Doomguard Marauder

"You and all you strive to create will someday fall. I shall hasten this fate."

Prerequisite: Fighter

The Doomguard is a nihilistic society of mercenaries, marauders, and freebooters that troubles the domains of good and evil alike. As a member of the Doomguard, you believe the universe is sliding toward destruction and that everything eventually comes to an end. The best of the Doomguard are free-willed revolutionaries who fight to overthrow tyranny and stifling order; the worst are murderous villains who revel in destruction.
    As a Doomguard Marauder, you possess the traits of an anarchist. Laws run counter to nature and deprive mortals of the freedom to choose their fate. For good or bad, the Doomguard is ever the enemies of tyranny and government. The society‚Äôs members especially hate devils, and they continuously wage war against them.

DOOMGUARD MARAUDER PATH FEATURES

    Destructive Action (11th level): When you spend an action point to take an extra action, you deal 1d12 extra damage on attacks made before the end of your turn. The damage increases to 2d12 at 21st level.
    Ruin's Reward (11th level): Whenever you score a critical hit, you regain hit points equal to your Constitution modifier.
    Inevitable Doom (16th level): When you miss with a melee weapon attack, you gain a +2 bonus to your next melee attack roll against that creature.

Doomguard Marauder Attack 11Entropic Blow

You swing with a devastating strike that leaves you and the enemies around you open to attack.

Encounter        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you and each enemy adjacent to you takes a -2 penalty to AC until the end of your next turn.


Doomguard Marauder Utility 12Strike of Unmaking

Your attack puts your foe on the path to destruction.

Encounter        Martial, Weapon
Free Action      Melee weapon

Trigger: You hit an enemy with a melee attack

Effect: The target loses all resistances until the end of your next turn.


Doomguard Marauder Attack 20Arm of Dissolution

Your attack resounds with a chord of dissolution, and your foe crumbles under the power of entropy.

Daily        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and ongoing 10 damage (save ends). Each time the target takes the ongoing damage, you gain a +1 power bonus to melee attack rolls until the end of your next turn.

Miss: Half damage, and ongoing 5 damage (save ends). You gain no power bonus from the ongoing damage.


Published in Manual of the Planes, page(s) 141.