A Pathfinder Roleplaying Game update of the doomlord prestige class from the Planar Handbook.
Hit Die: d12.
To qualify to become a doomlord, a character must fulfill all of the following criteria.
Base Attack Bonus: +7.
Feats: Improved Sunder, Weapon Focus (any sword).
Special: Must sunder one of his own weapons on an outer wall of the Armoury, scatter 500 gp into a crowd in a public place in the Hive Ward, and prevent the dabus from trimming back the razorvine on any single overgrown building in the Cage for a full day. These acts must be witnessed or verified by a member of the Doomguard.
The doomlord’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Disable Device (Int), Knowledge (engineering) (Int), Perception (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
All of the following are Class Features of the doomlord prestige class.
Weapon and Armour Proficiency: Doomlords gain proficiency with all martial weapons. Doomlords gain no proficiency with any armour.
Spells per Day: At each even-numbered doomlord level, a doomlord gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a doomlord, he must decide to which class he adds the new level for purposes of determining spells per day.
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: Accursed CriticalUM, Bleeding Critical, Blighted CriticalUM, Blighted Critical MasteryUM, Blinding Critical, Bloody AssaultAPG, Cleave, Cleaving FinishUC, Crippling CriticalAPG, Critical Focus, Critical Mastery, Deadly FinishUC, Deadly Stroke, Deafening Critical, Devastating StrikeUC, Diehard, Disposable WeaponUC, Dreadful CarnageAPG, Endurance, Exhausting Critical, Furious FocusAPG, Gory FinishUC, Great Cleave, Greater Blighted CriticalUM, Greater Penetrating Strike, Greater Sunder, Greater Vital Strike, Hammer the GapUC, Impaling CriticalUC, Improved Cleaving FinishUC, Improved Critical, Improved Devastating StrikeUC, Improved Impaling CriticalUC, Improved Vital Strike, Penetrating Strike, Sickening Critical, Staggering Critical, Stunning Critical, Sundering StrikeAPG, Tiring Critical, Toughness, and Vital Strike. 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 an insight bonus on Disable Device and Knowledge (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.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+1||+1||+0||+0||Entropic blow 1/day, healing resistance||—|
|2nd||+2||+1||+1||+1||Bonus feat, destructive expertise||+1 level of existing spellcasting class|
|4th||+4||+2||+1||+1||Body or soul (Con +1 or Cha +1)||+1 level of existing spellcasting class|
|5th||+5||+3||+2||+2||Entropic blow 2/day||—|
|6th||+6||+3||+2||+2||Bonus feat||+1 level of existing spellcasting class|
|8th||+8||+4||+3||+3||Body or soul (Con +1 or Cha +1)||+1 level of existing spellcasting class|
|10th||+10||+5||+3||+3||Bonus feat, entropic blow 3/day||+1 level of existing spellcasting class|