Sign of One
The Doomguard believe that the other factions are looking too
hard for the point of the multiverse. Whatever it is, they say, it
should be something that the multiverse is doing already, right?
And what's the only thing that's certain in the multiverse? It's what
the Guvners dryly call the Second Law of Thermodynamics, and what everyone
else calls Entropy. The multiverse is wearing down, falling apart.
People die, mountains erode, worlds grow cold as their suns are extinguished
with age. But entropy isn't something to be feared, it's something to be embraced.
It's the ultimate fate of the multiverse. It is the goal of everything.
Now, some people say that it should be stopped. The Doomguard are here to
make sure that doesn't happen. After all, it is the ultimate goal of the
multiverse. It's the ultimate arrogance, they think, for someone to try
and deny the multiverse it's goal. And besides, destruction has a beauty
all it's on. Look at an erupting volcano, a river wearing away the
bedrock, or the giant dying sun of Athas. Destructive but beautiful,
each of these are Entropy in action.
The faction isn't opposed to all organization, either. Building
a bridge may seem like it goes against Entropy, but you've got to look at the
big picture. That bridge required stone to be mined and trees to be cut
down. Now the topsoil will erode faster, and the mountain will crumble
that much quicker. And the bridge? It'll last for a few hundred
years, at best. In the long run, building the bridge has increased
the amount of Entropy in the multiverse. No matter how hard you try, you
can't stop Entropy.
In Sigil, the Doomguard makes the Armory their headquarters,
where they distribute weapons, some of the multiverse's most powerful tools of
Entropy. On the Planes, they have four great citadels, each were the negative
quasi-elemental planes (Dust, Ash, Vacuum, and Salt) join with the Negative
The Sword, a tool made only for destruction and with no other purpose - is a
favorite weapon among the Doomguard
Prerequisites: Membership in
Benefit: You are
proficient with all simple and martial swords, plus one exotic sword of your
Blow [General, Doomguard]
You may perform an Entropy Blow
in the Doomguard
Benefit: Once per day,
you may perform an Entropy Blow. The attack is considered a Full-round
Action. If the attack misses the attempt still counts for the day. If the attack
succeeds, you add your level plus one to the damage you do.
The Doomguard have a sense for destruction.
Prerequisites: Membership in
Benefit: You may sift
through rubble to learn how it was destroyed. You need only spend a quiet round
in meditation as you let the material filter through your fingers. You then gain
an impression of what caused the destruction. Sinkers of 1st through 5th level
may use this ability if the destruction is 10 years old or less. 6th and higher
may use it as far back as 100 years and may experience five minutes of the
destruction by seeing the events. 10th level sinkers can go back 500 years and
can also hear and smell the events. 15th level or higher Doomguard characters
can go back as far as 1,000 years and experience the events as though they were
actually there. Rumors say even higher level sinkers can actually enter
the scene of destruction, though nothing is ever said of coming back.
Breath of Dust
[General, Dustmen, Doomguard]
The Dustmen and Doomguard have learned to survive on
the planes so close to death and entropy
Prerequisite: Membership in the Doomguard or Dustmen, or is native to an
Benefit: The character can breathe normally on any Negative
Quasi-Elemental Plane, or
in ash, dust, salt (not including salt water) or vacuum found elsewhere.
This does not confer the ability to move, resist damage, find sustenance,
Sinker Swordmaster [by
The sword - a tool made only for destruction - is the Sinker�s weapon
of choice. All Doomguard are trained in its use and it is well known that they
produce some of the finest swords known to the Multiverse. Many Sinkers choose
to dedicate themselves exclusively to the sword. Due to the demands of this
prestige class, generally only fighters choose it, though any character
who fulfills the prerequisites is welcomed by the small group of Doomguard who
teach their style to any Sinker who wishes to learn it.
||Extra Entropy Blow, Bonus Feat
||Find the Weakness
||Extra Entropy Blow
||Know the Sword
||Extra Entropy Blow
||Disintegrate, Extra Entropy Blow
To qualify as a Sinker Swordmaster, you must meet the following requirements
Skills: Jump 4+ ranks, Knowledge (the planes) 2+ ranks
Feats: Weapon Focus (any sword), Power Attack,
Sunder, Entropy Blow
Other: Base Attack Bonus of 6+
A Sinker Swordmaster's class skills (and the key ability for each skill) are
Bluff (Cha), Climb (Str), Craft (any), Intimidate (Cha), Jump (Str).
Skill Points at Each Level 2 + Int
All of the following are class features of the Sinker Swordmaster
Hit Die: d10
Weapon and Armor Proficiency: Sinker
Swordmasters gain no new weapon or armor proficiencies.
Bonus feat: At first level, and every four levels thereafter, the Sinker
Swordmaster gains a bonus feat, which he may use to purchase any feat from the
Doomguard or Fighter feat list.
Entropy blow: At first level and every three levels thereafter, the
Sinker Swordmaster may use the Entropy Blow feat an additional time each day.
Find the Weakness: The Swordmaster is adept at finding the weak points in
all crafted items. After 5 rounds of study (this can be used in combat), the Swordmaster
can make a Search check (DC equal to the hardness rating of the item in
question). If successful, the Swordmaster removes a number equal to his class
level from the hardness of the item in question when attempting to break it.
Increased Multiplier: The first critical hit made by a Sinker Swordsman
in any battle increases the multiplier by one (e.g. from x2 to x3).
Know the Sword: The Swordmaster is now proficient in the use of all
swords, including Exotic ones.
Entropy's Servant: The Swordmaster may as an a full-round action
sacrifice any number of his own hit points and add the same amount to all damage
rolls made in the next round. Hit points sacrificed in this way may not be
healed for one full day.
Disintegrate: At 10th level the Swordmaster can channel enough entropy to
emulate the effects of a disintegrate spell, as a sorcerer of the Swordmaster's
A human in her early thirties, Factol
Pentar is a charismatic leader that pushes her faction at every
opportunity. She doesn't give one whit about politics and compromise,
instead leading by example and bringing chaos and destruction to the world
whenever she can. Physically, she's darkly beautiful, and lets her long
raven hair hang loose, even in the most impractical situations. Her looks
serve her well, as it's through this combination of physical beauty and force
of personality that she leads her faction.
not all Sinkers like Pentar. The Doomguard can generally be
divided up into three internal orders, the Destroyers who want to
multiverse as soon as possible, the Guardians, who believe the
should be allowed to be destroyed in the natural course of things, and
the Regulators, who believe that the multiverse is falling apart too fast,
and want to slow it down.
Pentar seems to be
the living embodiment of the Destroyers, and has their undying support.
There is nothing - nothing - that Pentar more enjoys than simple
destruction, and has personally been the cause of plenty of riots, acts of
vandalism, and at least three fires that swept through the Hive. As one
might guess, she's not too well liked by the Guardians or the Regulators, but
they're in the minority of their faction (there are more than twice as many Destroyers
as there are Guardians and Regulators put together). Still, most
Doomguard factols from the Destroyer order have at least made small concessions
to the other groups, but Pentar doesn't seem to care at all and completely
ignores their points of view. That's made more than a few of them mad, and
the truth is that seeds of rebellion are beginning to take root.
the Guardians and Regulators have always been marginalized groups in the
Doomguard, and there hasn't' been a factol from their ranks in years. Pentar's crazed
rampages of destruction are only another straw on an already
laden camel's back. It may be that there'll soon be an assassination
attempt on Pentar - it's even probable. But it's also possible that a
full fledged civil war is brewing in the faction. Pentar knows that, and
she secretly delights in the prospect. After all, it's about time the
Doomguard started showing some entropy of it's own.
Tactics: Should Pentar be
attacked, she won't retreat unless she has no choice but to do so.
Generally, she starts combat by destroying the weapons of anyone else with the
Sunder feat and once she renders other melee characters ineffective,
she takes out the spellcasters.
Pentar, Female Human Ranger16 Fighter4 CR 20; Size:M Type Humanoid;
HD (16d10)+(4d10)+40; hp 240; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 30
(flatfooted 28, touch 22), Primary hand Longsword +3 (Sunderer) +26/+21/+16/+11
(1d8+7 17-20/x2 1/round wielder with Sunder may Great Sunder.) and Off-hand Dust
Blade of Modron Death +21/+16 (1d6+5 19-20/x2 (Shortsword +2 (+4 vs modrons)),
wielder gains acid resistence of 5, may cast disintegrate once per day on earth
or stone)) or Longbow +3 (+4 Mighty/Composite) +25/+20/+15/+10 (1d8+5
20/x3 ) or ; SA: Favored Enemy (Modron), Favored Enemy (Formian), Favored Enemy
(Baatezu), Favored Enemy (Archon); AL: CN; Sv: Fort +16, Ref +8,
Will +8; Str 14, Dex 14, Con 15, Int 18, Wis 14, Cha 18
Skills and Feats: Animal Empathy +14, Climb +24, Concentration
+4, Handle Animal +9, Hide +21, Intuit Direction +7, Jump +14, Knowledge
(Nature) +9, Listen +12, Move Silently +21, Ride +15, Search +19, Spot +22,
Swim +5, Use Rope +12, Wilderness Lore +22; Ambidexterity, Two-Weapon Fighting
Craft Rod, Craft Wand, Improved Critical (Sword (Long)), Improved Sunder,
Improved Two-Weapon Fighting, Power Attack, Sunder, Weapon Focus (Sword
(Long), Sword (Short)), Weapon Specialization (Sword (Long), Sword (Short))
Possessions: 1 Sword +3
(Long/Sunderer), 1 Dust Blade of Modron Death, 1 Longbow
+3 (+4 Mighty/Composite), 1 Arrow of Modron Slaying (as Arcane
Archer ability), 1 Chain Shirt +5, 1 Daern's Instant
Fortress, 1 Cubic Gate, 1 Ring +5 (Protection), 1 Amulet
of Natural Armor +4,
Typical Prepared Spells: Level 1:
Delay Poison x2, Pass without Trace x1, Level 2:
Detect Law x1, Protection from Elements x1, Sleep x1, Level 3: Remove Disease x1, Level
4: Polymorph Self x1