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The Dustmen believe that Life is one big trick. Oh,
sure, you might think you're alive, but are you really? Isn't
life supposed to be about positive feelings and happiness? Sure it is,
but look at the world around you. It's filled with hate and sadness and
pain. What kind of life is that? The answer is that it isn't
one. The truth is that we're all already dead. The multiverse - even
the prime material worlds - are all where beings go after they
die. And these worlds are just shadows of the Life that came before.
Indeed, existence in the multiverse is a progression of
deaths. The Primes have just started out. Planars are a bit
further on, and petitioners are really close to the end. And then of
course there are the undead - beings who have been purged of the
passions and feelings that everyone has. Beings who have muted the pain
and anguish of this world. That's the goal, say the Dustmen: to purge yourself
of emotions, to wall out this existence. To become one of the True
Dead. To do that, one has to explore this so-called "life" to
it's fullest, and fully understand this state of existence before moving on,
up the ladder of Truth. Only in that way can one ever understand True
Death.
And what happens when you do that? The Dustmen don't
know. It may be that you reach a state of perfect non-existence, much like
the Nirvana that many primes believe in. A small sect of the Dustmen, called the Hopefuls, believe that
it means a return to True Life. But unfortunately for them, hope is an emotion, so
the Hopefuls rarely achieve True Death.
In Sigil, the Dustmen make the Mortuary their base, where they
dispose of most of Sigil's corpses. On the Outer Planes, they maintain a
stronghold on the Negative Energy Plane, though only their undead members can
easily visit it.
Death Touch [General,
Dustmen]
Dustmen endeavor to learn the secrets of Death... and to pass them on
to others.
Prerequisites: Membership in
the Dustmen
Benefit: You may use Death
Touch once per day as a Cleric of the same level. This effect is identical
to the Death domain ability in every way. If a Dustman has access to the Death
domain, then he gains it twice (essentially, he may use it twice per day).
Dead Truce
[General, Dustmen]
The Dead Truce is easily the Dustmen's most famous ability, allowing them to
coexist with the Undead.
Prerequisites: Membership in
the Dustmen
Benefit: No mindless
undead will attack a Dustman, unless magically commanded to do so. This pact
ends if the Dustman ever willfully attacks an undead creature or aids those the
undead are attacking. Free-willed undead, such as vampires, have their reactions
shifted one step towards friendly. The Dead Truce also allows a Dustman
to, once per day, rebuke undead as a evil cleric of the same level
Final Blow
[General, Dustmen]
The Dustmen believe that a body who dies should stay dead, and have
developed techniques to that end.
Benefit: Once per week,
a you may attempt a Final Blow as part of an attack. If the attack kills
the person you are attacking, that person may not be resurrected except through
casting a Wish or Miracle followed by a True Resurrection.
You must state your intention to use a Final Blow before any dice are
rolled. Failure to kill the target still uses your Final Blow for the
week. Regardless of whether the attack is with spells, weapons, ect, a
Final Blow is at least a full round action.
Dead Inside
[General, Dustmen]
By letting go of emotions, the Dead believe that they can achieve True Death
Prerequisites: Membership in
the Dustmen
Benefit: You gain a +4 bonus to
saves vs. fear and emotion affecting effects.
Breath of Dust
[General, Dustmen, Doomguard]
The Dustmen and Doomguard have learned to survive on
the planes so close to death and entropy
Prerequisite: Membership in the Doomguard or Dustmen, or is native to an
Inner Plane
Benefit: The character can breathe normally on any Negative
Quasi-Elemental Plane, or
in ash, dust, salt (not including salt water) or vacuum found elsewhere.
This does not confer the ability to move, resist damage, find sustenance,
etc.
Deathsense
[General, Dustmen]
Dustmen, so close to death themselves, know how to recognize it in
others.
Prerequisite: Membership in the Dustmen, or is undead or a
petitioner
Benefit: The character can use Deathwatch (as the spell, cast as a
sorcerer of the
caster's character level) three times per day.
Deathspeak [General, Dustmen]
Through their devotion to Death as a force, the
Dustmen can speak with a body even after his soul is gone.
Prerequisite: Deathsense feat, or is undead or a petitioner
Benefit: The character can Speak With Dead (as the spell, cast as a
sorcerer of the
caster's character level) three times per day.
Heal the Dead [General, Dustmen]
Dustmen learn to take care of their undead breathen.
Prerequisite: Membership in the Dustmen
Benefit: The character may heal an undead creature on touch three
times per day, as
though he had cast inflict light wounds (only functions on undead creatures;
as the spell, cast as a sorcerer of the caster's character level).
Undead Visage [General, Dustmen]
The Dustmen see the emotionless undead as something to emulate.
Prerequisite: Membership in the Dustmen, not undead
Benefit: The character can cause the skin and flesh of his body to
tighten and appear
desiccated; this ability takes one round of concentration to activate. So
long as the character's modified state is visible, he gains a +4 circumstance
bonus to Intimidate checks and a -2 circumstance penalty to Diplomacy checks;
these modifiers only apply to social intercourse with living non-Dustmen who
are not used to speaking with the dead/undead.
Special: The character possessing this feat may choose to have it be
permanently active when purchasing the feat.
Dust
Priest
Since time immemorable, the Dustmen have had a special
relationship with the undead. The average cutter knows that the Dead Truce
allows the Dustmen to coexist with the Undead, and control them to an extent.
But few know the real dark of it - that the Dead Truce goes much deeper than
that for those of the Dead that wish to explore it. Some Dustmen spend
their entire lives working to unlock the secrets of the Dead Truce: how it
works, and what power it gives them over the undead. Called Dust Priests,
they learn to command undead as few priests can ever hope to, and can control an
army of the undead that is equaled by none.
Class
Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
|
Special |
Spells per day/
Spells known |
1 |
+0 |
+0 |
+0 |
+2 |
|
Negative Energy Affinity,
Rebuke Damage +1d6, Rebuke Stacking |
|
2 |
+1 |
+0 |
+0 |
+3 |
|
Extra Minions I |
+1 existing spellcasting level |
3 |
+2 |
+1 |
+1 |
+3 |
|
Rebuke Damage +1d6 |
|
4 |
+3 |
+1 |
+1 |
+4 |
|
Enthrall Undead I |
+1 existing spellcasting level |
5 |
+3 |
+1 |
+1 |
+4 |
|
Rebuke Damage +1d6 |
|
6 |
+4 |
+2 |
+2 |
+5 |
|
Resist Turning |
+1 existing spellcasting level |
7 |
+5 |
+2 |
+2 |
+5 |
|
Rebuke Damage +1d6 |
|
8 |
+6 |
+2 |
+2 |
+6 |
|
Extra Minions II |
+1 existing spellcasting level |
9 |
+6 |
+3 |
+3 |
+6 |
|
Rebuke Damage +1d6 |
|
10 |
+7 |
+3 |
+3 |
+7 |
|
Enthrall Undead II |
+1 existing spellcasting level |
Requirements
To qualify as a Dust Priest, you must meet the following requirements
Skills: Knowledge (Undead) 10 ranks
Feats: Dead Truce
Other: The Ability to Turn or Rebuke Undead*
*Many Gods, such as Pelor, would probably
not like their clerics taking this class, and the DM may wish to ban certain
priesthoods from this class on a case-by-case basis.
Class Skills
A Dust Priest's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Knowledge (Undead) (Int), Knowledge (Arcana) (Int),
Knowledge (Religion) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int).
Skill Points at Each Level 2 + Int
modifier.
Class Features
All of the following are class features of the Dust Priest
Hit Die: d8
Weapon and Armor Proficiency: Dust Priests
gain no new weapon or armor proficiencies.
Spells per day/ Spells known: Whenever a Dust
Priest gains an odd numbered level, they gain new spells per day and spells
known as if they had gained a level in an existing spellcasting class. If
they have levels in more than one such class, they must choose which.
Negative Energy Affinity: All Dust Priests
rebuke undead instead of turning them, and spontaneously cast Inflict spells
rather than Cure spells, regardless of alignment.
Rebuke Damage: For every other level a Dust
Priest possesses, they may roll an extra d6 when dealing Rebuke Damage.
Rebuke Stacking: Levels of Dust Priest stack
with levels of Cleric for the purposes of rebuking undead.
Extra Minions I: Dust Priests may command 50%
more undead than normal Clerics of the same level, rounded down. For
instance, Oridi Malefin, an 18th level Cleric/Dust Priest, could normally
command 18 HD of undead. Normally, a Cleric may only command a number of undead
whose HD equal his level. With this ability, Oridi could command 27 HD of
undead.
Enthrall Undead I: Dust Priests have an easier
time commanding undead than normal Clerics. With this ability, a rebuked
undead is commanded by the Dust Priest if it's HD total is less than or equal to
the Dust Priest's class level.
Resist Turning: All undead commanded by a Dust
Priest have Resist Turning +2 (this does not affect the Dust Priest controlling
them).
Extra Minions II: With this ability, Dust
Priests may command a number of undead whose HD equal twice their level (this
supercedes Extra Minions I).
Enthrall Undead II: Dust Priests may command
any undead they rebuke.
Death Blades
"The Death Blade came out of nowhere. He
moved like liquid death - fast, smooth, and black. Like all of them,
he carried a long curved sword that crackled with some sort of black energy.
In fact, it glowed black if such a thing is possible. Before we could
react, he moved at Erbert, and slashed upward with his sword. It was
obvious the wound was fatal, and Erbert lost consciousness immediately.
He started to fall, but before he got the chance, the sword cut through the
air again, and Erbert was dead before he hit the ground. We
thought that was bad, but it got worse when Erbert's body got back up and
shambled forward to fight alongside him!"
- Anonymous adventurer who's party got on the wrong
side of the Dustmen.
The Death Blades are new, as the Dustmen reckon such
things, meaning they've only been around for a couple hundred years. Their
job is simple: help those that offend the Dustmen on to the next stage of death.
See, while the Dead don't really take offense when people bob, insult, or just
generally oppose them, they can't really abide by it either. If they
allowed that kind of thing to continue, pretty soon people would be walking all
over the Dustmen, and that's not acceptable. Their answer to this little
problem is the Death Blades.
Like all of the Dead, the Death Blades are cold and
emotionless, meting out death to their victims with no malice or anger.
No, they're just doing what needs to be done. Those who've seen them work
and live to tell the tale claim they're a sight to watch. They move like
they're dancing, avoiding opponents' blows and striking with grim efficiency.
Their swords course with negative energy, and they animate the corpses of those
they slay, so that in undeath they may serve those whom they offended in life.
Class
Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
|
Special |
1 |
+1 |
+2 |
+0 |
+0 |
|
Death Blade +1d4, Dance With
Death +1 |
2 |
+2 |
+3 |
+0 |
+0 |
|
Raise Enemies I |
3 |
+3 |
+3 |
+1 |
+1 |
|
Death Blow I |
4 |
+4 |
+4 |
+1 |
+1 |
|
Bonus Feat, Raise Enemies II, Dance With Death
+2 |
5 |
+5 |
+4 |
+1 |
+1 |
|
Death Blade +1d6 |
6 |
+6/+1 |
+5 |
+2 |
+2 |
|
Raise Enemies III |
7 |
+7/+2 |
+5 |
+2 |
+2 |
|
Death Blow II, Dance With
Death +3 |
8 |
+8/+3 |
+6 |
+2 |
+2 |
|
Bonus Feat, Raise Enemies IV |
9 |
+9/+4 |
+6 |
+3 |
+3 |
|
Unlimited Final Blow |
10 |
+10/+5 |
+7 |
+3 |
+3 |
|
Death Blade +1d8, Raise Enemies V, Dance With
Death +4 |
Requirements
To qualify as a Death Blade, you must meet the following requirements
Skills: Perform (one of which must be Dance) 4 ranks, Base Attack
Bonus of +6 or higher.
Feats: Weapon Focus (Bastard Sword), Final Blow, Dead Truce
Other: Dexterity 15+, Must be an Initiate of the Fifth Circle or
higher (see the Factol's Manifesto for details).
Class Skills
A Death Blade's class skills (and the key ability for each skill) are
Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge
(Undead) Move Silently (Dex), Perform (Cha) Profession (Wis), and Tumble (Dex)
Skill Points at Each Level 2 + Int
modifier.
Class Features
All of the following are class features of the Death Blade
Hit Die: d10
Weapon and Armor Proficiency: Death Blades
gain no new weapon or armor proficiencies.
Death Blade: Death Blades have special swords,
also called "death blades," that course with negative energy, dealing
an extra 1d4 points of damage. This damage increases to a 1d6 at 5th level
and to a 1d8 at 10th level. Death blades (the weapons) are katanas
(masterwork bastard swords), and are usually enchanted with other magical
properties.
Dance With Death: Due to their training, Death
Blades gain a dodge bonus to their AC when not wearing armor or carrying a
shield. This bonus is +1 at first level, and they gain an additional +1
for every three levels after that.
Raise Enemies: For centuries the Dustmen have
labored to understand the secrets of death and undeath, and armed with this
knowledge the Death Blades are fearsome foes. Anyone slain by the Death
Blades automatically animates as a zombie on the following round (see the
Monster Manual for zombie statistics). The zombie must spend his first
action to get up, and so cannot attack until the next round. Zombies
animated in this way act on the Death Blade's initiative. At every even
level after 2nd, the zombies raised by the Death Blade become more powerful,
gaining an extra two HD, and a +4 to strength. These enhancements last for
only 24 hours - after that, they become normal zombies. Death Blades can
control a number of zombies whose HD do not exceed twice their number of levels
in Death Blade, and they loose control of the zombies after 24 hours regardless.
When the Death Blades looses control of them, they sometimes just let the
zombies wander off; the Death Blades don't really care what happens to them,
after all. More often, though, the Death Blade returns to the mortuary,
where the priests take control of the zombies..
Death Blow: At third level, Death Blades gain
the Death Blow feat from Sword and Fist for free. At 7th level, they gain an improved
version of this feat, allowing them to perform a Coupe de Grace as a free
action.
Bonus Feat: At 4th and 8th level, Death Blades
gain a bonus feat which may be used on any feat that a Fighter may purchase with
their bonus feats or any feat listed above.
Unlimited Final Blow: At 9th level, a Death
Blade may use the Final Blow feat an unlimited number of times per week.
Factol
Skall The Dustmen are an
old faction. Indeed, they claim to be as old as death itself, and who's to
say otherwise? At least, no one can find faction records that go back to a
time before they existed. And their oldest member is Skall.
See, Skall's not only the Dustmen factol, but he's the founder as well,
or at least that's what the Dead say. Of
course, that makes Skall an ancient being that's been around long enough to see
whole civilizations rise and fall, and that means he's not likely to go anywhere
anytime soon. He knows his faction inside and out, and above all he knows
how to stay alive, or at least stay undead. See, it's obvious that Skall
isn't alive or, well, he'd be dead by now. Of course, Skall belongs to the
Dustmen, so that can only mean one thing: undeath. The dark of the matter
is that Skall's a lich, and has been for thousands of years. Rumor says
that he keeps his phylactery hidden in the Dustmen's headquarters on the
Negative Energy plane, which means that it's pretty unlikely that any
adventurers have any hopes of ever destroying it, should they wish to. See,
while Skall is evil, he rarely actually commits evil acts. If there's one
thing his immensely long "life" has taught him, it's patience. Each
of his moves in the kriegstanz is a carefully timed, perfectly orchestrated
maneuver that's the culmination of centuries, or at the very least decades of
planning. Or at least that's the impression he gives. No
one knows much about Skall either - he's a mystery to everyone, even the other
Dustmen high-ups. Most people assume he's male, at least when he talks he
sounds male, even though his voice is dry and toneless, bringing to mind a
thousand
year old crypt. But that's about all anyone knows. Is he
human? How old is he? Why did he found the Dustmen? How did he
arrange the Dead Truce? No one knows, and the passage of time has erased
all history of his origin. Only his most trusted advisors ever see him in
the flesh. Most of the time, he Planar Projects himself from the
Negative Energy Plane (he's the only one that knows the spell. Apparently,
it works like Astral Projection, except that it lasts one hour/level,
doesn't burden the caster with a silver cord, the caster can choose
whatever form he wishes, and can cross planar barriers, apparently even somehow
bypassing Sigil's Astral Lock, and no one is supposed to be able to do
that). When he appears via the Projection he appears merely as a
set of robes with disembodied hands, and the Dustmen's faction symbol floating
above as a head. When he does appear in person, he cloaks himself in
layers of illusions and transmutations so no one can see what he looks like. In
the end, the result is the same. Skall has been around for a very long time, and
will probably still be around when the other factols are long dead and
forgotten.
Tactics: Should the PCs try to
fight Skall, they should loose. He's had centuries to collect magic
items and knowledge that the PCs can't begin to compete with. Should the
PCs attempt to fight him, he'll start off with a Haste, and then use a Wail
of the Banshee on them. If they don't die, he'll Time Stop,
lay down several more death effects and large damage dealers (like his Maximized
Cone of Colds and Ice Storms) to take effect when the Stop wears
off and depart. In the unlikely event the characters do manage to
destroy his body (and note that he spends most of his time Projecting into
Sigil), when he reforms he will bend all of his power toward killing them and
making sure they do not come back. Skall's Greater Gloves of Storing
are custom magic items whose method of making has been lost, but work as
normal Gloves of Storing (requiring a free action to store and retrieve
items) except they can hold up to ten items each. Skall has had millennia
to collect magic items, and the DM should feel free to give any non-unique
magic item in his campaign to Skall, including minor artifacts.
Skall, Male Lich Wizard20 CR 22; Size:M Type Humanoid (Undead); HD
(20d12); hp 140; Init +0 (+0 Dex, +0 Misc); Spd Walk 30'; AC 20 (flatfooted 25,
touch 10), / ( /x ) or ; SA: ability damage, and disease. Not subject to
critical hits, energy drain, or death from massive damage., paralysis, poison,
sleep, stunning, subdual damage, Fear Aura, Immune to
Cold/Electricity/Polymorph, Immune to mind-influencing effects, Paralyzing
Touch, Summon Familiar, Turn Resistance 4; Vision: Darkvision (60'),Normal AL:
NE; Sv: Fort +7, Ref +7, Will +10; Str 12, Dex 11, Con -, Int 30, Wis 21, Cha 12
Skills: Alchemy +20, Bluff +12, Concentration +15, Diplomacy +14,
Disguise +12, Intimidate +14, Knowledge (Arcana) +33, Knowledge (History) +26,
Knowledge (The Planes) +28, Knowledge (Undead) +33, Scry +33, Spellcraft +33 Feats: Craft Wondrous Item, Dead Inside, Dead Truce, Eschew Materials,
Final Blow, Greater Spell Focus (Necromancy), Greater Spell
Penetration, Improved Familiar, Maximize Spell, Scribe Scroll, Spell Focus
(Necromancy, Evocation), Spell Penetration
Possessions: Amulet of Natural Armor +6, Greater
Gloves of Storing, Mask of Intellect (as Headband) +6, Robe of the
Archmagi (Black), Ring (Spell Turning), Ring of
Three Wishes, Greater Rod of Quickening
Spells: Wizard: Spell DCs are 20+spell
level (22+spell level for evocation, 24+spell level for necormancy)
Typical Prepared Spells: Level 0: Detect Magic x2,
Mage Hand x1, Read Magic x1, Level 1: Erase x1,
Expeditious Retreat x1, Magic Missile x4, Shield x1, Level
2: Alter Self x1, Arcane Lock x1, Choke x1, Command Undead x1,
Darkness x1, Darkvision x1, Death Armor x1, Level 3: Analyze
Portal x1, Enhance Familiar x1, Fly x1, Haste x1, Negative
Energy Burst x1, Tongues x1, Level 4: Dimensional Anchor x1,
Ice Storm x1, Improved Invisibility x1, Negative Energy Wave x2,
Summon Undead IV x1, Level 5: Animate Dead x1, Cone of Cold x1,
Dismissal x1, Summon Undead V x2, Teleport x1, Level 6: Quickened
Circle of Death x1, Circle
of Death x1, Quickened Disintegrate x1, Quickened Greater Dispelling x1, Maximized
Negative Energy Burst x1, Level 7: Antimagic Aura x1, Control
Undead x1, Finger of Death x1, Maximized Ice Storm x1, Limited
Wish x1, Level 8: Maximized Cone of Cold x2, Dimensional Lock x1,
Horrid Wilting x1, Mind Blank x1, Level 9: Planar Projection x1,
Time Stop x1, Wail of the Banshee x2, Wish x1
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