Excerpt from
Planar Handbook
A Player's Guide to the Planes
By Bruce R. Cordell and Gwendolyn F. M. Kestrel

You've adventured in sunken ruins, abandoned dwarven mines, temples to death gods, and the thief-filled sewers of large cities. Still, you know there must be more to adventure, more to reality than what you've so far seen. You yearn to experience for yourself the mystical realms told about in stories and authenticated by the appearances of strange outsiders pulsing with elemental vigor or divine strength. You know there has to be more to the multiverse. And you are right.

The Planar Handbook offers a vast array of options for exploring and adventuring on the planes. Like a hero of myth, your character can descend into the land of the dead, traverse Olympian mounts, or battle devils in Hell itself. In this player's guide, you'll discover new races, classes, feats, equipment, spells, and magic items to help burst the barriers and bridge the gaps between the Material Plane and other environments and realities. Now, you hold the reins for instigating a trip away from the familiar Material Plane. With this handbook, you can become better prepared to make that trip -- and to return.

From Chapter 3: Prestige Classes


Members of the Doomguard believe that the multiverse is slowly falling apart, and they delight in its inevitable destruction. They are often nicknamed "sinkers." The ultimate leaders are the doomlords, who gain great powers of entropy and destruction.

The Doomguard boasts four large citadels on the Inner Planes, with a 10th-level doomlord residing in each one. Doomguard visitors receive hospitality, but non-Doomguard interlopers find themselves unwelcome.

In a particularly earthy and dusty part of the Elemental Plane of Air, one finds Citadel Alluvius, a mighty tower that long ago fell on its side. The original ceilings and floors are now the walls, and the curving walls now serve as concave floors and convex ceilings. The stone staircases are useless, running sideways through the tower.

On the Elemental Plane of Fire, the Crumbling Citadel slowly turns into ruin.

The Citadel Sealt is a large, echoing vault excavated in a section of the Elemental Plane of Earth composed of crystallized salt.

Surrounded on all sides by the nothingness of the Negative Energy Plane, the Citadel Exhalus drifts through the void.

Lore of the Doomguard

Song of Dissolution: A singular sound can sometimes be heard here and there, if briefly, among the many planes. When a mirror shatters, the note might be discerned. When a wall collapses, the ringing of the tone is somewhat stronger. When a city burns, the notes form a chord. And when a continent sinks beneath the waves, the song of dissolution plays out loud and strong -- for those with the ears trained to hear.

This mythical melody is something all Doomguard are eager to hear. Some theorize that should the tones ever be correctly recorded and formulated, a faction member with that song ringing in his body would have unparalleled power -- his every utterance a curse, his every sword-stroke a killing blow, and his very presence, anathema.

Citadel Amulets: It is well known that the Doomguard long ago acquired potent magic items collectively known as the Citadel Amulets. There are four types: the Amulet of Citadel Sealt, the Charm of Citadel Exhalus, the Talisman of Citadel Alluvius, and the Amulet of the Crumbling Citadel. Each of these relics is said to grant the possessor instant passage from anywhere in the multiverse to the doorstep of the specified citadel, along with perfect protection against any adverse conditions that might exist on that citadel's plane. The Citadel Amulets are long missing, but all Doomguard would dearly love to find and possess these relics of the organization.

Prestige Class: Doomlord

The walls of existence are tumbling down. Though the chinks and cracks may not be obvious to all, knowledge of their continual collapse is the impetus to the doomlord's worldview. Nothing can prevent this collapse -- so why not join in, and exult in the eventual end of all?

A doomlord's life holds the greatest appeal for fighters and barbarians who enjoy smashing and destroying. Some rogues, rangers, and clerics, especially those devoted to deities with the Destruction or Death domains, join the ranks of the faction.

NPC doomlords include soldiers, blackguards, anarchists, and just about anyone who kills people or breaks objects. They make excellent villains or interesting allies because they can be of any alignment. They act with a focus on entropy, not evil.

Hit Die: d12.


To qualify to become a doomlord, a character must fulfill all the following criteria.

Base Attack Bonus: +7.

Feats: Improved Sunder, Weapon Focus (any sword).

Special: Must sunder a weapon, scatter 500 gp into a crowd, and destroy a building. These acts must be witnessed or verified by a member of the Doomguard.

Class Skills

The doomlord's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Disable Device (Int), Jump (Str), Knowledge (architecture and engineering) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the doomlord prestige class.

Weapon and Armor Proficiency: Doomlords gain proficiency with all martial weapons.

Spells per Day/Spells Known: At each even-numbered doomlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as improved undead turning, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a doomlord, the player must decide to which class to add each doomlord level for determining spells per day, spells known, and caster level.

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: Cleave, Diehard, Endurance, Great Cleave, Improved Critical, and Toughness. 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 a bonus on Disable Device and Knowledge (architecture and 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.

Cado the Neraph Doomlord

Cado scoffs at those who feel that being a ranger is all about loving nature. To him, the path of a ranger centers on hating and hating well.

In his youth, a chaos beast killed his father, implanting seeds of hatred toward chaotic outsiders. As he grew up and learned more about the multiverse, Cado observed that little endures: Everyone dies, and all works fall into ruin.

While sharing his philosophies over a tankard of ale in a large metropolis, Cado was overheard by a plane-traveling sinker. The Doomguard was impressed by Cado's rant against the multiverse and offered him the challenges required to become a doomlord.

Cado: Male neraph ranger 7/doomlord 5; CR 12; Medium outsider (native); HD 7d8+14 plus 5d12+10; hp 87; Init +1; Speed 30 ft.; AC 18, touch 13, flat-footed 17; Base Atk +12; Grp +17; Atk +19 melee (1d6+5/17-20, +1 short sword) or +13 ranged (1d6+5/17-20, annulat); Full Atk +17/+12 melee (1d6+6/17-20, +1 short sword) and +16/+11 melee (1d6+6/17-20, +1 short sword) or +13/+8 ranged (1d6+5/17-20, annulat); SA entropic blow, neraph camouflage; SQ animal companion (hawk; link, share spells), body or soul, combat style (two-weapon combat), darkvision 60 ft., destructive expertise, favored enemy chaotic outsiders +4, favored enemy evil outsiders +2, healing resistance, improved combat style (two-weapon combat), leap, link with companion, share spells, wild empathy +4 (magical beasts +0), woodland stride; AL CN; SV Fort +9, Ref +6, Will +5; Str 20, Dex 12, Con 14, Int 10, Wis 16, Cha 10.

Skills and Feats: Climb +15, Disable Device +18, Handle Animal +13, Hide +11, Jump +15, Knowledge (architecture and engineering) +2, Listen +13, Move Silently +11, Spot +13; Alertness, Improved Critical (annulat), Improved Critical (short sword)[B], Improved Sunder, Improved Two-Weapon Fighting[B], Track[B], Two-Weapon Fighting[B], Weapon Focus (annulat), Weapon Focus (short sword).

Entropic Blow (Su): Twice per day, Cado can deal an extra 10 points of damage with a melee attack. The attack automatically ignores hardness, as well as any damage reduction possessed by constructs or undead (regardless of the source of the damage reduction). Use of an entropic blow must be declared before the attack is made. If the attack misses, the blow is wasted for that day.

Neraph Camouflage (Ex): When charging an opponent or when using a thrown weapon, Cado can make one neraph camouflage attack per enemy per encounter (once a foe sees the attack in action, the foe can discern it for what it is for the duration of that combat). Creatures who are subject to a neraph charge or who are targeted by a weapon thrown by a neraph may not apply their Dexterity bonus to their Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the neraph's attack (for instance, a sneak attack could also be made with this attack, if the neraph can make such an attack).

Animal Companion (Ex): Cado has a hawk named Wing as an animal companion. This creature is a loyal companion that accompanies the ranger on adventures as appropriate for its kind. Its abilities and characteristics are summarized below.

Wing, Hawk Animal Companion: CR -- ; Tiny animal; HD 3d8; hp 12; Init +7; Spd 10 ft., fly 60 ft. (average); AC 20, touch 16, flat-footed 16; Base Atk +2; Grp -8; Atk +8 melee (1d4-2, talons); Full Atk +8 melee (1d4-2, talons); Space/Reach 2-1/2 ft./0 ft.; SA -- ; SQ bonus tricks, evasion, low-light vision; AL N; SV Fort +3, Ref +7, Will +3; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6.

Skills and Feats: Listen +4, Spot +18; Alertness, Improved Initiative, Weapon Finesse[B].

Bonus Tricks: Wing is capable of learning two tricks in addition to any that Cado might choose to teach it (see the Handle Animal skill, page 74 of the Player's Handbook). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the creature. Cado has selected guard and fetch as bonus tricks and often uses Wing to retrieve his annulats.

Evasion (Ex): If Wing is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw.

Body or Soul (Ex): Cado has strengthened his body, adding +1 to his Constitution score.

Destructive Expertise (Ex): Cado has a +2 insight bonus on Disable Device and Knowledge (architecture and engineering) checks when attempting to take apart or disable traps and other objects.

Favored Enemy (Ex): Cado gains the indicated bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this type of creature. He gets the same bonus on weapon damage rolls against creatures of this type.

Healing Resistance (Ex): Cado is resistant to healing magic. Conjuration (healing) spells and effects used on him heal only half the normal amount of damage.

Leap (Ex): Cado has a +5 racial bonus on Jump checks.

Link (Ex): Cado can handle Wing as a free action. He also gains a +4 bonus on wild empathy checks and Handle Animal checks involving his hawk.

Negative Adaptation (Ex): Cado does not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.

Share Spells (Ex): Cado may have any spell he casts on himself also affect Wing if the latter is within 5 feet at the time. He may also cast a spell with a target of "You" on Wing.

Woodland Stride (Ex): Cado can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Ranger Spells Prepared (2; save DC 13 + spell level): 1st -- longstrider, resist energy.

Possessions:+1 mithral shirt, 2 +1 short swords, gauntlets of ogre power +2, periapt of Wisdom +2, cloak of Charisma +2, pearl of power (1st), bag of tricks (rust), potion of fly, potion of blur, potion of cure light wounds, 10 annulats, 20 gp.

Table 3-2: The Doomlord

Level Base
Special Spells per Day/Spells Known
1st +1 +2 +0 +0 Entropic blow 1/day, healing resistance --
2nd +2 +3 +0 +0 Bonus feat, destructive expertise +1 level of existing class
3rd +3 +3 +1 +1 Negative adaptation --
4th +4 +4 +1 +1 Body or soul (Con +1 or Cha +1) +1 level of existing class
5th +5 +4 +1 +1 Entropic blow 2/day --
6th +6 +5 +2 +2 Bonus feat +1 level of existing class
7th +7 +5 +2 +2 Unmaking magic --
8th +8 +6 +2 +2 Body or soul (Con +1 or Cha +1) +1 level of existing class
9th +9 +6 +3 +3 Disintegrate --
10th +10 +7 +3 +3 Bonus feat, entropic blow (3/day) +1 level of existing class

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