Doomguard
(Originally from: The Planar Handbook)
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?
- Max Levels: 10
- Hit Dice: d12
- Proficiencies: Doomlords gain Martial Weapon proficiency.
- Skill Points: 2 + Int Modifier
REQUIREMENTS:
Base Attack Bonus: +4
Feats: Weapon Focus(Any), Improved Power Attack
Special: Must sunder a weapon, scatter 500 gp into a crowd, and destroy a building, all of which must be witnessed by a member of the Doomguard.
ABILITIES:
Level
1: Entropic Blow - A doomlord may add his Charisma bonus to his attack roll, and deals an extra 2 points of damage per Doomlord level. It deals extra damage to constructs or undead. A Doomlord may use his entropic blow once per day at 1st level, twice per day at 5th level, and three times a day at 10th level
2: Bonus Feat, Destructive Expertise - At 2nd level Doomlords may add half their class level as a bonus on Disable Trap and Knowledge(Engineering) checks.
3: Negative Adaptation - At 3rd level and higher, a Doomlord gains 10/- resistance to Negative Energy.
4: Body or Soul - A Doomlord may increase either his constitution score or his charisma score by one point.
5: Entropic Blow II
6: Bonus Feat
7: Unmaking Magic - The doomlord gains the ability to use dispel magic three times a day. His caster level is equal to his class level.
8: Body or Soul II
9: Disintegrate - Once per day, a Doomlord of 9th level or higher can use Disintegrate as a sorcerer equal to his character level. The save DC is 16 + his charisma modifier.
10: Entropic Blow III, Bonus Feat
- Bonus Feat(s): Doomlord bonus feats are; Cleave, Knockdown, Improved Knockdown, Great Cleave, Great Fortitude, Improved Critical, and Toughness.
- Healing Resistance: As proof of his dedication to entropy, a Doomlord is resistant to healing magic. Conjuration(healing) spells and effects on a Doomlord heal only half the normal amount of damage.
BONUS SPELLS:
Every other level in Doomlord, the character gains new spells per day as if he had also gained a level in his highest caster class (sorcerer, wizard, cleric, or druid). He does not learn any new spells through his abilities. He does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
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