6 Planescape Factions as 4E Templates

If you want some Planescape flavor in your 4E D&D game, try these templates for NPCs. If you want to give player characters the same flavor, grant them some or all of the Class Features for the faction that interests them. If you're worried about power creep, swap them for existing class features or have characters buy them as feats.

Athar
Power Source: Belief.

Defier Elite Controller
Defenses: +2 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Simple melee, simple ranged.
Armor Proficiency: Cloth, leather, hide, chainmail.
Trained Skills: Religion plus one other skill from the following list -- Diplomacy, History, Insight, Intimidate, Streetwise.
Class Features: Divine Resistance, rebuke faithful, Ritual Casting.

Divine Resistance
You gain a +2 bonus on saving throws against effects stemming from the divine power source.

Rebuke Faithful (belief, healing, psychic) * Encounter
You denounce your target's faith and strength of will, demoralizing it and bolstering one of your allies at the same time.
Attack (Standard Action): Ranged 5 (one creature); Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage, and you or one ally you can see can spend a healing surge.
11th Level: 2d8 + Wisdom modifier psychic damage.
21st Level: 3d8 + Wisdom modifier psychic damage.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered -- the Silence ritual and one other 1st-level ritual of your choice.

Believers of the Source
Power Source: Belief.

Godsman Elite Controller
Defenses: +1 Fortitude, +1 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Simple melee, simple ranged.
Armor Proficiency: Cloth, leather.
Trained Skills: Religion plus one other skill from the following list -- Athletics, Diplomacy, Endurance, History, Insight, Streetwise.
Class Features: Memory flood, Past Life, Ritual Casting.

Memory Flood (belief, psychic) * Encounter
You unlock hidden memories within your target's mind, overwhelming it.
Attack (Standard Action): Ranged 5 (one creature); Constitution vs. Will
Hit: 1d10 + Constitution modifier psychic damage, and the target is dazed (save ends).

Past Life
Choose one other class. You do not gain any class features for the class, but you are considered to be a member of the class for the purpose of selecting feats, and you can select powers from either of your classes when leveling up.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered -- the Make Whole ritual and one other 1st-level ritual of your choice.

Bleak Cabal
Power Source: Belief.

Bleaker Elite Lurker
Defenses: +2 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +6 per level + Constitution score.
Weapon Proficiency: Simple melee, simple ranged.
Armor Proficiency: Cloth, leather, hide.
Trained Skills: Insight plus one other skill from the following list -- Bluff, Endurance, Heal, Perception, Stealth, Streetwise.
Class Features: Manic haze, Personal Madness, Ritual Casting

Manic Haze (belief, psychic) * Daily
You share your madness with your target, distorting its perception of friend and foe.
Attack (Standard Action): Ranged 5 (one creature); Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and the target makes a free basic melee or basic ranged attack against the closest ally. If the target cannot attack, it does nothing on its next turn.
Miss: 2d8 + Wisdom modifier psychic damage.

Personal Madness
You gain resist 5 psychic damage. This increases to resist 10 at 11th level and resist 15 at 21st level.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered -- the Gentle Repose ritual and one other 1st-level ritual of your choice.

Doomguard
Power Source: Belief.

Doomguard Elite Brute
Defenses: +2 Fortitude.
Saving Throws: +2.
Action Point: 1.
Hit Points: +10 per level + Constitution score.
Weapon Proficiency: Simple melee, military melee, simple ranged, military ranged.
Armor Proficiency: Cloth, hide, chainmail, scale, plate; light shield, heavy shield.
Trained Skills: Intimidate plus one other skill from the following list -- Arcana, Athletics, Bluff, Endurance, Streetwise.
Class Features: Channel Life Force, entropic blow, Ritual Casting

Channel Life Force
If you hit a target that has resistance, you can sacrifice an amount of hit points equal to the target's resistance in order to overcome it.

Entropic Blow (belief, necrotic, weapon) * Daily
You deliver a devastating blow, channeling necrotic energy into your target.
Attack (Standard Action):
Melee (one creature or object); Strength vs. AC
Hit: 3[W] + Strength modifier damage and ongoing 5 necrotic damage (save ends).
Miss: Ongoing 5 necrotic damage (save ends).

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered -- the Sift ritual and one other 1st-level ritual of your choice.

Sift
As you let the warm ashes pass through your fingers, you gain a clear mental picture of the letter before it was burned.
Level: 1.
Category: Divination.
Time: 10 minutes.
Duration: Permanent.
Component Cost: 50 gp.
Market Price: 250 gp.
Key Skill: Arcana.
Special: This ritual is only available to members of the Doomguard, although anyone can use a ritual scroll of Sift if they master it.
This ritual is performed on the remains of an object or creature. The ritual performer must physically handle the remains for the entire time it takes to perform the ritual, after which a clear picture of the undamaged object or creature is gained. The results of the skill check determine the maximum amount of time that the sifter can go back into the object's past.

Arcana Check Result
9 or Lower = Hours equal to the skill check result.
10-19 = Days equal to the skill check result.
20-29 = Years equal to the skill check result.
30-39 = Decades equal to the skill check result.
40+ = Centuries equal to the skill check result.

Dustmen
Power Source: Belief.

Dustman Eliter Controller
Defenses: +1 Fortitude, +1 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Simple melee, simple ranged.
Armor Proficiency: Cloth, leather.
Trained Skills: Stealth plus one other skill from the following list -- Arcana, History, Religion, Streetwise.
Class Features: Dead Truce, glimpse of true death, Ritual Casting

Dead Truce
Unaligned undead will not voluntarily attack you, but they will not cooperate with you either. If you attack an undead creature, regardless of its alignment, you forego the protection of the Dead Truce for the rest of the encounter.

Glimpse of True Death (belief) * Daily
Attack: Ranged 5 (one living creature); Wisdom vs. Fortitude
Hit: Target loses two healing surges.
Miss: Target loses one healing surge.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered -- the Tenser's Floating Disk ritual and one other 1st-level ritual of your choice.

Fated
Power Source: Belief.

Taker Elite Skirmisher
Defenses: +2 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Simple melee, simple ranged, one other weapon of your choice.
Armor Proficiency: Cloth, leather, hide, chainmail, scale; light shield.
Trained Skills: Any three skills from the following list -- Acrobatics, Arcana, Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Nature, Perception, Religion, Stealth, Streetwise, Thievery.
Class Features: Healing sink, Ritual Casting.

Healing Sink (belief, healing, weapon) * At-Will
You steal life force from your target with each successful melee strike.
Attack (Standard Action): Melee (one creature); Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you regain 1 hit point.
Level 11: 2[W] + Strength modifier damage, and you regain 2 hit points.
Level 21: 3[W] + Strength modifier damage, and you regain 3 hit points.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered -- the Brew Potion ritual and one other 1st-level ritual of your choice.

What are some ways you've added Planescape flavor to your 4E games? Let me know in the comments below.
 

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