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More Faction Feats: Dustmen

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Chapter IV of the Planescape Campaign Setting presents 9 faction feats for each faction. The number nine being 3 times 3, it’s in accord with the Rule of Threes, but there’s still room for improvement. What’s better than 3 x 3, you ask? Well, for starters, 3 x 3 x 3, or three to the third degree.

Here are nine new feats for the Dustmen. This is the third set out of sixteen planned (one per faction) – the Doomguard and Cipher feats were posted earlier.

Chapter IV of the Planescape Campaign Setting presents 9 faction feats for each faction. The number nine being 3 times 3, it’s in accord with the Rule of Threes, but there’s still room for improvement. What’s better than 3 x 3, you ask? Well, for starters, 3 x 3 x 3, or three to the third degree.

Here are nine new feats for the Dustmen. This is the third set out of sixteen planned (one per faction) – the Doomguard and Cipher feats were posted earlier.

Feat

Benefit

Expanded Energy Manipulation

Add negative or positive energy to your spells

Illusion of Life

Make Will instead of Fort saves against death effects

Been There

Immediately reroll a failed save against a death effect

Come See

Rebound a death effect onto its source

Negative Affinity

Immunity to negative energy effects

Reminder of Death

Recall agony 1/day

Reminder of Death, Greater

Recall death 1/day

Send Onward

Make coup de grace as a standard action, DC +5

Undead Friendly

Immunity to the passive abilities of undead

BEEN THERE [General, Faction-Dependent]You are particularly difficult to send into the next life.Faction: Dustmen Prerequisite: Illusion of Life, Iron Will Benefit: If you fail a saving throw against a death effect, you can immediately attempt a new one, with all the modifiers that applied on the first attempt. COME SEE [General, Faction-Dependent]Those that foolishly try to show you the face of death must face it themselves.Faction: Dustmen Prerequisite: Been There, Illusion of Life, Iron Will Benefit: If you make a successful saving throw against a death effect, you can rebound this effect onto its source on your next turn as a free action. Treat this as a gaze attack; if you do not use it on your next turn, the opportunity is wasted. The DC of the Fortitude saving throw is 10 + ½ your Hit Dice + your Charisma modifier. If the target fails the save, it dies; even if it succeeds, it is shaken for 1d6 minutes. This is a supernatural death effect.

EXPANDED ENERGY MANIPULATION [General]You can modify a spell that uses an elemental energy type to use negative or positive energy instead.Faction: Dustmen Prerequisite: Knowledge (arcana) 5 ranks, Energy Substitution*, any other metamagic feat. Benefit: When using your Energy Substitution feat, you can use negative energy or positive energy instead of the chosen energy type (acid, cold, electricity, or fire) that you could normally add into the spell. The energy substituted spell using negative or positive energy requires a spell slot one level higher than normal; otherwise, it functions as explained in the Energy Substitution feat description. Special : If you also have the Energy Admixture* feat, you can use the negative and positive energies with that feat also. * see Complete Arcane or Tome and Blood

ILLUSION OF LIFE [General, Faction-Dependent]You’ve developed a mental resilience against effects that would force you into the next false life before you are prepared to leave.Faction: DustmenPrerequisite: Iron WillBenefit: When targeted by a death effect that allows a Fortitude saving throw, you can attempt a Will (disbelief) save instead.

NEGATIVE AFFINITY [General, Faction-Dependent]Already dead, you do not fear negative energy.Faction: DustmenPrerequisite: Death Truce, Great FortitudeBenefit: You become immune to ability damage, ability drain, energy drain, and negative energy damage. Unlike the undead, you are not healed by negative energy – you simply ignore it. Positive energy still affects you normally.

REMINDER OF DEATH [General, Faction-Dependent]You can deliver a mental reminder of what it is like to die.Faction: DustmenPrerequisite: Recall Life, Wis 13, Cha 13Benefit: Once per day, you can use recall agony as a psi-like ability. Your effective manifester level is equal to ½ your Hit Dice (minimum 1st level). The save DC against this ability is 11 + your Charisma modifier. This is a mind-affecting effect.

REMINDER OF DEATH, GREATER [General, Faction-Dependent]The mental reminder improves to a level where it can fully recreate the unfortunate event.Faction: DustmenPrerequisite: Recall Life, Reminder of Death, Wis 13, Cha 13, character level 10thBenefit: Once per day, you can use recall death as a psi-like ability. Your effective manifester level is equal to ½ your Hit Dice (minimum 1st level). The save DC against this ability is 18 + your Charisma modifier. A creature that successfully saves becomes permanently immune to your recall death ability (but not to the recall death ability of another dustman, or the power of the same name manifested by a psion). This is a mind-affecting death effect.

SEND ONWARD [General]You dispatch fallen foes quickly and efficiently.Faction: DustmenPrerequisite: Base attack bonus +1, Improved Initiative. Benefit: You can deliver a coup de grace as a standard action. Additionally, the save DC against your coup de grace is 15 plus damage dealt. Normal : Delivering a coup de grace is normally a full-round action, and the DC is 10 plus damage dealt.

UNDEAD-FRIENDLY [General, Faction-Dependent]Mingle with the undead without becoming collateral damage.Faction: DustmenPrerequisite: Dead Truce Benefit: You become immune to the passive abilities of undead creatures, such as a ghast’s stench, a lich’s fear aura, a mummy’s despair, a nightshade’s desecrating aura, a wraith’s lifesense, etc. You are still normally affected by an undead creature’s active abilities, such as ability damage, ability drain, energy drain, gaze attacks, spell-like abilities, etc.

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