a bonus feat without knowing it.

Obscure KnowledgeYou can pull strange, obscure knowledge from the bits of other people’s memories filling your head.

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Prerequisite: Latent Old Blood

Benefit: To recall any obscure or trivial fact that any given person would have a reasonable

chance of knowing, you can make an Intelligence check at a DC of 10 to pull the information from the

dim recesses of your mind. If it is unlikely someone would know the fact, the DC is 15; improbable has aDC of 20; and impossible a DC of 25. In addition, if you have the Old Blood feat, or either the

Gleeman’s Lore or Scholar’s Lore abilities, you gain a +4 on lore checks.

Special: The knowledge gained from this feat is always considered trivial, such as the motto of a

forgotten nation or population of a city. It can never be used to gain the knowledge necessary to perform

some important function, only a single, irrelevant fact about something.

ParryYou can deflect a melee attack against you with your own weapon

Prerequisites: Dex 13+, base attack bonus +3, Combat Expertise.

Benefit: On your action, you may choose to hold one or more of your normal attacks until your 

opponent attacks. The opponent rolls his attack normally to determine if he hits. If he succeeds, you may

then make an opposed attack roll with a DC equal to your opponent’s attack result. If you succeed, youhave parried the blow and struck your opponent’s weapon (PHB pg. 136). Using this feat does not

 provoke an attack of opportunity. If, at the end of the round, you have any unused parry actions, they are

lost and may not be transferred to the next round.

Quickened EmbraceEmbracing the True Source comes naturally to you.

Prerequisite: Composure 8 ranks.

Benefit: You can embrace the True Source as a move-action. Embracing the True Source this

quickly is tiring, forcing you to only use this feat once per day for every two channeler levels you have

attained.

Normal: Without this feat, embracing the True Source is a full-round action.

Special: Wilders cannot acquire this feat before they have taken Eliminate Block.

RiposteYou may attempt to turn a successful parry into an additional attack against your opponent.

Prerequisites: Base attack bonus +6, Parry, Combat Expertise.

Benefit: If you make a successful parry, you may, once per round, make a free melee attack 

against the opponent you parried. The attack is at your highest attack bonus and all normal modifiers

apply. No matter how many parries you have made, you may make no more than one riposte per round,

unless you are affected by items, weaves or other effects that increase the number of actions you may

make in a round.

Sense Saidar  

You can sense when a female channeler has embraced the True Source.Prerequisites: Male channeler.

Benefit: Any time a female channeler embraces the Source around you, the DM secretly makes a

Weavesight check (DC 25 – her channeler level); if successful, you can tell that a female has embraced

the Source. You cannot tell which one, or how many if there are more than one.

Special: This feat may not be taken at 1st

level.

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Sense Ta’veren You can sense when you are near a ta’veren.

Benefit: You can sense when you are near a ta’veren, either by feeling a tingle or seeing a glow

around them. Sensing can only be done within thirty feet (modified slightly by the power of the ta’veren),and if a glow is seen, it is brighter depending on how strong the ta’veren is.

Strong TalentYou are exceptionally strong in one Talent.

Prerequisite: Improved Talent.

Benefit: This feat applies to the Talent that you chose for the Improved Talent feat. You cast

weaves from the chosen Talent at one level lower than they actually are. This feat stacks with other 

sources of the same effect.

Tower Education [Background]You have spent time in the White Tower, possibly as a Novice, Warder trainee or long-term guest. Where

 powerful Aes Sedai hold sway, the wise learn courtesy and everyone learns a little about the One Power.Background: Tar Valoner 

Benefit: You receive a +2 bonus to Diplomacy and Knowledge (Arcana) checks.

Special: Initiates who have been trained in the White Tower may take this feat no matter what

their background.

Wealth [Background]It’s good to be rich. It’s even better to be born rich.

Backgrounds: Tar Valoner, Taraboner, Tairen.

Benefit: You begin the game with an extra 250 silver marks (mk). Furthermore, every time you

go up in level, you can draw upon your family’s investments, gaining 250 mk for each point of 

Reputation you have when your level increase occurs. This wealth does not magically appear in your 

 pockets; you must collect it from a family business, a relation, or some other source of your family’swealth. If you cannot collect the money before you go up a level again, you lose the benefit for that level

(but you can, of course, collect the money gained for your new level). For example, you have a

Reputation of 4 when you attain 7th level. You are entitled to immediately collect 1,000 mk- but you are

traveling and can’t collect it right away. After a few weeks, you reach a place where you can collect it. In

the meantime, you’ve gained another point of Reputation, but you still are entitled only to 1,000 mk, because you had only 4 points of Reputation when you reached 7th level. If your travels kept you away

from your money until after you reached 8th level, you could not collect your 7th-level wealth. You

could, however, collect your wealth for attaining 8th level- in this case, 1,250 mk: 250 mk multiplied by a

Reputation score of 5.

Special: This feat may only be taken at 1st

level.

 Lost Ability FeatsA note about the Lost Ability feats: the Latent feats which are prerequisites for all of the lostabilities will be given out as bonus feats at the DM’s discretion. Once a character has a Latent

feat, he or she may take the Lost Ability feats from that feat tree as they choose with their normalfeat slots.

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Chapter 5: New WeavesThe following is a list of new weaves, sorted by Talent. These are in addition to the ones in the

WoTRPG. There are way too many for me to include full write-ups, so this is just the names of the weaves and their rarity.

Align the Matrix [Lost]

•  Craft Cuendillar [Lost] 

•  Craft Item [Lost]•  Craft Power-Wrought Material [Lost]

•  Craft Power-Wrought Weapon [Lost]

Balefire [Lost]

•  Balestorm [Lost]

•  Isolating the Thread [Lost]

•  Sowing the Sands of Time [Lost]

Cloud Dancing•  Crushing Sphere [Rare] 

•  Desolation of the Deep [Rare]

•  Fist of the Storm [Rare]•  Rain of Ice [Rare]

Conjunction

•  Adoption [Common]

•  Awaken [Rare] •  Calm Animals [Rare]

•  Imprint [Rare]

•  Mirrorshroud [Rare]•  Painted Memories [Lost]

•  Persuasion [Common]

•  Shroud the Mind [Lost]•  Suggestion [Rare]

•  Suggestion, Minor [Common]

•  Summons [Rare]

•  Thread the Needle [Lost]

•  Tracery of Spirit [Lost]

•  Whispers Through the Black Gate [Lost]

Earth Singing

•  Breaking the World's Bones [Lost]

•  Control Terrain [Rare]

•  Corrosion [Rare]

•  Determine Direction [Common]•  Dust Storm [Common]

•  Earth Cunning [Rare]

•  Earthfire [Lost]•  Embrace of Spring [Lost]

•  Keen Blade [Lost]

•  Liquefy Earth [Common]•  Magnetize [Lost]

•  Rolling Earth [Rare]

•  Sculpt the Land [Rare]

•  Soften Earth [Common]

•  Treading the Earth [Rare]•  Weaken [Lost]

Elementalism

•  Arrows of Ice and Flame [Rare]

•  Aura of Flame [Common]

•  Bastion of Force [Rare]

•  Buoyancy [Common]

• Cascade of Lightning [Rare]•  Cast Off [Common]

•  Clean [Common]

•  Create Ice [Common]•  Detonate [Rare]

•  Draw from the Well [Rare]

•  Drawing Breath [Rare]

•  Firestorm [Rare]

•  Flame Dart [Common]

•  Flame Delve [Common]

•  Freeze [Rare]•  Geyer [Common]

•  Heat [Common]

•  Kiss of the Storm [Rare]•  Impede Opponent [Lost]

•  Open the Way [Common]

•  Rouse the Medium [Lost]

•  Thunderclap [Rare]

•  Wall of Flames [Rare]

Healing

•  Adorn [Lost]•  Blight of the Flesh [Lost]

•  Caress the Child [Rare]

•  Cleanse [Common]

•  Crisis of Breath [Lost]•  Ease the Mind [Common]

•  Exhaustion [Rare]

•  Fade the Spirit [Rare]•  Free the Mind [Lost]

•  Greater Healing [Lost]

•  Quicken [Rare]•  Rejuvenate [Rare]

•  Renew the Flesh [Lost]

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•  Restoration [Rare]

•  Restore [Common]

•  Vigil of Silence [Rare]

Illusion •  Disguise Clothing [Common]

•  Far Speaking [Rare]

•  Hidden Message [Rare]

•  Mantle of Shadows [Lost]

•  Mirror of the Mind's Eye [Lost]

•  Vertigo [Rare]

Making [Lost]

•  Craft Angreal [Lost]

•  Craft Sa'angreal [Lost]•  Craft Ter'angreal [Lost]

Traveling [Lost]

•  Cycling Gateway [Lost]•  Hold Gateway [Lost]

•  Steal the Reflection [Lost]

Warding

•  Aeriform Shield [Lost]

•  Alarm [Rare]

•  Alter Pattern [Lost]•  Circle of Sounds [Common]

•  Cut Weave [Common]

•  Deflect Missiles [Lost]

•  Deflect Weave [Lost]

•  Forbiddance [Rare]

•  Hide Strength [Lost]•  Eye of the Storm [Lost]

•  Flame Warding [Rare]

•  Keeping [Lost]•  Resonance Web [Lost]

•  Shield [Common] update!

•  Strangle the Flow [Lost]•  Test Resonance [Rare]

•  Ward Against Channelers [Common]

•  Ward Against Disease [Common]

Final WordsFor everything else- the One Power, adventuring trivia, combat rules, etc., refer to the Wheel of 

Time RPG rulebook, the D&D Player’s Handbook, or the DM. There you will find your answer.Hopefully. And if not, the DM can make something up, no problem.


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