Doomlord

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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. A DM may ask you a few questions before granting this PrC to you.


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 BAB Fort Ref Will Special Spells per day
1st +1 +2 +0 +0 Entropic Blow (1x/day) +1 level of existing class
2nd +2 +3 +0 +0 Destructive Expertise, Bonus Feat
3rd +3 +3 +1 +1 Negative Adaption +1 level of existing class
4th +4 +4 +1 +1 Body or Soul
5th +5 +4 +1 +1 Entropic Blow (2x/day) +1 level of existing class
6th +6/+1 +5 +2 +2 Bonus Feat
7th +7/+2 +5 +2 +2 Unmaking Magic +1 level of existing class
8th +8/+3 +6 +2 +2 Body or Soul II
9th +9/+4 +6 +3 +3 Disintegrate +1 level of existing class
10th +10/+5 +7 +3 +3 Entropic Blow (3x/day), Bonus Feat

Entropic Blow

As a vessel of entropy, a Doomlord can channel destructive energy, dealing extra damage with a series of melee attacks. He adds his Charisma bonus to his attack roll and deals an extra 2 points of damage per Doomlord level, ignoring damage reduction possessed by constructs or undead. A Doomlord may use the entropic blow ability once per day at 1st level, twice per day at 5th level, and three times a day at 10th level. The duration of the attack and damage increase is 3 rounds.

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 Charisma 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.