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 it, 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 as well.
Requirements
Base Attack Bonus: +4
Feats: Weapon Focus (any), Improved Power Attack
Special: Status greater than Namer in the Doomguard
DM Unlock: This Prestige Class is locked by default. DMs can unlock it for characters who meet all of the requirements.
Hit Die: d12
Proficiencies: Weapons (Martial)
Skill Points: 2 + INT
Class Skills:
Concentration, Craft (all), Disable Trap, Discipline, Intimidate, Knowledge (all), Listen,
Lore, Parry, Proession (all), Set Trap, Spellcraft,
Spot, Taunt, Wilderness Lore
Lvl
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BAB
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Fort
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Ref
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Will
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Special
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Spells per Day
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1st
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+1
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+2
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+0
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+0
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Entropic Blow (1x/day)
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+1 level of existing class
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2nd
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+2
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+3
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+0
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+0
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Destructive Expertise, Bonus Feat
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3rd
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+3
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+3
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+1
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+1
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Negative Adaption
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+1 level of existing class
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4th
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+4
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+4
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+1
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+1
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Body or Soul
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5th
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+5
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+4
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+1
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+1
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Entropic Blow (2x/day)
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+1 level of existing class
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6th
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+6/+1
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+5
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+2
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+2
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Bonus Feat
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7th
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+7/+2
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+5
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+2
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+2
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Unmaking Magic
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+1 level of existing class
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8th
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+8/+3
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+6
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+2
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+2
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Body or Soul II
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9th
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+9/+4
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+6
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+3
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+3
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Disintegrate
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+1 level of existing class
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10th
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+10/+5
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+7
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+3
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+3
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Entropic Blow (3x/day), Bonus Feat
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Entropic Blow
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, and ignores damage reduction possessed
by 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.
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.
Destructive Expertise
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 (engineering) checks when attempting to take apart or
disable traps and other objects.
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, Knockdown,
Improved Knockdown, Great Cleave, Great Fortitude, Improved Critical, and Toughness.
The Doomlord must still meet all prerequisites for the bonus feat.
Negative Adaption
At 3rd level and higher, a Doomlord gains 10/- resistance to Negative Energy.
Body or Soul
As he gains power, a Doomlord learns to either 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 Charimsa score
by 1. He need not choose the same ability score each time.
Unmaking Magic
At 7th level, a Doomlord gains the ability to use dispel magic three times per day with a
caster level equal to his class level. The Doomlord gains a +5 bonus when attempting to dispel
a permanency spell.
Disintegrate
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 Doomlord's character level. The save DC is 16 + his
Charisma modifier.
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