#Arthromancer - Level 1
With the ability to control insects, the Arthromancer preys on his enemies’ fears. This archetype works best in a Fantasy setting, but it can be pitched to a DM for use in any setting that has bugs (Sci-Fi, Post-Apocalypse, etc.).
##Attributes
- Perception - 2
- Will - 4
- Presence - 3
- Influence - 5
- Movement - 3
##Feats - Attribute Substitution II (Influence > Entropy)
- Ferocious Minions I
##Defenses - Guard - 10
- Toughness - 14
- Resolve - 17
Speed - 30’
Hit Points - 24
Wealth - 2
##Favored Actions
- Infest [Damaging Attack (Non-Physical)]
- Entropy vs Toughness
- Range - 50’
- Fleet Sting [Bane Attack (Stunned PL4)]
- Entropy vs Toughness
- Range - 50’
- Locust Swarm [Bane Attack (Fear PL5)]
- Entropy vs Resolve
- Range - 50’
- Unrelenting Buzz [Bane Attack (Deafened PL4)]
- Entropy vs Toughness
- Range - 50’
- Insect Fog [Boon Invocation (Darkness PL5)]
- Entropy vs CR20
- Range - 50’
- Area (Cube 25’)
- Wall of Flies [Boon Invocation (Barrier PL5)]
- Entropy vs CR20
- Range - 50’
- Area (Line)
- Damaging (1d8), Hindering, Disadvantage 1
- Leech [Boon Invocation (Life Drain PL5)
- Entropy vs CR20
- Range - Self
- Spider Disciple [Boon Invocation (Summon Creature PL5)]
- Entropy vs CR20
- Stats:
- HP - 5
- Defenses - 12
- Agility - 3
- Perception - 2
- Entropy - 2
- Ferocious Minions I
- Drove Ferry (Telekinesis PL3)
- Movement vs CR16
- Range - 25’
##Weapons, Armor, & Equipment
Dagger, Common Clothes, Encyclopedia of Arthropods, Jars of Various Bugs
Link