Doomlord

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Requirements

Base Attack Bonus: +7

Feats: Improved Sunder, Weapon Focus (any sword)

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.

Summary

The world is ending, why not harness it. This is what the doomlords, favored among the doomguard believe. They believe that the universe is slowly falling apart and falling into nothingness. Nothing can prevent this collapse—so why not join in, and exult in the eventual end of all? This class is for those who love to destroy and break and grind into dust. A refined palette of destruction is what the Doomlords provide to the world. Will you revel with them and have others watch. There is no subtle way to have people you witness burn down a building.

Role: DPS

Characteristics: Entropic swordsmen and women that harness this power to great effect

Source: Planar Handbook

Game Rule Information

The Doomlord has the following game statistics.

Abilities: Charisma for ability DCs and Constitution for your saves.

Alignment: Any

Hit Die: d12

Starting Gold: N/A

Class Skills

The Doomlord's class skills are Climb (Str), Concentration (Con), Disable Device (Int), Jump (Str), Knowledge (architecture and engineering) (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Doomlord.

Weapon and Armor Proficiency: A Doomlord is proficient with whatever they were already proficient with.

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 doomlord 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 doomlord's character level. The save DC is 16 + his Cha modifier.

Table 1-1: Doomlord Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day/Spells Known
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
3rd +3 +3 +1 +1 Negative adaptation
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
7th +7 +5 +2 +2 Unmaking magic
8th +8 +6 +2 +2 Body or soul (Con +1 or Cha +1) +1 level of existing class
9th +9 +6 +3 +3 Disintegrate
10th +10 +7 +3 +3 Bonus feat, entropic blow (3/day)