Knight of Entropy

“Change is inevitable.”

A knight of entropy is a powerful warrior who willingly enslaves himself to the will of malignant, destructive, chaotic outsiders, collectively known as the powers of Entropy. Typically, the powers of Entropy are powerful demons, daemons or other strange, evil beings from unfathomable, terrible realms. What drives these individuals to follow such a path remains a mystery, for the slaves of Entropy are doomed to live their lives in eternal conflict, never knowing peace or rest. Some say it is foolish mortal desire for power or revenge at any cost, while others blame it upon hatred or sheer insanity. Whatever the reason, knights of Entropy are fearsome opponents, always found at the forefront of war, violence, unrest, chaos and destruction, and always heeding the call of their malignant masters.

Many still lurk in hidden places of the world, guarding secret shrines or relics of the dark powers of Entropy, or gathering hordes of hideous creatures under their command, waiting for a time when their masters will be reborn again and their minions unleashed.

Hit Die: d8


To qualify to become a knight of Entropy, a character must fulfill all of the following criteria.

Class Skills

The class skills for this class (and the key ability for each skill) are Appraise (Int), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana, planes, religion) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 2 + Int modifier

Table: The Knight of Entropy
Class Level BAB Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd
1st +1 +2 +0 +0 Slave of Entropy, Touch of Entropy
2nd +2 +3 +0 +0 Corrupted Weapon
3rd +3 +3 +1 +1 Armor of Entropy 1
4th +3 +4 +1 +1 Corrupted Weapon improvement 1
5th +4 +4 +1 +1 Power of Entropy 1 1
6th +5 +5 +2 +2 Minion of Entropy 1/month 1 1 1
7th +6 +5 +2 +2 Visage of Entropy 1 1 1
8th +6 +6 +2 +2 Steed of Entropy 1/week 2 1 1
9th +7 +6 +3 +3 Corrupted Weapon improvement 2 2 2
10th +8 +7 +3 +3 Convergence of Entropy 1/week 2 2 2

Class Features

All of the following are class features of the knight of Entropy prestige class.

Weapon and Armor Proficiency

Knights of Entropy are proficient with all simple and martial weapons, bastard sword, scythe, all types of heavy armor and all types of shields. However, they disdain the use of ranged weapons and will not wear armor less than plate if plate is available, even if this means wearing normal plate instead of magic chain mail, for example.

Slave of Entropy

If a Knight of Entropy ever forsakes the powers of Entropy or his alignment changes to something other than chaotic evil, he immediately loses all abilities and benefits of the prestige class (including Large size) until he atones or regains his former alignment.

Touch of Entropy (Ex)

At 1st level, the knight of Entropy’s size increases to Large and he gains a +2 size bonus to Strength, a -2 size penalty to Dexterity, and a -1 penalty on attack rolls and AC. Note that the knight will now have to acquire new weapons and armor (at least plate) suitable for a being of large size, which could be difficult to find or have made.

Corrupted Weapon

At 2nd level, the powers of Entropy enhance the weapon of the knight of Entropy, giving it a fearsome, twisted appearance and deadly power. From this level onward, any sword, greataxe, warhammer, scythe, flail, morningstar, or mace the knight has Weapon Focus with gains a +1 bonus to hit. This bonus increases to +2 at 4th level, and +4 at 9th level. Additionally, the weapon is infused with the power of corruption. A critical hit from a corrupted weapon causes 1 point of temporary damage to a randomly determined ability score. These enhancements apply only when the knight is using the weapon himself. If the knight drops the weapon or gives it to another creature, the weapon immediately loses its enhancements until the knight picks it up again.

Armor of Entropy

At 3rd level, the powers of Entropy enhance the armor of the knight of Entropy. His helm sprouts immense horns and his armor grows spikes and fits him like a second skin. From this level onward, any suit of plate or better armor worn by a knight of Entropy gains a +1 bonus to AC that stacks with any other bonuses the armor may already have as long as the knight is wearing it. Additionally, the armor’s maximum dexterity bonus is always no less than 3 and its skill check penalty is never more than –3 as long as he is wearing it. If the knight removes the armor, it loses these enhancements until he dons it again.

Power of Entropy (Ex)

At 3rd level, the knight of entropy gains damage reduction 2/- and a randomly chosen bonus feat from the following list:

  1. Blind-Fight
  2. Combat Reflexes
  3. Endurance
  4. Cleave
  5. Great Cleave
  6. Improved Bull Rush
  7. Improved Critical
  8. Improved Initiative
  9. Mounted Combat
  10. Improved Sunder.

If the feat is one the knight already has or does not meet the prerequisites for, he may roll again. The knight must roll for the feat immediately upon attaining 3rd level.

Minion of Entropy (Sp)

At 6th level, the knight of Entropy gains the ability to summon a creature of primal chaos as if using the summon monster VI spell. The creature uses the Creature of Primal Chaos template. The ability is usable once per month, and there is a 20% chance with each summoning that no creature answers the call.

Visage of Entropy (Ex)

At 7th level, the knight of Entropy’s body mutates and his skin takes on a nearly black, quicksilver-like appearance that seems to undulate. The knight loses two points of Charisma but gains spell resistance 20.

Steed of Entropy (Su)

At 8th level, the knight of Entropy gains the ability to summon a creature of primal chaos as his steed. The type of steed is randomly determined from one of the following creatures and uses the Creature of Primal Chaos template (see Chapter 8: Creature Templates): 1: giant advanced warhorse, 2: giant dire boar, 3: giant brown bear, 4: giant lion, 5: giant rhinoceros, 6: no creature heeds the call and the summoning is wasted. Regardless of its type, the steed may fight in combat while being ridden and is considered a trained war mount. Once summoned, the steed remains for four hours. The knight may summon a new steed once per week.

Convergence of Entropy (Su)

At 10th level, the knight of Entropy gains the ultimate blessing of the lords of Entropy – the ability to temporarily corrupt a portion of the plane he is currently on with the essence of the plane of Entropy. This ability functions exactly like an earthquake spell and is usable once per week.


Beginning at 3rd level, a knight of Entropy gains the ability to cast a number of arcane spells chosen from the knight of Entropy spell list. To cast a spell, the knight must have an Intelligence score of at least 10 + the spell’s level, so a knight with an Intelligence of 10 or lower cannot cast these spells. Knight of Entropy bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the knight’s Intelligence modifier (if any). A knight of Entropy learns, prepares and casts spells just as a wizard does, and must keep his spells in a spellbook. Only spells from the knight of Entropy spell list may be learned. The knight’s caster level is equal to his character level -2. The knight is blessed by the powers of Entropy and suffers only a 10% spell failure chance from armor when casting one of these spells.

Knights of Entropy perform a certain amount of spell research between adventures. Starting at 3rd level and every level after that, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Knight of Entropy Spell List


Spell(s) 1st alarm, animate rope, bane, cause fear, command, death watch, disguise self, doom, entropic shield, floating disc, hold portal, identify, magic weapon, protection from arrows, protection from good, protection from law, read magic, shield2ndbull’s strength, charm person, chill grasp*, confusion, darkness, darkvision, death knell, desecrate, fear, greater magic weapon, magic mouth, plague whip*, resist energy, shield of arcane imperviousness*, vultures of death*, summon snake swarm*, tremorsense*, wind wall3rdchaos hammer, chariot of the warlord*, corruption of Entropy*, dispel law, dispel magic, lesser confusion, magic circle against good, magic circle against law, plague scythe of Entropy*, plague wind*, suggestion, summon venomous snake swarm*

Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson

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