Here is the second Doomie PrC that I've been working on. This version is very much a work in progress. Almost all aspects need work but this draft gets the idea across of what I want to do. I am really looking for feedback.
Entropic Adept PrC
There are those who learn of the nature of entropy in the multiverse and those who then look deeper into it. It is those souls that are able to find pathes over the crumbling ruins of existence and walk further than others. Eventually, Entropy will take all, but the Entropic Adept has learned where to tread to avoid entropy and to stave off their own ruin.
Requires: Feats: Sift or Destruction Embraced, Knowledge(The Planes) 8 ranks, Special: Trained by another Entropic Adept
Hit Die: D6
Skills: Still working.
Saves: All Good.
Path of Destruction: Entropy can never be completly denied or avoided. To this end all Adepts have learned that in order to follow the paths of entropy they must accept and feel some entropy themselves. Every level the Entropic Adept gains in this class they must perminently sacrifice 5 hit points through a ritual that causes small scars to form on the adept's body. These hit points may not be regained by any means, including a Wish or Miracle spell.
Entropic Backlash: At first level the adept has learned to deflect damage from himself to another creature. The adept absorbes an amount of damage into a buffer, once the buffer is full the adept receives the damage as normal. The adept may expell and damage from the buffer during an attack adding it instead to any damage rolls the adept makes, either for an attack or from a spell. At first level this buffer is able to hold the first three points of damage the adept receives. This amount increases to six at level three, nine at level six, and twelve at level nine.
Entropic Restoration: At second level the adept has learned to push entropy off of themselves into their suroundings. This allows the Adept to heal and recover faster from damage; however it also means that normal non-magical equipment and items on the adepts person tend to decay faster. The adept gains regeneration at 1 hit point per minute which the adept may choose to use or not; however when used the proscess causes damage to equipment being worn by the adept. This damage appears as accelerated wear and tear on mundane items and can generally be repaired. For every ten minutes spent regenerating in this manner the adept has a one-in-ten chance of causing something to become worn out, torn, or otherwised damaged so as to be useless without repair or replacement.
This makes very little sense, having them gain 1d6 and lose 5 at each level. How about just saying they get only 1 hit point per class level, with no Constitution bonus?
Maybe tie this one in with the share pain psionic power?
It sounds like fast healing, not regeneration. Regeneration always has a type of damage that it doesn't work against. Besides, 1 per minute is next to nothing, even without the downside.
More importantly, I forsee this being a bitch to handle in a session. Deducting 1 hp per minute from all possessions, with a 10% chance for each item of being damaged to uselessness? Too much dice.