More Belief
More Belief: Dustmen, Free League, Transcendent Order
Back when I ran Planescape with my new Belief system, my players with "minor factions wanted more out of their beliefs! So, I expanded their factions, giving them major versions to round them out. These have also been adjusted with playtest and player feedback, and update and replace the previous versions of these factions.
These rules are based on the Belief alternate faction system, which utilizes the Bloodline rules from Unearthed Arcana, and are an expansion to the aforementioned factions.
As detailed in : Plugin <em></em> Not Found
"Major" Factions
Dustmen
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Knowledge (religion) checks |
2nd | - | +2 on Knowledge (religion) checks | Dead Truce |
3rd | - | - | Intelligence +1 |
4th | +2 on Knowledge (religion) checks | Dead Truce* | Deathwatch 1/day |
5th | - | - | Dead Affinity +2 |
6th | - | Intelligence +1 | +2 on saves against Necromancy effects |
7th | - | - | +2 on Heal checks |
8th | Dead Truce* | Deathwatch 1/day | Rebuke Undead |
9th | - | - | Wisdom +1 |
10th | - | Dead Affinity +2 | Negative Energy Ward |
11th | - | - | Dead Affinity +4 |
12th | Intelligence +1 | +2 on saves against Necromancy effects | Corpsefriend |
13th | - | - | +2 on Diplomacy checks |
14th | - | +2 on Heal checks | Iron Will |
15th | - | - | Charisma +1 |
16th | Deathwatch 1/day | Rebuke Undead | Create Undead 1/day |
17th | - | - | Dead Affinity +6 |
18th | - | Wisdom +1 | Toughness |
19th | - | - | +2 on Intimidation checks |
20th | Dead Affinity +2 | Negative Energy Ward | Negative Energy Immunity |
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.
Rebuke Undead (Su): The Dustman may Rebuke Undead as a cleric of 1/2 his character level. If he already has the Rebuke Undead ability (due to the Cleric class or otherwise), he may add +2 to his turning checks, and may use 1/2 his character level or his Cleric level for purposes of turning, whichever is higher.
Negative Energy Ward (Su): The Dustman gains a Negative Energy Resistance of 10, and gains +2 on saves against spells or effects involving negative energy. He may relinquish or resume this protection as a free action.
Corpsefriend: If an undead is about to attack the Dustman, the Dustman may make a Charisma check (DC 20). If this check succeeds, the undead may not attack that Dustman for 24 hours.
Negative Energy Immunity (Su): The Dustman is now immune to all attacks involving negative energy, including level drain, and may survive without harm in the negative energy plane. He may relinquish or resume this protection as a free action.Free LeagueCharacter Level | Minor | Intermediate | Major |
1st | - | - | +2 on Gather Information checks |
2nd | - | +2 on Gather Information checks | Iron Will |
3rd | - | - | Wisdom +1 |
4th | +2 on Gather Information checks | Iron Will | Free Will 1/day* |
5th | - | - | Indep Affinity +2 |
6th | - | Wisdom +1 | Bardic Knowledge |
7th | - | - | +2 on Sense Motive checks |
8th | Iron Will | Free Will 1/day | Free Will 2/day |
9th | - | - | Charisma +1 |
10th | - | Indep Affinity +2 | +2 on saves against Enchantments |
11th | - | - | Indep Affinity +4 |
12th | Wisdom +1 | Bardic Knowledge | Free Will 3/day |
13th | - | - | +2 on Escape Artist checks |
14th | - | +2 on Sense Motive checks | Lightning Reflexes |
15th | - | - | Dexterity +1 |
16th | Free Will 1/day | Free Will 2/day | Free Will 4/day |
17th | - | - | Indep Affinity +6 |
18th | - | Charisma +1 | +10 feet to base land speed. |
19th | - | - | +2 to Diplomacy checks |
20th | Indep Affinity +2 | +2 on saves against Enchantments | 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 Will save an indicated number of times per day after seeing the roll of the Will save (but before he sees the result). The Indep may not reroll more than once a roll, but may take the better of the two rolls.
Transcendent Order
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Concentration checks |
2nd | - | +2 on Concentration checks | Improved Initiative |
3rd | - | - | Dexterity +1 |
4th | +2 on Concentration checks | Improved Initiative | Trance 1/day |
5th | - | - | Cipher Affinity +2 |
6th | - | Dexterity +1 | +2 on saves against mind-affecting effects |
7th | - | - | +2 on Jump checks |
8th | Improved Initiative | Trance* | Trance 2/day* |
9th | - | - | Wisdom +1 |
10th | - | Cipher Affinity +2 | Improved Trance |
11th | - | - | Cipher Affinity +4 |
12th | Dexterity +1 | +2 on saves against mind-affecting effects | Trance 3/day |
13th | - | - | +2 on Diplomacy checks |
14th | - | +2 on Jump checks | Athletic |
15th | - | - | Charisma +1 |
16th | Trance* | Trance 2/day | Trance 4/day |
17th | - | - | Cipher Affinity +6 |
18th | - | Wisdom +1 | Instant Trance |
19th | - | - | +2 on Listen checks |
20th | Cipher Affinity +2 | Improved Trance | Greater Trance |
Cipher 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.
Trance: The Cipher may enter a trance the indicated number of times per day as a free action. The Cipher gains +4 to Dexterity for the duration of the trance, but may not delay or use the ready action. The trance lasts for a number of rounds equal to 3 + the Cipher's Wisdom modifier. The Cipher may not activate a trance state while in a rage, ki frenzy, berserk, or similiar state and vice versa. When a trance ends, the Cipher is dazed for the following round.
Improved Trance: As for trance, but you also gain +4 Wisdom and +4 Charisma while in the trance state. Note this increases the duration of the trance state.
Instant Trance: The Cipher may now activate a trance state upon rolling initiative.
Greater Trance: As for improved trance, but the bonus is now +6 rather than +4. Note this increases the duration of the trance state.