Belief: An Alternate Faction System
Beliefs
The in the Planescape setting, there are a number of philosophies attempting to influence the multiverse. While not quite an occupation like a class, they're a bit more potent than your normal feat might represent. Thusly, the concept of bloodlines from Unearthed Arcana has been adopted in order to better represent them.
Unlike bloodlines, however, anybody can join a faction given the proper alignment and the will to believe. Many factions have entrance requirements of their own, which vary from exacting to lax. Ultimately, they're a mindset, one backed up by hordes of like-minded individuals. Get enough people together, and belief can grant remarkable abilities.
Belief is defined by the particular faction one joins and the strength of belief in that faction. There are three strengths of belief - minor, intermediate, and major. All true sects and factions have at least a minor belief. This represents somebody that believes, but isn't necessarily willing to stick their neck out for that belief. Alternately, it might represent a sect that has yet to truly make a mark on the multiverse, limiting the power that can be gained from such a viewpoint. Thusly, the belief abilities they gain are relatively minor, and develop very slowly. Major sects and all factions also have a intermediate belief, which represents those that truly believe in the faction. Alternately, it also represents factions that have had only a moderate impact on the multiverse. Major factions, finally, also have a major belief. Those with a major belief tend to be defined by their faction, and their faction has left a rather potent mark on the planes. The "strength" of a faction doesn't necessarily make its believers stronger or weaker, but instead represents the amount a person can derive from it. As times change, the power of various factions waxes and wanes. Similarly, a "minor" faction is perfectly capable of besting a "major" faction, and by no way represents the strength of the organization or its members (though major factions tend to have more dedicated members).
A character may start with a belief of any faction and strength. Since the power granted by belief is slow, this is paid out gradually at certain levels during the character's career. At certain levels, the character must take a level of "belief" in order to support his abilities, as indicated on the table below. If he fails to take this level, he gains a 20% XP penalty and does not gain any further belief abilities. As soon as he takes the required belief level(s), however, he regains all the abilities he would due to his level.
Over the course of his advancement, a character may join a faction freely at any time prior to 12th level. If his level is 1st or 2nd, he may take any level of belief freely. If his level is 5th or less, he may take a minor or intermediate level of belief freely. If his level is 11th or less, he may take a minor level of belief freely. He must still take any future levels of belief required by the belief, however, just as a starting character would. If the character works towards honing his belief further after he would normally take a given belief level, every level he takes increases the strength of his belief by one step - from minor to intermediate, or from intermediate to major.
Belief Table | Belief Strength | ||
Belief Level | Minor | Intermediate | Major |
1st | 12th | 6th | 3rd |
2nd | n/a | 12th | 6th |
3rd | n/a | n/a | 12th |
A belief level grants no increase in base attack bonus, base saving throws, hit dice or hit points, skill points, class features, spells known, or spells per day. However, it is added to classes for purposes of level-based abilities such as smite evil, bardic knowledge, or spellcaster level, and does not incur any penalties for multiclassing. It also increases one's skill rank maximums (as a level with no class skills).
A faction grants belief traits as per the tables below at the indicated levels. The traits are determined by the faction and the belief strength, with the following qualifiers.
- An attribute bonus (such as Wisdom +1) is a permanent +1 increase to the ability score.
- A skill bonus grants +2 on checks regarding a certain skill.
- If you already have a bonus feat granted by a belief, you may instead select any feat you qualify for in its place.
- There are various special traits, some of which are like racial abilities (such as Darkvision 60'), spell-like abilities, class features, or traits unique to that belief. If the trait is new, it is described below the table.
The Major Factions
Athar
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Knowledge (religion) checks |
2nd | - | +2 on Knowledge (religion) checks | +1 on saves against divine spells |
3rd | - | - | Charisma +1 |
4th | +2 on Knowledge (religion) checks | +1 on saves against divine spells | Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest. |
5th | - | - | Lost Affinity +2 |
6th | - | Charisma +1 | Persuasive |
7th | - | - | +2 on Use Magic Device checks |
8th | +1 on saves against divine spells | Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest. | Dismissal 1/day |
9th | - | - | Wisdom +1 |
10th | - | Lost Affinity +2 | Nondetection 1/day |
11th | - | - | Lost Affinity +4 |
12th | Charisma +1 | Persuasive | +2 on saves against divine spells |
13th | - | - | +2 on Hide checks |
14th | - | +2 on Use Magic Device checks | Banishment 1/day* |
15th | - | - | Constitution +1 |
16th | Immunity to bestow curse, blasphemy, doom, holy word, and geas / quest. | Dismissal 1/day | Iron Will |
17th | - | - | Lost Affinity +6 |
18th | - | Wisdom +1 | +2 on saves against divine spells |
19th | - | - | +2 on Move Silently checks |
20th | Lost Affinity +2 | Nondetection 1/day | Nondetection at will |
* This replaces dismissal 1/day.
Lost Affinity: The Lost gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Athar members.
Doomguard
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Disable Device checks |
2nd | - | +2 on Disable Device checks | Weapon Focus (any one sword type) |
3rd | - | - | Strength +1 |
4th | +2 on Disable Device checks | Weapon Focus (any one sword type) | Sift |
5th | - | - | Sinker Affinity +2 |
6th | - | Strength +1 | Entropy Blow 1/day |
7th | - | - | +2 on Search checks |
8th | Weapon Focus (any one sword type) | Sift | Power Attack |
9th | - | - | Dexterity +1 |
10th | - | Sinker Affinity +2 | Improved Sift |
11th | - | - | Sinker Affinity +4 |
12th | Strength +1 | Entropy Blow 1/day | Entropy Blow 2/day |
13th | - | - | +2 on Craft (weaponsmithing) checks |
14th | - | +2 on Spot checks | Weapon Specialization (any one sword type) |
15th | - | - | Intelligence +1 |
16th | Sift | Power Attack | Disentegrate 1/day |
17th | - | - | Sinker Affinity +6 |
18th | - | Dexterity +1 | Entropy Blow 3/day |
19th | - | - | +2 on Craft (armorsmithing) checks |
20th | Sinker Affinity +2 | Improved Sift | Improved Entropy Blow |
Sinker Affinity: The Sinker gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Doomguard members.
Sift (Su): The Sinker can take a full-round action (that provokes attacks of opportunity) to make physical contact with a destroyed object or dead creature, and automatically tell what caused the object to break apart or die, down to the type of damage and what sort of implement or spell was used to inflict the final blow (though not the specific object or creature that inflicted it). For example, it may be possible to discover that "greatsword" or "bite attack" or "magic missle" inflicted the damage, but not the specific blade, species of creature, or spellcasting method. If the destruction was magical in nature, a Spellcraft check is required to identify the spell as if the Sinker was witnessing the spell or ability in question. This is a supernatural divination ability.
Entropy Blow (Su): The sinker can declare any attack an entropy blow a the indicated number of times per day. When performing an entropy blow, the sinker subtracts a number from 1 to 5 from his attack. If the attack hits, he then inflicts the same number in points of temporary Constitution damage. This number may not be more than his base attack bonus.
Improved Sift (Su): When using the sift ability, the Sinker can discover more about a destroyed object or dead creature. The amount of information he can glean is shown below:
- 1st round: As listed for sift, above.
- 2nd round: General type of creature (humanoid, dragon, outsider) or item (weapon, furniture, barrier) prior to death / destruction.
- 3rd round: Exact type of creature (goblin, blue dragon, red slaad) or item (longspear, chair, fence), prior to death / destruction.
- 4th round: Glimpse of creature's or object's form just before death / destruction.
- 5th round: General length of time since the creature or object was killed / destroyed (seconds, minutes, hours, days, months, years, decades, etc.)
Improved Entropy Blow (Su): As for entropy blow (above), but the number may be between 1 and 10 rather than 1 and 5.
Fated
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Sleight of Hand checks |
2nd | - | +2 on Sleight of Hand checks | Iron Will |
3rd | - | - | Intelligence +1 |
4th | +2 on Sleight of Hand checks | Iron Will | Self-Reliance I |
5th | - | - | Heartless Affinity +2 |
6th | - | Intelligence +1 | Planar Terrain Mastery |
7th | - | - | +2 on Survival checks |
8th | Iron Will | Self Reliance I | Great Fortitude |
9th | - | - | Dexterity +1 |
10th | - | Heartless Affinity +2 | Self-Reliance II |
11th | - | - | Heartless Affinity +4 |
12th | Intelligence +1 | Planar Terrain Mastery | Planar Terrain Mastery |
13th | - | - | +2 on Bluff checks |
14th | - | +2 on Survival checks | Lightning Reflexes |
15th | - | - | Charisma +1 |
16th | Self Reliance I | Great Fortitude | Self-Reliance III |
17th | - | - | Heartless Affinity +6 |
18th | - | Dexterity +1 | Planar Terrain Mastery |
19th | - | - | +2 on Knowledge (the planes) checks |
20th | Heartless Affinity +2 | Self-Reliance II | Self-Reliance IV |
Heartless Affinity: The Heartless gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Fated members.
Self-Reliance: The Heartless chooses a single skill for each iteration of Self-Reliance. This skill is thereafter considered a class skill for the Heartless, regardless of the character's current class. Furthermore, the character gains an additional 4 skill points for this level.
Planar Terrain Mastery: This functions as the Horizon Walker class feature of the same name.
Harmonium
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Intimidation checks |
2nd | - | +2 on Intimidation checks | Weapon Focus |
3rd | - | - | Constitution +1 |
4th | +2 on Intimidation checks | Weapon Focus | Command 1/day |
5th | - | - | Hardhead Affinity +2 |
6th | - | Constitution +1 | +2 on saves against compulsion and fear effects |
7th | - | - | +2 on Spot checks |
8th | Weapon Focus | Command 1/day | Harmony |
9th | - | - | Strength +1 |
10th | - | Hardhead Affinity +2 | Greater Command 1/day* |
11th | - | - | Hardhead Affinity +4 |
12th | Constitution +1 | +2 on saves against complusion effects | Immunity to fear effects |
13th | - | - | +2 on Diplomacy checks |
14th | - | +2 on Spot checks | Leadership |
15th | - | - | Charisma +1 |
16th | Command 1/day | Harmony | Inspiring Leadership |
17th | - | - | Hardhead Affinity +6 |
18th | - | Strength +1 | Immunity to compulsion effects |
19th | - | - | +2 on Perform (oratory) checks |
20th | Hardhead Affinity +2 | Greater Command 1/day | Conductor |
* This replaces command 1/day.
Hardhead Affinity: The Hardhead gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Harmonium members.
Harmony: The harmonium member gains +4 on attack rolls when flanking another target, and also grants +4 when using the aid another action. This replaces the normal +2 granted by either flanking or aid another.
Inspiring Leadership: All followers of the hardhead gain a +2 morale bonus against compulsion and fear effects, and +1 morale bonus to attack and damage rolls while within 100 ft. of the hardhead.
Conductor: The hardhead grants an cumulative +2 bonus to anybody else flanking another target along with him, and gains +4 when others use the aid another action to assist him.
Revolutionary League
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Disguise checks |
2nd | - | +2 on Disguise checks | Stealthy |
3rd | - | - | Dexterity +1 |
4th | +2 on Disguise checks | Stealthy | Faction Disguise |
5th | - | - | Anarchist Affinity +2 |
6th | - | Dexterity +1 | Sneak Attack +1d6 |
7th | - | - | +2 on Forgery checks |
8th | Stealthy | Faction Disguise | Secret Message |
9th | - | - | Intelligence +1 |
10th | - | Anarchist Affinity +2 | Disguise Self 1/day |
11th | - | - | Anarchist Affinity +4 |
12th | Dexterity +1 | Sneak Attack +1d6 | Sneak Attack +2d6 |
13th | - | - | +2 on Knowledge (factions & guilds) checks |
14th | - | +2 on Forgery checks | Nimble Fingers |
15th | - | - | Constitution +1 |
16th | Faction Disguise | Secret Message | Deft Hands |
17th | - | - | Anarchist Affinity +6 |
18th | - | Wisdom +1 | Sneak Attack +3d6 |
19th | - | - | +2 on Climb checks |
20th | Anarchist Affinity +2 | Disguise Self 1/day | Disguise Self at will |
Anarchist Affinity: The Anarchist gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Revolutionary League members.
Faction Disguise: The Anarchist gains a +5 circumstance bonus on Disguise checks when trying to disguise oneself as a member of another faction (not a specific member, just a general member).
Secret Message: The Anarchist gains a +5 circumstance bonus on Bluff checks when trying to deliver a secret message to a fellow member of the Revolutionary League.
Sneak Attack: This functions as the rogue class feature of the same name, and stacks with the Sneak Attack ability gained from any class.
Fraternity of Order
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Knowledge (any one) checks |
2nd | - | +2 on Knowledge (any one) checks | Skill Focus |
3rd | - | - | Intelligence +1 |
4th | +2 on Knowledge (any one) checks | Skill Focus | Comprehend Languages 1/day |
5th | - | - | Guvner Affinity +2 |
6th | - | Intelligence +1 | Probability Manipulation |
7th | - | - | +2 on Bluff checks |
8th | Skill Focus | Comprehend Languages 1/day | One Loophole |
9th | - | - | Wisdom +1 |
10th | - | Guvner Affinity +2 | Minor Creation 1/day |
11th | - | - | Guvner Affinity +4 |
12th | Intelligence +1 | Probability Manipulation | Two Loopholes |
13th | - | - | +2 on Decipher Script checks |
14th | - | +2 on Bluff checks | Skill Focus |
15th | - | - | Charisma +1 |
16th | Command 1/day | One Loophole | Three Loopholes |
17th | - | - | Guvner Affinity +6 |
18th | - | Wisdom +1 | Major Creation 1/day* |
19th | - | - | +2 on Use Magic Device checks |
20th | Hardhead Affinity +2 | Minor Creation 1/day | Four Loopholes |
* This replaces minor creation 1/day.
Guvner Affinity: The Guvner gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Fraternity of Order members.
Probability Manipulation: Once per day, the Guvner may alter any roll by +2 or -2.
Loophole: The Guvner can study and research loopholes. A loophole is a temporary spell-like ability. To gain a loophole, he must research it for a number of weeks equal to the level of the arcane spell, expend 1,000 gold per week of research, and make a successful Knowledge (arcana) check against DC 15 + spell level. Success allows the Guvner to duplicate the spell as a spell-like ability. The DM rolls 1d4-2 + (the Guvner's Intelligence modifier). The result is the number of times the spell-like ability can be used before being exhausted. When a loophole spell-like ability is exhausted, the Guvner may research a new one in its place, but may never duplicate the same spell more than once. In addition, he may never research a loophole of a spell level greater than his total level /2, or have more than the indicated number of loophole spell-like abilities at one time.
Xaositects
Character Level | Minor | Intermediate | Major |
1st | - | - | +2 on Search checks |
2nd | - | +2 on Search checks | Scramblespeak |
3rd | - | - | Dexterity +1 |
4th | +2 on Search checks | Scramblespeak | Lesser Confusion 1/day |
5th | - | - | Chaosman Affinity +2 |
6th | - | Dexterity +1 | Nondetection 1/day |
7th | - | - | +2 on Bluff checks |
8th | Scramblespeak | Lesser Confusion 1/day | Finder |
9th | - | - | Charisma +1 |
10th | - | Chaosman Affinity +2 | Confusion 1/day* |
11th | - | - | Chaosman Affinity +4 |
12th | Dexterity +1 | Nondetection 1/day | Wonder 1/day |
13th | - | - | +2 on Disable Device checks |
14th | - | +2 on Bluff checks | Locate Object 3/day |
15th | - | - | Wisdom +1 |
16th | Babble 1/day | Finder | Wonder 2/day |
17th | - | - | Chaosman Affinity +6 |
18th | - | Charisma +1 | Lightning Reflexes |
19th | - | - | +2 on Decipher Script checks |
20th | Chaosman Affinity +2 | Confusion 1/day | Wonder 3/day |
* This replaces Lesser Confusion 1/day.
Chaosman Affinity: The Chaosman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Xaositect members.
Scramblespeak: The Chaosman gains a +5 circumstance bonus on Bluff checks when trying to deliver a secret message to a fellow member of the Xaositects.
Finder: The Xaositect automatically gets a Search check to notice unattended items within 5', even if they are concealed or hidden.
Wonder: You gain the ability to duplicate the effect of a rod of wonder the indicated number of times per day. The DM is encouraged to come up with new and bizarre effects to add to the randomized list, within reason.
The Minor Factions
Bleak Cabal
Character Level | Minor | Intermediate |
2nd | - | +2 on Heal checks |
4th | +2 on Heal checks | +2 on all saves against Complusion and Telepathy effects |
6th | - | Charisma +1 |
8th | +2 on all saves against Complusion and Telepathy effects | Absorb Madness |
10th | - | Bleaker Affinity +2 |
12th | Charisma +1 | Beneficience of Sigil |
14th | - | +2 on Diplomacy checks |
16th | Absorb Madness | Immunity to Telepathy |
18th | - | Wisdom +1 |
20th | Bleaker Affinity +2 | Immunity to Complusion |
Absorb Madness (Su): Once a day, a Bleaker may attempt to absorb any mind-affecting effect currently afflicting a character. Doing so requires a successful touch attack, and the afflicted person may make a save (harmless, Will DC 10 + 1/2 the Bleaker's level + the Bleaker's Charisma modifier) to resist it. If successful, the Bleaker suffers the mind-affecting ability for the remainder of its duration. This may also be used to remove more permanent madnesses by performing eight hours of treatment and a successful Heal check (typically DC 15, but more for pervasive madnesses). This treatment will heal such madness permanently, but the Bleaker suffers the same madness for 1d4 days afterwards. This may not be used to cure madness that is the result of a class feature, spell domain, or racial trait.
Bleaker Affinity: The Bleaker gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Bleak Cabal Members.
Beneficience of Sigil: The Bleaker gains a +5 competence bonus on Diplomacy checks when interacting with a Sigil native or citizen.
Dustmen
Character Level | Minor | Intermediate |
2nd | - | +2 on Knowledge (religion) checks |
4th | +2 on Knowledge (religion) checks | Dead Truce |
6th | - | Intelligence +1 |
8th | Dead Truce | Lesser Rebuke Undead |
10th | - | Dead Affinity +2 |
12th | Intelligence +1 | Deathwatch at will |
14th | - | +2 on Heal checks |
16th | Lesser Rebuke Undead | +2 on saves against Necromancy and Death effects |
18th | - | Wisdom +1 |
20th | Dead Affinity +2 | Rebuke Undead |
Dead Truce (Su): Dustmen will not be attacked by undead, due to an age-old pact known as the Dead Truce. Any undead creature attacked by a Dustman, however, is freed from the truce concerning that particular Dustman. The same is true if a Dustman actively aids somebody attacking an undead creature. The undead may attack the dustman's companions normally - just not the Dustman.
Dead Affinity: The Dustman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Dustmen.
Lesser Rebuke Undead (Su): The Dustman may Rebuke Undead as a cleric of their character level three times per day. If they already have rebuke undead as a class feature, they may use their character level for checks or add +1 to their level for purposes of rebuke checks.
Rebuke Undead (Su): The Dustman may Rebuke Undead as a cleric of their character level three times per day plus their charisma modifier. If they already have rebuke undead as a class feature, they may use their character level for checks or add +2 to their level for purposes of rebuke checks. This replaces lesser rebuke undead.
Free League
Character Level | Minor | Intermediate |
2nd | - | +2 on Gather Information checks |
4th | +2 on Gather Information checks | Iron Will |
6th | - | Charisma +1 |
8th | Iron Will | +2 on saves against Enchantments |
10th | - | Indep Affinity +2 |
12th | Charisma +1 | Free Will |
14th | - | +2 on Sense Motive checks |
16th | +2 on saves against Enchantments | Lightning Reflexes |
18th | - | Intelligence +1 |
20th | Indep Affinity +2 | Immunity to Enchantment effects |
Indep Affinity: The Indep gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Free League.
Free Will: The Indep may reroll any failed Will save once a day. The Indep may not reroll more than once a roll, but may take the better of the two rolls.
Society of Sensation
Character Level | Minor | Intermediate |
2nd | - | +2 on Spot checks |
4th | +2 on Sense Motive checks | Darkvision 60' |
6th | - | Wisdom +1 |
8th | Darkvision 60' | Bardic Knowledge |
10th | - | Sensate Affinity +2 |
12th | Wisdom +1 | Sensory Touch |
14th | - | +2 on Listen checks |
16th | Bardic Knowledge | Investigator |
18th | - | Charisma +1 |
20th | Sensate Affinity +2 | Scent |
Sensate Affinity: The Sensate gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Society of Sensation members.
Darkvision 60': If the Sensate already has the darkvision ability from another source (race or class), increase the range of the darkvision by 60'.
Sensory Touch (Su): The Sensate may heal another's wounds by performing a sensory touch once per day. This heals the victim of 1d8+the Sensate's Charisma modifier in hit points, but inflicts the same amount on the Sensate.
Bardic Knowledge: The Sensate gains the Bardic Knowledge ability (as the Bard class feature) usable as if she were a bard of her character level. If she already has the Bardic Knowledge ability, she may add a +2 bonus to her Bardic Knowledge checks, or use her character level instead of her bard level.
Scent: If the Sensate already has the scent ability from another source (race or class), add +4 to all Survival checks made concerning scent.
Transcendent Order
Character Level | Minor | Intermediate |
2nd | - | +2 on Concentration checks |
4th | +2 on Concentration checks | Improved Initiative |
6th | - | Dexterity +1 |
8th | Improved Initiative | Trance +1 |
10th | - | Cipher Affinity +2 |
12th | Dexterity +1 | Athletic |
14th | - | +2 on Jump checks |
16th | Trance +1 | Trance +2 |
18th | - | Wisdom +1 |
20th | Cipher Affinity +2 | Trance +3 |
Cipher Affinity: The Cipher gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Transcendent Order.
Trance: This grants the Cipher the listed bonus on all saves against mind-affecting effects, and allows the Cipher ignore a number of status conditions at any one time equal to the bonus when they are inflicted. So, for example, if a Cipher with Trance +2 is stunned, fatigued, and shaken, he may ignore being stunned and shaken, stunned and fatigued, or fatigued and shaken for purposes of acting. Status effects that are cumulative count as multiple status effects for purposes of ignoring them - for example, panicked counts as both panicked and frighened. This ability may not ignore status conditions that prevent one from acting entirely (such as unconscious or petrified), and does not heal the status condition - it merely negates it.
The New Factions
Mind's Eye
Character Level | Minor | Intermediate |
2nd | - | +2 on Survival checks |
4th | +2 on Survival checks | +2 on saves against Illusion effects |
6th | - | Wisdom +1 |
8th | +2 on saves against Illusion effects | Remove Fear 3/day |
10th | - | Seeker Affinity +2 |
12th | Wisdom +1 | Direction Sense |
14th | - | +2 on Search checks |
16th | Remove Fear 3/day | Alertness |
18th | - | Wisdom +1 |
20th | Seeker Affinity +2 | Immunity to Illusions |
Seeker Affinity: The Seeker gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Mind's Eye.
Direction Sense: This grants the Seeker a +5 competence bonus whenever using the Survival skill to keep from getting lost.
Sodkillers
Character Level | Minor | Intermediate |
2nd | - | +2 on Intimidation checks |
4th | +2 on Intimidation checks | Power Attack |
6th | - | Strength +1 |
8th | Power Attack | Align Weapon 1/day |
10th | - | Sellsword Affinity +2 |
12th | Strength +1 | Greater Magic Weapon 1/day |
14th | - | +2 on Bluff checks |
16th | Align Weapon 1/day | Cleave |
18th | - | Constitution +1 |
20th | Sellsword Affinity +2 | Killing Blow |
Sellsword Affinity: The Sellsword gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Sodkillers.
Killing Blow: When gaining an extra attack due to the Cleave or Great Cleave feat, the Sellsword may apply it to any creature in striking distance, rather than just another creature. The Sellsword cannot gain another attack from Great Cleave if he applies it to the same creature he applied his initial attack to (the attack that dropped the creature).
Sons of Mercy
Character Level | Minor | Intermediate |
2nd | - | +2 on Diplomacy checks |
4th | +2 on Diplomacy checks | Smite Evil 1/day |
6th | - | Constitution +1 |
8th | Subduing Strike* | Discern Lies 1/day |
10th | - | Martyr Affinity +2 |
12th | Constitution +1 | Subduing Strike* |
14th | - | +2 on Heal checks |
16th | Discern Lies 1/day | Smite Evil 2/day |
18th | - | Wisdom +1 |
20th | Martyr Affinity +2 | Immune to Evil and Corrupt Spells |
* If you don't have access to Book of Exalted Deeds, replace with Combat Expertise
Martyr Affinity: The Martyr gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Sons of Mercy.
Smite Evil: This functions as the Martyr is a paladin of her character level.
The Fallen Factions
Believers of the Source
Character Level | Minor | Intermediate |
2nd | - | +2 on Diplomacy checks |
4th | +2 on Diplomacy checks | Endurance |
6th | - | Charisma +1 |
8th | Endurance | Planar Affinity +1 |
10th | - | Godsman Affinity +2 |
12th | Charisma +1 | Skill Focus |
14th | - | +2 on Bluff checks |
16th | Planar Affinity +1 | Planar Affinity +2 |
18th | - | Constitution +1 |
20th | Godsman Affinity +2 | Planar Friend |
Planar Affinity: The Godsman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with all planar creatures (anything not from the Prime Material Plane).
Godsman Affinity: The Godsman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Believers of the Source.
Planar Friend: The Godsman no longer suffers Charisma penalties due to a plane's alignment.
Mercykillers
Character Level | Minor | Intermediate |
2nd | - | +2 on Knowledge (local) checks |
4th | +2 on Knowledge (local) checks | Justice Blow 1/day |
6th | - | Strength +1 |
8th | Track | Track |
10th | - | Red Death Affinity +2 |
12th | Strength +1 | Discern Lies 1/day |
14th | - | +2 on Intimidation checks |
16th | Justice Blow 1/day | Endurance |
18th | - | Wisdom +1 |
20th | Red Death Affinity +2 | Justice Blow 3/day |
Red Death Affinity: The Mercykiller gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Red Death members.
Justice Blow: The Mercykiller can, a number of times per day, declare an attack of his a Justice Blow. He may add his Charisma modifier to the attack roll, and if he hits, the attack is considered a potential critical hit - roll again to confirm it. If the critical is not confirmed, the Justice Blow is wasted for the day. However, the Mercykiller then takes nonlethal damage equal to the damage of the critical hit.
Sign of One
Character Level | Minor | Intermediate |
2nd | - | +2 on Concentration checks |
4th | +2 on Concentration checks | +2 on saving throws against illusion |
6th | - | Wisdom +1 |
8th | +2 on saving throws against illusion | Imagination 1/day |
10th | - | Signer Affinity +2 |
12th | Charisma +1 | Notice Illusion |
14th | - | +2 on Knowledge (any one) checks |
16th | Imagination 1/day | Imagination 2/day |
18th | - | Intelligence +1 |
20th | Lost Affinity +2 | Imagination 3/day |
Signer Affinity: The Signer gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Sign of the One members.
Imagination (Sp): The Signer can attempt to mimic a single Sorcerer/Wizard spell of a spell level equal to quarter her character level or less as a full-round action the indicated number of times per day. To do this, she must roll 1d20 + your Charisma modifier against a DC equal to 11 + the spell's level. Success means she cast the spell as a spell-like ability, with the caster level equal to a Sorcerer of your level. Failure means the spell fails. If you roll a '1' on the failure, you also take temporary Constitution damage equal to twice the spell's level. This cannot be used to reproduce spells with a notable material component or XP component, and all spells duplicated by this feat must be castable as a standard action. Similarly, metamagic feats may not be used with this ability. If the Consitution damage slays the character, the Signer vanishes from existence, and a wish spell is required to restore her existence before she can be ressurected or raised.
Notice Illusion: The Signer always receives a saving throw against an illusion she witnesses.