Belief: An Alternate Faction System

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Beliefs

The in the Planescape setting, there are a number of philosophies attempting to influence the multiverse. While not quite an occupation like a class, they're a bit more potent than your normal feat might represent. Thusly, the concept of bloodlines from Unearthed Arcana has been adopted in order to better represent them.

Unlike bloodlines, however, anybody can join a faction given the proper alignment and the will to believe. Many factions have entrance requirements of their own, which vary from exacting to lax. Ultimately, they're a mindset, one backed up by hordes of like-minded individuals. Get enough people together, and belief can grant remarkable abilities.

Belief is defined by the particular faction one joins and the strength of belief in that faction. There are three strengths of belief - minor, intermediate, and major. All true sects and factions have at least a minor belief. This represents somebody that believes, but isn't necessarily willing to stick their neck out for that belief. Alternately, it might represent a sect that has yet to truly make a mark on the multiverse, limiting the power that can be gained from such a viewpoint. Thusly, the belief abilities they gain are relatively minor, and develop very slowly. Major sects and all factions also have a intermediate belief, which represents those that truly believe in the faction. Alternately, it also represents factions that have had only a moderate impact on the multiverse. Major factions, finally, also have a major belief. Those with a major belief tend to be defined by their faction, and their faction has left a rather potent mark on the planes. The "strength" of a faction doesn't necessarily make its believers stronger or weaker, but instead represents the amount a person can derive from it. As times change, the power of various factions waxes and wanes. Similarly, a "minor" faction is perfectly capable of besting a "major" faction, and by no way represents the strength of the organization or its members (though major factions tend to have more dedicated members).

A character may start with a belief of any faction and strength. Since the power granted by belief is slow, this is paid out gradually at certain levels during the character's career. At certain levels, the character must take a level of "belief" in order to support his abilities, as indicated on the table below. If he fails to take this level, he gains a 20% XP penalty and does not gain any further belief abilities. As soon as he takes the required belief level(s), however, he regains all the abilities he would due to his level.

Over the course of his advancement, a character may join a faction freely at any time prior to 12th level. If his level is 1st or 2nd, he may take any level of belief freely. If his level is 5th or less, he may take a minor or intermediate level of belief freely. If his level is 11th or less, he may take a minor level of belief freely. He must still take any future levels of belief required by the belief, however, just as a starting character would. If the character works towards honing his belief further after he would normally take a given belief level, every level he takes increases the strength of his belief by one step - from minor to intermediate, or from intermediate to major.

Belief Table

Belief Strength

Belief Level

Minor

Intermediate

Major

1st

12th

6th

3rd

2nd

n/a

12th

6th

3rd

n/a

n/a

12th

A belief level grants no increase in base attack bonus, base saving throws, hit dice or hit points, skill points, class features, spells known, or spells per day. However, it is added to classes for purposes of level-based abilities such as smite evil, bardic knowledge, or spellcaster level, and does not incur any penalties for multiclassing. It also increases one's skill rank maximums (as a level with no class skills).

A faction grants belief traits as per the tables below at the indicated levels. The traits are determined by the faction and the belief strength, with the following qualifiers.

  • An attribute bonus (such as Wisdom +1) is a permanent +1 increase to the ability score.
  • A skill bonus grants +2 on checks regarding a certain skill.
  • If you already have a bonus feat granted by a belief, you may instead select any feat you qualify for in its place.
  • There are various special traits, some of which are like racial abilities (such as Darkvision 60'), spell-like abilities, class features, or traits unique to that belief. If the trait is new, it is described below the table.

The Major Factions

Athar

Character Level

Minor

Intermediate

Major

1st

-

-

+2 on Knowledge (religion) checks

2nd

-

+2 on Knowledge (religion) checks

+1 on saves against divine spells

3rd

-

-

Charisma +1

4th

+2 on Knowledge (religion) checks

+1 on saves against divine spells

Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest.

5th

-

-

Lost Affinity +2

6th

-

Charisma +1

Persuasive

7th

-

-

+2 on Use Magic Device checks

8th

+1 on saves against divine spells

Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest.

Dismissal 1/day

9th

-

-

Wisdom +1

10th

-

Lost Affinity +2

Nondetection 1/day

11th

-

-

Lost Affinity +4

12th

Charisma +1

Persuasive

+2 on saves against divine spells

13th

-

-

+2 on Hide checks

14th

-

+2 on Use Magic Device checks

Banishment 1/day*

15th

-

-

Constitution +1

16th

Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest.

Dismissal 1/day

Iron Will

17th

-

-

Lost Affinity +6

18th

-

Wisdom +1

+2 on saves against divine spells

19th

-

-

+2 on Move Silently checks

20th

Lost Affinity +2

Nondetection 1/day

Nondetection at will

* This replaces dismissal 1/day.

Lost Affinity: The Lost gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Athar members.

Doomguard

Character Level

Minor

Intermediate

Major

1st

-

-

+2 on Disable Device checks

2nd

-

+2 on Disable Device checks

Weapon Focus (any one sword type)

3rd

-

-

Strength +1

4th

+2 on Disable Device checks

Weapon Focus (any one sword type)

Sift

5th

-

-

Sinker Affinity +2

6th

-

Strength +1

Entropy Blow 1/day

7th

-

-

+2 on Search checks

8th

Weapon Focus (any one sword type)

Sift

Power Attack

9th

-

-

Dexterity +1

10th

-

Sinker Affinity +2

Improved Sift

11th

-

-

Sinker Affinity +4

12th

Strength +1

Entropy Blow 1/day

Entropy Blow 2/day

13th

-

-

+2 on Craft (weaponsmithing) checks

14th

-

+2 on Spot checks

Weapon Specialization (any one sword type)

15th

-

-

Intelligence +1

16th

Sift

Power Attack

Disentegrate 1/day

17th

-

-

Sinker Affinity +6

18th

-

Dexterity +1

Entropy Blow 3/day

19th

-

-

+2 on Craft (armorsmithing) checks

20th

Sinker Affinity +2

Improved Sift

Improved Entropy Blow

Sinker Affinity: The Sinker gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Doomguard members.

Sift (Su): The Sinker can take a full-round action (that provokes attacks of opportunity) to make physical contact with a destroyed object or dead creature, and automatically tell what caused the object to break apart or die, down to the type of damage and what sort of implement or spell was used to inflict the final blow (though not the specific object or creature that inflicted it). For example, it may be possible to discover that "greatsword" or "bite attack" or "magic missle" inflicted the damage, but not the specific blade, species of creature, or spellcasting method. If the destruction was magical in nature, a Spellcraft check is required to identify the spell as if the Sinker was witnessing the spell or ability in question. This is a supernatural divination ability.

Entropy Blow (Su): The sinker can declare any attack an entropy blow a the indicated number of times per day. When performing an entropy blow, the sinker subtracts a number from 1 to 5 from his attack. If the attack hits, he then inflicts the same number in points of temporary Constitution damage. This number may not be more than his base attack bonus.

Improved Sift (Su): When using the sift ability, the Sinker can discover more about a destroyed object or dead creature. The amount of information he can glean is shown below:

  • 1st round: As listed for sift, above.
  • 2nd round: General type of creature (humanoid, dragon, outsider) or item (weapon, furniture, barrier) prior to death / destruction.
  • 3rd round: Exact type of creature (goblin, blue dragon, red slaad) or item (longspear, chair, fence), prior to death / destruction.
  • 4th round: Glimpse of creature's or object's form just before death / destruction.
  • 5th round: General length of time since the creature or object was killed / destroyed (seconds, minutes, hours, days, months, years, decades, etc.)

Improved Entropy Blow (Su): As for entropy blow (above), but the number may be between 1 and 10 rather than 1 and 5.

Fated

Character Level

Minor

Intermediate

Major

1st

-

-

+2 on Sleight of Hand checks

2nd

-

+2 on Sleight of Hand checks

Iron Will

3rd

-

-

Intelligence +1

4th

+2 on Sleight of Hand checks

Iron Will

Self-Reliance I

5th

-

-

Heartless Affinity +2

6th

-

Intelligence +1

Planar Terrain Mastery

7th

-

-

+2 on Survival checks

8th

Iron Will

Self Reliance I

Great Fortitude

9th

-

-

Dexterity +1

10th

-

Heartless Affinity +2

Self-Reliance II

11th

-

-

Heartless Affinity +4

12th

Intelligence +1

Planar Terrain Mastery

Planar Terrain Mastery

13th

-

-

+2 on Bluff checks

14th

-

+2 on Survival checks

Lightning Reflexes

15th

-

-

Charisma +1

16th

Self Reliance I

Great Fortitude

Self-Reliance III

17th

-

-

Heartless Affinity +6

18th

-

Dexterity +1

Planar Terrain Mastery

19th

-

-

+2 on Knowledge (the planes) checks

20th

Heartless Affinity +2

Self-Reliance II

Self-Reliance IV

Heartless Affinity: The Heartless gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Fated members.

Self-Reliance: The Heartless chooses a single skill for each iteration of Self-Reliance. This skill is thereafter considered a class skill for the Heartless, regardless of the character's current class. Furthermore, the character gains an additional 4 skill points for this level.

Planar Terrain Mastery: This functions as the Horizon Walker class feature of the same name.

Harmonium

Character Level

Minor

Intermediate

Major

1st

-

-

+2 on Intimidation checks

2nd

-

+2 on Intimidation checks

Weapon Focus

3rd

-

-

Constitution +1

4th

+2 on Intimidation checks

Weapon Focus

Command 1/day

5th

-

-

Hardhead Affinity +2

6th

-

Constitution +1

+2 on saves against compulsion and fear effects

7th

-

-

+2 on Spot checks

8th

Weapon Focus

Command 1/day

Harmony

9th

-

-

Strength +1

10th

-

Hardhead Affinity +2

Greater Command 1/day*

11th

-

-

Hardhead Affinity +4

12th

Constitution +1

+2 on saves against complusion effects

Immunity to fear effects

13th

-

-

+2 on Diplomacy checks

14th

-

+2 on Spot checks

Leadership

15th

-

-

Charisma +1

16th

Command 1/day

Harmony

Inspiring Leadership

17th

-

-

Hardhead Affinity +6

18th

-

Strength +1

Immunity to compulsion effects

19th

-

-

+2 on Perform (oratory) checks

20th

Hardhead Affinity +2

Greater Command 1/day

Conductor

* This replaces command 1/day.

Hardhead Affinity: The Hardhead gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Harmonium members.

Harmony: The harmonium member gains +4 on attack rolls when flanking another target, and also grants +4 when using the aid another action. This replaces the normal +2 granted by either flanking or aid another.

Inspiring Leadership: All followers of the hardhead gain a +2 morale bonus against compulsion and fear effects, and +1 morale bonus to attack and damage rolls while within 100 ft. of the hardhead.

Conductor: The hardhead grants an cumulative +2 bonus to anybody else flanking another target along with him, and gains +4 when others use the aid another action to assist him.

Revolutionary League

Character Level

Minor

Intermediate

Major

1st

-

-

+2 on Disguise checks

2nd

-

+2 on Disguise checks

Stealthy

3rd

-

-

Dexterity +1

4th

+2 on Disguise checks

Stealthy

Faction Disguise

5th

-

-

Anarchist Affinity +2

6th

-

Dexterity +1

Sneak Attack +1d6

7th

-

-

+2 on Forgery checks

8th

Stealthy

Faction Disguise

Secret Message

9th

-

-

Intelligence +1

10th

-

Anarchist Affinity +2

Disguise Self 1/day

11th

-

-

Anarchist Affinity +4

12th

Dexterity +1

Sneak Attack +1d6

Sneak Attack +2d6

13th

-

-

+2 on Knowledge (factions & guilds) checks

14th

-

+2 on Forgery checks

Nimble Fingers

15th

-

-

Constitution +1

16th

Faction Disguise

Secret Message

Deft Hands

17th

-

-

Anarchist Affinity +6

18th

-

Wisdom +1

Sneak Attack +3d6

19th

-

-

+2 on Climb checks

20th

Anarchist Affinity +2

Disguise Self 1/day

Disguise Self at will

Anarchist Affinity: The Anarchist gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Revolutionary League members.

Faction Disguise: The Anarchist gains a +5 circumstance bonus on Disguise checks when trying to disguise oneself as a member of another faction (not a specific member, just a general member).

Secret Message: The Anarchist gains a +5 circumstance bonus on Bluff checks when trying to deliver a secret message to a fellow member of the Revolutionary League.

Sneak Attack: This functions as the rogue class feature of the same name, and stacks with the Sneak Attack ability gained from any class.

Fraternity of Order

Character Level

Minor

Intermediate

Major

1st

-

-

+2 on Knowledge (any one) checks

2nd

-

+2 on Knowledge (any one) checks

Skill Focus

3rd

-

-

Intelligence +1

4th

+2 on Knowledge (any one) checks

Skill Focus

Comprehend Languages 1/day

5th

-

-

Guvner Affinity +2

6th

-

Intelligence +1

Probability Manipulation

7th

-

-

+2 on Bluff checks

8th

Skill Focus

Comprehend Languages 1/day

One Loophole

9th

-

-

Wisdom +1

10th

-

Guvner Affinity +2

Minor Creation 1/day

11th

-

-

Guvner Affinity +4

12th

Intelligence +1

Probability Manipulation

Two Loopholes

13th

-

-

+2 on Decipher Script checks

14th

-

+2 on Bluff checks

Skill Focus

15th

-

-

Charisma +1

16th

Command 1/day

One Loophole

Three Loopholes

17th

-

-

Guvner Affinity +6

18th

-

Wisdom +1

Major Creation 1/day*

19th

-

-

+2 on Use Magic Device checks

20th

Hardhead Affinity +2

Minor Creation 1/day

Four Loopholes

* This replaces minor creation 1/day.

Guvner Affinity: The Guvner gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Fraternity of Order members.

Probability Manipulation: Once per day, the Guvner may alter any roll by +2 or -2.

Loophole: The Guvner can study and research loopholes. A loophole is a temporary spell-like ability. To gain a loophole, he must research it for a number of weeks equal to the level of the arcane spell, expend 1,000 gold per week of research, and make a successful Knowledge (arcana) check against DC 15 + spell level. Success allows the Guvner to duplicate the spell as a spell-like ability. The DM rolls 1d4-2 + (the Guvner's Intelligence modifier). The result is the number of times the spell-like ability can be used before being exhausted. When a loophole spell-like ability is exhausted, the Guvner may research a new one in its place, but may never duplicate the same spell more than once. In addition, he may never research a loophole of a spell level greater than his total level /2, or have more than the indicated number of loophole spell-like abilities at one time.

Xaositects

Character Level

Minor

Intermediate

Major

1st

-

-

+2 on Search checks

2nd

-

+2 on Search checks

Scramblespeak

3rd

-

-

Dexterity +1

4th

+2 on Search checks

Scramblespeak

Lesser Confusion 1/day

5th

-

-

Chaosman Affinity +2

6th

-

Dexterity +1

Nondetection 1/day

7th

-

-

+2 on Bluff checks

8th

Scramblespeak

Lesser Confusion 1/day

Finder

9th

-

-

Charisma +1

10th

-

Chaosman Affinity +2

Confusion 1/day*

11th

-

-

Chaosman Affinity +4

12th

Dexterity +1

Nondetection 1/day

Wonder 1/day

13th

-

-

+2 on Disable Device checks

14th

-

+2 on Bluff checks

Locate Object 3/day

15th

-

-

Wisdom +1

16th

Babble 1/day

Finder

Wonder 2/day

17th

-

-

Chaosman Affinity +6

18th

-

Charisma +1

Lightning Reflexes

19th

-

-

+2 on Decipher Script checks

20th

Chaosman Affinity +2

Confusion 1/day

Wonder 3/day

* This replaces Lesser Confusion 1/day.

Chaosman Affinity: The Chaosman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Xaositect members.

Scramblespeak: The Chaosman gains a +5 circumstance bonus on Bluff checks when trying to deliver a secret message to a fellow member of the Xaositects.

Finder: The Xaositect automatically gets a Search check to notice unattended items within 5', even if they are concealed or hidden.

Wonder: You gain the ability to duplicate the effect of a rod of wonder the indicated number of times per day. The DM is encouraged to come up with new and bizarre effects to add to the randomized list, within reason.

The Minor Factions

Bleak Cabal

Character Level

Minor

Intermediate

2nd

-

+2 on Heal checks

4th

+2 on Heal checks

+2 on all saves against Complusion and Telepathy effects

6th

-

Charisma +1

8th

+2 on all saves against Complusion and Telepathy effects

Absorb Madness

10th

-

Bleaker Affinity +2

12th

Charisma +1

Beneficience of Sigil

14th

-

+2 on Diplomacy checks

16th

Absorb Madness

Immunity to Telepathy

18th

-

Wisdom +1

20th

Bleaker Affinity +2

Immunity to Complusion

Absorb Madness (Su): Once a day, a Bleaker may attempt to absorb any mind-affecting effect currently afflicting a character. Doing so requires a successful touch attack, and the afflicted person may make a save (harmless, Will DC 10 + 1/2 the Bleaker's level + the Bleaker's Charisma modifier) to resist it. If successful, the Bleaker suffers the mind-affecting ability for the remainder of its duration. This may also be used to remove more permanent madnesses by performing eight hours of treatment and a successful Heal check (typically DC 15, but more for pervasive madnesses). This treatment will heal such madness permanently, but the Bleaker suffers the same madness for 1d4 days afterwards. This may not be used to cure madness that is the result of a class feature, spell domain, or racial trait.

Bleaker Affinity: The Bleaker gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Bleak Cabal Members.

Beneficience of Sigil: The Bleaker gains a +5 competence bonus on Diplomacy checks when interacting with a Sigil native or citizen.

Dustmen

Character Level

Minor

Intermediate

2nd

-

+2 on Knowledge (religion) checks

4th

+2 on Knowledge (religion) checks

Dead Truce

6th

-

Intelligence +1

8th

Dead Truce

Lesser Rebuke Undead

10th

-

Dead Affinity +2

12th

Intelligence +1

Deathwatch at will

14th

-

+2 on Heal checks

16th

Lesser Rebuke Undead

+2 on saves against Necromancy and Death effects

18th

-

Wisdom +1

20th

Dead Affinity +2

Rebuke Undead

Dead Truce (Su): Dustmen will not be attacked by undead, due to an age-old pact known as the Dead Truce. Any undead creature attacked by a Dustman, however, is freed from the truce concerning that particular Dustman. The same is true if a Dustman actively aids somebody attacking an undead creature. The undead may attack the dustman's companions normally - just not the Dustman.

Dead Affinity: The Dustman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Dustmen.

Lesser Rebuke Undead (Su): The Dustman may Rebuke Undead as a cleric of their character level three times per day. If they already have rebuke undead as a class feature, they may use their character level for checks or add +1 to their level for purposes of rebuke checks.

Rebuke Undead (Su): The Dustman may Rebuke Undead as a cleric of their character level three times per day plus their charisma modifier. If they already have rebuke undead as a class feature, they may use their character level for checks or add +2 to their level for purposes of rebuke checks. This replaces lesser rebuke undead.

Free League

Character Level

Minor

Intermediate

2nd

-

+2 on Gather Information checks

4th

+2 on Gather Information checks

Iron Will

6th

-

Charisma +1

8th

Iron Will

+2 on saves against Enchantments

10th

-

Indep Affinity +2

12th

Charisma +1

Free Will

14th

-

+2 on Sense Motive checks

16th

+2 on saves against Enchantments

Lightning Reflexes

18th

-

Intelligence +1

20th

Indep Affinity +2

Immunity to Enchantment effects

Indep Affinity: The Indep gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Free League.

Free Will: The Indep may reroll any failed Will save once a day. The Indep may not reroll more than once a roll, but may take the better of the two rolls.

Society of Sensation

Character Level

Minor

Intermediate

2nd

-

+2 on Spot checks

4th

+2 on Sense Motive checks

Darkvision 60'

6th

-

Wisdom +1

8th

Darkvision 60'

Bardic Knowledge

10th

-

Sensate Affinity +2

12th

Wisdom +1

Sensory Touch

14th

-

+2 on Listen checks

16th

Bardic Knowledge

Investigator

18th

-

Charisma +1

20th

Sensate Affinity +2

Scent

Sensate Affinity: The Sensate gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Society of Sensation members.

Darkvision 60': If the Sensate already has the darkvision ability from another source (race or class), increase the range of the darkvision by 60'.

Sensory Touch (Su): The Sensate may heal another's wounds by performing a sensory touch once per day. This heals the victim of 1d8+the Sensate's Charisma modifier in hit points, but inflicts the same amount on the Sensate.

Bardic Knowledge: The Sensate gains the Bardic Knowledge ability (as the Bard class feature) usable as if she were a bard of her character level. If she already has the Bardic Knowledge ability, she may add a +2 bonus to her Bardic Knowledge checks, or use her character level instead of her bard level.

Scent: If the Sensate already has the scent ability from another source (race or class), add +4 to all Survival checks made concerning scent.

Transcendent Order

Character Level

Minor

Intermediate

2nd

-

+2 on Concentration checks

4th

+2 on Concentration checks

Improved Initiative

6th

-

Dexterity +1

8th

Improved Initiative

Trance +1

10th

-

Cipher Affinity +2

12th

Dexterity +1

Athletic

14th

-

+2 on Jump checks

16th

Trance +1

Trance +2

18th

-

Wisdom +1

20th

Cipher Affinity +2

Trance +3

Cipher Affinity: The Cipher gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Transcendent Order.

Trance: This grants the Cipher the listed bonus on all saves against mind-affecting effects, and allows the Cipher ignore a number of status conditions at any one time equal to the bonus when they are inflicted. So, for example, if a Cipher with Trance +2 is stunned, fatigued, and shaken, he may ignore being stunned and shaken, stunned and fatigued, or fatigued and shaken for purposes of acting. Status effects that are cumulative count as multiple status effects for purposes of ignoring them - for example, panicked counts as both panicked and frighened. This ability may not ignore status conditions that prevent one from acting entirely (such as unconscious or petrified), and does not heal the status condition - it merely negates it.

The New Factions

Mind's Eye

Character Level

Minor

Intermediate

2nd

-

+2 on Survival checks

4th

+2 on Survival checks

+2 on saves against Illusion effects

6th

-

Wisdom +1

8th

+2 on saves against Illusion effects

Remove Fear 3/day

10th

-

Seeker Affinity +2

12th

Wisdom +1

Direction Sense

14th

-

+2 on Search checks

16th

Remove Fear 3/day

Alertness

18th

-

Wisdom +1

20th

Seeker Affinity +2

Immunity to Illusions

Seeker Affinity: The Seeker gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Mind's Eye.

Direction Sense: This grants the Seeker a +5 competence bonus whenever using the Survival skill to keep from getting lost.

Sodkillers

Character Level

Minor

Intermediate

2nd

-

+2 on Intimidation checks

4th

+2 on Intimidation checks

Power Attack

6th

-

Strength +1

8th

Power Attack

Align Weapon 1/day

10th

-

Sellsword Affinity +2

12th

Strength +1

Greater Magic Weapon 1/day

14th

-

+2 on Bluff checks

16th

Align Weapon 1/day

Cleave

18th

-

Constitution +1

20th

Sellsword Affinity +2

Killing Blow

Sellsword Affinity: The Sellsword gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Sodkillers.

Killing Blow: When gaining an extra attack due to the Cleave or Great Cleave feat, the Sellsword may apply it to any creature in striking distance, rather than just another creature. The Sellsword cannot gain another attack from Great Cleave if he applies it to the same creature he applied his initial attack to (the attack that dropped the creature).

Sons of Mercy

Character Level

Minor

Intermediate

2nd

-

+2 on Diplomacy checks

4th

+2 on Diplomacy checks

Smite Evil 1/day

6th

-

Constitution +1

8th

Subduing Strike*

Discern Lies 1/day

10th

-

Martyr Affinity +2

12th

Constitution +1

Subduing Strike*

14th

-

+2 on Heal checks

16th

Discern Lies 1/day

Smite Evil 2/day

18th

-

Wisdom +1

20th

Martyr Affinity +2

Immune to Evil and Corrupt Spells

* If you don't have access to Book of Exalted Deeds, replace with Combat Expertise

Martyr Affinity: The Martyr gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Sons of Mercy.

Smite Evil: This functions as the Martyr is a paladin of her character level.

The Fallen Factions

Believers of the Source

Character Level

Minor

Intermediate

2nd

-

+2 on Diplomacy checks

4th

+2 on Diplomacy checks

Endurance

6th

-

Charisma +1

8th

Endurance

Planar Affinity +1

10th

-

Godsman Affinity +2

12th

Charisma +1

Skill Focus

14th

-

+2 on Bluff checks

16th

Planar Affinity +1

Planar Affinity +2

18th

-

Constitution +1

20th

Godsman Affinity +2

Planar Friend

Planar Affinity: The Godsman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with all planar creatures (anything not from the Prime Material Plane).

Godsman Affinity: The Godsman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Believers of the Source.

Planar Friend: The Godsman no longer suffers Charisma penalties due to a plane's alignment.

Mercykillers

Character Level

Minor

Intermediate

2nd

-

+2 on Knowledge (local) checks

4th

+2 on Knowledge (local) checks

Justice Blow 1/day

6th

-

Strength +1

8th

Track

Track

10th

-

Red Death Affinity +2

12th

Strength +1

Discern Lies 1/day

14th

-

+2 on Intimidation checks

16th

Justice Blow 1/day

Endurance

18th

-

Wisdom +1

20th

Red Death Affinity +2

Justice Blow 3/day

Red Death Affinity: The Mercykiller gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Red Death members.

Justice Blow: The Mercykiller can, a number of times per day, declare an attack of his a Justice Blow. He may add his Charisma modifier to the attack roll, and if he hits, the attack is considered a potential critical hit - roll again to confirm it. If the critical is not confirmed, the Justice Blow is wasted for the day. However, the Mercykiller then takes nonlethal damage equal to the damage of the critical hit.

Sign of One

Character Level

Minor

Intermediate

2nd

-

+2 on Concentration checks

4th

+2 on Concentration checks

+2 on saving throws against illusion

6th

-

Wisdom +1

8th

+2 on saving throws against illusion

Imagination 1/day

10th

-

Signer Affinity +2

12th

Charisma +1

Notice Illusion

14th

-

+2 on Knowledge (any one) checks

16th

Imagination 1/day

Imagination 2/day

18th

-

Intelligence +1

20th

Lost Affinity +2

Imagination 3/day

Signer Affinity: The Signer gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Sign of the One members.

Imagination (Sp): The Signer can attempt to mimic a single Sorcerer/Wizard spell of a spell level equal to quarter her character level or less as a full-round action the indicated number of times per day. To do this, she must roll 1d20 + your Charisma modifier against a DC equal to 11 + the spell's level. Success means she cast the spell as a spell-like ability, with the caster level equal to a Sorcerer of your level. Failure means the spell fails. If you roll a '1' on the failure, you also take temporary Constitution damage equal to twice the spell's level. This cannot be used to reproduce spells with a notable material component or XP component, and all spells duplicated by this feat must be castable as a standard action. Similarly, metamagic feats may not be used with this ability. If the Consitution damage slays the character, the Signer vanishes from existence, and a wish spell is required to restore her existence before she can be ressurected or raised.

Notice Illusion: The Signer always receives a saving throw against an illusion she witnesses.

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