General Prestige Class : Doomlord
The walls of existence are tumbling down. Though the chinks and cracks may not be obvious to all, knowledge of their continual collapse is the impetus to the doomlord's worldview. Nothing can prevent this collapse - so why not join in, and exult in the eventual end of all?
A doomlord's life holds the greatest appeal for fighters and barbarians who enjoy smashing and destroying. Some rogues, rangers, and clerics, especially those devoted to deities with the Destruction or Death domains, join the ranks of the faction.
NPC doomlords include soldiers, blackguards, anarchists, and just about anyone who kills people or breaks objects. They make excellent villains or interesting allies because they can be of any alignment. They act with a focus on entropy, not evil.
To qualify to become a Doomlord, a character must fulfill all the following criteria:
- Feats: Improved Sunder, Weapon Focus (any sword).
- Base Attack Bonus: +7
- Special: Must sunder a weapon, scatter 500 gp into a crowd, and destroy a building. These acts must be witnessed or verified by a member of the Doomguard.
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the doomlord prestige class.
Weapon and Armor Proficiency: Doomlords gain proficiency with all martial weapons.
Spells per Day/Spells Known: At each even-numbered doomlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as improved undead turning, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a doomlord, the player must decide to which class to add each doomlord level for determining spells per day, spells known, and caster level.
Entropic Blow (Su): As a vessel of entropy, a doomlord can channel destructive energy, dealing extra damage with a melee attack. He adds his Charisma bonus to his attack roll and deals an extra 2 points of damage per doomlord level. The entropic blow is especially good at unraveling that which binds nonliving matter together. It automatically ignores hardness, as well as any damage reduction possessed by constructs or undead (regardless of the source of the damage reduction).
A doomlord may use his entropic blow once per day at 1st level, twice per day at 5th level, and three times per day at 10th level, but no more than once per round. Use of the entropic blow must be declared before the attack is made. If the attack misses, the blow is wasted.
Healing Resistance (Ex): As proof of his dedication to entropy, a doomlord becomes resistant to healing magic. Conjuration (healing) spells and effects used on a doomlord heal only half the normal amount of damage.
Bonus Feat: At 2nd, 6th, and 10th level, a doomlord gains a bonus feat. These bonus feats must be drawn from the following list: Cleave, Diehard, Endurance, Great Cleave, Improved Critical, and Toughness. The doomlord must still meet all prerequisites for the bonus feat.
Destructive Expertise (Ex): As agents of destruction, 2nd-level doomlords learn to promote entropy by the most efficient means. The doomlord may add half his class level as a bonus on Disable Device and Knowledge (architecture and engineering) checks when attempting to take apart or disable traps and other objects.
Negative Adaptation (Ex): At 3rd level and higher, a doomlord does not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.
Body or Soul (Ex): As he gains power, a doomlord learns either to strengthen his body against the forces of decay or to empower his soul to better arm himself for battle. At 4th level and again at 8th level, a doomlord can increase either his Constitution score or his Charisma score by 1. He need not choose the same ability score each time.
Unmaking Magic (Sp): At 7th level, a doom lord gains the ability to use dispel magic three times per day. His caster level is equal to his class level. The doomlord may add his Charisma bonus (if any) to his dispel checks, and he gains an additional +5 bonus when attempting to dispel a permanency spell.
Disintegrate (Sp): Once per day as a full round action, a doomlord of 9th level or higher can use disintegrate as a sorcerer of a level equal to the doomlords character level. The save DC is 16 + his Cha modifier.
|Doomlord||Hit Die: d12|
|1st||+1||+2||+0||+0||Entropic blow 1/day, healing resistance||-|
|2nd||+2||+3||+0||+0||Bonus feat, destructive expertise||+1 level of existing class|
|4th||+4||+4||+1||+1||Body or soul (Con +1 or Cha +1)||+1 level of existing class|
|5th||+5||+4||+1||+1||Entropic blow 2/day||-|
|6th||+6||+5||+2||+2||Bonus feat||+1 level of existing class|
|8th||+8||+6||+2||+2||Body or soul (Con +1 or Cha +1)||+1 level of existing class|
|10th||+10||+7||+3||+3||Bonus feat, entropic blow (3/day)||+1 level of existing class|
Source: Planar Handbook