Planescape factions as affiliations

JustKim

First Post
This was requested on the General board: Planescape factions using the PHB2 affiliation scores from my own game. Planescape enthusiast (*cough*) may note that the ranks are slightly incongruous with the ranks presented in Factol's Manifesto. In some places I had to add a rank to equal 5, in others I had to trim some back. Some factions simply do not have factols.

There are also references to PrCs and feats from Dragon 287 and its author's web enhancement, Planar Handbook, Kriegstanz and Planewalker. Since I already had feats for things such as sifting and entropic blows, I left those out of the affiliations. I think they could be added back easily enough.

Athar
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 	Wisdom 13 or higher
+4 	Ex-cleric
+1 	Levels in disciple of the great unknown or fist of divinity
+1 per 2 	Levels in Defiant
+1 per 	Each Athar feat
+1 	5 or more ranks in Knowledge (religion)
+2 	10 or more ranks in Knowledge (religion
-1 	Untrained in Knowledge (religion)
+2 	spireshard weapon
+2 	Humiliated worshippers of a deity
+1 	Defiled an altar
+4 	Destroyed a temple
+6 	Slew the proxy of a deity
+1 	Visited a dead god on the Astral Plane
+2 	Visited the Spire
-1 	Receives a spell from a known priest of a deity
-10 	Shows reverence to a deity
+1 per (maximum 1/month) 	Recruited someone into the Athar
+2 per 	Each successful mission undertaken for the Athar

Benefits
Rank 	Title 	Saves 	Skills 	Attack/Damage 	Special
4 or less 	Namer 	- 	- 	- 	-
5 - 14 	Factotum 	+1 	+2 Diplomacy 	- 	Housing
15 - 22 	Athaon 	+2 	+4 Diplomacy 	+1/+0 	-
23 - 29 	Factor 	+3 	+6 Diplomacy, +2 Intimidate 	+2/+1 	-
30 	Factol 	+4 	+8 Diplomacy, +4 Intimidate 	+2/+2 	Salient Immunity

Saves: The Athar gains the listed bonus to saving throws against divine spells.

Skills: As a Factotum, the Athar gains a +2 bonus to Diplomacy checks made to influence those whose faith has been shaken. This bonus improves by +2 at Athaon, Factor and Factol levels.
As a Factor, the Athar gains a +2 bonus to Intimidate checks made against those who worship a deity. This improves by +2 at Factol level.

Attack/Damage: The Athar gains the listed bonus to attack and damage rolls against creatures who draw power from a deity (whether clerics of a deity, outsiders who serve a deity or proxies of a deity).

Housing: The Athar's housing is freely provided by Namers as long as he is within a small or larger city.

Salient Immmunity: The Athar cannot be targeted by divine salient abilities.
Believers of the Source
Code:
Modifier  	Criterion
+1/2 PC's level 	Character level
+1 	Levels in empyrean bard, disciple of the cycle or forged
+1 per 2 	Levels in Godsman
+2 	Access to the Creation domain or mantle
+2 	Able to cast reincarnation
+1 per 	Each Godsman feat
+1 per 	Each Item Creation feat
+2 	10 or more ranks in a Craft skill
+2 	10 or more ranks in a second Craft skill
+4 	20 or more ranks in a Craft skill
-1 	Untrained in Craft or Appraise
+1 	Has died
+1 per (maximum 1/month) 	Succeeded at a task requiring a natural 20
+1 per (maximum 1/month) 	Convinced someone of their potential
+6 	Helped a being to ascend
+1 	Visited a demiplane
+6 	Created a demiplane
-1 	Worships a deity
+1 per (maximum 1/month) 	Recruited someone into the Godsmen
+2 per 	Each successful mission undertaken for the Godsmen
Benefits
Rank 	Title 	Skills 	Special
4 or less 	Namer 	- 	-
5 - 14 	Factotum 	+2 Craft, +1 Bluff/Diplomacy 	Retain Memory 10%
15 - 22 	Gifted 	+4 Craft, +2 Bluff/Diplomacy 	Retain Memory 20%, Efficient Craft I
23 - 29 	Factor 	+6 Craft, +3 Bluff/Diplomacy, +2 Appraise 	Retain Memory 50%, Efficient Craft II
30 	Factol 	+8 Craft, +4 Bluff/Diplomacy, +4 Appraise 	Retain Memory 75%
? 	Ascended 	- 	Demigodhood

Skills: The Godsman gains the listed bonus to Craft checks within the Great Foundry, to all Bluff and Diplomacy checks, and to all Appraise checks.

Retain Memory: At Factotum level, the Godsman loses 10% fewer experience points when raised, reincarnated or resurrected from the dead. At Gifted level this benefit improves to 20%, at Factor level it improves to 50%, and at Factol level it improves to 75% fewer experience points lost.

Efficient Craft I: At Gifted level, the Godsman expends 10% fewer experience points when creating a magic item.

Efficient Craft II: At Factor level, the Godsman expends 10% fewer gold pieces when creating a magic item.

Demigodhood: Upon achieving this rank, the Godsman gains a Divine Rank of 0. His hit points become maximum for his hit dice. He is immune to attacks that alter his form, energy drain, ability damage, ability drain, and mind-affecting effects. He gains fire resistance 20 and spell resistance 32. He is immortal and cannot die from natural causes, nor does he need to eat, sleep or breathe.
Upon attaining this rank, he is forever barred from Sigil by the Lady of Pain and must resign as factol, losing all previous faction benefits.
Bleak Cabal
Code:
Modifier  	Criterion
+1/2 PC's level 	Character level
+1 	Levels in bleaknik
+1 per 2 	Levels in bleaker
+1 	Base Will save +6 or greater
+2 	Base Will save +12 or greater
+2 	Access to the Madness domain or mantle
+1 per 	Each Bleaker feat
+1 	5 or more ranks in Heal
+2 	10 or more ranks in Heal
-1 	Untrained in Heal
+1 	Able to cast crushing despair
+2 	Volunteers at the Gatehouse (One day/week and 4 DC 15 Heal checks)
+1 	Self-exiled member of another faction
+1 per 5,000 gp 	Donates to charity
+2 	Cured someone of insanity
+2 	Survived the Grim Retreat
+1 	Successfully resisted a fear effect that would have resulted in death
+1 	Visited Pandemonium
+1 per (maximum 1/month) 	Convinced someone of the pointlessness of life
+2 per 	Each successful mission undertaken for the Bleakers

Benefits
Rank 	Title 	Saves 	Sanity 	Special
4 or less 	Namer 	- 	- 	-
5 - 14 	Factotum 	+2 	Wisdom x 6 	Potions, Stun to Fatigue
15 - 22 	Madman 	+4 	Wisdom x 5 	Paralyze to Exhaust
23 - 29 	Factor 	+6 	Wisdom x 4 	Take Madness
30 	Factol 	+8 	Wisdom x 3 	Turn Madness

Saves: The Bleaker gains the listed bonus to saving throws against mind-affecting effects. This bonus applies to saves made to recover from the Grim Retreat, below.

Sanity: Beginning at Factotum level, the Bleaker has a Sanity score which is a multiple of his Wisdom score. At the beginning of each day, the Bleaker must roll his Sanity score or less on 1d100. On a failed roll, the Bleaker suffers a random insanity from the list below for 8 hours. On a roll of 1, the Bleaker succumbs to the Grim Retreat. His Intelligence, Wisdom and Charisma scores drop to 0 and he becomes comatose and unresponsive. The only treatment for the Grim Retreat is to be brought to the Gatehouse for reflection. Every 24 hours spent in a Gatehouse cell, the Bleaker may roll a Will save (DC 15 + character level) to recover from the Grim Retreat. On a roll of 1, the Bleaker loses the will to live, and dies.

Potions: At Factotum level the Bleaker may requisition a potion of lesser restoration once per week. At Madman or greater level, he may instead requisition a potion of restoration once per week.

Stun to Fatigue: Any time the Bleaker suffers the stunned condition, he can instead choose to be fatigued for twice the duration of the stun effect.

Paralyze to Exhaust: Any time the Bleaker suffers the paralyzed condition, he can instead choose to be exhausted for twice the duration of the stun effect.

Take Madness: Once per week the Bleaker can remove the effects of a lesser confusion, confusion or insanity spell with a touch.

Turn Madness: Once per day when the Bleaker would be the target of a mind-affecting effect, he can turn the effect back on its source as with spell turning, except that abilities which are not spells are also affected.

Insanity (1d10)

   1. Apathetic: The Bleaker withdraws into himself, losing contact with the world. His Charisma and Wisdom are reduced by 2 for the duration.
   2. Craven: The Bleaker becomes a lily-livered coward. When casting, he may only cast defensively. When attacking, he must fight defensively.
   3. Enthralled: The Bleaker is drawn to and fascinated by death. He no longer has the will to resist it. When engaged in a deadly situation, he suffers a -4 penalty to Armor Class and skill checks.
   4. Fatalistic: The Bleaker becomes oppressed by negative, defeatist thinking and believes there's nothing he can do to save himself from a horrible fate. He suffers a -3 penalty on all saving throws.
   5. Hubristic: The Bleaker regards himself as superior to all things, even the gods. Divine healing has no effect on him.
   6. Murderous: The Bleaker experiences irresistable murderous urges. If an opportunity to deliver a coup de grace is available, he must take this action. He cannot distinguish between an ally and an opponent- if anyone is helpless, he must deliver the coup de grace.
   7. Paranoid: The Bleaker grows overly suspicious, even of his closest companions. In combat, he cannot avoid watching for signs of treachery. Whenever one of his allies engaged in combat makes an attack and fails to hit, he becomes suspicious that the ally is secretly a traitor to the party. He takes a -1 penalty to any rolls made during that turn, since some of his attention is focused on monitoring the suspected traitor's activities. If more than one ally fails to hit, the penalty is cumulative.
   8. Severely Phobic: The Bleaker gains a severe phobia, which requires him to succeed on a Will save (DC 16 + the CR of the challenge) or become panicked when he encounters the object of his phobia. Roll 1d6 to determine the type of phobia. 1: Cramped quarters; 2: darkness; 3: fire; 4: heights; 5: magic; 6: water.
   9. Unbalanced: The Bleaker's unstable mind makes him unpredictable, particularly in combat. He is automatically confused on his first turn in any combat.
  10. Unresponsive: The Bleaker's senses are dulled and he loses the ability to discern the truth of the world around him. His Wisdom score is reduced by 4 for the duration.
Doomguard
Code:
Modifier  	Criterion
+1/2 PC's level 	Character level
+1 	Levels in sinker swordsman or voidcaster
+1 per 2 	Levels in doomlord
+1 per 	Each Doomguard feat
+2 	Improved Sunder feat
+1 	bane weapon
+1 	wrecker weapon
+6 	talisman of the sphere
+1/10,000 gp value per 	Destroyed a magic item
+1/50,000 gp value per 	Destroyed a building
+1 per 	Destroyed a portal
+2 per 	Destroyed a unique, important object
+1/10,000 gp value per 	Created a magic weapon for the Doomguard
+1 per (maximum 1/month) 	Stopped a dabus from performing its duties
+1 	Visited a Negative Quasielemental Plane
-2 	Able to cast cure light wounds
-4 	Built a building
-10 	Prevented an entropic state in a plane
+1 per (maximum 1/month) 	Recruited someone into the Doomguard
+2 per 	Each successful mission undertaken for the Doomguard

Benefits
Rank 	Title 	Damage 	Ability Score 	Healing 	Special
4 or less 	Namer 	- 	- 	- 	-
5 - 14 	Factotum 	+2 vs objects 	- 	-1 	Entropic Boon
15 - 22 	Champion of Entropy 	+4 vs objects 	+1 Strength 	-2 	-
23 - 29 	Doomlord 	+6 vs objects 	+1 Strength 	-4 	-
30 	Factol 	+8 vs objects 	+1 Strength 	1/2 	Disintegrate

Damage: At Factotum level, the Doomguard gains a +2 bonus to damage rolls against objects. This benefit improves by +2 at Champion of Entropy, Doomlord and Factol levels.

Ability Score: At Champion of Entropy level, the Doomguard gains a +1 bonus to Strength. She gains an additional +1 bonus at Doomlord level, and again at Factol level.

Healing: At Factotum level, the Doomguard subtracts 1 from the amount of hit points healed by any spell of the healing subschool, meaning that she cannot benefit from cure minor wounds. At Champion of Entropy level this penalty worsens to -2, at Doomlord level it worsens to -4, and at Factol level the Doomguard gains only half benefit from any magical healing spell (rounded down).

Entropic Boon: At Factotum level, the Doomguard gains DR 3/magic, +2 Strength or Fast Healing 1 for 24 hours after she destroys 500 gp worth of valuables or magic items. At Champion of Entropy level the Doomguard gains two of the benefits from this list, and at Doomlord level she gains all of the associated benefits for 24 hours after destroying 500 gp worth of valuables or magic items.

Disintegrate: At Factol level, the Doomguard can cast disintegrate once per day at a caster level equal to her class level.
Dustmen
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 	Dread necromancer
+1 	Levels in dust priest or death blade
+1 per 2 	Levels in dustman
+1 	Able to command undead of 3 HD
+2 	Access to the Death domain or mantle
+1 per 	Each Dustman feat
+2 	Diehard feat
+2 	Sculpt Self (undeath) feat
+4 	Undead type
+1 	dustman earring
+1 	Visited the Negative Energy Plane
+2 	Assisted a restless spirit in achieving True Death
+1 per (maximum 1/month) 	Assists in the Mortuary (One day and 4 DC 15 Heal checks)
+1/10 HD (maximum +1/month) 	Donates undead to the Mortuary
-2 	Has been raised or resurrected
+2 	Waivs all morale bonuses
-2 	Violated the Dead Truce
+1 per (maximum 1/month) 	Recruited someone into the Dustmen
+2 per 	Each successful mission undertaken for the Dustmen

Benefits
Rank 	Title 	Saves 	Special
4 or less 	Namer 	- 	-
5 - 14 	Initiate of the Fifth Circle 	+1 	Potions, Dead Truce
15 - 22 	Initiate of the Fourth Circle 	+2 	-
23 - 29 	Initiate of the First Circle 	+3 	Rebuke 1/day
30 	Factol 	+4 	Improved Rebuke

Saves: The Dustman gains the listed bonus to saves against necromancy spells and the abilities of undead.

Potions: Once per week a Dustman Initiate of the Fifth Circle can requisition an oil of gentle repose. Upon attaining the rank of Initiate of the Fourth Circle, she can also requisition an oil of animate dead once per week.

Dead Truce: Mindless undead, those without an intelligence ability score, will not attack the Dustman thanks to the Dead Truce. They recognize her as one of their own and ignore her. If she attacks them, however, they will react appropriately. This protection only applies to the Dustman, not any companions that are with her.
As an Initiate of the Fourth Circle, the Dustman can extend the benefits of the Dead Truce to a number of creatures within 60 feet equal to her Charisma modifier.
As an Initiate of the First Circle, the Dustman can affect even intelligent undead with this ability.

Rebuke: Once per day (or one additional time per day) a Dustman Initiate of the First Circle can rebuke undead as an evil cleric of her character level.

Improved Rebuke: The DC of any rebuke ability the Dustman Factol possesses increases by +2.
Fated
Code:
Modifier  	Criterion
+1/2 PC's level 	Character level
+1 per 2 	Levels in Fatemaker
+1 per 	Each Fated feat
+1 	5 or more ranks in Survival
+2 	10 or more ranks in Survival
-1 	Untrained in Survival
+2 	10 or more ranks in Knowledge (history)
+1 	stealer weapon
+2 	Net worth 50,000 gp or greater
+4 	Net worth 100,000 gp or greater
+2 	Owns land
+4 	Owns a castle
+1 	Taking something important meant for someone else
+2 	Taken an object from a living creature of 12 HD or greater
+1 	Visited Ysgard
+1 	Fought the current factol on the fields of Ysgard
+2 	Challenged and bested a higher-ranking Fated
-4 	Gave to a charity
+1 per (maximum 1/month) 	Recruited someone into the Fated
+2 per 	Each successful mission undertaken for the Fated

Benefits
Rank 	Title 	Opposed Tests 	Skills 	Ability Score 	Special
4 or less 	Namer 	- 	- 	- 	-
5 - 14 	Factotum 	+1 	+2 Sleight of Hand/Survival 	- 	Class Skill
15 - 22 	Taker 	+2 	+4 Sleight of Hand/Survival 	+1 Con or Cha 	-
23 - 29 	Factor 	+3 	+6 Sleight of Hand/Survival 	+1 Con or Cha 	-
30 	Factol 	+4 	+8 Sleight of Hand/Survival 	+1 Con or Cha 	Best Effort

Opposed Tests: The Fated gains the listed bonus to any opposed test, including grapple checks, bull rush attacks or checks to control a sphere of annihilation.

Skills: The Fated gains the listed bonus to all Sleight of Hand and Survival checks.

Ability Score: The Fated Taker gains a +1 bonus to either Constitution or Charisma. At Factor and Factol levels, she gains an additional +1 bonus in either score.

Class Skill: At Factotum level, the Fated may choose any one skill. That skill forevermore becomes a class skill for him.

Best Effort: Three times per day the Fated Factol may treat a single skill check as though he possessed a number of ranks equal to 1/2 his character level, even if the skill cannot be used untrained.
Fraternity of Order
Code:
Modifier  	Criterion
+1/2 PC's level 	Character level
+1 	Intelligence 13+
+1 	Wizard
+1 	Levels in praetor
+1 per 2 	Levels in Guvner
+1 	Lore ability
+1 per 	Each Guvner feat
+1 	5 or more ranks in Profession (bookkeeper, lawyer, or scribe)
+2 	10 or more ranks in one Knowledge skill
+4 	10 or more ranks in three Knowledge skills
+4 	rod of modron might
+5 	sextant of the planes
+1/5,000 gp value 	Owns a library
+1/10,000 gp value 	Owns a magical book (not a spellbook)
+2 	Owns a valuable, unique book
+1 	Discovered an unknown rule
+1 per (maximum 1/month) 	Discovered a legal loophole (One day and 4 DC 15 knowledge (local) checks)
+1 	Visited mechanus
+1 per (maximum 1/month) 	Recruited someone into the Guvners
+2 per 	Each successful mission undertaken for the Guvners

Benefits
Rank 	Title 	Skills 	Ability Score 	Special
4 or less 	Aide 	- 	- 	-
5 - 14 	Administrator 	+2 Decipher Script 	- 	Bonus Language, comprehend languages
15 - 22 	Supervisor 	+4 Decipher Script 	+1 Int 	Bonus Skill Point, shrink item
23 - 29 	Bureau Chief 	+6 Decipher Script 	+1 Int 	Bonus Language, legend lore
30 	Factol 	+8 Decipher Script 	+1 Int 	Bonus Skill Point, limited wish
Skills: The Guvner gains the listed bonus to all Decipher Script checks.

Ability Score: A Guvner Supervisor gains a +1 bonus to Intelligence. At Bureau Chief and Factol levels, he gains an additional +1 bonus to Intelligence.

Bonus Language: At Administrator and Bureau Chief levels, the Guvner learns any language as a bonus language (except for secret languages such as Druidic or Rebus).

Comprehend Languages: Once per day the Guvner Administrator can cast comprehend languages as a wizard of his character level.

Bonus Skill Point: At Supervisor level, the Guvner gains a bonus skill point at every level. At Factol level, he gains another skill point per level. These bonuses are not retroactive.

Shrink Item: Once per day the Guvner Supervisor can cast shrink item as a wizard of his character level.

Legend Lore: Once per day the Guvner Bureau Chief can cast legend lore as a wizard of his character level.

Limited Wish: Once per day the Guvner Factol can cast limited wish as a wizard of his character level with no XP cost.
Free League
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 per 2 	Levels in indep
+2 	Access to Liberation domain or Freedom mantle
+1 	Each Indep feat
+1 per (maximum 1/month) 	Defeat a known bully
+2 	Humiliated a member of a faction
+1/10,000 gp (maximum +1/month) 	Does 10,000 gp of trade in the Grand Bazaar
+1 	Visited the Outlands
-2 	Ex-member of a faction
-2 	Placed yourself in the contractual service of another
+2 per 	Each successful mission undertaken for the Indeps

Benefits
Rank 	Title 	Saves 	Skills 	Special
4 or lower 	Namer 	- 	- 	-
5 - 14 	Factotum 	+2 	+2 Gather Info 	Sense Faction, Discount
15 	Freeman 	+4 	+4 Gather Info, +2 Knowledge (N&R) 	-
Saves: The Indep gains the listed bonus to saves against compulsions.

Skills: The Indep gains the listed bonus to Gather Information checks made within the Grand Bazaar, and to all Knowledge (nobility & royalty) checks.

Sense Faction: Once per day the Indep Factotum can determine the faction of a creature within 30 feet (Will save DC 10 + 1/2 your character level + your Wisdom modifier negates).

Discount: The Indep Factotum's purchases in the Grand Bazaar are at a 5% discount (15% with the Contacts in the Grand Bazaar feat). At Freeman level, this benefit improves to a 10% discount (20% with the Contacts in the Grand Bazaar feat).
Harmonium
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 	Levels in champion of law, harmonium detective, or harmonium peacekeeper
+1 per 2 	Levels in hardhead
+1 	BAB +5 or better
+2 	BAB +10 or better
+2 	Marshal or dragon shaman auras
+2 	Access to the Law domain or mantle
+1 	Able to cast charm person
+3 	Able to cast mass charm monster
+1 per 	Each Harmonium feat
+2 	10 or more ranks in Diplomacy
+4 	10 or more ranks in Diplomacy and Intimidate
+1 ( maximum 1/month) 	Trains new recruits (One day and 4 DC 15 Intimidate checks)
+1 	Resolved a major dispute between two creatures
+2 	Restored order to a community of 100 or more
+1 	Visited Arcadia
-2 	Inadvertantly disobeyed an order from a superior
-4 	Willfully disobeyed an order from a superior
+2 per (maximum 1/month) 	Recruited someome into the Harmonium
+2 per 	Each successful mission undertaken for the Harmonium

Benefits
Rank 	Title 	Saves 	Skills 	Attack/Damage 	Special
4 or lower 	Namer 	- 	- 	- 	-
5 - 14 	Notary 	+2 Fear 	- 	+1/+0 	dictate
15 - 22 	Measure 	+4 Fear, +1 Compulsions 	+2 Diplomacy 	+1/+0 	-
23 - 29 	Mover 	+6 Fear, +2 Compulsions 	+4 Diplomacy 	+1/+1 	suggesion
30 	Factol 	Immune to Fear, +3 Compulsions 	+6 Diplomacy 	+1/+1 	Improved Leadership, Smite
Saves: The Hardhead gains the listed bonus to saves against fear, or to saves against compulsions. At Factol level, the Hardhead becomes immune to fear.

Skills: The Hardhead gains the listed bonus to all Diplomacy checks.

Attack/Damage: The Hardhead gains the listed bonus to attack and damage rolls with one weapon of his choice.

Dictate: A Hardhead of Notary level may cast dictate once per day as a cleric of his character level. At Measure level, he can use this ability three times per day.

Suggestion: A Hardhead of Mover level may cast suggestion once per day as a cleric of his character level.

Improved Leadership: If the Hardhead Factol possesses the Leadership feat, he gains a +2 bonus to his leadership score.

Smite: Once per day the Hardhead Factol may smite any non-Harmonium member, adding his Charisma bonus to the attack roll and dealing 2d6 points of damage per step the target's alignment is from the Hardhead's.
Mercykiller
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 	Ranger
+1 	Levels in son of mercy
+1 per 2 	Levels in mercykiller justicar
+1 	Able to cast detect evil
+2 	Able to cast locate creature
+3 	Able to cast mark of justice
+1 per 	Each Mercykiller feat
+1 	5 or more ranks in Search or Sense Motive
+2 	10 or more ranks in Search or Sense Motive
-1 	Untrained in Sense Motive
+1 per (maximum 1/month) 	Apprehended a wanted criminal
+1 per (maximum 1/month) 	Uncovered guilt of an unsolved crime
+1 per day (maximum 1/month) 	Tends to the Wyrm (4 DC 15 Handle Animal checks)
+1 	Visited Acheron
-2 	Has been brought to trial for a crime
-10 	Has been convicted of a crime
-2 per 	Has failed to uphold a Tenet of Justice
+1 per (maximum 1/month) 	Recruited someone into the Mercykillers
+2 per 	Each successful mission undertaken for the Mercykillers

Benefits
Rank 	Title 	Skills 	Damage 	Special
4 or less 	Namer 	- 	- 	-
5 - 14 	Factotum 	+2 Sense Motive 	+1 	command or shocking grasp
15 - 22 	Justiciar 	+4 Sense Motive 	+1 	Wyrmsblood
23 - 29 	Factor 	+6 Sense Motive 	+2 	Smite, discern truth
30 	Factol 	+8 Sense Motive 	+2 	Summon Zelekhut, Criminalbane

Skills: The Mercykiller gains the listed bonus to all Sense Motive checks.

Damage: The Mercykiller gains the listed bonus to damage rolls against creatures she has witnessed commiting a crime.

Command or Shocking Grasp: A Mercykiller Factotum may select either command or shocking grasp. Thereafter she may cast this spell once per day as a cleric or wizard of her character level.

Wyrmsblood: Once per week a Mercykiller Justiciar can requisition a dose of injury poison whose effect is identical to a suggestion made to tell the truth (Fort DC 17 negates). The Mercykiller never risks poisoning herself with wyrmsblood.

Smite: Once per day a Mercykiller Factor may smite a creature who has broken a law, sacrificing a number of hit points up to her character level and adding twice this number to damage; if the creature has not broken a law, the use is wasted.

Discern Truth: Once per day a Mercykiller Factor may cast discern truth as a cleric of her character level.

Summon Zelekhut: Once per week a Mercykiller Factol may summon a zelekhut as though with the summon monster IX spell cast by a cleric of her caster level.

Criminalbane: All of the Mercykiller Factol's natural attacks or weapons are treated as bane weapons against wanted criminals.
Revolutionary League
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+2 	Has an extraordinary or supernatural shapechanging ability
+1 	Levels in anarchomancer
+1 per 2 	Levels in anarchist
+1 per 	Each Anarchist feat
+1 	5 or more ranks in Disguise or Sleight of Hand
+2 	10 or more ranks in Disguise or Sleight of Hand
-1 	Untrained in Disguise
+2 	Infiltrated an exclusive group
+1 	Hindered a government
+6 	Overthrew a government
+1 	Visited Carceri
-4 	Discovered as an Anarch by an organization
+1 per (maximum 1/month) 	Recruited someone into the Anarchs
+2 per 	Each successful mission undertaken for the Anarchs

Benefits
Rank 	Title 	Skills 	Special
4 or less 	Namer 	- 	-
5 - 14 	Factotum 	+2 Bluff/Disguise/Forgery 	Potions
15 - 22 	Revolutionary 	+4 Bluff/Disguise/Forgery 	nondetection
23 	Cell Leader 	+6 Bluff/Disguise/Forgery 	Plan B
Skills: The Anarch gains the listed bonus to all Bluff, Disguise and Forgery checks.

Potions: Once per week an Anarch Factotum can requisition a potion of invisibility from her faction.

Nondetection: An Anarch Revolutionary is continually affected by a nondetection spell as though cast by a wizard of her character level.

Plan B: An Anarch Cell Leader has a contingency effect in place which is triggered the first time in a week someone discovers her true identity as a member of the Revolutionary League. The spell triggered may be mislead or any spell the Anarch can cast whose level does not exceed 1/3 her character level (maximum 6th level).
Sign of One
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 	Charisma 13+
+1 	Levels in schemar or visionary seeker
+1 per 2 	Levels in signer
+1 	Able to cast unseen servant
+3 	Able to cast permanent image
+1 per 	Each Signer feat
+1 	5 or more ranks in a Perform skill
+2 	10 or more ranks in a Perform skill
-1 	Untrained in Perform
+2 	10 or more ranks in Diplomacy
+2 	book of all names
+9 	shadow mirror
+20 	heart of Aoskar
+1 	Visited the Beastlands
+1 	Successfully predicted a minor notable event
+2 	Successfully predicted a major notable event
+6 	Successfully predicted a catastrophic event
+1 per (maximum 1/month) 	Recreuited someone into the Signers
+2 per 	Each successful mission undertaken for the Signers

Benefits
Rank 	Title 	Saves 	Skills 	Special
4 or lower 	Namer 	- 	- 	-
5 - 14 	Factotum 	+1 	+2 Perform 	Envision
15 - 22 	Dreamer 	+2 	+4 Perform 	-
23 - 29 	Factor 	+3 	+6 Perform 	-
30 	Factol 	+4 	+8 Perform 	-
? 	Ascended 	- 	- 	Demigodhood
Saves: The Signer gains the listed bonus to saves against illusion spells.

Skills: The Signer gains the listed bonus to all Perform checks.

Envision: Once per day the Signer can attempt to cast any 0-level spell as though she had prepared it, with a caster level equal to 1/2 her character level. She must succeed on a Charisma check (DC 10 + spell level) to cast the spell.
At Dreamer level the Signer may use this ability to cast a spell of up to 2nd level, and at Factor level she may use this ability to cast a spell of up to 5th level. If she rolls a 1 while attempting to cast a spell of 1st level or higher, she disappears from the multiverse for 1 hour per spell level. At the end of this time she reappears where she failed to cast the spell.
At Factol level the Signer may use this ability to cast a spell of up to 9th level. If she rolls a 1 while attempting to cast a 9th level spell, she imagines herself from existence and can only be returned through a wish or miracle// spell cast by a Signer.

Demigodhood: Upon achieving this rank, the Signer gains a Divine Rank of 0. Her hit points become maximum for her hit dice. She is immune to attacks that alter her form, energy drain, ability damage, ability drain, and mind-affecting effects. She gains fire resistance 20 and spell resistance 32. She is immortal and cannot die from natural causes, nor does she need to eat, sleep or breathe.
Upon attaining this rank, she is forever barred from Sigil by the Lady of Pain and must resign as factol, losing all previous faction benefits.
Society of Sensation
Code:
Modifier  	Criterion
+1/2 PC's level 	Character level
+1 	Charisma 13+
+1 per 2 	Levels in Ardent Dilettante
+1 per 3 classes 	Multiclass character
+2 	Scent
+2 	Blindsense, blindsight or tremorsense
+1 	Able to cast attune form
+3 	Able to cast polymorph
+1 per 	Each Sensate feat
+2 	10 or more ranks in Listen or Spot
+4 	20 or more ranks in Listen or Spot
-1 	Untrained in Listen or Spot
+2 	sensate amulet
+1 per 5 (maximum +1/month) 	Each 5 senses recounted for a sensorium
+2 	Discovery of a new sensation
+1 	Has died
+1 	Visited Arborea
+1 per 3 	Each 3 other unique planes visited
+1 per (maximum 1/month) 	Recruited someone into the Sensates
+2 per 	Each successful mission undertaken for Sensates

Benefits
Ranks 	Title 	Saves 	Skills 	Special
4 or less 	Namer 	- 	- 	-
5 - 14 	Factotum 	+1 Poison 	+1 	Lowlight Vision
15 - 22 	Afferent 	+2 Poison 	+2 	Darkvision
23 - 29 	Factor 	+3 Poison, +1 Spells 	+3 	Take Pain
30 	Factol 	Immune to Poison, +2 Spells 	+4 	true seeing
Saves: The Sensate gains the listed bonus to saving throws against poison, and saving throws against spells. At Factol level, the Sensate becomes immune to poison.

Skills: The Sensate gains the listed bonus to all Listen, Sense Motive and Spot checks.

Lowlight Vision: A Sensate Factotum gain lowlight vision, or her existing lowlight vision improves by one step.

Darkvision: A Sensate Afferent gains darkvision 30', or her existing darkvision improves by 30'.

Take Pain: A Sensate Factor can cure with a touch, healing a creature of 1d10 damage and taking an equal amount of damage herself.
At Factol level, the Sensate takes only half damage (rounded down) when using this ability.

True Seeing: A Sensate Factol can cast true seeing as a cleric of her character level once per day.
Transcendent Order
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 	Wisdom 13+
+1 	True neutral alignment
+1 	Levels in cadence dancer or whirling dervish
+1 per 2 	Levels in cipher adept
+1 	Uncanny Dodge
+2 	Sudden strike +2d6
+3 	Able to cast freedom of movement
+1 	Each Cipher feat
+1 	5 or more ranks in Climb, Jump or Swim
+2 	10 or more ranks in Climb, Jump or Swim
-1 	Untrained in Climb, Jump or Swim
+1 	5 or more ranks in Balance, Escape Artist or Tumble
+2 	10 or more ranks in Balance, Escape Artist or Tumble
+10 	10 or more ranks in Balance, Climb, Escape Artist, Jump, Swim and Tumble
+1 	Waives benefits of divination spells*
-4 	Casts divination spells*
+1 	Visited Elysium
+1 per (maximum 1/month) 	Recruited someome into the Ciphers
+2 per 	Each successful mission undertaken for the Ciphers
*This does not apply to divination effects reproduced with Cipher feats, class features or rank abilities.

Benefits
Rank 	Title 	Initiative 	Skills 	Ability Score 	Special
4 or less 	Namer 	- 	- 	- 	-
5 - 14 	Master of Heart 	+1 	+2 to any Str-based, +2 to any Dex-based 	- 	Extra AoO
15 - 22 	Master of Mind 	+2 	+2 to any Str-based, +2 to any Dex-based 	+1 to Str or Dex 	-
23 - 29 	Master of Spirit 	+3 	+2 to any Str-based, +2 to any Dex-based 	+1 to Str or Dex 	-
30 	Factol 	+4 	- 	- 	Harmony, Foresight

Initiative: The Cipher gains the listed bonus to Initiative checks.

Skills: A Master of Heart chooses one Strength-based and one Dexterity-based skill, and receives a +2 bonus to either. Upon becoming Master of Mind, the Cipher chooses another Strength-based and another Dexterity-based skill to receive a +2 bonus. At Master of Spirit level, the Cipher chooses a third Strength-based and a third Dexterity based skill to receive a +2 bonus.

Ability Score: A Master of Mind receives a +1 bonus to either Strength or Dexterity. Upon reaching Master of Spirit level, the Cipher gains an additional +1 to either Strength or Dexterity.

Extra AoO: The Cipher can take one additional Attack of Opportunity per round.

Harmony: Once per day per point of Wisdom bonus the Cipher may take 10 on any attack roll or saving throw.

Foresight: The Cipher is continually protected by a foresight spell as if from a wizard of her character level.
Xaositect
Code:
Modifier  	Criterion
+1/2 PC's level 	Character's level
+1 	Levels in chaotician
+1 per 2 	Levels in xaositect
+1 	Rage or frenzy
+2 	Acccess to the Chaos domain or mantle
+1 	Able to cast color spray
+4 	Able to cast prismatic spray
+1 per 	Each Xaositect feat
+1 per 5 	Each 5 different skills
+3 	robe of scintillating colors
+5 	robe of the xaosmagi
+1 (maximum 1/month) 	Commited a crime and escaped from custody (4 DC 15 Escape Artist checks; failure incurs a 500 gp fine)
+1 	Started a bar brawl
+1 	Performed a memorable act of randomness
+1 	Speaks only in scramblespeak
+1 	Visited Limbo
+1 per (maximum 1/month 	Recruited someone into the Xaositects
+2 per 	Each successful mission undertaken for the Xaositects

Benefits
Rank 	Title 	Saves 	Special
4 or less 	Namer 	- 	-
5 - 14 	Factotum 	+1 	Bewildering Scramblespeak
15 - 22 	Boss 	+2 	Minor Ability
23 - 29 	Big Boss 	+3 	Moderate Ability, rod of wonder
30 	Factol 	+4 	Major Ability, Luck's Chosen
Saves: The Xaositect gains the listed bonus to saving throws against spells and effects originating from lawful creatures.

Bewildering Scramblespeak: Once per day a Xaositect Factotum can use scramblespeak to deal 1d4 Wisdom damage to a creature within 30 feet (Will save DC 10 + 1/2 your character level + your Charisma modifier negates).
At Boss level, the Xaositect deals 1d6 Wisdom damage with this ability.

Minor Ability: Randomly roll one minor scroll from the DMG magic item tables. The Xaositect can use this ability as a cleric or wizard of his character level 1d4 times per day.

Moderate Ability: Randomly roll one moderate scroll from the DMG magic item tables. The Xaositect can use this ability as a cleric or wizard of his character level 1d4 times per day.

Rod of Wonder: The Xaositect Big Boss is granted the use of a rod of wonder by the faction. Selling this item reduces his affiliation score by -5.

Major Ability: Randomly roll one major scroll from the DMG magic item tables. The Xaositect can use this ability as a cleric or wizard of his character level 1d4 times per day.

Luck's Chosen: When rolling percentile dice for any reason, the Xaositect Factol may roll twice and keep the better result.

And there you have it.
 

log in or register to remove this ad


Has anyone used any of these yet? They look pretty good, but I'm not sure if players would want to use some of them. Like the Bleak Cabal for instance. The Insanity stuff looks a little rough.
 

I dropped them into my present campaign, though the PCs are 3rd-level and none of them have a higher faction score than 3, so the faction benefits have yet to come into play.

The insanity rules for the Bleakers are pretty rough, but they do fit the faction. If anyone in my game had any inclination to join the Bleakers (I've got three Sensates, a Godsman, a Taker, and a Signer), I might consider retooling the rules.
 


Great Solution!

I stumbled across this thread while googling for a solution on how to handle factions in my 3.5 rpol.net game. I think using Factions as Affiliations is probably the best idea I've come across. I know this thread is pretty old, but I figured the author might get a kick out of the fact that someone, years later, is finding this work useful. I haven't had a chance to look at everything in depth, so I imagine I'll be making my own changes to the system, but really, this is a great solution to my problem!
 


Remove ads

Top