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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.


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. This ability lasts for 3 rounds and is undispellable.

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 10 plus his Doomlord level. The Doomlord gains a +5 bonus when attempting to dispel a permanency spell. (DM's discretion)


A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit with a DC equal to 24 plus charisma modifier. Any creature struck by the ray that fails their save takes 2d12 points of damage per Doomlord level. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.