Planescape Campaign
Doomguard Prestige Class

Entropic Champion

  • The Entropic Champion represents a Doomguard's ultimate dedication to the cause. Through intense training and devotion, the Entropic Champion becomes one with Entropy and is able to shape it to his will. All champions are given a specific goal to pursue, which they will accomplish or perish in the attempt.
  • To qualify to become an Entropic Champion, a character must fulfill the following criteria:
  • Base Attack Bonus: +7 or greater.
  • Skills: Disable Device 3+ ranks, Craft (any related to the creation/destruction of objects) 3+ ranks.
  • Feats: Entropic Blow.
  • Special: Obviously, the character must be a member of the Doomguard faction (i.e. posses the Doomguard template). The character must have personally and successfully furthered the cause of Entropy in a manner to impress the faction high-ups (i.e. DM's discretion). Finally, even if chosen to become a member of the prestige class, the character must survive the ritual that turns the character into an Entropic Champion (Fortitude save, DC 10). Failure to survive the ritual does not result in the death of the character (unless the DM wishes), but rather the permanent loss of 6 hit points and prevents the character from ever becoming a member of this prestige class.
  • Class Level
    BAB
    Fort Save
    Ref Save
    Will Save
    Special, Spells per day
    1
    +1
    +1
    +0
    +0
    Enhanced Entropic Blow, Touch of Entropy, Entropic Brand (+1/+1d6),
    2
    +2
    +2
    +0
    +0
    Target Bonus +1, +1 spellcasting level
    3
    +3
    +2
    +1
    +1
    Entropic Blow (2/day), Entropic Brand (+2/+1d6)
    4
    +4
    +3
    +1
    +1
    Target Bonus +2, +1 spellcasting level
    5
    +5
    +3
    +1
    +1
    Entropic Blow (3/day), Entropic Brand (+3/+2d6)
    6
    +6
    +4
    +2
    +2
    Target Bonus +3, +1 spellcasting level
    7
    +7
    +4
    +2
    +2
    Entropic Blow (4/day), Entropic Brand (+4/+2d6)
    8
    +8
    +5
    +2
    +2
    Target Bonus +4, +1 spellcasting level
    9
    +9
    +5
    +3
    +3
    Entropic Blow (5/day), Entropic Brand (+5/+3d6)
    10
    +10
    +6
    +3
    +3
    Target Bonus +5, +1 spellcasting level

  • The following skills are considered class skills for an Entropic Champion.
  • Climb (Str), Craft (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Locate Weakness (Int), Profession (Wis), Ride (Dex), Search (Int).
  • Skill Points at Each Level: 2 + Intelligence Bonus.
  • All of the following are features of the Entropic Champion prestige class.
  • Hit Die: d8
  • Weapon and Armor Proficiency: Entropic Champions are proficient with Light Armor, Medium Armor, Heavy Armor, and Shields. They are also proficient in all Simple and Martial Weapons.
  • Spells per Day: As normal.
  • Enhanced Entropic Blow: As part of the character's increased dedication to the cause of Entropy, the Entropic Champion has the option to inflict more damage with an Entropic Blow at the expense of his own health. The maximum extra damage that can be inflicted is increased to twice the character's level, but any damage above the character's level is also applied to the character. EXAMPLE: A Fighter 5/Entropic Champion 1 is a 6th level character. The character can cause 6 extra points of damage with an Entropic Blow with no danger to himself. However, if he chooses to inflict maximum damage (12 points), the extra 6 points of damage is also applied to the character.
  • Entropic Brand: Part of the rituals involved in becoming an Entropic Champion involves sacrificing a portion of the character's skin and life essence so that he is bonded with both his primary weapon and the forces of Entropy (which involves the loss of 1 point of Constitution permanently). The chosen weapon becomes an Entropic Brand, which deals extra energy (negative quasi-elemental) damage. This energy is one of the following forms (chosen at time of creation): Vacuum, Salt, Dust, or Ash. Along with the additional energy damage, an Entropic Weapon has additional powers, depending on the chosen form (all abilities are DC 19 and once per day per enhancement plus of the weapon):

    Vacuum
    Energy Resistance (Air/Electricity, 15), Mislead
    Salt
    Energy Resistance (Water/Cold, 15), Flesh to Stone
    Dust
    Energy Resistance (Earth, 15), Disintegrate
    Ash
    Energy Resistance (Fire, 15), Otiluke's Freezing Sphere

    The blade also has the following abilities:
    Transient: Unaffected by planar travel.
    One Master: Any creature willingly touching the blade other than the character for whom it was forged must make a Fortitude save DC 25 or instantly be destroyed as per the destruction spell. A black aura surrounds the blade and hints to any who look upon it of this power.
    Caster Level: 16th; Prerequisites: Craft Arms and Armor, membership in the Doomguard faction and the Voidcaster prestige class, entropic blow, any specific spell being emulated; Market Price: 200,000 gp; Cost to Create: 100,000gp + 10,000XP.
    At higher levels, the character can ask for an upgrade to his blade.
  • Touch of Entropy: Dealing with the forces of the Void does not come without a price. For every level gained as an Entropy Champion, there is a consequence to the character. At 1st level, the character is no longer able to heal through magical means; healing magic simply has no effect if cast (even if unconscious or otherwise unable to resist healing, which he would probably refuse anyway). At 3rd level, the character must sacrifice some portion of himself to Oblivion, losing either one point from an ability score or sacrificing one third-level spell slot; this is an irreversible change. At 5th level, the character must further pay the penalty of dealing with Oblivion, either losing two points from a single ability score or dropping a seventh level spell slot. At 7th level, the character must complete a specific task for the Doomguard. The quest is usually extremely difficult, as the Sinkers constantly wish to test the loyalty of those in the faction. At 9th level, the character is on the cusp of becoming a Doomlord, awaiting only permission from the faction. They must commit themselves, fully and completely, to the ideals of absolute destruction of the multiverse and all its beings, not maliciously, but matter-of-factly. The character's alignment typically shifts one step towards neutrality, though this is not mandatory.
  • Target Bonus: Each Entropic Champion is always assigned to accomplish a goal that will significantly advance the Doomguard's agenda. The character is able to focus his mind upon the target of his current mission and become more effective in pursuit of that goal. The target is declared at the start of the mission, and cannot be changed. When dealing with the target, the bonus applies. If the target is a singular being or object (the Arch-cleric of Veluna), the full bonus can be used. If the target is a small group (the clergy in the Veluna temple), only half of the bonus can be used. (Note: a "small" group is limited to a number of beings equal to the character's class level.) Finally, if the target is a large group (all worshipers of Pelor), only one-third of the bonus applies. This bonus can be applied to all Bluff, Sense Motive, Search, and Spot checks as well as all attack rolls.
  • Entropic Blow: Due to the increased commitment to the forces of Entropy, an Entropic Champion is able to tap into those forces more often. At higher levels, the character gains additional uses per day of this feat.



  •      Melroch Eitheldor @ 2003 1 1