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8 More Planescape Factions as 4E Templates

Here are the rest of Sigil's factions as 4E templates, equally useful for characters and NPCs.

Fraternity of Order

Power Source:
Belief.

Guvner Elite Controller
Defenses: +1 Fortitude, +1 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Simple melee, military melee, simple ranged.
Armor Proficiency: Cloth, leather, hide, chainmail; light shield.
Trained Skills: History plus one other skill from the following list -- Arcana, Diplomacy, Dungeneering, Insight, Nature, Religion.
Class Features: Probability Loophole, Ritual Casting, summon item.

Probability Loophole
Once per day, you can gain a bonus to any roll equal to your 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 Comprehend Language ritual and one other 1st-level ritual of your choice.

Summon Item (belief) * Daily
Attack (Standard Action): Ranged 5 (one object weighing no more than 2 lbs per level); Charisma vs. Will
Hit: The target appears in your free hand if you can hold it, or in an adjacent square of your choice if you cannot.
Miss: If the target is a magic item, it grants no bonuses to attack and damage rolls until the end of your next turn.

Free League
Power Source: Belief.

Indep Elite Artillery
Defenses: +1 Reflex, +1 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, Diplomacy, Stealth, Streetwise, Thievery.
Class Features: Bolster allies, Inner Strength, Ritual Casting.

Bolster Allies (belief, weapon) * Encounter
Attack (Standard Action): Melee or Ranged weapon (one creature); Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and one ally within sight can make an immediate save against an ongoing effect.

Inner Strength
You gain a +5 bonus to saving throws against charm effects.

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 Magic Mouth ritual and one other 1st-level ritual of your choice.

Harmonium
Power Source: Belief.

Hardhead Elite Soldier
Defenses: +1 Fortitude, +1 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Simple melee, military melee, simple ranged, mancatcher.
Armor Proficiency: Cloth, leather, hide, chainmail, scale; light shield, heavy shield.
Trained Skills: Insight plus one other skill from the following list -- Athletics, Diplomacy, Endurance, Intimidate, Streetwise.
Class Features: Impose order, Rigid Thinking, Ritual Casting.

Impose Order (belief, charm) * Daily
Attack (Standard Action): Ranged 5 (one creature); Charisma vs. Will
Hit: Target is stunned until the end of your next turn.
Miss: Target is dazed until the end of your next turn.

Rigid Thinking
You gain a +2 bonus to saving throws against charm, fear, and sleep effects.

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 Animal Messenger ritual and one other 1st-level ritual of your choice.

Mercykillers
Power Source: Belief.

Mercykiller Elite Brute
Defenses: +1 Fortitude, +1 Reflex.
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, leather, hide, chainmail, scale, plate; light shield, heavy shield.
Trained Skills: Perception plus one other skill from the following list -- Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Intimidate, Stealth, Streetwise.
Class Features: Ritual Casting, shock web, tongue-tied.

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 Comprehend Language ritual and one other 1st-level ritual of your choice.

Shock Web (belief, lightning) * Encounter
Attack (Standard Action): Ranged 5 (one creature); Charisma vs. Reflex
Hit: 2d6 + Charisma modifier lightning damage, and the target is pulled a number of squares equal to your Charisma modifier.

Tongue-Tied (belief, weapon) * At-Will
Attack (Standard Action): Melee weapon (one creature); Strength vs. AC and ask one question
Hit: 1[W] + Strength modifier damage, and the target cannot speak until the end of your next turn unless it answers your question truthfully.

Revolutionary League
Power Source: Belief.

Anarchist Elite Lurker
Defenses: +2 Reflex.
Saving Throws: +2.
Action Point: 1.
Hit Points: +6 per level + Constitution score.
Weapon Proficiency: Simple melee, simple ranged.
Armor Proficiency: Cloth, leather.
Trained Skills: Thievery plus one other skill from the following list -- Acrobatics, Bluff, Diplomacy, Perception, Stealth, Streetwise.
Class Features: Alter perception, Ritual Casting, Superior Bluff.

Alter Perception (belief, psychic) * Daily
Attack (Standard Action): Area burst 1 within 10 (enemies in burst); Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target suffers a -2 penalty to all attack rolls, damage rolls, saving throws, and skill checks (save ends).
Miss: 1d6 + Charisma 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 Secret Page ritual plus one other 1st-level ritual of your choice.

Superior Bluff
You can make a Bluff check to gain combat advantage or create a diversion to hide during combat as a move action instead of a standard action.

Sign of One
Power Source: Belief.

Signer Elite Controller
Defenses: +2 Will.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Dagger, quarterstaff.
Armor Proficiency: Cloth.
Trained Skills: Insight plus one other skill from the following list -- Arcana, Diplomacy, Heal, Perception, Religion, Streetwise.
Class Features: Clear Thinking, imagining, Ritual Casting.

Clear Thinking
You gain a +5 bonus to saving throws against illusions.

Imagining (belief, psychic) * Daily
Attack (Standard Action): Area burst 1 within 10 (enemies in burst); Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage.
Miss: 1d6 + Charisma 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 Make Whole ritual plus one other 1st-level ritual of your choice.

Society of Sensation
Power Source: Belief.

Sensate Elite Skirmisher
Defenses: +1 Fortitude, +1 Reflex.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Simple melee, simple ranged, one military weapon (melee or ranged).
Armor Proficiency: Cloth, leather, hide, chainmail.
Trained Skills: Acrobatics plus one other skill from the following list -- Athletics, Dungeoneering, Endurance, Heal, Nature, Perception, Stealth, Streetwise.
Class Features: Physical Resilience, Ritual Casting, sensory touch.

Physical Resilience
You gain a +5 bonus to saving throws against poison 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 Enhanced Sight ritual and one other 1st-level ritual of your choice.

Enhanced Sight
As you finish performing the ritual, your sight improves dramatically, and the darkness melts away.
Level: 1.
Category: Divination.
Time: 5 minutes.
Duration: 1 hour.
Component Cost: 100 gp.
Market Price: 500 gp.
Key Skill: Arcana.
Special: This ritual is only available to members of the Society of Sensation, although anyone can use a ritual scroll of Enhanced Sight if they master it.
You gain darkvision for the duration of the ritual.

Sensory Touch (belief, healing) * At-Will
Effect (Standard Action): You take 1d10 damage and one ally you can see can spend a healing surge.
Level 11: 2d10 damage.
Level 21: 3d10 damage.

Transcendent Order
Power Source: Belief.

Cypher Eliter Skirmisher
Defenses: +1 Fortitude, +1 Reflex.
Saving Throws: +2.
Action Point: 1.
Hit Points: +8 per level + Constitution score.
Weapon Proficiency: Dagger, halberd, quarterstaff, scimitar, shuriken, spiked chain.
Armor Proficiency: Cloth.
Trained Skills: Insight plus one other skill from the following list -- Acrobatics, Athletics, Diplomacy, Heal, History, Perception, Religion.
Class Features: Action trance, Reflexive Behavior, Ritual Casting.

Action Trance (belief) * Encounter
Effect (Free Action): You gain a +1 bonus to your initiative roll, as well as your next attack roll, damage roll, or saving throw before the end of your next turn (your choice.
Level 11: +2 bonus.
Level 21: +3 bonus.

Reflexive Behavior
You gain an immediate saving throw whenever affected by an ongoing effect.

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 plus one other 1st-level ritual of your choice.

Xaositects
Power Source: Belief.

Xaositect Elite Lurker
Defenses: +2 to any one defense, or +1 to any two defenses.
Saving Throws: +2.
Action Point: 1.
Hit Points: +6 per level + Constitution score.
Weapon Proficiency: Any two simple melee, any one simple ranged.
Armor Proficiency: Cloth, leather.
Trained Skills: Any two skills of your choice.
Class Features: Babblespeak, random effectiveness, Ritual Casting.

Babblespeak
You can understand and communicate effectively with others who have the Babblespeak ability, and you are immune to the effects of the Babble ritual.

Random Effectiveness (belief) * Daily
Effect (Free Action): You gain a +1 bonus to one random aspect until the end of your turn. Roll 1d6.
1: Armor Class.
2: Attack rolls.
3: Damage rolls.
4: Fortitude saves.
5: Reflex saves.
6: Will saves.
Sustain Minor: You can maintain the bonus until the end of your turn.

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 Babble ritual plus one other 1st-level ritual of your choice.

Babble
As the final gestures of the ritual trail away, all speech becomes garbled and unintelligible.
Level: 1.
Category: Warding.
Time: 10 minutes.
Duration: 24 hours.
Component Cost: 50 gp.
Market Price: 250 gp.
Key Skill: Arcana.
Special: This ritual is available only to members of the Xaositects, although anyone can use a ritual scroll of Babble if they master it.
You ward a single room (or a burst 4 area) against intelligible speech. All skill checks that involve speaking suffer a -10 penalty. Xaositects possess the Babblespeak class feature that provides immunity to this ritual.

You can find the first part of this article here: http://www.enworld.org/forum/content.php?1050-6-Planescape-Factions-as-4E-Templates
 

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