When the Lady's edict hit the small remains on the Doomguard left in Sigil,
they really stopped caring. The Armory was destroyed, their spheres
of anniahlation gone, and they were betrayed by their leaders time and
again, leading to the near destruction of the faction, seeing fullfilling
their beliefs. However, four negative-quasielemental citadels hold
out hope, but are cut off. Those loyal member, alnog with the loyal
from Sigil and those planewalking still exist however. This is what
they have become.
Hit Dice: d10
Requirements:
* Base Attack Bonus: +6
* Disable Device Skill: 5 Ranks
* Knowledge (Architecture & Engineering): 3 Ranks
* Feats: Cleave and Sunder
Class
Skills:
The class skills of the Sinker (with key attribute) are: Bluff (Cha), Disable
Device (Int), Disguise (Cha), Forgery (Int), Innuendo (Wis), Intimidate
(Cha), Knowledge [Architecture & Engineering] (Int), Read Lips (Int),
and Sense Motive (Wis). Sinkers get 2 + Int Modifier per level.
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Class
Features:
All the following of the Sinker prestige class:
Weapon and Armor Proficiency: Characters who take a level
of Sinker become proficient in all simple and martial weapons, all aromors,
and all shields.
Entropic Blow: A Sinker can channel the destructive energy
of entropy into extra damage they cause in a melee attack. Declairing
the Etropic Blow before attacking, if successful, she causes her Sinker
class level times two plus her charisma modifier as additional damage.
This works on all living matter, but is even more effective against non-living
matter. When used against an object, constructs, or even undead,
the entropic blow causes double total damage and ignores the objects hardness.
If this supernatural attack misses, the Entropic Blow is wasted.
Doomlord Title Available: Only characters who have at least
one level of Sinker may become either lesser or greater Doomlords.
See the Factol's Manifesto for more information reguarding these character
options.
Sifting: Being so knowledgable about the ways of destruction and
decay, 2nd level Sinkers can sift through the destroyed remains of an object
or a living being and gain knowledge. After a minute of study, the
sinker will know:
Object - What it was, what it looked like, how it was destroyed, how long
it has been destroyed, and who or what destroyed it.
Living Being - What it was, a physical description of being (enough that
a familiar being is recognized), it's age at time of death, how long it
has been dead, how it was killed, and a vision of it's last minute of life.
This supernatural ability is usable at will, but requires physically going
through the remains.
Destructive Expertise: As the agents of destructive power,
Sinkers of at least 4th level gain +10 insight bonus to skills checks for
Disable Device or Knowledge (Architecture and Engineering).
Doom: This allows the Sinker to cast Doom as a sorcerer
of the Sinker's class level once per day.
Erase: This allows the Sinker to cast Erase as a sorcerer
of the Sinker's class level once per day.
Shatter: This allows the Sinker to cast Shatter as
a sorcerer of the Sinker's class level once per day.
Death Knell: This allows the Sinker to cast Death Knell
as a sorcerer of the Sinker's class level once per day.
Disintegrate: A 10th level Sinker may cast Disintegrate
as a sorcererof the Sinker's class level once per day. This ability
is a full round action.
Any comments on the above would be appreciated: DUgorek@hotmail.com