Members of the Doomguard believe that the multiverse is slowly falling apart, and they delight in its inevitable destruction.
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 world view. Nothing can prevent this collapse so why not join in, 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, warlocks, and clerics, especially those devoted to deities with the Destruction or Death domains, join the rank of the faction.
Requirements
Base Attack Bonus: +7
Faction: Doomguard
Feats: Power Attack, Weapon Focus (any sword)
Class Features
HD: d12
BAB: High
High Saves: Fort
Weapon proficiency: Martial
Armor proficiency: None
Class Skills: Concentration, Craft Armor, Craft Weapon, Disable Device, Intimidate, Listen, Lore, Spellcraft, Spot, and Survival.
Skill points: 2 + Int modifier
Class Abilities
Level 1: Entropic blow 1/day, Healing Resistance, Spellcasting Progression
Level 2: Cleave, Destructive Expertise
Level 3: Negative Adaption
Level 4: Great Constitution I
Level 5: Entropic Blow 2/day
Level 6: Great Cleave
Level 7: Unmaking Magic
Level 8: Great Constitution II
Level 9: Disintegrate
Level 10: Toughness, Entropic Blow 3/day
Spellcasting: At each even-numbered doomlord level, you gain new spells per day and an increase in caster level and spells known as if you had also attained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained such as bonus feats. If you had more than one spellcasting class before becoming a doomlord, you must decide which class to progress in. This is a 5/10 progression class in either Divine, Arcane, or Invocation magic.
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. The entropic blow is especially good at unraveling that which binds nonliving matter together. It automatically ignores any 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 per day at 10th level.
Healing Resistance: 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.
Destructive Expertise: As agents of destruction, 2nd-level doomlords learn to promote entropy by the most efficient means. The doomlord adds half his class level as a bonus on Disable Device checks.
Negative Adaption: At 3rd level and higher, a doomlord is immune to negative levels.
Unmaking Magic: At 7th level, a doomlord gains the ability to use dispel magic three times per day. His caster level is equal to his character level. The doomlord may add his Charisma bonus (if any) to his dispel check.
Disintegrate: Once per day 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.
New Feat: Extra Entropic Blow
New Feat: Extra Disintegrate





