Factions - The Doomguard

The Doomguard:
(The Sinkers, The Destroyers)

"Entropy is ecstasy; decay is divine.
The multiverse is supposed to fall apart.
We're just here to keep leatherheads from interfering."

  • Requirements: (100 cages) To join the Sinkers, a berk must complete a three-part ritual. First, break a personal weapon against the walls of the armory. Second, go to a highly populated part of Sigil (like the Market or Lower Ward (only barmies go to the Hive)) and scatter at least 500 cages, spreading some chaos. And finally, they must choose a building, and for an entire day, prevent the Dabus to trim the razorvine from it. After that, he’ll be accepted and the month training period will start immediately.
  • Organization: The Doomguard is rigidly ordered and controlled. The faction has an elaborate hierarchy with precious few exceptions. Rank, however, is not always determined by level (though it often correlates closely), but more often by accomplishment. Even within the broad groupings, seniority is very important. Initiates of Doom make up the rank-and-file troops of the Doomguard. Many march about the Planes catering to the whims of Oblivion, while others work within the Armory to manufacture weapons of enormous destructive potential. The next ranking is that of the Knights of Oblivion. These men and women have served the faction well and are of something near an officer position. Most have levels within the Champion of Entropy or Voidcaster class and are sent on missions of the Void by the Greater Doomlords. Upon reaching perfection at this level, Sinkers press to become Doomlords, the effective factors of the Doomguard. The process to elevate to this position is arduous, typically involving some form of self-sacrifice and dark commitment as well as a ritual performed on the Negative Energy Plane. Beyond these factors lie only the Greater Doomlords, four unique beings each residing within one of the Doomguard citadels, and the Factol herself. Ely Cromlich is the exception: he is second-in-command and yet has not undergone the rituals of becoming a Greater Doomlord.
  • Skills: Class: Disable Device, Knowledge (Architecture/Engineering), Locate Weakness.
  • Martial Weapon Proficiency: The Sinker can choose any martial weapon and gain proficiency with it. If he already knows how to use the martial weapon, he gains the Weapon Focus Feat in the weapon instead.
  • Healing Resistance (Ex): Spell Resistance (10 + CL + WIS Mod) to any kind of healing magic.
  • Sift (Su): The Sinkers can extract some information from the physical remains of a thing. They must examine the object in question and get the following information in successive rounds. (1) Creature Type or Type of Object (2) Gender and general age, or cosmetic details (3) Gain a hazy and brief mental vision of the whole object as it was before destruction (4) Time of destruction/dead (5) How is was destroyed/killed (NOT WHO!).
  • HQ: The Armory at the edge of the Lady’s War in Sigil. In the Planes, the Doomguard have four fortresses in the inner planes, the Citadel Exhalus (Vacuum), the Crumbling Citadel (Ash), Citadel Alluvius (Dust), and Citadel Sealt (Salt).
  • BUYABLE SKILL: Locate Weakness (INT, Untrained but restricted to Sinkers): Upon a successful check the Sinker can ignore the hardness of an item (Organic or Wood (10), Normal Metal (15), Exceptional Metal (20), Planar Metal (25)).
  • BUYABLE FEAT: Weapon Specialization (Ex): (PQ: Doomguard, CL 4+, Weapon Focus) They can specialize in a single weapon as a Fighter (this feat can be taken just once).
  • BUYABLE FEAT: Entropic Blow (Su): (PQ: Doomguard, Base 1+) Works just as the Paladin’s Smite Ability, but against anything they want. It can be used once per day.
  • BUYABLE FEAT: Destructive Expertise (Ex): (PQ: Doomguard, 1 rank in Disable Device and Knowledge (Architecture/Engineering)) +10 insight bonus to both skills when tearing apart items; can always take 10 on such checks, in any situation.
  • BUYABLE FEAT: Demolition (Ex): (PQ: Doomguard, Profession (Siege Engineer), Power Attack, Str 13+) As a full round action that provokes attacks of opportunity, they can strike an immobile, inanimate, object, for an automatic critical hit. Special: You can do a coup-de-grace maneuver against constructs (but they always make their FORT save).
  • BUYABLE FEAT: Doomcasting: (PQ: Arcane Spellcaster, Spell Focus in either Necromancy or Evocation) The character gains control over the most potent destructive energies inherent in the Art. Typically only Doomguard aspiring towards becoming a Voidcaster choose this feat. Save DCs from the schools of necromancy and evocation are increased by 2, though those from all other schools suffer a –1 penalty.



  •      Melroch Eitheldor @ 2003 1 1