More Faction Feats: Fated

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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.

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 Fated faction. This is the fifth set out of sixteen planned (one per faction); the Bleaker, Cipher, Doomguard, and Dustmen feats were posted earlier.

Feat Prerequisite
Convincing Bargainer Cha 13
Ego-Health Self-Reliance, Self-Sufficient, Heal 6 ranks
Ego-Trip Cha 19, Planar Knack (Transitive), Knowledge (the planes) 10 ranks
No Hesitation Cha 13, Improved Initiative
No Weakness Endurance
Pry the Dark Sense Motive 4 ranks
Self-Caster -
Uncanny Disarm Dex 15, base attack bonus +4
Vampiric Spell Any other metamagic feat, ability to cast necromancy spells

Convincing Bargainer [General]You're no body's cony. Even a mercane would have a hard time peeling you for jink.Faction: Fated, Free League.Prerequisite: Cha 13.Benefit: You have a +2 bonus on Appraise, Intimidate, and Sense Motive checks while negotiating an exchange of goods or services (buying, selling, bartering, hiring, etc.)

Ego-Health [General, Faction-Dependent]Who needs priests and potions? You can will yourself to health, eventually.Faction: Fated.Prerequisite: Self-Reliance, Self-Sufficient, Heal 6 ranksBenefit: You naturally heal 1 hit point per minute, but you must resist any spell or effect cast upon you, including beneficient (cure wounds) or harmless (bull's strength) spells, always attempting a saving throw and using spell resistance if possible.

Ego-Trip [General, Faction-Dependent]Look inward to open the gates to Elsewhere.Faction: Fated.Prerequisite: Cha 19, Planar Knack (Transitive), Knowledge (the planes) 10 ranksBenefit: Once per day, by spending 10 minutes in undisturbed concentration, you can project your spirit-self into the Silver Void. This effect works just like the astral projection spell (caster level equals your character level), with a couple of important differences. First, you can only project your own astral form, and not those of other willing creatures.Second, while you are on the Astral, your body is not left in a state of suspended animation, but ages, hungers, and thirsts normally.This is a supernatural ability.

No Hesitation [General]Gaining a head start on the common berks allows you a significant advantage.Faction: Ciphers, Fated.Prerequisite: Cha 13, Improved Initiative.Benefit: In a surprise round, you can apply your Charisma modifier to your attack rolls and Armor Class, in addition to the usual ability modifiers.

No Weakness [General, Faction-Dependent]You resist effects that would steal your life force and physical strength.Faction: Fated.Prerequisite: Endurance.Benefit: All Strength and Constitution damage that you take is automatically halved (to a minimum of 1 point). This does not apply to ability drain.

Pry the Dark [General]You take secrets from others as easily as a tanar'ri takes lives.Faction: Fated, Fraternity of Order.Prerequisite: Sense Motive 4 ranks.Benefit: You can apply your Charisma modifier to Sense Motive checks, in addition to the Wisdom modifier. Also, once per day, you can add your character level to a single Sense Motive check as an insight bonus.

Self-Caster [General]You rarely bother casting beneficent spells on others, nor do you rely on allies to enspell you.Faction: Fated.Benefit: Your effective caster level is increased by +1 for all spells that target only yourself (and your familiar, if any).

Uncanny Disarm [General]You can wrest your opponent's weapon from his hand with style and finesse.Faction: Fated.Prerequisite: Dex 15, base attack bonus +4.Benefit: When attempting to disarm a foe, you do not provoke an attack of opportunity, nor do you take a penalty on the opposed roll for using a light weapon. If you successfully disarm your opponent and you have at least one hand free, you catch the weapon.Normal: Disarm attempts normally provoke attacks of opportunity, the wielder of a light weapon takes a -4 penalty on the disarm roll, and to catch the weapon he must be unarmed.

Vampiric Spell [Metamagic]The drain that your spells inflict does not go to waste.Faction: Fated.Prerequisite: Any other metamagic feat, ability to cast necromancy spells.Benefit: This metamagic feat can only be applied to spells that deal ability damage, ability drain, or energy drain. A spell affected by this metamagic heals you of 5 hit points for every 1 ability point damaged or drained, or negative level inflicted. You gain any excess healing as temporary hit points. A vampiric spell uses up a spell slot one level higher than the spell’s actual level.

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