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8 More Planescape Factions as 4E Templates
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<blockquote data-quote="Southern Oracle" data-source="post: 7651964" data-attributes="member: 1249"><p>Here are the rest of Sigil's factions as 4E templates, equally useful for characters and NPCs.</p><p>[PRBREAK][/PRBREAK]<strong></strong></p><p><strong>Fraternity of Order</strong><em></em></p><p><em>Power Source:</em> Belief.</p><p></p><p><strong>Guvner Elite Controller</strong></p><p><em>Defenses:</em> +1 Fortitude, +1 Will.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +8 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Simple melee, military melee, simple ranged.</p><p><em>Armor Proficiency:</em> Cloth, leather, hide, chainmail; light shield.</p><p><em>Trained Skills:</em> History plus one other skill from the following list -- Arcana, Diplomacy, Dungeneering, Insight, Nature, Religion.</p><p><em>Class Features:</em> Probability Loophole, Ritual Casting, <em>summon item.</em></p><p></p><p><strong>Probability Loophole</strong></p><p>Once per day, you can gain a bonus to any roll equal to your level.</p><p></p><p><strong>Ritual Casting:</strong> 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.</p><p></p><p><strong>Summon Item</strong> (belief)<strong> * Daily</strong></p><p><em>Attack (Standard Action):</em> Ranged 5 (one object weighing no more than 2 lbs per level); Charisma vs. Will</p><p><em>Hit:</em> The target appears in your free hand if you can hold it, or in an adjacent square of your choice if you cannot.</p><p><em>Miss:</em> If the target is a magic item, it grants no bonuses to attack and damage rolls until the end of your next turn.</p><p></p><p><strong>Free League</strong></p><p><em>Power Source:</em> Belief.</p><p></p><p><strong>Indep Elite Artillery</strong></p><p><em>Defenses:</em> +1 Reflex, +1 Will.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +6 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Simple melee, simple ranged.</p><p><em>Armor Proficiency:</em> Cloth, leather, hide.</p><p><em>Trained Skills:</em> Insight plus one other skill from the following list -- Bluff, Diplomacy, Stealth, Streetwise, Thievery.</p><p><em>Class Features:</em> <em>Bolster allies, </em>Inner Strength, Ritual Casting.</p><p></p><p><strong>Bolster Allies</strong> (belief, weapon)<strong> * Encounter</strong></p><p><em>Attack (Standard Action):</em> Melee or Ranged weapon (one creature); Strength vs. AC (melee) or Dexterity vs. AC (ranged)</p><p><em>Hit:</em> 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.</p><p></p><p><strong>Inner Strength</strong></p><p>You gain a +5 bonus to saving throws against charm effects.</p><p></p><p><strong>Ritual Casting:</strong> 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.</p><p></p><p><strong>Harmonium</strong></p><p><em>Power Source:</em> Belief.</p><p></p><p><strong>Hardhead Elite Soldier</strong></p><p><em>Defenses:</em> +1 Fortitude, +1 Will.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +8 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Simple melee, military melee, simple ranged, mancatcher.</p><p><em>Armor Proficiency:</em> Cloth, leather, hide, chainmail, scale; light shield, heavy shield.</p><p><em>Trained Skills:</em> Insight plus one other skill from the following list -- Athletics, Diplomacy, Endurance, Intimidate, Streetwise.</p><p><em>Class Features:</em> <em>Impose order,</em> Rigid Thinking, Ritual Casting.</p><p></p><p><strong>Impose Order</strong> (belief, charm)<strong> * Daily</strong></p><p><em>Attack (Standard Action):</em> Ranged 5 (one creature); Charisma vs. Will</p><p><em>Hit:</em> Target is stunned until the end of your next turn.</p><p><em>Miss:</em> Target is dazed until the end of your next turn.</p><p></p><p><strong>Rigid Thinking</strong></p><p>You gain a +2 bonus to saving throws against charm, fear, and sleep effects.</p><p></p><p><strong>Ritual Casting:</strong> 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.</p><p></p><p><strong>Mercykillers</strong></p><p><em>Power Source:</em> Belief.</p><p></p><p><strong>Mercykiller Elite Brute</strong></p><p><em>Defenses:</em> +1 Fortitude, +1 Reflex.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +10 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Simple melee, military melee, simple ranged, military ranged.</p><p><em>Armor Proficiency:</em> Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield.</p><p><em>Trained Skills:</em> Perception plus one other skill from the following list -- Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Intimidate, Stealth, Streetwise.</p><p><em>Class Features:</em> Ritual Casting, <em>shock web, tongue-tied.</em></p><p></p><p><strong>Ritual Casting:</strong>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.</p><p></p><p><strong>Shock Web</strong> (belief, lightning)<strong> * Encounter</strong></p><p><em>Attack (Standard Action):</em> Ranged 5 (one creature); Charisma vs. Reflex</p><p><em>Hit:</em> 2d6 + Charisma modifier lightning damage, and the target is pulled a number of squares equal to your Charisma modifier.</p><p></p><p><strong>Tongue-Tied</strong> (belief, weapon)<strong> * At-Will</strong></p><p><em>Attack (Standard Action):</em> Melee weapon (one creature); Strength vs. AC and ask one question</p><p><em>Hit:</em> 1[W] + Strength modifier damage, and the target cannot speak until the end of your next turn unless it answers your question truthfully.</p><p></p><p><strong>Revolutionary League</strong></p><p><em>Power Source:</em> Belief.</p><p></p><p><strong>Anarchist Elite Lurker</strong></p><p><em>Defenses:</em> +2 Reflex.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +6 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Simple melee, simple ranged.</p><p><em>Armor Proficiency:</em> Cloth, leather.</p><p><em>Trained Skills:</em> Thievery plus one other skill from the following list -- Acrobatics, Bluff, Diplomacy, Perception, Stealth, Streetwise.</p><p><em>Class Features:</em> <em>Alter perception,</em> Ritual Casting, Superior Bluff.</p><p></p><p><strong>Alter Perception</strong> (belief, psychic)<strong> * Daily</strong></p><p><em>Attack (Standard Action):</em> Area burst 1 within 10 (enemies in burst); Charisma vs. Will</p><p><em>Hit:</em> 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).</p><p><em>Miss:</em> 1d6 + Charisma modifier psychic damage.</p><p></p><p><strong>Ritual Casting:</strong> 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.</p><p></p><p><strong>Superior Bluff</strong></p><p>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.</p><p></p><p><strong>Sign of One</strong></p><p><em>Power Source:</em> Belief.</p><p></p><p><strong>Signer Elite Controller</strong></p><p><em>Defenses:</em> +2 Will.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +8 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Dagger, quarterstaff.</p><p><em>Armor Proficiency:</em> Cloth.</p><p><em>Trained Skills:</em> Insight plus one other skill from the following list -- Arcana, Diplomacy, Heal, Perception, Religion, Streetwise.</p><p><em>Class Features:</em> Clear Thinking, <em>imagining, </em>Ritual Casting.</p><p></p><p><strong>Clear Thinking</strong></p><p>You gain a +5 bonus to saving throws against illusions.</p><p></p><p><strong>Imagining</strong> (belief, psychic)<strong> * Daily</strong></p><p><em>Attack (Standard Action):</em> Area burst 1 within 10 (enemies in burst); Charisma vs. Will</p><p><em>Hit:</em> 3d6 + Charisma modifier psychic damage.</p><p><em>Miss:</em> 1d6 + Charisma modifier psychic damage.</p><p></p><p><strong>Ritual Casting:</strong>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.</p><p></p><p><strong>Society of Sensation</strong></p><p><em>Power Source:</em> Belief.</p><p><strong></strong></p><p><strong>Sensate Elite Skirmisher</strong></p><p><strong></strong><em>Defenses:</em> +1 Fortitude, +1 Reflex.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +8 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Simple melee, simple ranged, one military weapon (melee or ranged).</p><p><em>Armor Proficiency:</em> Cloth, leather, hide, chainmail.</p><p><em>Trained Skills:</em> Acrobatics plus one other skill from the following list -- Athletics, Dungeoneering, Endurance, Heal, Nature, Perception, Stealth, Streetwise.</p><p><em>Class Features:</em> Physical Resilience, Ritual Casting, <em>sensory touch.</em></p><p></p><p><strong>Physical Resilience</strong></p><p>You gain a +5 bonus to saving throws against poison damage.</p><p></p><p><strong>Ritual Casting:</strong> 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.</p><p></p><p><strong>Enhanced Sight</strong></p><p><em>As you finish performing the ritual, your sight improves dramatically, and the darkness melts away.</em></p><p><em>Level:</em> 1.</p><p><em>Category:</em> Divination.</p><p><em>Time:</em> 5 minutes.</p><p><em>Duration:</em> 1 hour.</p><p><em>Component Cost:</em> 100 gp.</p><p><em>Market Price:</em> 500 gp.</p><p><em>Key Skill:</em> Arcana.</p><p><em>Special:</em> 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.</p><p>You gain darkvision for the duration of the ritual.</p><p></p><p><strong>Sensory Touch</strong> (belief, healing)<strong> * At-Will</strong></p><p><em>Effect (Standard Action):</em> You take 1d10 damage and one ally you can see can spend a healing surge.</p><p><em>Level 11:</em> 2d10 damage.</p><p><em>Level 21:</em> 3d10 damage.</p><p></p><p><strong>Transcendent Order</strong></p><p><em>Power Source: </em>Belief.</p><p></p><p><strong>Cypher Eliter Skirmisher</strong></p><p><em>Defenses:</em> +1 Fortitude, +1 Reflex.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points:</em> +8 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Dagger, halberd, quarterstaff, scimitar, shuriken, spiked chain.</p><p><em>Armor Proficiency:</em> Cloth.</p><p><em>Trained Skills:</em> Insight plus one other skill from the following list -- Acrobatics, Athletics, Diplomacy, Heal, History, Perception, Religion.</p><p><em>Class Features:</em> <em>Action trance, </em>Reflexive Behavior, Ritual Casting.</p><p></p><p><strong>Action Trance </strong>(belief)<strong> * Encounter</strong></p><p><em>Effect (Free Action):</em> 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.</p><p><em>Level 11:</em> +2 bonus.</p><p><em>Level 21:</em> +3 bonus.</p><p></p><p><strong>Reflexive Behavior</strong></p><p>You gain an immediate saving throw whenever affected by an ongoing effect.</p><p></p><p><strong>Ritual Casting:</strong>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.</p><p></p><p><strong>Xaositects</strong></p><p><em>Power Source:</em> Belief.</p><p></p><p><strong>Xaositect Elite Lurker</strong></p><p><em>Defenses:</em> +2 to any one defense, or +1 to any two defenses.</p><p><em>Saving Throws:</em> +2.</p><p><em>Action Point:</em> 1.</p><p><em>Hit Points: </em>+6 per level + Constitution score.</p><p><em>Weapon Proficiency:</em> Any two simple melee, any one simple ranged.</p><p><em>Armor Proficiency:</em> Cloth, leather.</p><p><em>Trained Skills:</em> Any two skills of your choice.</p><p><em>Class Features:</em> Babblespeak, <em>random effectiveness, </em>Ritual Casting.</p><p></p><p><strong>Babblespeak</strong></p><p>You can understand and communicate effectively with others who have the Babblespeak ability, and you are immune to the effects of the Babble ritual.</p><p></p><p><strong>Random Effectiveness</strong> (belief)<strong> * Daily</strong></p><p><em>Effect (Free Action):</em> You gain a +1 bonus to one random aspect until the end of your turn. Roll 1d6.</p><p>1: Armor Class.</p><p>2: Attack rolls.</p><p>3: Damage rolls.</p><p>4: Fortitude saves.</p><p>5: Reflex saves.</p><p>6: Will saves.</p><p><em>Sustain Minor:</em> You can maintain the bonus until the end of your turn.</p><p></p><p><strong>Ritual Casting:</strong>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.</p><p></p><p><strong>Babble</strong></p><p><em>As the final gestures of the ritual trail away, all speech becomes garbled and unintelligible.</em></p><p><em>Level:</em> 1.</p><p><em>Category:</em> Warding.</p><p><em>Time:</em> 10 minutes.</p><p><em>Duration:</em> 24 hours.</p><p><em>Component Cost:</em> 50 gp.</p><p><em>Market Price:</em> 250 gp.</p><p><em>Key Skill:</em> Arcana.</p><p><em>Special:</em> This ritual is available only to members of the Xaositects, although anyone can use a ritual scroll of Babble if they master it.</p><p>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.</p><p></p><p>You can find the first part of this article here: <a href="http://www.enworld.org/forum/content.php?1050-6-Planescape-Factions-as-4E-Templates" target="_blank">http://www.enworld.org/forum/content.php?1050-6-Planescape-Factions-as-4E-Templates</a></p></blockquote><p></p>
[QUOTE="Southern Oracle, post: 7651964, member: 1249"] Here are the rest of Sigil's factions as 4E templates, equally useful for characters and NPCs. [PRBREAK][/PRBREAK][B] Fraternity of Order[/B][I] Power Source:[/I] Belief. [B]Guvner Elite Controller[/B] [I]Defenses:[/I] +1 Fortitude, +1 Will. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +8 per level + Constitution score. [I]Weapon Proficiency:[/I] Simple melee, military melee, simple ranged. [I]Armor Proficiency:[/I] Cloth, leather, hide, chainmail; light shield. [I]Trained Skills:[/I] History plus one other skill from the following list -- Arcana, Diplomacy, Dungeneering, Insight, Nature, Religion. [I]Class Features:[/I] Probability Loophole, Ritual Casting, [I]summon item.[/I] [B]Probability Loophole[/B] Once per day, you can gain a bonus to any roll equal to your level. [B]Ritual Casting:[/B] 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. [B]Summon Item[/B] (belief)[B] * Daily[/B] [I]Attack (Standard Action):[/I] Ranged 5 (one object weighing no more than 2 lbs per level); Charisma vs. Will [I]Hit:[/I] The target appears in your free hand if you can hold it, or in an adjacent square of your choice if you cannot. [I]Miss:[/I] If the target is a magic item, it grants no bonuses to attack and damage rolls until the end of your next turn. [B]Free League[/B] [I]Power Source:[/I] Belief. [B]Indep Elite Artillery[/B] [I]Defenses:[/I] +1 Reflex, +1 Will. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +6 per level + Constitution score. [I]Weapon Proficiency:[/I] Simple melee, simple ranged. [I]Armor Proficiency:[/I] Cloth, leather, hide. [I]Trained Skills:[/I] Insight plus one other skill from the following list -- Bluff, Diplomacy, Stealth, Streetwise, Thievery. [I]Class Features:[/I] [I]Bolster allies, [/I]Inner Strength, Ritual Casting. [B]Bolster Allies[/B] (belief, weapon)[B] * Encounter[/B] [I]Attack (Standard Action):[/I] Melee or Ranged weapon (one creature); Strength vs. AC (melee) or Dexterity vs. AC (ranged) [I]Hit:[/I] 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. [B]Inner Strength[/B] You gain a +5 bonus to saving throws against charm effects. [B]Ritual Casting:[/B] 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. [B]Harmonium[/B] [I]Power Source:[/I] Belief. [B]Hardhead Elite Soldier[/B] [I]Defenses:[/I] +1 Fortitude, +1 Will. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +8 per level + Constitution score. [I]Weapon Proficiency:[/I] Simple melee, military melee, simple ranged, mancatcher. [I]Armor Proficiency:[/I] Cloth, leather, hide, chainmail, scale; light shield, heavy shield. [I]Trained Skills:[/I] Insight plus one other skill from the following list -- Athletics, Diplomacy, Endurance, Intimidate, Streetwise. [I]Class Features:[/I] [I]Impose order,[/I] Rigid Thinking, Ritual Casting. [B]Impose Order[/B] (belief, charm)[B] * Daily[/B] [I]Attack (Standard Action):[/I] Ranged 5 (one creature); Charisma vs. Will [I]Hit:[/I] Target is stunned until the end of your next turn. [I]Miss:[/I] Target is dazed until the end of your next turn. [B]Rigid Thinking[/B] You gain a +2 bonus to saving throws against charm, fear, and sleep effects. [B]Ritual Casting:[/B] 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. [B]Mercykillers[/B] [I]Power Source:[/I] Belief. [B]Mercykiller Elite Brute[/B] [I]Defenses:[/I] +1 Fortitude, +1 Reflex. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +10 per level + Constitution score. [I]Weapon Proficiency:[/I] Simple melee, military melee, simple ranged, military ranged. [I]Armor Proficiency:[/I] Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield. [I]Trained Skills:[/I] Perception plus one other skill from the following list -- Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Intimidate, Stealth, Streetwise. [I]Class Features:[/I] Ritual Casting, [I]shock web, tongue-tied.[/I] [B]Ritual Casting:[/B]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. [B]Shock Web[/B] (belief, lightning)[B] * Encounter[/B] [I]Attack (Standard Action):[/I] Ranged 5 (one creature); Charisma vs. Reflex [I]Hit:[/I] 2d6 + Charisma modifier lightning damage, and the target is pulled a number of squares equal to your Charisma modifier. [B]Tongue-Tied[/B] (belief, weapon)[B] * At-Will[/B] [I]Attack (Standard Action):[/I] Melee weapon (one creature); Strength vs. AC and ask one question [I]Hit:[/I] 1[W] + Strength modifier damage, and the target cannot speak until the end of your next turn unless it answers your question truthfully. [B]Revolutionary League[/B] [I]Power Source:[/I] Belief. [B]Anarchist Elite Lurker[/B] [I]Defenses:[/I] +2 Reflex. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +6 per level + Constitution score. [I]Weapon Proficiency:[/I] Simple melee, simple ranged. [I]Armor Proficiency:[/I] Cloth, leather. [I]Trained Skills:[/I] Thievery plus one other skill from the following list -- Acrobatics, Bluff, Diplomacy, Perception, Stealth, Streetwise. [I]Class Features:[/I] [I]Alter perception,[/I] Ritual Casting, Superior Bluff. [B]Alter Perception[/B] (belief, psychic)[B] * Daily[/B] [I]Attack (Standard Action):[/I] Area burst 1 within 10 (enemies in burst); Charisma vs. Will [I]Hit:[/I] 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). [I]Miss:[/I] 1d6 + Charisma modifier psychic damage. [B]Ritual Casting:[/B] 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. [B]Superior Bluff[/B] 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. [B]Sign of One[/B] [I]Power Source:[/I] Belief. [B]Signer Elite Controller[/B] [I]Defenses:[/I] +2 Will. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +8 per level + Constitution score. [I]Weapon Proficiency:[/I] Dagger, quarterstaff. [I]Armor Proficiency:[/I] Cloth. [I]Trained Skills:[/I] Insight plus one other skill from the following list -- Arcana, Diplomacy, Heal, Perception, Religion, Streetwise. [I]Class Features:[/I] Clear Thinking, [I]imagining, [/I]Ritual Casting. [B]Clear Thinking[/B] You gain a +5 bonus to saving throws against illusions. [B]Imagining[/B] (belief, psychic)[B] * Daily[/B] [I]Attack (Standard Action):[/I] Area burst 1 within 10 (enemies in burst); Charisma vs. Will [I]Hit:[/I] 3d6 + Charisma modifier psychic damage. [I]Miss:[/I] 1d6 + Charisma modifier psychic damage. [B]Ritual Casting:[/B]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. [B]Society of Sensation[/B] [I]Power Source:[/I] Belief. [B] Sensate Elite Skirmisher [/B][I]Defenses:[/I] +1 Fortitude, +1 Reflex. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +8 per level + Constitution score. [I]Weapon Proficiency:[/I] Simple melee, simple ranged, one military weapon (melee or ranged). [I]Armor Proficiency:[/I] Cloth, leather, hide, chainmail. [I]Trained Skills:[/I] Acrobatics plus one other skill from the following list -- Athletics, Dungeoneering, Endurance, Heal, Nature, Perception, Stealth, Streetwise. [I]Class Features:[/I] Physical Resilience, Ritual Casting, [I]sensory touch.[/I] [B]Physical Resilience[/B] You gain a +5 bonus to saving throws against poison damage. [B]Ritual Casting:[/B] 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. [B]Enhanced Sight[/B] [I]As you finish performing the ritual, your sight improves dramatically, and the darkness melts away.[/I] [I]Level:[/I] 1. [I]Category:[/I] Divination. [I]Time:[/I] 5 minutes. [I]Duration:[/I] 1 hour. [I]Component Cost:[/I] 100 gp. [I]Market Price:[/I] 500 gp. [I]Key Skill:[/I] Arcana. [I]Special:[/I] 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. [B]Sensory Touch[/B] (belief, healing)[B] * At-Will[/B] [I]Effect (Standard Action):[/I] You take 1d10 damage and one ally you can see can spend a healing surge. [I]Level 11:[/I] 2d10 damage. [I]Level 21:[/I] 3d10 damage. [B]Transcendent Order[/B] [I]Power Source: [/I]Belief. [B]Cypher Eliter Skirmisher[/B] [I]Defenses:[/I] +1 Fortitude, +1 Reflex. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points:[/I] +8 per level + Constitution score. [I]Weapon Proficiency:[/I] Dagger, halberd, quarterstaff, scimitar, shuriken, spiked chain. [I]Armor Proficiency:[/I] Cloth. [I]Trained Skills:[/I] Insight plus one other skill from the following list -- Acrobatics, Athletics, Diplomacy, Heal, History, Perception, Religion. [I]Class Features:[/I] [I]Action trance, [/I]Reflexive Behavior, Ritual Casting. [B]Action Trance [/B](belief)[B] * Encounter[/B] [I]Effect (Free Action):[/I] 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. [I]Level 11:[/I] +2 bonus. [I]Level 21:[/I] +3 bonus. [B]Reflexive Behavior[/B] You gain an immediate saving throw whenever affected by an ongoing effect. [B]Ritual Casting:[/B]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. [B]Xaositects[/B] [I]Power Source:[/I] Belief. [B]Xaositect Elite Lurker[/B] [I]Defenses:[/I] +2 to any one defense, or +1 to any two defenses. [I]Saving Throws:[/I] +2. [I]Action Point:[/I] 1. [I]Hit Points: [/I]+6 per level + Constitution score. [I]Weapon Proficiency:[/I] Any two simple melee, any one simple ranged. [I]Armor Proficiency:[/I] Cloth, leather. [I]Trained Skills:[/I] Any two skills of your choice. [I]Class Features:[/I] Babblespeak, [I]random effectiveness, [/I]Ritual Casting. [B]Babblespeak[/B] You can understand and communicate effectively with others who have the Babblespeak ability, and you are immune to the effects of the Babble ritual. [B]Random Effectiveness[/B] (belief)[B] * Daily[/B] [I]Effect (Free Action):[/I] 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. [I]Sustain Minor:[/I] You can maintain the bonus until the end of your turn. [B]Ritual Casting:[/B]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. [B]Babble[/B] [I]As the final gestures of the ritual trail away, all speech becomes garbled and unintelligible.[/I] [I]Level:[/I] 1. [I]Category:[/I] Warding. [I]Time:[/I] 10 minutes. [I]Duration:[/I] 24 hours. [I]Component Cost:[/I] 50 gp. [I]Market Price:[/I] 250 gp. [I]Key Skill:[/I] Arcana. [I]Special:[/I] 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: [URL]http://www.enworld.org/forum/content.php?1050-6-Planescape-Factions-as-4E-Templates[/URL] [/QUOTE]
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