Planescape Factions 4e
Transcript of Planescape Factions 4e
Planescape campaign setting 4E
fACTIONS & SECTs
ATHAR (Defiers, the Lost)
They don't believe gods are divine. Powers are just
beings with a lot of power to throw around.
INIZIATE OF THE ATHAR[Belief] Prerequisite: join the Athar, cannot be a cleric of a
specific deity.
Skills: Intimidate and religion are your class skill. You
gain +2 bonus to these skills.
Faithless Blessing: +1 to Fort/Ref/Will Defenses against
a Divine attack or from one made by an Immortal
creature.
Power of Banishment: A group of Athar can add their
total level to cast the ritual Banishment. One for day they
can cast it without to expend the component cost as if
you had the Ritual Caster feat.
Heretic: They are very reluctant to be aided by one and
clerics are reluctant to aid them back. They can worship
the Great Unknown.
Banishment Ritual Level 18
You send a supernatural creature back to the plane that
spawned it.
Category: Binding
Component Cost: 6,800 gp + 2 healing surges or 1 belief
point
Time: 1 minute
Market Price: 17,000 gp
Duration: Instant
Key Skill: Arcana
Effect: You make an Arcana vs. target’s will +10 to send
an extraplanar creature back to its home plane.
Faithless Miracle [Belief] Prerequisite: Initiate of the Athar
Benefit: You can invoke the power of your belief to use
Faithless Miracle
Channel Belief : Faithless Miracle Power of Belief
Your denial of the powers is such that you can completely
disregard divine magic.
Encounter ♦ Belief (Athar)
Immediate Interrupt
Target: Personal
Effect: When successfully attacked by a divine power
or by immortal creatures, you can cause the attacker to
reroll the attack.
BELIEVERS OF THE SOURCE (Godsmen)
They believe every being can be elevated to the status of
the divine beings, or even higher.
INIZIATE OF THE GODSMEN[Belief] Prerequisite: join the Godsmen.
Skills: Diplomacy and Endurance are your class skill.
You gain +2 bonus to these skills.
Imbue Equipment: You can construct your own
implements, weapons and armor, and wondrous items,
given proper tools and raw materials as if you had the
Ritual Caster feat. Making an implement or a weapon
takes two days, and making a wondrous item and
armour takes four days. It confers an economic
advantage, however. The item ultimately costs is 4/5 of
it would if you’d purchased it directly.
Complete the Cycle: If a Godsmen is killed, under no
circumstances whatsoever can he be brought back to
life. Upon death, you may choose to be reincarnated by
the Reincarnate ritual. One hour after your death, you
are reborn at a random location on a plane of your
choice where your new race is considered native. This
plane becomes your new home plane.
Little Faith: Priests of specific Deities cannot take deity
feats (except for those of the Great Unknown), because
they do not have the unwavering faith required.
Reincarnate Ritual Level 6
You bring back a dead creature in another body.
Category: Restoration
Component Cost: 160 gp
Time: 2 hours
Market Price: 420 gp
Duration: Instantaneous
Key Skill: Nature
Effect: To perform the Reincarnate ritual, you must
have a part of the corpse of a creature that died no more
than a week ago. The condition of the remains is not a
factor. So long as some small portion of the creature’s
body still exists, it can be reincarnated, but the portion
receiving the ritual must have been part of the
creature’s body at the time of death. The ritual of the
spell creates an entirely new young adult body for the
soul to inhabit from the natural elements at hand. The
subject returns to life as if he or she had taken an
extended rest. The subject is freed of any permanent
conditions suffered at death.
The subject’s soul must be free and willing to return to
life. Some magical effects trap the soul and thus prevent
Reincarnate from working, and the gods can intervene
to prevent a soul from journeying back to the realm of
the living. In all cases, death is less inclined to return
paragon and epic heroes; the component cost is 2,000
gp for paragon tier characters and 20,000 gp for epic tier
characters. Harness Divinity [Belief] Prerequisite: Initiate of the Godsmen
Benefit: You can invoke the power of your belief to use
Harness Divinity
Channel Belief : Harness Divinity Power of Belief
In studying the doctrine of the Believers of Source you have
come to recognize divine potential within yourself, and have
even begun to access your latent power. How you perceive it
is up to you; many view it as a spark of divine flame that can
be channeled while others simply manifest their desires on the
multiverse through force of will.
Encounter ♦ Belief (Godsmen)
Minor Action Melee touch
Target: You or a Creature
Requirement: you expend an healing surge.
Effect: The target regains hit points as if it had spent a
healing surge.
BLEAK CABAL (Bleakers, the Cabal,
Madmen)
The universe just IS, there is no grand scheme or
purpose. It's all rather depressing really.
INIZIATE OF THE BLEAKERS[Belief] Prerequisite: join the Bleakers.
Skills: Healing and Insight are your class skill. You
gain +2 bonus to these skills.
The dark in the Mind: +1 to all defenses vs. powers
with the psychic or charm keyword (You don't want to
see into their heads).
Absorb Madness: you can cast the ritual Absorb
Madness as if you had the Ritual Caster feat.
Fragile Sanity: Each member of the faction must make
a saving throw with Wisdom modifier bonus every
morning. If it fails he receive a randomly rolled
condition on the madness table. For each continuous
failed save he gains a madness rank that is a -2
cumulative penalty to the next save.
Madness Table(d20) 1: Deeply Depressed:
2-3: Apathetic
4: Enthralled
5: Fatalistic:
6: Craven:
7-8: Fobic: save -5 vs. fear.
1-2. Dark
3. Heights
4-5. Fire
6-7. Cramped quarters
8-9. Magic
10. Water
11 -12 Blood
13. Aberrations, Vermin, & Snakes
14. Undead
15. Being touched
16.Noise
17.Diseases
18.Xenofhobia
19.Photomania
20. Choose
9-11 Degenerations
1 Accidental Prone
2 Amnesia
3 Backpack Vortex
4 Delusion
5 Hypochondriac
6 Forgetful
7 Hallucinations
8 Multiply personality
9 Mistaken identity
10 Mute
11 Narcolepsy
12 No sense of direction
13 Possessed
14 Visions
15 Stunned
16 Pacing
17 Howling, Barking, Foreign Accent (1d3)
18 Dancing Mania
19 Conspiracy Nut
20. Choose
12-14 Manias
1 Kleptomania
2.Sharpening
3.Pyromania
4.Nudist
5.Nervs
6.Neatness
7.Compulsice Liar
8.Laughs too much
9.Racist
10.Talker
11. Rabid Pessimism
12.Rabid Optimism
13. Contrariness
14. Fussy
15. Obsessive
16. Permanent Cynicism
17. Seizures
18.‛Animal senses‛
19.Messiness
20. Choose.
15:Paranoid
16: Messiah Complex
17: Sadic Tendencies
18: Hyperactive
19: Deranged
20: Mad Genius
“TOUCHED” [Belief] Prerequisite: Initiate of the Doomguard
Benefit: You can invoke the power of your belief to use
‚Touched ‚
Channel Belief : “Touched “ Power of Belief
Your close relationship to the madness of the universe makes
you immune against the madness of magic.
Encounter ♦ Belief (Bleakers)
Immediate Reaction Personal
Trigger: You are affected by a power with the psychic
or charm keyword that causes some condition that can
be ended with a saving throw.
Effect: You can immediately make a saving throw with
a +5 bonus. If you are successful you ignore the
condition completely. If you fail you are not considered
to have used this power and can retain its use for later.
DOOMGUARD (Sinkers, Destroyers)
Entropy is the nature of the universe, and we'll help it
along.
INIZIATE OF THE Doomguard[Belief] Prerequisite: join the Doomguard.
Swordmanship: You gain proficiency with heavy
swords and the brutal 1 property.
Entropic Understanding: Roll twice and use the higher
result to break organic material.
Sift: you can cast the ritual Sift as if you had the Ritual
Caster feat.
Healing resistence: They hate supernatural healing.
When a cleric or Warlord uses a power granting a
healing surge on them, Doomguard do not gain the
extra healing normally associated with it (in other
words, they get a normal healing surge). If a
Doomguard is a petitioner, they gain a -1 to the result.
Sift Ritual Level 6
Your connection to the forces of entropy is so strong you can
witness the events leading to a target’s destruction.
Category: Scrying
Component Cost: 2 healing surges or 1 belief point
Time: 1 minute or 10 minutes
Market Price: not On Sale
Duration: 1 minute or more
Key Skill: Arcana
Effect: When using the Sift ritual, you perceive the
object's destruction as if you were there by making a
successful Arcana check (DC 15 + one per month that
has passed). If you succeed, you can witness the events
prior to the destruction of the object for one minute
plus an additional minute for every two points by
which your check result exceeds the DC. If you wish to
witness the destruction of an object that occurred years
or centuries ago, you must spend ten minutes
concentrating on the object and make a Arcana check as
before, except the DC increases by one per century that
has passed since the object’s destruction. This is a
supernatural ability.
ENTROPIC BLOW [Belief] Prerequisite: Initiate of the Doomguard
Benefit: You can invoke the power of your belief to use
Entropic Blow
Channel Belief : Entropic Blow Power of Belief
Most Sinkers learn sooner or later how to bring entropy to
their enemies with a single blow, making Doomguard
members some of the most feared warriors in the multiverse
Encounter ♦ Belief (Doomguard), Weapon
Standard Action Melee Attack
Target: One creature
Requirement: Before the attack, you expend an unused
daily power, and an healing surge or take damage
equal to your healing surge value.
Attack: Strength, Constitution or Charisma vs.
Fortitude (critical 18-20).
Hit: You deal damage based on the level of the daily
power you expended:
1st level 3[W] + Str., Con. or Cha. modifier
5th level 4[W] + Str., Con. or Cha. modifier
9th level 5[W] + Str., Con. or Cha. modifier
15th level 6[W] + Str., Con. or Cha. modifier
19th level 7[W] + Str., Con. or Cha. modifier
25th level 8[W] + Str., Con. or Cha. modifier
29th level 9[W] + Str., Con. or Cha. modifier
The target is considered bloodied also if his hit points
are more of ½ until the end of the encounter. You and
all allies score critical hits against the target on rolls of
18 or higher until the end of your next turn.
Sustain free: You lose a healing surge or take damage
equal to your healing surge value when you sustain
and you and all allies score critical hits against the
target on rolls of 18 or higher until the end of your next
turn.
Miss: No damage and no effects, but you regain your
daily power expended. The healing surges expended
are lost.
The DUSTMEN (The Dead)
Life is a lie, an ever repeating cycle of coming back and
disappearing into the depths. Only by slipping into the
state known as True Death is the only way out.
INIZIATE OF THE DEAD [Belief] Prerequisite: join the Dustmen.
Yearning for Death: You can master and perform
rituals of your level or lower if it involves the Death,
undead or the dead as if you had the Ritual Caster feat.
Roll twice and use the higher result to skills and rituals
check if it involves the Death, undead or the dead.
Numb: You gain a +2 bonus to saving throws against
charme and fear effects.
Dead Truce: The faction has a very deep understanding
of and relationship with the forces of death. As a result,
all members of the faction benefit from the something
known as the Dead Truce. In a nutshell, as long as the
Dustman doesn’t harm the undead, the undead won’t
harm him. One should note that this isn’t restricted to
just physical harm. This means that a Dead can’t just
walk through a horde of zombies to steal an item they
are protecting. Such an abuse breaks the Dead Truce
and the Dustmen’ll be treated the same as any other
basher.
Born Dead: Dustmen don't want to come back if they
die. They have -2 penalty to all death saves. To returns
to life a dustmen with any ritual, you must succeded a
Religion check vs. target’s will +10. GREATER DEAD tRUCE [BELIEF] Prerequisite: Initiate of the Dustmen
Benefit: You can invoke the power of your belief to use
Greater Dead Truce.
Channel Belief : Greater Dead Truce Power of Belief
Your soothing words keep undead from attacking you.
Encounter ♦ Belief (Dustmen) , Zone
Minor Action
Target: Close Burst 20
Effect: Intelligent undead within range cannot attack
you as long you have attacked none of the undead
creatures in this encounter.
Sustain Minor
FATED (Takers, the Heartless)
The strong rule. Take what's yours, and be as self-
reliant and prosperous as possible.
INIZIATE OF THE FATED[Belief]
Prerequisite: join the Fated.
Skills: You gain +2 to untrained skill checks.
Survivor: You gain +2 to all death saving throws.
Each has what deserves him: As a Fated you cannot
willingly accept or give out charity.
SELF-RELIANCE [BELIEF] Prerequisite: Initiate of the Fated
Benefit: You can invoke the power of your belief to use
Self-Reliance. Self-Reliance Power of Belief
Face it, the only way to survive in the multiverse is by being
able to take care of yourself. You’ve realized that you can
never truly depend on anyone else, so you’ve learned to be
much more self-sufficient.
Encounter ♦ Belief (Fated)
Minor Action Personal
Effect: You choose a skill. You gain a +5 power bonus to
your next skill check during this encounter. If you
succeded you can roll twice and use the higher result to
all skill checks for the this skill until the end of the
encounter. If you fail you roll twice and use the worst
result to all skill checks for the this skill until the end of
the encounter.
The Fraternity of Order (Guvners)
The universe works on rules. Learn the rules, and
everything else will click into place.
INIZIATE OF THE GUVNERS [Belief] Prerequisite: join the Guvners, cannot be chaotic.
Skills: All Knowledge skills are your class skill. You
gain +2 bonus to these skills. You gain the legalspeak as
bonus language.
Bookworm: Roll twice and use the higher result to
skills check if it involves research in libraries.
Intuit Pattern: You can perform the ritual Comprehend
Language and Create Item as if you had the Ritual Caster
feat. One for day you can cast Comprehend Language
without to expend the component cost.
Law Rules: As a Guvner, you cannot knowingly break
any law.
Probability Manipulation [Belief] Prerequisite: Initiate of the Guvners or Initiate of the
Mathematicians
Benefit: You can invoke the power of your belief to use
Probability Manipulation.
Channel Belief : Probability Manipulation Power of Belief
In your quest to understand the intrinsic laws of the
multiverse, you have learned how to ‚bend‛ the laws
affecting an outcome.
Encounter ♦ Belief (Guvner, Mathematicians)
Immediate Interrupt
Target: You or one Creature
Effect: add a +2 or -2 to any attack roll, damage roll, or
skill check.
FREE LEAGUE (Indep)
Not really a faction, just a group of people getting
together for protection. Independence is the most
important thing here.
INIZIATE OF THE INDEP[Belief] Prerequisite: join the Indep.
Skills: Streetwise is your class skill. You gain +2 bonus
to this skill.
Faction Knowledge: Roll twice and use the higher
result to skills check if it reguards factions.
Slippery: +2 bonus to saves vs. charm or enthralling
effects.
Price Discounted: When buying items, you only pay
4/5 the listed price, when selling items, you can receive
2/5 of the items value.
Free Will: As an Indep, you will never put yourself into
a situation where you are completely subservient.
Independent Mind [Belief] Prerequisite: Initiate of the Indep
Benefit: You can invoke the power of your belief to use
Independent Mind
Channel Belief : Independent Mind Power of Belief
Your stubbornness makes you resistant to attacks against
your will.
Encounter ♦ Belief (Indep)
Immediate Interrupt
Target: Personal
Effect: When successfully attacked by a power
targeting will, you can cause the attacker to reroll the
attack.
The Harmonium (Hardheads)
Further the Harmonium goal of bringing order to the
multiverse . . . by any means necessary!
INIZIATE OF THE HARMONIUM[Belief]
Prerequisite: join the Harmonium, Cannot be chaotic.
Skills: Intimidate is your class skill. You gain +2 bonus
to the skill.
Hardheaded: save +2 vs. charme and fear.
Lockdown: +2 to grab attack. You can to restrain a
grabbed creature (through restraining device such as
manacles or collar) as minor action.
United for the cause: Aid in combact another
Harmonium as minor action.
Rigid Codex: You must follow all the orders and
decrees of the Harmonium, and uphold their beliefs.
Authority[Belief] Prerequisite: Initiate of the Harmonium
Benefit: You can invoke the power of your belief to use
Autorithy
Channel Belief : Authority Power of Belief
The authority put forth by your faction has become an almost
supernatural ability to bellow a command and see it
immediately obeyed.
Encounter ♦ Belief (Harmonium) , Implement, Charm
Minor Action Area burst 2 within 10
Target: Each creature within burst
Attack: Charisma vs. Will
Hit:: The target is immobilized until the end of your
next turn. If you choose to attack one single creature in
the burst you gain +4 bonus to the attack.
Mercykillers (Red Death)
Justice is absolute. Everyone must be punished if they
commit a crime. You are judge, jury, and executioner.
INIZIATE OF THE RED DEATH[Belief] Prerequisite: join the Mercykillers, cannot be chaotic.
Skills: Intimidate and Insight are your class skills. You
gain +2 bonus to these skills.
Executioner: Roll twice and use the higher result to
coups de grace and versus immobilized targets.
Eye for Injustice: as standard action you may spend an
healing surge to make a insight check to determine if an
individual has knowingly committed any crimes. (DC
is the Target’s will + number of hours since the crime
was committed). If the criminal is actively trying to
hide their crime from you, use his bluff check for the
the DC. This check does not reveal the exact crime, but
it does reveal its magnitude, allowing you to
differentiate between a petty thief and a murder with
some accuracy.
Mercykiller Code: A Mercykiller must give into
punishment if they have committed any crime except
crimes done in the course of bringing another criminal
to justice. They cannot release a lawbreaker who has
not been punished..
BLOW FOR JUSTICE [BELIEF] Prerequisite: Initiate of the Red Death
Benefit: You can invoke the power of your belief to use
Blow for Justice.
Channel Belief : Blow for Justice Power of Belief
Calling upon the greatest principle in the multiverse, many
Mercykillers are capable of making telling blows against
those who stand in the way of justice. Though they must
endure great pain to achieve this end, the satisfaction of
destroying criminals is justification enough.
Encounter ♦ Belief (Mercykiller)
Minor Action Personal
Target: One Creature
Effect: If your next attack hits the target is a critical hit
and you lose three healing surges. If you have fewer
than three healing surges when you use this power, you
take damage equal to your healing surge value for each
healing surge you don’t lose.
Revolutionary league (Anarchists)
Society is corrupt. Sneak into the cracks, then crack it
open! Rebuild it from the ground up!
INIZIATE OF THE ANARCHISTS[Belief] Prerequisite: join the Revolutionary League.
Skills: Bluff and Stealth are your class skill. You gain +2
bonus to the skills.
Infiltrator: Roll twice and use the higher result to bluff
checks to pass off a disguise as a factioneer.
Anarchist Craftsman: One for day, you can make
alchemical items of your level or lower as if you had the
Alchemist feat without to expend the component cost.
You must have the correct formula and an appropriate
skill.
Revolutionary Cause: An Anarchist can never truly
hold a public office or business (though he can pose as
one for a while). Is expected to give some proceeds to
help their cause.
POINT THE FINGER [BELIEF] Prerequisite: Initiate of the Anarchists
Benefit: You can invoke the power of your belief to use
Point the Finger.
Channel Belief : Point the Finger Power of Belief
You are a master of verbal deception, and can make others
seem dishonest or inept with your quick wit.
Encounter ♦ Belief (Anarchist)
Free action Close Burst 10
Target: one Creature in the burst
Trigger: you succeded in a Bluff check opposed by the
target’s Insight check.
Effect: the target has -5 to the next charisma based
ability roll. You gain a power bonus to Bluff checks
equal to your Intelligence modifier until the end of the
encounter.
The SIGN OF ONE (Signers)
Belief shapes the world. Maybe we are all the product of
one guys twisted dreams, maybe we all share one,
large, collective dream. Who is to know?
INIZIATE OF THE SIGNERS[Belief] Prerequisite: join the Sign of One, Intelligence or
Wisdom 13
Illusion Perception: Roll twice and use the higher to
Insight check to determine if you notice the telltale
signs of an illusion effect.
Imagining: you can cast the ritual Imagining as if you
had the Ritual Caster feat.
Egocentric: Signers are usually pretty aloof and,
because of their nature, they often wax philosophical
and are rarely down to earth. Thus, they suffer -2
penalties to diplomacy when not talking about
philosophy, or similarly heady subjects.
Imagining Ritual Level 6
You can manipulate your surroundings to a greater degree,
using only your force of will.
Category: Special
Component Cost: 1 belief point.
Time: Special
Market Price: not On Sale
Duration: Special
Key Skill: Special
Effect: you may attempt to imagine the effects of any
ritual of your level. If you succeded in the ritual’s key
skill check you can cast the ritual without to expend the
components cost (DC 10 + ritual’s level). If you roll a
natural 1 you believe yourself imaginary! You become
shadow monster versions of yourself; Roll two times for
each attack, save and ability check and choose the lower
result.
You can to make a successful imagining ritual check
and return to reality.
If you roll a natural 1 to imagine a ritual’s effect of 11th
level or more you are also bloodied as max hit points
and -5 to AC and to all defenses.
If you roll a natural 1 to imagine a ritual’s effect of 21th
level or more means you have imagined too well a
multiverse without him: You cease to exist. The only
way you can return to the multiverse is through the use
of a wish ritual - or if another Signer imagines you
back!
POWERS OF IMAGINATION[Belief] Prerequisite: Initiate of the Signers or Initate of the Will
of the One.
Benefit: You can invoke the power of your belief to use
Powers of Imagination.
Channel Belief : Powers of Imagination Power of Belief
You can manipulate your surroundings to a greater degree,
using only your force of will.
Encounter ♦ Belief (Signers, Will of the One)
Standard action Personal
Requirement: you expend an unused daily power, and
an healing surge or take damage equal to your healing
surge value.
Effect: You gain a daily power of any arcane, psionic
and shadow class until the end of the encounter or for 5
minutes. After you cast the power you are dazed (save
ends). Each save failed you loose an healing surge or
take damage equal to your healing surge value.
The Society of Sensation (Sensates)
The Multiverse has no true, overarching scheme other
than to EXPERIENCE it. Go out, see the different
sights, feel them. SEE what an infinite infinities have
to offer.
INIZIATE OF THE SENSATES[Belief] Prerequisite: join the Society of Sensation.
Skills: Perception and Streetwise are your class skill.
You gain +2 bonus to the skills.
See the Dark: You gain low- light vision.
Multiclass Versatility: You can choose multiclass feats
from several classes.
Exceptional Immunity: +2 to saves versus poison and
endurance checks to resist disease.
Joy de Vivre: A sensate will not say no to a new
sensation that poses no obvious, damaging threat.
SENSORY TOUCH [BELIEF] Prerequisite: Initiate of the Sensates
Benefit: You can invoke the power of your belief to use
Sensory Touch.
Channel Belief : Sensory Touch Power of Belief
Sensates are taught how to feel the pain of others in exchange
for their own wellbeing.
Encounter ♦ Belief (Sensates) , Healing
Minor Action
Target: One Creature melee touch
Requirement: you expend an healing surge.
Effect: The target regains hit points as if it had spent a
healing surge or remove any condition. You take
damage as one healing surge or take his condition.
The Trancendent order (Ciphers)
Don't, think, DO. The only way to attain
enlightenment is to let the universe FLOW threw you,
thinking will only bog you down.
INIZIATE OF THE ciphers[Belief] Prerequisite: join the Trascendent Order, You must be
partially neutral.
Skills: Acrobatics and Athletics are your class skill. You
gain +2 bonus to the skills.
Action without Thought Roll twice and use the higher
result to initiative checks
Cadence Whispers: you can cast the ritual Cadence
Whispers as if you had the Ritual Caster feat.
To think is to Fail: Because Ciphers act unhesitatingly,
in play, as soon as an action is stated for a Cipher
player character, that cutter is committed to the action.
You can't say, "Oh, wait, I changed my mind!" Bashers
who pause to consider or debate pending actions are
failing to adhere to the philosophy.
Cadence Whispers Ritual Level 6
To be a member of the Transcendent Order is to open oneself
up to the grand design of the multiverse. While the method
and extent to which Ciphers do so varies, those that
surrender themselves to the Cadence of the Planes are rarely
without knowledge of the best course of action to pursue..
Category: Divination
Component Cost: 1 belief point.
Time: 1 minute
Market Price: not On Sale
Duration: Instantaneous
Key Skill: Religion
Effect: you may attempt to gain some insight into the
course of action the Cadence of the Planes requires you
to take. While it does not reveal secret information, it
should be enough to provide a push in the right
direction. ‚Shemeska the Marauder may have relevant
information‛ and ‚You should make sure there’s
nothing hidden behind that dresser‛ are both viable
instructions.
Master of the Heart[Belief] Prerequisite: Initiate of the Cipher
Benefit: You can invoke the power of your belief to use
Master of the Heart
Channel Belief : Master of the Heart Power of Belief
You have learned to act without thought
Encounter ♦ Belief (Cipher)
No Action Personal
Requirement: You roll highest initiative (20 or plus).
Others Ciphers initiatives don’t count for this.
Effect: You can spent unlimited action points in this
encounter but only one for round.
You can do it to take a single action as immediate
reaction.
XAOSITECTS (Chaosmen)
The nature of the universe is pure, unadulterated chaos
. . . act accordingly . . . or don't.
INIZIATE OF THE CHAOSMAN[Belief] Prerequisite: join the Xaositects, cannot be lawful.
Uncomprensible: Insight check versus you take -5
penality. You gain Scramblespeak language, where
words are hopelessly transposed so as to confuse the
listner.
Unlikely Event: Every morning you roll 1d20.
Whenever any d20 you roll unmodified comes up that
number during the day, and you gain an action point or
another chaotic benefits: then reroll and use the second
result. A DM could choose various benefits like an
temporary arcane power or an istant extraordinary
effect. DMs should base abilities on a character’s
personality and skills, taking care not to make the PC
the center of power in a campaign. And change the
ability from time to time. That’s the way chaos works:
Nothing stays the same for long.
Optional Random Power Table (1d20):
1-5 Gain an action point.
6-7 Gain an temporary at will power.
8-10 Gain an temporary encounter power.
11-15 Gain an temporary utility power.
16-18 Gain an temporary ritual power without expend
component cost.
19 Gain an temporary daily power.
20 Extraordinary effect.
Nothing is lost: Xaositects, with their inner sense of
chaos, know where the whole multiverse keeps
everything. If a body loses something, he could do
worse than ask a Xaositect where it is. You can roll an
insight check to know where is any item lost. Still,
characters seeking information on lost items might not
get exactly the answers they expect from a Chaosman.
Sometimes, a faction member rattles off an object‘ s
exact location: ‚It’s five feet directly in front of the side
door of the Black Sails, in the Lower Ward in Sigil.‛
Other times, the Xaositect gives only the amount of
detail needed (‚It’s behind your washbasin‛) or offers
just a general answer (‚It’s near a tree‛). The Xaositect
can decide himself how accurate to make his response,
or the DM might base the accuracy and depth of the
answer and the DC’s difficult on the character’s rank in
the faction.
Unreliability: In addition to acting as barmy as you
possibly can, you can never be a part of long-term
plans, own a business or practice law.
INDUCE CHAOS [BELIEF] Prerequisite: Initiate of the Chaosman
Benefit: You can invoke the power of your belief to use
Induce Chaos.
Channel Belief : Induce Chaos Power of Belief
You know how to sow chaos in others, infecting them with
raw randomness.
Encounter ♦ Belief (Xaositects) , Implement, Charm
Standard Action Area burst 1 within 10
Target: Each creature within burst
Requirement: Before the attack, you expend an healing
surge.
Attack: Charisma or Wisdom or Intelligence vs. Will
Hit:: The target is dominated until the begin of your
next turn but you don’t choice the action the character
takes. Instead you roll 1d10 each round in order to
determine how the characters behave while under the
influence of this power.
1-3: Targets can act normally but are stilled dazed.
4-5: Targets take a move action away from you.
6-7: The targets stand around and take no actions.
8-9: Targets attack nearest creature
10: You can choose the action.
POST FACTION WAR AND OTHERS
ASHERS (Preservers, Regolators)
These are the rare Doomguard that have dedicated their
lives to slowing entropy - or at the very least, placing it
where they think it belongs.
INIZIATE OF THE ASHERS[Belief] Prerequisite: join the Ashers.
Skills: Healing and Perception are your class skills. You
gain +2 bonus to these skills.
Entropic Understanding: Roll twice and use the higher
result to break organic material.
Sift: you can cast the ritual Sift as if you had the Ritual
Caster feat.
Healing resistence: They hate supernatural healing.
When a cleric or Warlord uses a power granting a
healing surge on them, Doomguard do not gain the
extra healing normally associated with it (in other
words, they get a normal healing surge). If a
Doomguard is a petitioner, they gain a -1 to the result.
DIVERT ENTROPY [BELIEF] Prerequisite: Initiate of the Ashers
Benefit: You can invoke the power of your belief to use
Divert Entropy.
Channel Belief : Divert Entropy Power of Belief
By destroying one thing, the ash watchman can satisfy the
force of entropy in order to protect something else.
Encounter ♦ Belief (Ashers)
Immediate Reaction Personal
Trigger: You reduce an enemy or an object to 0 hit
points
Effect: The enemy is slayed and you or an ally within 5
gain a healing surge.
COMMUNALS (Comrades, the
Brotherhood)
Everything belongs to everyone. Nobody's got the right
to deny another basher the use of something.
INIZIATE OF THE COMMUNALS[Belief] Prerequisite: join the Communals.
Skills: Diplomacy and History are your class skills. You
gain +2 bonus to these skills.
Improved Aid: When you use the aid another action to
improve an ally’ s skill checks, attack bonus your bonus
provides a bonus +1 higher than normal.
Support of the comrades: the Communals can always
count on help from their Comrades. Services from the
headquarters are always cheaper than for members of
other factions or sects, and often favours are asked
instead of jink.
But the best benefit of pooling resources is that all
members can borrow things the faction itself owns.
True, there may be a waiting list for some heavily-
demanded items or funds, but if a body's patient he'll
get what he wants in the end. This could be the use of a
magic item, some cash if the blood is really on hard
times, or just something as simple as information.
Nothing possessions: Communals are required to give
all of their possessions to the sect, where they're
redirected to the most needy. Whenever a body picks
up something useful, be it an item, the dark on
something useful or whatever, they're supposed to take
it to the Comrades. If nobody needs the item
immediately, they're likely to get it back, but if there's
someone waiting, then they're expected to lend it to
them. Its only fair, after all.
COMMUNAL sTRENGHT [BELIEF] Prerequisite: Initiate of the Communals
Benefit: You can invoke the power of your belief to use
Communal Strenght.
Channel Belief : Communal Strenght Power of Belief
If we are united we can save us.
Encounter ♦ Belief (Comunals)
Standard Action
Requirement: You and one ally adiacent to you are
target of an effect with save ends
Effect: Everyone rolls a save and both use the best of
two rolls.
Craftsmens Guild
From the disintegration of the Believers of the Source
an organization and rallying point with which to
advertise their services, and a place to learn from more
talented members to better their skills in their own and
other areas.
INIZIATE OF THE CRAFTMENS GUILD[Belief] Prerequisite: join the Craftmens Guild.
Skills: Endurance is your class skill. You gain +2 bonus
to the skill.
Toughness: You substitute your highest ability score
for Constitution to determine your initial hit points.
Imbue Equipment: You can construct your own
implements, weapons and armor, and wondrous items,
given proper tools and raw materials as if you had the
Ritual Caster feat. Making an implement or a weapon
takes two days, and making a wondrous item and
armour takes four days. It confers an economic
advantage, however. The item ultimately costs is 4/5 of
it would if you’d purchased it directly.
DUSTERS (Self-Destroyers)
Their belief is that entropy should be internalized.
INIZIATE OF THE DUSTERS[Belief] Prerequisite: join the Dusters.
Skills: Insight and Perception are your class skills. You
gain +2 bonus to these skills.
Insight Understanding: Roll twice and use the higher
result to insight checks to know internal sorrows .
Painful Ecstasy: +1 to all die rolls when you are
bloodied.
No Armors: Can't use armour, magical items, or any
other type of equipment that lowers AC.
eXPANSIONISTS (Growers)
Everything worthwhile in the multiverse grows. An
acorn expands into a tree. A tree expands into a forest.
INIZIATE OF THE EXPANSIONISTS[Belief] Prerequisite: join the Expansionists.
Skills: Intimidate is your class skill. You gain +2 bonus
to this skill.
Rear Guard: Enemies flanking the character do not gain
the standard +2 bonus to hit when flanking. Flanking
attackers are still considered to be flanking.
Expandend repertoire: Choose one utility power of
every level you know. Add this power to your list. Each
time you gain a new level of utility power, you learn
one extra power of that level (in other words, add two
powers to your list instead of only one). After an
extended rest, you can prepare a number of utility
powers according to what you can have per day for
your level. This doesn’t change the number of utility
power you can prepare each day..
Quantity is better than quality: The Growers try to
learn as much as they can as quickly as they can, but
rarely take the time to learn anything very well.
Quantity is definitely more important than quality, as
they are never satisfied with what they have and where
they are. Therefore, they have a -2 penalty to all trained
ability checks. Furthermore, Expansionists should not
expect a warm welcome in Sigil. If a Grower makes his
allegiance known, he can expect a -2 to all Charisma
based ability rolls while in Sigil, as Cagers don't want to
invite the Lady's wrath.
GODSLAYERS (Godless)
A splinter group of the Athar, the Godslayers hold
much the same beliefs of their former faction, but take
them to a further extreme.
INIZIATE OF THE GODSLAYERS [Belief] Prerequisite: join the Godslayers, Cannot be a cleric of
a specific deity, cannot be good.
Skills: Intimidate and religion are your class skill. You
gain +2 bonus to these skills.
Divine Hunter: Divine user and immortal creatures
within 2 squares of you receive a -1 penalty to all
defense and saving throws.
Power of Banishment: A group of Athar, Godslayers
and Seekers of the Unknown can add their total level to
cast the ritual Banishment. One for day they can cast it
without to expend the component cost as if you had the
Ritual Caster feat.
Divine Foe: every divine user and immortal creature
see you as the worst foe.
INCANTERIUM (Incantifiers)
They believe that magic is the true form of power.
INIZIATE OF THE INCANTIFIERS[Belief]
Prerequisite: join the Incantifiers, any arcane class.
Arcane Essence: Roll twice and use the higher result to
arcane checks.
Arcane Diet: Incantifiers no need to consume food or
water. They require a regular diet of magic spells and
items to sustain their powerful forms. They must
absorb a number of arcane power levels equal to their
level every day or take -1 cumulative penalty to each
die rolls for every day they haven’t consumed. Any
arcane power which miss an incantifier's defence
counts as "absorbed", providing spell levels equal to its
spell level. In place of arcane powers, incantifier may
consume a magical item, draining the magic of it to
sustain himself. This provides a number of spell levels
equal to the item’s level. The process of consuming a
magical item takes a minute for every spell level it
provides, and requires the incantifier to touch the item
in question. The incantifier may not drain artifacts dry
in this manner.
Chilling Demeanor: As time goes on, the incantifier
grows detached from humanity and social graces, and
the power he gains with time twists his body, making it
appear older and weaker. Upon becoming an
incantifier, he gains a -2 penalty to any based strenght
and constituion ability check.
Absorb spells [BELIEF] Prerequisite: Initiate of the Incantifiers
Benefit: You can invoke the power of your belief to use
Absorb Spells.
Absorb Spells Power of Belief
The Incantifier can absorb a arcane spell and heal his
wounds.
Encounter ♦ Belief (Incantifier)
Immediate Reaction Personal
Trigger: You are missed by an arcane power.
Effect: You take no damage and you can use an healing
surge.
THE MIND’S EYE (Seekers,
Visionaries)
Find yourself in the multiverse.
INIZIATE OF THE Mind’s eye[Belief] Prerequisite: join the Mind’s Eye.
Illusion Perception: Roll twice and use the higher to
Insight check to determine if you notice the telltale
signs of an illusion effect.
Seekers Perseverance: +1 to saving throws.
Sense of Direction: You can perform the Know direction
and location as if you had the Ritual Caster feat. One for
day you can cast it without to expend the component
cost.
Nomad Life: Even if you don't share the arrogance
your faction in known for, it's a reputation. You take a -
2 to Diplomacy checks. The Visionaries cannot be
married and cannot to stay in any site for more of 6
months.
CLEANSE IMPURITY [BELIEF] Prerequisite: Initiate of the Mind’s Eye
Benefit: You can invoke the power of your belief to use
Cleanse Impurity.
Channel Belief : Cleanse Impurity Power of Belief
All Seekers must be at their best if they are to face every
challenge before them, and thus it is a necessity to wipe away
any damage done to body or soul that could hamper your
quest. You have learned to use some of your inner divinity to
do just that.
Encounter ♦ Belief (Mind’s Eye)
Immediate Interrupt
Target: You or any creature
Effect: Reroll a failed save.
RING-GIVERS (Bargainers, Beggars)
For whom a lifestyle of generosity and poverty is the
way to be free of the world's traps.
INIZIATE OF THE BEGGARS[Belief] Prerequisite: join the Ring-givers.
Skills: Bluff and Diplomacy are your class skills. You
gain +2 bonus to these skills.
Brotherhood: Every creature who receives a gift or a
favor from a member of the faction sees the character as
a fraternal friend giving +10 bonus to all charisma
based checks versus him until the gift or the favor is
returned.
Return of the favors: you can cast the ritual Return of
the favors as if you had the Ritual Caster feat.
Ascetic Life: Ring-givers never own anything; they
accept gifts and wealth but always pass them on. They
share rituals freely and even give magical itmes away
to strangers after a few days. Ring-givers neither buy
nor sell anything: others provide food and shelter, or
they make them for themselves. Evil bargainers never
give gifts without claiming favors later.
Return of the favors Ritual Level 6
The Ring-Givers don’t make it through the multiverse merely
on the good will of others, they have the Unity of Rings on
their side to ensure that even the most selfish individuals
tend to feel that they owe the Beggars for any favors given.
Thus, whenever you give a gift or do a favor for someone else,
they have a chance of becoming bound to owe you a debt.
Category: Binding
Component Cost: 1 belief point.
Time: 1 minute
Market Price: not On Sale
Duration: Instantaneous
Key Skill: Religion
Effect: you can ask for a creature the return of favors.
The creature in question must repay the favor or gift
receipt with at least something of equal value. If he
cannot or don’t know how you will be repaid to you
please ask him what you need.
Bear the Burden [BELIEF] Prerequisite: Initiate of the Beggars
Benefit: You can invoke the power of your belief to use
Bear the Burden.
Channel Belief : Bear the Burden Power of Belief
You are a truly rare breed, one willing to take the burdens of
others onto yourself, believing that doing so is in the best
interests of everyone in the end.
Encounter ♦ Belief (Ring-Givers)
Immediate Interrupt Close burst 1
Trigger: A melee attack targets an ally in the burst
Effect: You and the target swap places, and you are
now the target of the triggering attack. You gains a +4
power bonus to all defenses until the start of their next
turn.
Seekers of the Unknown (Seekers of the Divine)
A group of Athar that have found the existing Powers
in the Multiverse to be not worthy of worship.
INIZIATE OF THE Seekers of the Unknown [Belief] Prerequisite: join the Athar, cannot be a cleric of a
specific deity.
Skills: Diplomacy and religion are your class skill. You
gain +2 bonus to these skills.
Slippery: +2 bonus to saves vs. charm or enthralling
effects.
Power of Banishment: A group of Athar, Godslayers
and Seekers of the Unknown can add their total level to
cast the ritual Banishment. One for day they can cast it
without to expend the component cost as if you had the
Ritual Caster feat.
Heretic: They are very reluctant to be aided by one and
clerics are reluctant to aid them back. They can worship
the Great Unknown and to revere other cosmic and
non-anthromorphized forces (Good, Evil, Death, etc).
Sodkillers (Minders)
Chaos wins if we permit free thinking and subversive
ideas.
INIZIATE OF THE sodkillers[Belief] Prerequisite: join the Sodkillers, cannot be good.
Skills: Intimidate and Perception are your class skills.
You gain +2 bonus to these skills.
Kill Count: +2 bonus to all the attacks rolls until the
end of your next turn after you reduce an enemy to 0
hit points.
Brawn over Brains: When you roll an Intimidate check,
roll twice and use either result.
Bad reputation: your faction is known for the bad
reputation. You take a -2 to Diplomacy and Bluff
checks.
KILL Resource [BELIEF] Prerequisite: Initiate of the Sodkillers
Benefit: You can invoke the power of your belief to use
Kill Resource.
Channel Belief : Kill Resource Power of Belief
Most Sodkillers measure their own worth by their prowess in
combat, finding inner resource when they defeat a worthy
opponent.
Encounter ♦ Belief (Sodkillers)
Immediate Reaction Personal
Trigger: You reduce an enemy to 0 hit points
Effect: The enemy is slayed and you gain a healing
surge. Sons of Mercy (Martyrs)
Justice exists in order to hold the greater good.
INIZIATE OF THE martyrs[Belief]
Prerequisite: join the Sons of Mercy, cannot be evil.
Skills: Diplomacy and Insight are your class skills. You
gain +2 bonus to these skills.
Protection from evil: +1 to all the the defenses versus
attacks of evil immortals and undead.
Know the Guilty Heart: as standard action you may
spend an healing surge to make a insight check to hear
whispers of the dark deeds that weigh on their mind
(DC is the Target’s will + number of hours since the
guilt was committed). If the target is actively trying to
hide their crime from you, use his bluff check for the
the DC. The target doesn’t actually say anything
different; you merely hear the underlying guilt as a soft
voice while they speak. This ability only reveals the
crimes that the subject believes to be wrong; an extreme
Anarchist would not necessarily reveal horrible acts
committed as part of the revolution because they
believe them to be just acts, but most evil individuals
would reveal their crimes because they know them to
be wrong and for whatever reason simply don’t care.
Martyr Code: A martyr cannot to attack first and
cannot to hit a foe who is completely defenseless. If you
ever are given a choice, you must always pick the
option that serves the greater good.
Merciful Strike [BELIEF] Prerequisite: Initiate of the Martyrs
Benefit: You can invoke the power of your belief to use
Merciful Strike
Channel Belief : Merciful Strike Power of Belief
You are capable of putting your very soul into a single strike
in order to subdue your opponent.
Encounter ♦ Belief (Sons of Mercy), Weapon
Standard Action
Target: a creature
Attack: Strenght or Wisdom vs. AC
Hit: no damage but whenever the target deals damage,
it takes 5+ half your level damage (save ends).
vOIDS(Guardians of Entropy)
They think that entropy is right on schedule, and that
Doomguard should act to speed or slow it on a case-by-
case basis.
INIZIATE OF THE VOIDS[Belief] Prerequisite: join the Voids.
Swordmanship: You gain proficiency with heavy
swords and the brutal 1 property.
Entropic Understanding: Roll twice and use the higher
result to break organic material.
Sift: you can cast the ritual Sift as if you had the Ritual
Caster feat.
Healing resistence: They hate supernatural healing.
When a cleric or Warlord uses a power granting a
healing surge on them, Doomguard do not gain the
extra healing normally associated with it (in other
words, they get a normal healing surge). If a
Doomguard is a petitioner, they gain a -1 to the result.
Wild union (Believers of the Wild)
The Wild Union is the child of a faction and a sect: the
two groups found a common cause in the wake of the
Faction War, and decided to form a new union to
strengthen their cause.
INIZIATE OF THE Wild union [Belief] Prerequisite: join the Wild Union.
Skills: Nature and Endurance are your class skill. You
gain +2 bonus to the skills.
Animal’s Mask: Through means not yet explained by
those who have attempted to reveal the secret (most of
whom have been Guvner researchers), completion of
the mask grants its owner the ability to speak with the
type of animal the mask depicts. As the masks are
almost certainly made in a variety of ways, this ability
must be conferred on the mask when the owner is
inducted fully into the Guild. This power can only be
used by the person who made the mask (i.e. another
person cannot speak with animals using a mask, even
with the owner's permission), and can only be used
when the mask is being worn.
Animal Defender: Aid in combact any animals as
minor action.
Pure Form: If a member is killed, under no
circumstances whatsoever can he be brought back to
life. Upon death, you may choose to be reincarnated in
an animal by the Reincarnate ritual.
WILL OF THE ONE
Not all of the Sign of One turned over to the Mind‘s
Eye, but those that remained true to their ways are
more extreme - one might even say megalomanical -
compared to their former faction.
INIZIATE OF THE one[Belief]
Prerequisite: join the Will of the One, Intelligence or
Wisdom 13
Skills: Religion is your class skill. You gain +2 bonus to
this skill.
Imagining: you can cast the ritual Imagining as if you
had the Ritual Caster feat.
Egocentric: the members are usually pretty aloof and,
because of their nature, they often wax philosophical
and are rarely down to earth. Thus, they suffer -2
penalties to diplomacy when not talking about
philosophy, or similarly heady subjects.
POWERS OF IMAGINATION[Belief] Prerequisite: Initiate of the Signers or Initate of the Will
of the One.
Benefit: You can invoke the power of your belief to use
Powers of Imagination.
Channel Belief : Powers of Imagination Power of Belief
You can manipulate your surroundings to a greater degree,
using only your force of will.
Encounter ♦ Belief (Signers, Will of the One)
Standard action Personal
Requirement: you expend an unused daily power, and
an healing surge or take damage equal to your healing
surge value.
Effect: You gain a daily power of any arcane, psionic
and shadow class until the end of the encounter or for 5
minutes. After you cast the power you are dazed (save
ends). Each save failed you loose an healing surge or
take damage equal to your healing surge value.
IMPORTANT SECTS
ANARCH’S GUILD (Chaos Masters,
Groundsmen)
The truth about the multiverse can only be learned by
traveling it, as each and every plane holds a small part
of the great secret.
INIZIATE OF THE ANARCH’S guild[Belief] Prerequisite: join the Anarch’s Guild.
Skills: You gain +2 bonus to all knowledge skills about
Limbo.
Improved Control: Roll twice and use the higher result
to Influence Unstable Plane checks
Ritual Control: You can perform any ritual to Influence
Unstable Plane as if you had the Ritual Caster feat. One
for day you can cast one without to expend the
component cost.
Groundsman: You can't leave Limbo. If you're a
Groundsman, you are expected to help maintain or
defend the city or fortification you are assigned to.
CHILDREN OF THE VINE (Revellers, Carpet Knights)
They believe in celebrating today and ignoring
tomorrow.
INIZIATE OF THE REVELLERS[Belief] Prerequisite: join the Children of the Vine.
Skills: Insight and Perception are your class skills. You
gain +2 bonus to these skills.
Exceptional Immunity: +2 to saves versus poison and
endurance checks to resist disease.
Addicted: All Revellers have some form of addiction to
a pleasurable activity. The player of a Reveller character
must choose some vice that the character will seek out
irrationally, and will be unable to function well without
(-2 to all attack rolls, proficiency checks, saves, and
ability checks; -2 to the difenses without addiction). The
DM must approve all addiction choices, as they should
be sufficiently debilitating as to make this an actual
weakness, but not enough to make the character
unplayable. Suggestions include alcohol or other drugs,
sexual activity, gluttonous behaviour, or gambling.
The Converts (Chamaleons,
Turncoats)
They believe that any belief held too long becomes
rhetoric, and that nobody knows how anything works.
INIZIATE OF THE CHAMALEONS[Belief] Prerequisite: join the Chamaleons.
Everchanging Faction: A Chamaleon can belong to
another faction, as long as he meets the prerequisites.
He gains all the benefits and restrictions of that faction.
When he change to a different faction, he loose all the
benefits and restrictions of the first and gain those of
the new faction. He can do this any number of times
but he can never return to a abbandoned faction.
DAUGHTERS OF LIGHT (Word-
Keepers)
A mysterious group based out of Sigil, the Daughters
of Light went on a purge shortly after the Faction War,
rooting out subtle remainders of faction influence in a
subtle but violent fashion.
INIZIATE OF THE DAUGHTERS OF LIGHT[Belief] Prerequisite: join Daughters of Light.
Skills: Intimidate is your class skill. You gain +2 bonus
to this skill.
Faction Knowledge: Roll twice and use the higher
result to skills check if it reguards factions.
Factions Hunter: Factioneers within 2 squares of you
receive a -1 penalty to all defense and saving throws.
Faction war: every factioneers see you as his foe.
DISPOSSESSED (Chippers, Exiles)
The Dispossessed are the few that decide that the
Banished are just twiddling their thumbs, and it‘s up
to them to show the universe that they‘re worthy of
power and respect despite the bad hand given to them.
INIZIATE OF THE dISPOSSESSED[Belief] Prerequisite: join the Dispossessed.
Skills: Endurance is your class skill. You gain +2 bonus
to this skill.
Mental Strenght: +2 to saves vs. charme and fear
effects.
Toughness: You substitute your highest ability score
for Constitution to determine your initial hit points.
Annoying presence: the Exiles view themselves as the
strong, and are determine to prove this to the rest of the
multiverse, but to do so, they often annoy (at least) the
rest of the multiverse. Apart from other sect members,
Exiles suffer a -2 penalty to all charisma based checks
from the people they meet.
Exile’s Toughness [BELIEF] Prerequisite: Initiate of the Dispossessed
Benefit: You can invoke the power of your belief to use
Exile’s Toughness.
Channel Belief : Exile’s Toughness Power of Belief
Exiles are tough people, they are hardened against what life
can throw against them.
Encounter ♦ Belief (Dispossessed)
Immediate Interrupt Personal
Trigger: you take the second wind action or any other
effect you spend an healing surge
Effect: you can spend one additional healing surge.
ESCHATON (Naysayers, Apocalypticals)
Prey for the end of the times.
INIZIATE OF THE ESCHATON[Belief] Prerequisite: join the Eschaton.
Skills: Diplomacy and History are your class skill. You
gain +2 bonus to these skill.
The end inevitable: Bloodied foes within 2 squares of
you receive a -1 penalty to all defense and saving
throws.
No Tomorrow: You have no future projects, you can
never be a part of long-term plans. When you roll an
Endurance check to check disease progression, roll
twice and use the worst result.
THE GUARDIANS (Caretakers,
Protectors)
Inspired by the race of celestials known as the
guardinals, The Guardians strive to protect good and
to defend the defenseless.
INIZIATE OF THE GUARDIANS[Belief] Prerequisite: join the Guardians, cannot be evil.
Skills: Endurance and Perception are your class skill.
You gain +2 bonus to these skill.
Aspect of the Guardinals:
Reputation: Roll twice and use the higher result to
Diplomacy checks among the good-aligned planes. Roll
twice and use the worst result to Diplomacy checks
among the evil-aligned planes
Neutrality: The primary drawback to being a Caretaker
is the necessity to neutral. Guardians are not allowed to
engage in politicking or machinations of any sort -- they
must constantly strive for the higher good. A Defender
must always strive for the greater good, and cannot
dedicate themselves to any of good's "alternate" forms
HIDDEN HAND (Merkhants, Misers,
Gold-Hounds)
Money is the purest form of power, and thusly
gathering money makes one powerful.
INIZIATE OF THE MERKHANTS[Belief] Prerequisite: join the Merkhants.
Skills: Bluff and Insight are your class skill. You gain +2
bonus to these skill.
Appraise: All Merkhants gain the ability to appraise the
value of any gem or work of art both instantly, and
accurately. What they do with that information is up to
them, but they usually use it to try and con someone
else
Bargainer: Roll twice and use the higher result to all
skill checks if it involves bargaining.
Great Profit: Merckhants never do anything where they
cannot see how they will profit from it.
HUNTERS OF THE VILE (Vile
Hunt)
They believe in affirming their humanity by killing
'lesser beings
INIZIATE OF THE VILE HUNT[Belief] Prerequisite: join the Hunters of the Vile, cannot be
good.
Skills: Perception and Nature are your class skill. You
gain +2 bonus to these skill.
Kill Count: +2 bonus to all the attacks rolls until the
end of your next turn after you reduce an enemy to 0
hit points.
Expert Tracker: Roll twice and use the higher result to
Perception checks to find tracks. In addition, add 5 to
the Perception DC for other creatures to find your
tracks. You can extend this benefit for any allies
traveling with you, but not any who become separated
from you.
Enemies of the Good: Roll twice and use the lower
result to all charisma checks vs. good creatures.
ILLUMINATED (The Great Eye)
Rule what we can. Control what we can’t rule. Destroy
what we can’t control.
INIZIATE OF THE ILLUMINATED[Belief] Prerequisite: join the Illuminated, cannot be good.
Skills: Bluff and Intimidate are your class skill. You
gain +2 bonus to the skills.
Infiltrator: Roll twice and use the higher result to bluff
checks to pass off a disguise as a factioneer.
Survivor: You gain +2 to all death saving throws.
Secret Cause: An Illuminated can never truly hold a
public office or business (though he can pose as one for
a while).
MATHEMATICIANS (01001101
01000001 01010100 01001000 01000101 0100110
01000001 01010100 01001001 01000011 01001001
01000001 01001110 01010011)
They believe that numbers can be used to find or
discover everything.
INIZIATE OF THE MATHEMATICIANS[Belief] Prerequisite: join the Matematicians, cannot be chaotic.
Skills: All Knowledge skills are your class skill. You
gain +2 bonus to these skills. You gain the legalspeak as
bonus language.
Bookworm: Roll twice and use the higher result to
skills check if it involves research in libraries.
Intuit Pattern: You can perform the ritual Comprehend
Language and Create Item as if you had the Ritual Caster
feat. One for day you can cast Comprehend Language
without to expend the component cost.
Communal Knowledge: The only disadvantage to
being a Mathematician is that you must share your
findings with your brethren, and you can't tell outsiders
about what the Mathematicians are doing. Ha! Like
outsiders would even understand, anyway.
Probability Manipulation [Belief] Prerequisite: Initiate of the Guvners or Initiate of the
Mathematicians.
Benefit: You can invoke the power of your belief to use
Probability Manipulation.
Channel Belief : Probability Manipulation Power of Belief
In your quest to understand the intrinsic laws of the
multiverse, you have learned how to ‚bend‛ the laws
affecting an outcome.
Encounter ♦ Belief (Guvner, Mathematicians)
Immediate Interrupt
Target: You or one Creature
Effect: add a +2 or -2 to any attack roll, damage roll, or
skill check.
THE OPPOSITION (Opposers)
Opposers believe that strength comes from conflict.
They believe that opposition and adversity breeds
power.
INIZIATE OF THE OPPOSERS[Belief] Prerequisite: join the Primals.
Skills: Intimidate and Endurance are your class skill.
You gain +2 bonus to the skills.
True Opposition: Roll twice and use the higher result
to each to oppose any action or opposed checks.
Contradict: An opposer contradicts and verbally
challenges others, making him socially unpopular.
Talking to an opposer can vexing, since black is white,
unless someone says it’s white, in which case it is black.
Thus, he suffers -2 penalty to diplomacy skill checks.
The Order of Planes-Militant (Children of Heaven,
Brethren, Faithful)
As militant as their name, the Brethren defend the
mighty fortress of Mount Celestia at all costs. They
believe the seduction of evil, chaos, doubt, avarice, and
evil are forever striving to undermine what is right and
good and pure.
INIZIATE OF THE FAITHFUL[Belief] Prerequisite: join the Order of the Planes-Militants,
cannot be chaotic.
Skills: Endurance and Diplomacy are your class skill.
You gain +2 bonus to these skill.
United for the cause: Aid in combact another Faithful
as minor action.
Support of the Brethren: the Breathrens can always
count on help from their allies.
Oaths of fealty: The Order requests that all members
swear oaths of fealty, chastity and poverty, similar to
the oaths sworn by paladins. A member of the Order
may never disobey a superior, no matter what. Unless
the mission assigned to you is obviously evil or chaotic,
you must complete it. In the event that an order is in
someway evil, a Brethren must report this to his
superior's superior. Also, a Faithful may only keep as
much jink as he needs to maintain a moderate standard
of living, as well as other necessities, such as a horse,
armour, weaponry, etc. The rest should be donated to
some worthy cause (although preferably to the Order).
The PLANARISTS (Anti-primes)
They believe that the Prime Material Plane should
serve the Planars, not the other way around.
INIZIATE OF THE PLANARISTS[Belief] Prerequisite: join the Planarists, cannot be a prime.
Skills: Diplomacy and Intimidate are your class skill.
You gain +2 bonus to these skill.
Planarist presence: Primes within 2 squares of you
receive a -1 penalty to all defense and saving throws.
Unfriendly Ground: You can't go to any prime material
planes.
The PROLONGERS (Cheaters)
They exist at others' expense, with Death at their
backs, they're wise to be tense.
INIZIATE OF THE PROLONGERS[Belief] Prerequisite: join the Prolongers, cannot be good.
Skills: Bluff and History are your class skill. You gain
+2 bonus to these skill.
Channel Vital Linfh: You can perform the ritual
Channel Vital Linfh as if you had the Ritual Caster feat.
One for day you can cast TranferVital Linfh without to
expend the component cost.
Secular Knowledge: Roll twice and use the higher
result to any knowledge checks
Fast Aging: they age 10-times fast then the average
mortal.
PLANEWALKER’S GUILD
(Wanderers, Homeless)
The truth about the multiverse can only be learned by
traveling it, as each and every plane holds a small part
of the great secret.
INIZIATE OF HOMELESS[Belief] Prerequisite: join the Planewalker’s Guild.
Portals Knowledge: Roll twice and use the higher
result to all skill checks if it involves portals.
Portals Familiarity: You can perform the ritual Analyze
Portal as if you had the Ritual Caster feat. One for day
you can cast Analyze Portal without to expend the
component cost.
Homeless: Must not stay in any place for more than a
year. Must help others Guildmembers by providing
directions, information about portals and other minor
favors.
PRIMALS
They coy about what they believe, But it's likely
they've got some weird tricks up their sleeve. Know
the elemental forces and a body will know everything.
INIZIATE OF THE PRIMALS[Belief] Prerequisite: join the Primals.
Skills: Arcane and Bluff are your class skill. You gain
+2 bonus to the skills.
Infiltrator: Roll twice and use the higher result to bluff
checks to pass off a disguise.
Harden Body: When you are bloodied you gain +1 to
all the difenses.
Elemental Home: Members can never leave the inner
planes.
RAGERS (The Brotherhood of Glory)
They believe in being stronger than everyone else, and
proving it one man at a time.
INIZIATE OF THE RAGERS[Belief] Prerequisite: join the Ragers.
Skills: Intimidate and Endurance are your class skill.
You gain +2 bonus to the skills.
Die Hard: When your hit points drop to 0 or fewer, you
don’t fall unconscious until you failed a death saving
throw.
To live is to fight: A rager will not say no to a fighting
challenge. Always is good to fight.
TACHARIM (“the Knighthood”)
They believe in augmenting the self through the
grafting of more reliable body parts.
INIZIATE OF THE TACHARIM [Belief] Prerequisite: join the Tacharim.
Skills: Intimidate and Endurance are your class skill.
You gain +2 bonus to the skills.
Fearless: save +5 vs. fear.
Graft Body parts:
Depriving scopes: Roll twice and use the lower result
to all charisma checks vs. good creatures.
Wylders (The Verdant Guild)
We must act to protect nature from the ravages that we
would, in our foolishness, impose upon her.
INIZIATE OF THE Wylders [Belief] Prerequisite: join the Wylders.
Skills: Nature and Endurance are your class skill. You
gain +2 bonus to the skills.
Animal’s Mask: Through means not yet explained by
those who have attempted to reveal the secret (most of
whom have been Guvner researchers), completion of
the mask grants its owner the ability to speak with the
type of animal the mask depicts. As the masks are
almost certainly made in a variety of ways, this ability
must be conferred on the mask when the owner is
inducted fully into the Guild. This power can only be
used by the person who made the mask (i.e. another
person cannot speak with animals using a mask, even
with the owner's permission), and can only be used
when the mask is being worn.
Animal Empathy: While you are riding an animal, you
gain access to any special abilities that creature
possesses. In addition, every friendly animal can make
any skill checks using your base skill check bonus
rather than its own if yours if higher.
Wild Approach: the intimacy with which Wylders live
with nature, and the amount a time they tend to spend
in wild areas, has its drawbacks. Although they are
comfortable in isolated dwellings, anything larger than
a small village will unnerve a Wylder. They suffer a -2
penalty on all charisma based rolls, due to the unease
that they cannot conceal from those who observe them.
Optionally, in very large places (and Sigil certainly
counts as this), Wylders may find that the lack of space
causes them great mental distress. Such Wylders would
panic easily, and could behave quite irrationally, and
may decide at any time that they have to return to the
calming influence of wide open spaces at once.
FACTIONS LEGENDARY PATHS Defiant Soul (athar) The young man stared up at Jaya in disbelief as his healing
spell fizzled. ‚Allow me,‛ the defier said as she laid hands
upon the injured boy. ‚I told you the Powers were
fakes…only acceptance of the truth can grant you access to
the Great Unknown.‛
Prerequisite: Iniziate Of The Athar, Faithless Miracle,
Charisma or Wisdom 17
Defiant souls are members of the Athar who
demonstrate the tenets of their faith to the masses. They
openly challenge the clerics of gods, defeating them in
battle whether by deeds or words, showing there is no
need for someone to worship a deity in order to gain
the divine power many seek. They preach the
supremacy of a force they call the Great Unknown,
which transcends the gods and grants defiant souls and
other Athar the ability to resist divine magic. Ex-
paladins and disillusioned clerics are obvious choices
for this legendary path, but self-reliant classes like the
monk, rogue and warlock as well as those who worship
natural powers, are also attracted to the philosophy.
DEFIANT SOUL PATH FEATURES
Blasphemous Presence (11th level): Once per turn as a
minor action, you can place a mark against a divine
user or immortal creature.
Blasphemous Action(11th level): When you spend an
action point to take an extra action, if you use your
action to make an attack against a divine user or an
immortal creature roll twice and use the higher result.
Deny Edict (16th level): You gain a +5 bonus to saving
throws against divine or immortal effects.
DEFIANT SOUL POWERS OF BELIEF
Heretic’s Strike Defiant Soul Attack 11
Your confidence in the flaws of the powers enables you to
bypass whatever protections of divine agents
Encounter ✦ Belief (Athar), Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and the target
is slowed until the end of your next turn.
If the target is a divine user or immortal creature, it
takes 4[W] + Charisma modifier damage, and it is
immobilized until the end of your next turn. This
damage ignores all resistances.
Faithless ward Defiant Soul Utility 12
You quickly adapt to the energy your divine enemy is using
against you.
Encounter ✦ Belief (Athar)
Immediate Interrupt Personal
Trigger: You take damage of a specific type, such as
radiant or fire by a divine user or an immortal creature
Effect: You gain resist 10 against damage of that type or
types until the end of your next turn.
If the damage was by a divine user or an immortal
creature you gain resist 20 against damage of that type
or types until the end of your next encounter.
Punish the Divine Defiant Soul Attack 20
The defiant soul can reflect a divine spell back at the caster.
Daily ✦ Belief (Athar), Implement, Reliable
Immediate Reaction;
Trigger: You or an ally is the target of a divine or
immortal attack that miss
Target: a divine user or an immortal creature
Attack: Charisma or Wisdom vs. Will
Hit: The divine user or the immortal creature is the new
target of the effect.
Disciple of the Cycle (godsmen)
Prerequisite: Iniziate Of The Godsmen, you have to be
dead and reincarnated at least once.
Some Godsmen have died so many times they barely
remember what race they started out as. These cutters
delve into the depths of the Cycle of Testing, trying
new forms each time they die, and learning from each.
Though they do not seek death, they understand that
death is merely a setback, and another step on the road
towards divinity.
DISCIPLE OF THE CYCLE PATH FEATURES
Influence New Form (11th level): Each time the
Disciple dies, he may choose his new reincarnation
from the list of possibilities on the Reincarnation.
Memory of the Past (11th level): (when makes an
attack roll, saving throw, a skill check, or an ability
check). You can spend an action point to roll 1d6 and
add the result to the triggering roll.
Shapes of the Past (16th level): A Disciple of the Cycle
may shift into any other race or animal that has
previously been one of the Disciple's incarnations
during his deaths and rebirths. When he does so, he is
considered to completely loose his previous race and
acquire the new one, and any equipment carried or
worn resizes to fit the new form. There is no time limit
to how long he can stay in this form, but if a Disciple of
the Cycle stays shifted for more than 1 hour in a day,
his experience gain for that day is halved. Additionally,
if he spends more than four hours in a day shifted, he
looses all special abilities from his Disciple of the Cycle
class, and may not gain any more levels in any class
until he receives an atonement spell. Disciples should
learn mainly from their current forms, so as to
experience events from all possible angles, and not rely
on their past forms.
DISCIPLE OF THE CYCLE POWERS OF BELIEF
At 11th level, you can choose to replace one of your at-
will powers with an at-will power from a past life class.
At 11th level, you can select any encounter power of 7th
level or lower from your past life class.
At 12th level, you can select any utility power of 10th
level or lower from your past life class.
At 20th level, you can select any daily power of 19th
level or lower from a past life class.
Divulger of Forgetfulness(bleak cabal)
"Hear the barmies howling in the Mazes? If you're here
to learn the secrets of the multiverse, you might as well
save yourself some time and go join 'em, 'cause that's
all it means--that and nothing else."
--Factol Lhar of the Bleak Cabal
Prerequisite: Iniziate of the Bleakers, ‚Touched‛
DIVULGER OF FORGETFULNESS PATH
FEATURES
Incomprensible Mind (11th level): You gain 5 +1/2
level resistance to psychic damage.
Aurea of Delusion (11th level): you can spend an
action point to make reroll one roll succeded within 5.
The target must use the result of the second roll.
Share Madness (16th level): One for enconunter you
can transfer any psichic effect assorbed by Assorb
Madness by an attack power.
DIVULGER OF FORGETFULNESS POWERS OF
BELIEF
Howling Winds of Pandemonium Divulger of
Forgetfulness Attack 11
This spell enables you to channel the screaming winds of
Pandemonium through your body and out through a
numbing howl that incapacitates anyone nearby.
Encounter✦Belief (Bleak Cabal), Psychic, Implement
Standard Action Close Burst 5
Target: All the creatures within the burst
Attack: Charisma, Intelligence or Wisdom vs. Will
Hit: slitta il bersaglio di 5 ed effettua un attacco basilare
contro una creatura adiacente a tua scelta. Se
impossibilitato subisce 1d8 + Saggezza, Intelligenza o
Carisma danni psichici.
Effect: il bersaglio è assordato fino alla fine del tuo
prossimo turno.
Assorb Madness Divulger of
Forgetfulness Utility 11
Some Bleakers learn special techniques to relieve others
mentally, but at the cost of their own psyche.
Encounter✦Belief (Bleak Cabal), Special
Immediate Interrupt Close Burst 5
Trigger: any creatures hit by a psychic attack or under
the influence of any temporary mental effect
Effect: You are the target of the effect but you can
expend an healing surge or regain an encounter power.
Special: If you expend an action point to use this power
you gain an extra free healing surge.
Despair Divulger of
Forgetfulness Attack 20
The divulger of forgetfulness share his world view with
others
Daily ✦ Belief (Bleak Cabal), Psychic, Implement
Standard Action Close Burst 5
Target: All the creatures within the burst
Attack: Charisma, Intelligence or Wisdom vs. Will
Hit: 2d8 + Charisma, Intelligence or Wisdom psychic
damage, 10 ongoing psychic damage, and the target is
dazed (save ends all). If the target fails the first save it is
helpless (save ends all).
Miss: ½ damage and 5 ongoing psychic damage
ENTROPOMANCER (doomguard)
Prerequisite: Iniziate of the Doomguard, Charisma or
Wisdom 17
ENTROPOMANCER
PATH FEATURES
Sinker Swordsmanship (11th level):: A light or heavy
sword functions as a implement, adding its
enhancement bonus to attack rolls and damage rolls for
your powers that use implements.
Steady Decay (11th level): You have resist necrotic and
radiant 5 + one-half your level.
Distructive Action (11th level): When you spend an
action point to take an extra action, if you use your
action to make an attack that hits, that hit deals ongoing
necrotic damage equal to ½ your level (save ends).
Control Sphere (16th level): The entropomancer has
the ability to control a sphere of annihilation as if he
were using a talisman of the sphere, and the
entropomancer is personally unaffected by a sphere of
annihilation, which passes through him as if his square
was completely empty. High-level entropomancers are
often obsessed with acquiring spheres of annihilation.
ENTROPOMANCER POWERS OF BELIEF
Ecstatic Decay Entropomancer Attack 11
This spell rapidly decomposes a creature’s body while
overwhelming them with exquisite pleasure unlike anything
else in the multiverse.
Encounter ✦ Belief (Doomguard), Implement,
Necrotic, Radiant
Standard Action Range 10
Target: one creature
Attack: Charisma or Wisdom vs. Will (critical 19-20)
Hit: 2d10 + Charisma or Wisdom modifiers necrotic and
radiant damage and the target is immobilized until the
end of your next turn.
Sustain free: Spend an healing surge and you can roll a
new attack vs. the target.
Entropic Field Entropomancer Utility 12
You conjure a field of invisible, entropic energy, strong
enough to warp the laws of probability.
Daily ✦ Belief (Doomguard)
Standard Action Close Burst 5
Effect: All the healing powers fails in the burst until the
end of the next turn. One for round, as immediate
interrupt you can force a creature in the burst to reroll
an attack, ability check or save.
Sustain free: Spend an healing surge and the zone
persists.
Shard of Entropy Entropomancer Attack 20
You conjure a small black a chunk of absolute blackness of
entropy.
Daily ✦ Belief (Doomguard), Implement, Necrotic,
Zone
Standard Action Range 1
Effect: you can create a small black chunk of entropy in
a square. Creatures that enter the zone or start their
turns adiacents to the shard are dazed and take ongoing
10 necrotic damage (save ends). As a move action, you
can move the zone up to 6 squares and attack all the
targets or pull every target in close burst 6 to the shard.
Attack: Charisma or Wisdom vs Reflex or Charisma or
Wisdom vs Fortitude (pull attack).
Hit: 2d10 + Charisma or Wisdom modifiers necrotic and
radiant damage or pull 6.
Sustain Minor
Doomguard Marauder (Revised
Version from the Manual of the Planes)
(doomguard)
Prerequisite: Iniziate of the Doomguard, Entropic
Blow, Strenght 17
DOOMGUARD MARAUDER
PATH FEATURES
Ruin’s Reward (11th level): Whenever you score a
critical hit, you regain hit points equal to your
Constitution modifier.
Destructive Action (11th level): When you spend an
action point to take an extra action, you deal 1d12 extra
damage on attacks made before the end of your turn.
The damage increases to 2d12 at 21st level.
Inevitable Doom (16th level): When you miss with a
melee weapon attack, you gain a +2 bonus to your next
melee attack roll against that creature.
DOOMGUARD MARAUDER POWERS OF
BELIEF
Devasting Blow Doomguard Marauder Attack 11
You swing with a devastating strike that leaves you and the
enemies around you open to attack.
Encounter ✦ Belief (Doomguard), Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you and
each enemy adjacent to you takes a –2 penalty to AC
until the end of your next turn.
Strike of Unmaking Doomguard Marauder Utility 12
Your attack puts your foe on the path to destruction.
Encounter ✦ Belief (Doomguard), Weapon
Free Action Melee weapon
Trigger: You hit an enemy with a melee attack
Effect: The target loses all resistances until the end of
your next turn.
Arm of Dissolution Doomguard Marauder Attack 20
Your attack resounds with a chord of dissolution, and your
foe crumbles under the power of entropy.
Daily ✦ Belief (Doomguard), Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 10
damage (save ends). Each time the target takes the
ongoing damage, you gain a +1 power bonus to melee
attack rolls until the end of your next turn.
Miss: Half damage, and ongoing 5 damage (save ends).
You gain no power bonus from the ongoing damage
THE “BORN DEAD” (dUSTMEN)
Prerequisite: Iniziate of the Dustmen, Greater Dead
Truce, Wisdom or Charisma 17
THE “BORN DEAD PATH FEATURES
Expanded Dead Truce (11th level): you can extend the
benefits of the Dead Truce to a number of creatures
within 20 equal to 1 + your Charisma or Wisdom
modifier.
Negative Energy Affinity (11th level): You have resist
necrotic 5 + one-half your level.
Deathly Action (11th level): When you spend an action
point to take an extra action, if you use your action to
make an attack that hits, that hit deals ongoing necrotic
damage equal to ½ your level (save ends). If the attack
kills the person you are attacking, that person may not
be resurrected.
Numb (16th level): You gain a +5 bonus to saving
throws against charme and fear effects.
THE “BORN DEAD POWERS OF BELIEF
Aura of the Dead Power of Belief
Your visage strikes fear into the hearts of your opponents,
causing them to attack clumsily and without conviction.
Encounter ♦ Belief (Dustmen), Fear, Implement,
Psychic, Special, Zone
Standard Action Close Burst 1
Attack: Charisma or Wisdom vs. Will
Hit: 1d8 + Wisdom or Charisma modifier psychic
damage and the target is immobilized (save ends). The
burst creates a zone that lasts until the end of your turn.
Any enemy that enters the zone or starts its turn within
the zone is subject to another attack.
Special: Whenever you are struck for the first time
during this encounter by a creature under the effects of
your aura, that creature takes 1d8 + charisma or
wisdom modifier psychic damage.
Sustain Standard
Feign Death The ‚Born Dead‛ Utility 12
This power puts any living creature into a cataleptic state,
which is nearly impossible to distinguish from death by
normal means.
Encounter ✦ Belief (Dustmen), Illusion
Immediate Reaction Close Burst 5
Trigger: You or an ally in the burst are hit by a melee,
ranged or area attack
Effect: The target falls prone and gains resist 10 all until
the start of its next turn or until it makes an attack. It is
nearly impossible to distinguish from death by normal
means.
Sustain minor
Death Wish The ‚Born Dead‛ Attack 20
Truly exemplifying a disdain for life, a few Dustmen seem to
appreciate (as much as they appreciate anything) making
victims bring about their own death prematurely.
Daily ✦ Belief (Dustmen), Necrotic, Psychic,
Implement
Standard Action Area Burst 1 within 10
Target: Creatures in the burst
Attack: Charisma or Wisdom vs. Will
Hit: 2d8 + Wisdom or Charisma modifier necrotic
damage, and ongoing psychic 10 damage (save ends). If
the target is bloodied is immobilized (save ends). If the
bloodied target fails its first save against this power, the
target becomes unconscious (save ends). If the total hit
points drops to 0 or lower for this effect the target dies.
Miss: Half damage, and ongoing 5 psychic damage
(save ends).
FATEMAKER (FATED)
‚Don‟t do me any favors.‛ Parlo walked away from the
woman offering to bind his wounds. ‚I have
learned to take care of myself.‛
Prerequisite: Initiate of the Fated, Self Reliance,
Charisma 15
FATEMAKER PATH FEATURES
Fatemaker Stamina (11th level): Each time you reach a
milestone, you regain an healing surge.
Aura of Confidence (11th level): When you spend an
action point to take an extra action, all the allies within
5 gain a bonus to next die roll as your Charisma
modifier.
Unwritten Destiny (16th level): You are immune to
geas/quest and lesser geas, as well as other spells and
effects that would force you into a magical contract,
including the Ring-giver ritual Return of Favors.
Furthermore, attempts to divine your future, such as
through commune or contact other plane, always return
inconclusive answers.
FATEMAKER POWERS OF BELIEF
Fatemaker Appeal Fatemaker Attack 11
.
Encounter ✦ Belief (Fated), Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier and you push the target 1
square and it is knocked prone.
Effect: Allies in the burst can slide 1.
Nine Lives Fatemaker Utility 12
.
Daily ✦ Belief (Fated), Healing
Immediate Interrup Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: You can use an healing surge.
Ego Manifestation Fatemaker Attack 20
.
Daily ✦ Belief (Fated), Implement, Polimorph, Stance
Immediate Reaction Close burst 1
Trigger: an attack take you bloodied
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + charisma modifier
Effect: You become Large, occupying 4 squares instead
of 1. Any creatures in the squares that you come to
occupy are pushed 1 square. You also gain reach 2 and
a +5 bonus to its melee damage rolls. You remain Large
until the stance ends.
AXIOMIST (GUVNERS)
Prerequisite: Initiate of the Guvners, Probability
Manipulation, Intelligence 17
Most Guvners do at least some research into the
phenomena known has loopholes. The axiomist, on the
other hand, dedicates his life to unraveling the Axioms,
and gathering the power such knowledge provides.
Practically all factols and other high-ups of the faction
are axiomists, and it‘s the dominant goal of most
Guvners to become one. Though this path is no longer
quite as prestigious as it used to be, most that seek it do
so for power rather than admiration. And, indeed, the
power it unlocks is raw and potent, easily worth the
time and effort to develop.
AXIOMIST PATH FEATURES
Loopholes (11th level): You can break one rule to the
powers structure of your character. You can spend an
action point to swap one power you know for one of
the same level or lower from any class. You gain the
power for 24 hours. Also, you can swap one ritual for
one daily power of the same level or lower. You may
develop up to your intelligence modifiers loopholes at
one time.
Improved Probability Manipulation (11th level):
When you channel your power of belief probability
manipulation add a +3 or -3 to any roll. At 16th level you
add +4 or -4, at 21th level you add +5 or -5, and at 26th
level you add +6 or -6. In addiction you can spend an
action point to gain a new use of probability
manipulation.
Structured Mind (16th level): +5 bonus to saves vs.
psychic effects.
AXIOMIST POWERS OF BELIEF
Exhausting monologue Axiomist Attack 11
It’s just a few seconds you talk but it seems an eternity.
Encounter ✦ Belief (Guvner), Psychic
Standard Action Close burst 5
Target: any creature in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, targets
are dazed until the end of your next turn.
Evaluating the Outcome Axiomist Utility 12
While all Guvners agree there is a rule to determine every
outcome, no one goes their life without encountering a
situation where something just didn’t go as it should have.
By recognizing these anomalies, however, some Guvners are
actually able to correct the results.
Encounter ✦ Belief (Guvner)
Immediate Interrupt Personal
Trigger: you miss an attack or a skill check
Effect: The attack or the skill check doesn’t occur, as if
the you chose to do nothing with its action. You cannot
repeat the same action vs. the same target until the end
of the encounter.
Dimensional Loophole Axiomist Attack 20 Soon or later the enemy understand that it was better to keep
away.
Daily ✦ Belief (Guvner), Teleport, Psychic
Standard Action Range 20
Target: one creature
Attack: Intelligence vs. Will
Hit: 3d8 + Charisma modifier psychic damage
Miss: Half damage
Effect: Every time the target moves, you can
immediately teleport of a number of squares the target
moves as a free action.
Sustain Minor: When you sustain this power, you can
repeat the attack against the target. If you miss, you can
no longer sustain the power.
ANTI-PHILOSOPHER (INDEPS)
Prerequisite: Initiate of the Indep, Indipendent Mind,
Charisma or Intelligence 17
ANTI-PHILOSOPHER PATH FEATURES
Mock factioneers (11th level): Once per turn as a minor
action, you can place a mark against a faction member.
Anti-philosopher Action (11th level): When you spend
an action point to take an extra action, if you use your
action to make an attack against a faction member roll
twice and use the higher result.
Deny Philosophy (16th level): You gain a +5 bonus to
saving throws against powers of belief.
ANTI-PHILOSOPHER POWERS OF BELIEF
Insult Philospher Anti-Philosopher Attack 11
Your knowledge of the factions provides you with a brilliant
repertoire of witty and insulting comments that will get the
attention of the most hardheaded faction member.
Encounter ✦ Belief (Indep), Charm, Implement,
Psychic
Standard Action Close blast 5
Target: One creature
Attack: Charisma or Intelligence vs. Will
Hit: 2d8+ Charisma or Intelligence modifier psychic
damage an you pull your target up to 3 squares toward
you. Until the end of your next turn, your target is
marked. If the target is a factioneer you sustain this
power.
Sustain Minor: You pull the target 1 square and your
target is marked until the end of your next turn.
Unnecessary Fanatism Anti-Philosopher Utility 12
Your will is stronger than belief.
Daily ✦ Belief (Indep), Healing
Immediate Reaction Close burst 20
Trigger: An enemy reduces an ally within 20 squares of
you to 0 hit points or fewer
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In
addition, if the attacking is a factioneer it takes a –5
penalty to all the attacks until the end of your next turn.
Disenchant Philosophers Anti-Philosopher Attack 20
You know enough about the factions that you can find logical
holes in their beliefs that will shake the faith of all but the
wisest members.
Daily ✦ Belief (Indep), Charm, Implement, Psychic
Standard Action; Close Burst 5
Target: Creatures in the burst
Attack: Charisma or Intelligence vs. Will
Hit: 2d8+ Charisma or Intelligence modifier psychic
damage.
Effect: until the end of the encounter, every power of
belief fails in the burst.
Sustain minor: you can roll a new attack vs. a faction
member.
Chainbreaker (INDEPS)
Prerequisite: Initiate of the Indep, Indipendent Mind
Slavery on the Planes. It’s a given for most Planars. The
closer you live to the Lower Planes the more likely you
or a relative is or used to be a slave. The trade is active
through many a gatetown, Curst in particular. There
are Indeps who take ‚Live free or die‛ as advice to
apply to all. These Indeps aggressively take on the slave
trade of the Planes to free others. Of course they often
make interesting friends and powerful enemies along
their quest – but to most the freedom of another is well
worth it.
CHAINBREAKER PATH FEATURES
Chainbreaker’s wrath (11th level):
Chainbreaker Action (11th level): When you spend an
action point to take an extra action, you do not grant
combat advantage to any enemy for any reason and
cannot be grabbed until the end of your next turn.
Chainbreaker’s Resolve (16th level): You gain a +5
bonus to saving throws against charm and fear effects.
CHAINBREAKER POWERS OF BELIEF
Instant Escape Chainbreaker Utility 12
You know how to slip out of an unwanted embrace.
Encounter✦ Belief (Indep)
Immediate Interrupt Personal
Trigger: You are grabbed.
Effect: You escape the grab and shift 2 squares.
Break the Chains Chainbreaker Attack 20
Wild energy plays along your blade. The strike of your sword
disrupts the enchantments used to enslave creatures to their
will.
Daily ✦ Belief (Indep), Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage, and any allies
within 10 squares of you under the influence of a charm
or fear effect created by the target can make a saving
throw, even if the effect is not normally one that a save
can end.
CHAMPION OF THE HARMONIUM (HARDHEADS)
Prerequisite: Iniziate of the Harmonium, Authority,
Strength and Charisma 15
Though many join the Harmonium, unifying with your
fellow members can be far from an easy task. Though
they all seek to create peace, most members of the
Harmonium are still wholly individual. And since their
passion to unite worlds and planes burns brightly,
disagreements can drive even those of higher measure
apart. A rare few, however, build a rare gift, one that
lets them lead by example. Their presence brings the
disparate elements together, granting them inspiration
and drive. Champions of the Harmonium are just that,
becoming one with the purpose of their faction.
Those that become champions are typically well-rooted
within the faction, often achieving the rank of Measure
before showing the exceptional talent for leadership
that marks them. While occasionally a Notary has
suddenly struck by inspiration and develops this sort of
talent, it is most often honed over years. Surprisingly,
few factols have been champions. Champions seem
better suited to the field, after all, where their word has
a positive effect on Harmonium members engaged in
missions. Behind a desk or behind the front lines, their
inspiring qualities often languish in disuse.
As the Harmonium champions martial prowess with
which to enforce peace, the champion is often a warrior
as much as a leader. After all, even the Harmonium
admits that force is needed to impose change. Though it
may be loathe to use it unecessarily, a champion learns
to face violence - and to become very, very good at it.
Not all that become champions are of a warlike
persuasion, however. It's simply that once they embody
the Harmonium, skill in combat is only natural.
CHAMPION OF HARMONIUM PATH FEATURES
Smite Anarchy (11th level): Your basic class feature
(Divine Challenge, Combat Challenge, Hunter’s Quarry
Sneak Attack or Warlock curse) deals an additional 2
damage to chaotic creatures. As the damage increases
by level, add an additional 2 damage per tier.
Awareness: (11th level): Can make an opportunity grab
attack against an adjacent enemy that shifts.
Aura of Law (16th level): When you first become
bloodied, you emit a lawful aura 3. Allies within the
aura gain a +2 power bonus to attacks and immunity to
Fear and Psychic damage. This effect ends when you
are no longer bloodied, drop to 0 hit points or more, or
become unconscious.
CHAMPION OF HARMONIUM POWERS OF
BELIEF Smite Chaos; Champion of Harmonium Attack 11
You invoke order through your weapon, causing it to glow as
you deliver a punishing blow against your enemies.
Encounter ✦ Belief (Harmonium), Weapon
Standard Action; Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC, one attack per target
Hit: 1[W] + Strength modifier damage + Charisma
modifier damage.
Effect: Each target is dazed until the beginning of your
next turn.
If the target was chaotic, it takes 2[W] + Strength
modifier damage + Charisma modifier damage and it is
stunned until the end of your next turn.
Order's Calm; Champion of Harmonium Utility 12
The calming effect of order helps release you from dangerous
perils
Encounter ✦ Belief (Harmonium)
Free Action; Area burst 5
Targets: Yourself and each ally in burst
Effect: Targets may make a saving throw against any
ongoing effect and add your Charisma modifier to the
roll. In addition, targets may also spend a healing
surge.
Die for the Faction Champion of Harmonium Attack 20
Your blow inspires his troops to make the ultimate sacrifice
for the cause.
Daily ✦ Belief (Harmonium), Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage (Critical 19-20).
Effect: until the end of the encounter, when the allies
are reduced to 0 hit points or fewer, they gain an
immediate extra action.
Sustain standard: you can roll a new attack You gain a
cumulative penalty -1 to all defenses for every round
you sustain.
JUSTICIAR OF THE RED DEATH (MERCYKILLERS)
Prerequisite: Strength and Charisma 15, Iniziate of the
Red Death, Blow for Justice and one of these: Hunter's
Quarry, Combat Challenge, Divine Challenge, or
Warlock's Curse Ability. (Most abilities involve setting
your enemy as your mark, quarry, or cursed target.
Any enemy falling under this is described as "prey")
JUSTICIAR OF THE RED DEATH PATH
FEATURES
Last Warning (11th Level): when you hit with an
attack that inflicts the immobilize condition (save ends)
the target cannot save against it on the first turn.
Focus on the Prey (11th Level): When you spend an
action point to take an extra attack against your prey,
you deal an extra die worth of damage to that foe.
Indomitable Justice (16th Level): You are immune to
fear and charm effects from your prey. Yourself and
allies adjacent to you enjoy a +2 bonus to saving throws
against all fear and charm effects.
JUSTICIAR OF THE RED DEATH POWERS OF
BELIEF Headsman’s Sweep Red Death Attack 11
There can be no justice without order, and your strike drives
home this point.
Encounter ✦ Belief(Mercykillers), Fear, Weapon;
Standard Action Close burst 1
Melee weapon
Target: Each enemy in burst
Attack: Strength or Charisma vs. AC
Hit: 1[W] + Strength modifier damage, and the target is
immobilized until the end of your next turn. If the
target is your prey is immobilized (save ends).
Miss: the target falls prone.
Bloody Example Red Death Utility 12
Your lethal strike causes gore to erupt forth. The blood
sustains you and causes your foes to recoil.
Encounter ✦ Belief(Mercykillers), Fear
Immediate Reaction Personal
Effect: You may immediately use a healing surge
Trigger: You reduce an enemy to 0 hit points
Target: All foes within burst 2 of the triggering creature
Attack: Strenght or Charisma vs. Will
Effect: The target moves its speed away from you for.
The fleeing target avoids unsafe squares and difficult
terrain if it can. This movement provokes opportunity
attacks.
Mercykiller’s Kiss Red Death Attack 20
In the name of the law, I mark you as a lawbreaker! When
time permits, you shall be hunted unto the corners of the
multiverse for the crimes you have perpetrated!
Daily ✦ Belief(Mercykillers), Fear, Weapon
Standard Action Melee Weapon
Target: your prey
Attack: Strength or Charisma vs. Fortitude
Hit: 5[W] + Strength modifier damage, and the target is
knocked prone and immbolized (save ends).
Miss: Half damage.
Son of Mercy (Revised Version from the
Dragon 370) (MERCYKILLERS, SONS OF MERCY)
Prerequisite: Iniziate of the Martyrs, Strenght and
Wisdom 15.
SON OF MERCY PATH FEATURES Lawbreaker’s Doom (11th level): You can use
lawbreaker’s doom as an encounter power.
Lawbreaker’s Doom Son of Mercy Feature
You designate one enemy as the target of your attention. This
evildoer will not escape justice.
Encounter ✦ Belief(Sons of Mercy), Special
Free Action
Target: One enemy you just marked.
Effect: Until the end of the encounter, whenever you hit
the target with an attack, you deal extra damage equal
to your Wisdom modifier and the target is slowed until
the end of your next turn.
Special: When the target is reduced to 0 hit points, you
regain the use of this power.
Immobilizing Action (11th level): Whenever you
spend an action point to make an extra attack against
the target of your lawbreaker’s doom power, on a hit
with that attack the target is also immobilized until the
start of your next turn.
Strength of Conviction (16th level): Whenever you
reduce the target of your lawbreaker’s doom power to 0
hit points, you gain temporary hit points equal to 10 +
your Strength modifier.
SON OF MERCY POWERS OF BELIEF
Dispensed Justice Son of Mercy Attack 11
There can be no justice without order, and your strike drives
home this point.
Encounter ✦ Belief (Sons of Mercy), Fear, Weapon;
Special
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target
takes a –2 penalty to attack rolls until the end of your
next turn.
Special: You can instead use this power as an
immediate interrupt with the following trigger.
Trigger: The target of your lawbreaker’s doom power is
adjacent to you and makes an attack that does not
include you.
Target: The triggering creature.
Red Death Son of Mercy Utility 12
You’re all lawbreakers!
Encounter ✦ Belief (Sons of Mercy), Special
Minor Action Close burst 1
Target: Each enemy in burst
Effect: The target is marked and is subject to your
lawbreaker’s doom power until the end of your next
turn.
Blood Oath Fulfilled Son of Mercy Attack 20
Crimes have been committed, and it’s up to you to make sure
these criminals pay the price.
Daily ✦ Belief (Sons of Mercy), Fear, Weapon; Special
Standard Action Close burst 1
Target: Each enemy in burst
Special: You can shift 1 square before the attack.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is
knocked prone and cannot stand (save ends).
Miss: Half damage.
Lawbreaker’s Doom: If the target is also the target of
your lawbreaker’s doom power, you gain a bonus to
attack rolls against it equal to your Wisdom modifier.
SENSORY ADEPT (SENSATES)
Prerequisite: Iniziate of the Sensates, Sensory touch.
Only when a body's experienced the whole universe
does the great dark of it all finally get revealed. It may
seem like an impossible task, but there just might be a
way to bob the problem - cheat the multiverse, as it
were. It just might be that the multiverse doesn't exist
beyond what a body can sense.
- The Planescape boxed set
The Sensory Adept is an individual who has devoted
their life towards the single goal of refining his senses.
Through this they hope to develop an understanding of
the darks behind the multiverse. What these darks are
none can say, for when a cutter finally realizes them
they seem to transcend to another level of existence,
leaving the material world behind them. Whether it is
truly enlightenment that the Sensory Adepts find upon
completion of this path is still a matter of debate,
though many Sensory Adepts seem to show a level of
clarity that none to date have been able to attribute to
another cause. Sensory Adepts spend most of their lives
training, gradually perfecting each sense one at a time
as they proceed towards their ultimate goal.
SENSORY ADEPT PATH FEATURES
Sensory improvement (11th level): You gain
Darkvision.
Expand Sensations (11th level): When you spend an
action point to take an extra action, if you use your
action to make an attack that hits, you can also choose
an enemy within 5 squares of you. That enemy takes
ongoing psychic damage equal to ½ your level (save
ends). If you use your action to use an healing surge,
you can also choose an ally within 5 squares of you.
That ally can use an healing surge as immediate
interrupt.
Perfect Senses (16th level): Roll twice and use the
higher result to all perception skill checks.
SENSORY ADEPT POWERS OF BELIEF
Sensory Light Sensory adept Attack 11
You have learned to commune your sensations to your allies.
Encounter ✦ Belief (Sensates)
Standard Action Close burst 5
Target: any creature in the burst
Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: Targets are dazed. Invisible or concealed targets
are now perceiveble from all until the end of your next
turn.
Reveal the Dark Sensory adept Utility 12
You tap your belief and gain a piercing vision.
Daily ✦ Belief (Sensates)
Minor Action Personal
Effect: Until the end of the encounter, you gain the
ability to perceive invisible creatures and objects as if
they were visible.
Mirrored Pain Sensory adept Attack 20 You gather the Belief around yourself like a cloak, it strikes at
the minds of foes around you and punishes those that attack
you. Daily ✦ Belief (Sensates), Psychic, Implement
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Intelligence, Wisdom or Charisma vs Will
Hit: 2d10 + Intelligence, Wisdom or Charisma modifier
psychic damage.
Effect: Until the end of the encounter or for five
minutes, any foe that hits you with a ranged or melee
attack is subject to another attack from this power as
immediate interrupt with the following differences; the
attack only hits the triggering creature, it deals 1d20
psychic damage (no attribute modifiers) and does not
draw attacks of opportunity. You reduce as the damage
you inflicted. This triggered attack may only be used
once per round.
MASTER OF THE MIND (CIPHERS)
Prerequisite: Iniziate of the Cipher, Master of the Heart,
Dexterity and Wisdom 15.
MASTER OF THE MIND PATH FEATURES
Extra Cipher Action (11th Level): After an extendend
rest you have 2 action points instead of one.
Moment's Grace (11th Level): When you spend an
action point to take an extra action, roll twice and use
the higher result any rolls of this action.
Cadence Strike (16th Level): When you spend an
action point to take an extra action, if your two rolls hits
the target is a critical hit.
MASTER OF THE MIND POWER OF BELIEF
Fluid Strike Master of the Mind Attack 11
You take advantage of your foe repositioning itself, and move
in for a strike.
Encounter ✦ Belief (Cipher), Weapon
Immediate Reaction Melee Attack
Target: a creature
Trigger: An adjacent enemy shifts away from you.
Effect: You may immediately move to any square
adjacent to the target. Your target does not get an
opportunity attack against you, although other enemies
may.
Attack: Dexterity or Wisdom vs. AC
Hit: 1[W] + Dexterity or Wisdom modifier damage.
Action Shift Master of the Mind Utility 12
You have improved to act without thought
Encounter ♦ Belief (Cipher)
No Action Personal
Requirement: You roll highest initiative (at least 20).
Others Ciphers initiatives don’t count for this.
Effect: you can shift as a minor action until the end of
the encounter.
Ebb and Flow Master of the Mind Attack 20
Your spacial awareness allows you to direct your foes attacks
to where it would most benefit you.
Daily ✦ Belief (Cipher), Weapon
Standard Action Personal
Target: All foes that currently threaten with melee
attacks
Hit: 2[w] + dexterity or wisdom modifier modifier
damage.
Effect: All foes get to make a melee attack against you.
Your AC increases by 5 and you do not provide combat
advantage during this attack.
Hit: You take normal damage and the enemy is
knocked prone.
Enemy Miss: The target makes a melee basic attack as a
free action against an adjacent target other than you.
You choose the target of its attack. The attack you
redirect gains a bonus to the attack roll and the damage
roll equal to your dexterity or wisdom modifier.
Xaotic (XAOSMEN)
Prerequisite: Iniziate of the Chaosman, Induce Chaos.
It's said that no Chaosman plans to be a Xaotic - it just
happens. When one becomes enough with chaos for
long enough, it becomes like an infection, a gift to be
spread. Xaotics are those who find the chaos in their
souls and stoke it, bringing it forth for a variety of
effects. Whether they do it on purpose or incidentally
varies, but all that really matters is that they do it. As
such, they make some of the most disruptive Xaositects,
breaking down order with their mere presence.
Of course, greybeards point out that Xaotics are a
conundrum. While embodying chaos, they all develop
similar abilities, so obviously they aren't all that chaotic,
are they? Other greybeards point out in turn that even
slaadi have their own order as well, divided into neat
color-coded subdivisions, so the following conclusion is
achieved: it isn't so important, despite the assumptions
of many a prime, that chaotic be distinctive or
individual in nature. Rather, the Xaotics' spread of
chaotic energy is proof enough of their lawless nature.
But, ultimately, trying to make sense of it is a fool's
game.
Many bosses are Xaotics, or become Xaotics over time.
After all, the pure quality of chaos in a Xaotic is
undoubtedly inspiring to those to aspire to loose
themselves completely from order, and the Xaotics lead
by example (if not authority). While there's no true rank
and file to the Xaositects, the Xaotics serve as a guiding
light for the faction. Naturally, they only do so in
spurts, though, often abandoning their followers just as
often as they lead them.
XAOTIC PATH FEATURES
Tragic Event (11th level): When you roll the number
prepared as for Unlikely Event you can use Tragic Event
or you can choose to use an healing surge. At 16th you
can make both.
Tragic Event Xaotic Feature
You transform an opponent into a series of wildly different
forms, preventing him from adjusting long enough to get
used to his new countenance.
At will ♦ Belief (Xaositects), Implement, Polymorph
Immediate Interrupt
Target: One random creature within 5
Attack: Intelligence, Charisma or Wisdom vs. Fortitude
Hit: Creature undergoes dramatic and continuous
mutation while under the influence. He suffers a
penalty to all actions equal to your wisdom modifier
and he gains an random effect (save ends).
1-3: Target is slowed.
4-5: Target is weakened.
6-7: Target is blinded.
8-9: Target is deafened.
10: Target suffers from all four of these conditions.
Chance’s Friend (11th level): you can spend an action
point to reroll one roll you just made. You must use the
result of the second roll. If the second roll is lower of
the first you active tragic event on yourself.
Chaotic Mind (16th level): The power of chaos infuses
your mind. Whenever an enemy successfully attacks
your Will defense, that enemy takes 1d6 + your
Wisdom modifier psychic damage.
XAOTIC POWERS OF BELIEF
Improved Induce Chaos (11th level): This power swap
with Induce Chaos.
Improved Induce Chaos Xaotic Attack 11
You know how to sow chaos in others, infecting them with
raw randomness.
Encounter ♦ Belief (Xaositects) , Implement, Charm
Standard Action Area burst 3 within 10
Target: Each creature within burst
Requirement: Before the attack, you expend an healing
surge.
Attack: Charisma or Wisdom or Intelligence vs. Will
Hit:: The target is dominated (save ends) but you don’t
choice the action the character takes. Instead you roll
1d10 each round in order to determine how the
characters behave while under the influence of this
power.
1-3: Targets can act normally but are stilled dazed.
4-5: Targets take a move action away from you.
6-7: The targets stand around and take no actions.
8-9: Targets attack nearest creature
10: You can choose the action.
Divert Attack Xaotic Utility 12 Some wily Chaosmen learn to disrupt the patterns of combat
training, fooling somebody into making a major mistake or
into accidentally striking a friend.
Encounter ♦ Belief
Immediate Interrupt
Trigger: You are target by an attack.
Effect: The attack is redirected to a random target
within the reach. You include yourself and any of your
allies within range among the possible new targets.
Wildstrike Xaotic Attack 20
You surround a creature in an aura of chaotic arcane energy
that twists any power he uses to create unpredictable results
Daily ♦ Belief, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence, Charisma or Wisdom vs. Will
Hit: Until the end of your next turn, each time the
target attack, he makes an immediate saving throw. On
a success, the power works normally. On a failure, roll
a d6 to determine what happens:
1 - Nothing happens and the action and use of the
power are wasted.
2 - the power backlashes against the caster. Treat the
caster as the target or his square as the target square.
3 - the power hits a random target within range (other
than the caster).
4 - the power is reshaped into a random effect.
Randomly choose another power of the same type (at-
will, encounter or daily) and level from the same power
source, and treat it as if the caster had used that power
instead.
5 - the power, inflict minimum damage.
6 - the power surges in power, automatically critting, as
if the caster rolled a 20 on the die.
Sustain Minor: The wildstrike persists.