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.
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, then, are nine new feats for the Doomguard. A batch of nine for each of the factions should follow, and, should Entropy somehow not claim us all by the time the PSCS book is finished, I would like to see a third set of nine feats per faction published on planewalker.com.
Feat | Prerequisite |
Arcane Artillery | Enlarge Spell, Widen Spell |
Battlefield Spellslinger | Concentration 6 ranks, Armor Proficiency (light), Sinker Swordsmanship |
Battlefield Spellslinger, Improved | Battlefield Spellslinger, Concentration 6 ranks, Armor Proficiency (light, medium), Sinker Swordsmanship |
Chain Expertise | Int 13, Combat Expertise, Exotic Weapon Proficiency (chain or spiked chain), Improved Disarm, Improved Trip, Weapon Finesse, Weapon Focus (chain or spiked chain), BAB +6 |
Channel Destruction | Ability to turn or rebuke undead, access to the Destruction domain |
Doomlord’s Embrace | Str 13, Dex 15, Dodge, Mobility, Power Attack, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, rapier, or scimitar), Weapon Focus (dagger, kama, katar, kukri, siangham, or short sword) |
Entropic Healing | Destruction Embraced, ability to rebuke undead |
Go For the Eyes | Weapon Finesse, Weapon Focus (any light weapon), BAB +4, sneak attack +3d6 |
Revenge of the Needle | Dex 13, Int 13, Combat Expertise, Dodge, Weapon Finesse, Weapon Focus (rapier) |
Arcane Artillery [General]As a Sinker battle-mage, you have learned how to effectively throw your spells into the ranks of an opposing army.Faction: Doomguard.Prerequisite: Enlarge Spell, Widen Spell. Benefit: When you apply the Enlarge Spell or the Widen Spell metamagic feat to a spell, the spell's range or area is increased by 200%.Normal: Enlarge Spell normally extends a spell's range by 100%, and Widen Spell normally increases a spell's area by 100%.
Battlefield Spellslinger [General]You are adept at casting spells in the thick of battle.Faction: Doomguard.Prerequisite: Concentration 6 ranks, Armor Proficiency (light), Sinker Swordsmanship.Benefit: The arcane spell failure chance resulting from worn armor or shields is reduced by 10% (to a minimum of 0%).
Battlefield Spellslinger, Improved [General]You have taken your armored spellcasting skill one step further.Faction: Doomguard.Prerequisite: Concentration 9 ranks, Armor Proficiency (light, medium), battlefield Spellslinger, Sinker SwordsmanshipBenefit: The arcane spell failure chance resulting from worn armor or shields is reduced by 20% (to a minimum of 0%). This overlaps (does not stack) with the decrease provided by the Battlefield Spellslinger feat.
Chain Expertise [Tactical*]A warrior's chain comes to life in your skilled hands.Faction: Doomguard.Prerequisite: Int 13, Combat Expertise, Exotic Weapon Proficiency (chain or spiked chain), Improved Disarm, Improved Trip, Weapon Finesse, Weapon Focus (chain or spiked chain), BAB +6Benefit: The Chain Expertise feat enables the use of three tactical maneuvers:Chain Grab: To use this maneuver, you must threaten a critical hit on a flat-footed creature up to one size category larger than you. Regardless of whether you confirm the critical or not, you can make a grapple check as a free action. If you succeed, the opponent is considered grappled, even though you didn't move into his space. While grappling this way, you can attack with the chain at no penalty, as if it were a light weapon. If you choose to "pin" your opponent, he can still move in your general direction, but cannot increase the distance between you. If he moves into your space, further grappling is resolved normally, without the use of the chain. If the opponent is still at a distance when he breaks free, he can choose to keep hold of the chain, preventing you from moving away, but he cannot grapple you or attack you using the chain.Chain Shield: This is less of a maneuver and more of a defensive stance. As a move action, you can wrap one end of the chain around you forearm to gain a +2 shield bonus to AC. This reduces the effective reach of your chain to 5 ft., and applies a -2 armor penalty to your skill checks. Chain Tug: To use this maneuver, you must disarm an opponent standing at least 10 ft. of you. If the disarm attempt succeeds, you automatically gain a free trip attempt, pulling sharply the limb which was holding the weapon. If the trip attempt succeeds, both the opponent and his weapon land in the square between you and the opponent's previous location; getting up and picking up the weapon are two separate move actions.* see Complete Warrior for more information on Style feats.
Channel Destruction [Divine; Faction-Dependent]Your Entropy-oriented beliefs have improved your smiting power.Faction: Doomguard. Prerequisite: Ability to turn or rebuke undead, access to the Destruction domainBenefit: You can spend one of your turn or rebuke undead attempts to gain an additional daily use of the smite power provided by your Destruction domain. Additionally, each time you use the smite power, the melee attack counts as a chaos-aligned adamantine weapon for the purpose of bypassing damage reduction.Normal: The supernatural smite ability provided by the Destruction domain can be used on one melee attack per day, granting a +4 attack bonus and a damage bonus equal to your cleric level.
Doomlord’s Embrace [Style*]You are an expert in a dual-wielding style that has been a trademark of the most dangerous Doomlord warriors throughout the past centuries.Faction: Doomguard.Prerequisite: Str 13, Dex 15, Dodge, Mobility, Power Attack, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, rapier, or scimitar), Weapon Focus (dagger, kama, katar, kukri, siangham, or short sword).Benefit: While wielding the "longblade" and the "shortblade" with which you have Weapon Focus (see prerequisites) at the same time, any time you score a critical hit with the primary weapon, you throw the opponent off-balance and deftly draw him onto your secondary weapon. The opponent is flat-footed against the attack with the secondary weapon, and this attack is automatically considered a critical threat.* see Complete Warrior for more information on Style feats.
Entropic Healing [General; Faction-Dependent]You can steal negative energy from undead to heal yourself.Faction: Doomguard.Prerequisite: Destruction Embraced, ability to rebuke undead.Benefit: As a standard action, you touch an undead creature and drain the negative energies that sustain it. The creature must be either willing, or awed/controlled by you. You heal an amount of damage equal to 1/3 the undead creature's current hit points, and the undead is instantly destroyed (the remaining two thirds of its hit points lost in a sacrifice to Entropy). Special: You need not attempt a saving throw or a spell resistance check against this healing effect (as your Destruction Embraced feat would otherwise suggest), since it does not use positive energy, but converts negative energy to remedy your wounds.
Go For the Eyes [General]You've added a blinding attack to your arsenal of dirty combat tricks.Faction: Doomguard.Prerequisite: Weapon Finesse, Weapon Focus (any light weapon), BAB +4, sneak attack +3d6Benefit: When you make a melee sneak attack, you can exchange 2d6 points of bonus damage for a chance to make a blinding attack. The opponent is allowed a Reflex save to negate this attack (DC equal to your total attack roll), but if he fails, he suffers severe eye damage which permanently blinds him. Theoretically, this attack can affect any corporeal creature, even those normally immune to critical hits (and sneak attack damage), but the GM may rule that some creatures are immune to this attack, such as those with no eyes (skeletons, grimlocks), with many eyes (beholders), or creatures whose visual organs are beyond your melee reach (most dragons).
Revenge of the Needle [Style*]You are proficient in the defensive style used by many Sinker duelists.Faction: DoomguardPrerequisite: Dex 13, Int 13, Combat Expertise, Dodge, Weapon Finesse, Weapon Focus (rapier)Benefit: If you do not move (other than making a 5-ft. step) while wielding a rapier and using Combat Expertise, you gain an attack of opportunity whenever an opponent misses you in melee by 4 points or more, and the opponent is flat-footed against this attack. You can make only one such attack of opportunity per opponent in a round, even if you have the Combat Reflexes feat. Although you are restricted from actual movement, you can still take a move action and gain the benefits of this feat.* see Complete Warrior for more information on Style feats.
I love these. All of these. Especially the Tactical ones. I may have to start begging for my DM to allow Doomlord's Embrace in non-Planescape campaigns. Sweet Cadence is that ever cool! Please please please continue with these feats.