4E PLANESCAPE FACTIONS UPDATES

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catland93's picture
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Re: 4E PLANESCAPE FACTIONS UPDATES

SirGareth wrote:
The pdfs on the first post are great, but I was wondering about the other factions that are not detailed there. I appreciate any info you have.
Ok. I will post the complete work with a single file the next days.

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SirGareth's picture
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Re: 4E PLANESCAPE FACTIONS UPDATES

Thank-you so much. You have done amazing work and I look forward to seeing the rest.

catland93's picture
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Re: 4E PLANESCAPE FACTIONS UPDATES

SirGareth wrote:
I'll just have to homebrew some stuff. I'll post it if works out.

Should have a Believer of the Source, a Dustman, and a Signer.

I have one Character who is bent on controlling the Multiverse (eventually) through personal prowess, and believes that he is literally creating the reality through the power of his will. He is a Fated/ Signer, but will have his loyalties tested soon.

Has anyone else had a dual-factioned PC before? Usually I say no to this, but I am trying to be more open to ideas.

I don't think the dual membership could be a good idea but you could make a new sect wiith a mixed point of view. Maybe the illuminated sect could be a good choice for that character.
Post your work about the factions, so we can see it and we can think to use it, please.
In the next days I have a playtest of faction themes with my players, so your ideas could be useful.

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Re: 4E PLANESCAPE FACTIONS UPDATES

First off - brilliant. Simply brilliant. Your mods are cool, flavourful and balanced as much as I can see.

Only question is re: the Guvner for my player who's thinking of taking it - one theoretical, one practical.

-a) Loopholes, Axiomist Class Feature - 'You can break one rule to the power structure of your character' -does this mean swap out Dailies, Encounters, Utilities, etc. for any other classes' versions up to Int. Mod. times a day?

Also 'One ritual can be traded for one daily' - this means that for each ritual of a level he learns, he can get an extra daily power? That seems kind of ridiculous, but I suppose it's expensive to get high-level rituals - and, if he takes this, I'll make it VERY DIFFICULT Laughing out loud). Is that what you mean by the rule, though?

-b) For abilities like Probability Manipulation - practically speaking, how do you tend to work it in to RP stuff? It seems like if he wants to downgrade a roll or hit a specific defense either a) I let him know the number so he can see if he wants to beat it, killing RP or b) He just randomly throws it out and hopes it works. Is there a better way I'm missing, if you're obviously a really smart DM, to get it to function in character?

Sorry to bug you - you're a hero for all this work. Planescape setting has totally restored my campaign's energy and it's awesome to have it be part of the characters beyond just flavour.

Yours,
Jannic

catland93's picture
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Re: 4E PLANESCAPE FACTIONS UPDATES

I have removed it for a double post

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catland93's picture
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Re: 4E PLANESCAPE FACTIONS UPDATES

Jannic wrote:
First off - brilliant. Simply brilliant. Your mods are cool, flavourful and balanced as much as I can see.

Only question is re: the Guvner for my player who's thinking of taking it - one theoretical, one practical.

-a) Loopholes, Axiomist Class Feature - 'You can break one rule to the power structure of your character' -does this mean swap out Dailies, Encounters, Utilities, etc. for any other classes' versions up to Int. Mod. times a day?

Also 'One ritual can be traded for one daily' - this means that for each ritual of a level he learns, he can get an extra daily power? That seems kind of ridiculous, but I suppose it's expensive to get high-level rituals - and, if he takes this, I'll make it VERY DIFFICULT Laughing out loud). Is that what you mean by the rule, though?

-b) For abilities like Probability Manipulation - practically speaking, how do you tend to work it in to RP stuff? It seems like if he wants to downgrade a roll or hit a specific defense either a) I let him know the number so he can see if he wants to beat it, killing RP or b) He just randomly throws it out and hopes it works. Is there a better way I'm missing, if you're obviously a really smart DM, to get it to function in character?

Sorry to bug you - you're a hero for all this work. Planescape setting has totally restored my campaign's energy and it's awesome to have it be part of the characters beyond just flavour.

Yours,
Jannic

thanx a lot Jannic.

After 6 months of campaign/playtest i have totally revisited the concept of loopholes for guvner.The complete concept starts at 5th level feature and it ends at the 30th level feature of the "master of loopholes" epic path.
About probability manipulation it is something like the 2nd edition guvner power. The conversion is not very different. Also it was almost the same mechanic of the shield 2nd level utility spell. How do you manage to work at your table the shield spell? Do the same thing. In my campaign my players use your theory a.
Anyway this is the final work for guvner.
Also the master of loopholes epic path improves it to greater probability manipulation +6 or-6 (very very similar to the factol's manifesto concept)

In the next days I will post all the playtested work with the addition of epic paths, some magic items of all the factions and sects in 5 fragmented chapters:
Factions of ego/decline/experience/order/disorder.

This is the guvner complete theme.

Starting Feature

Benefit: You gain trainining in History and the Probability Manipulation power.
In addition you gain Legalspeak *as bonus language.
*to understand the Legalspeak a creature must succeeded an history checks against your passive history.

Probability Manipulation Guvner Utility
In your quest to understand the intrinsic laws of the multiverse, you have learned how to
“bend” the laws affecting an outcome.
Encounter ✦ Arcane
No Action Close burst 5
Trigger: You or any creature in burst makes an attack roll, saving throw, or skill check.
Effect: You add or subtract 2 to the triggering roll.

Additional Features
Level 5 Feature

Benefit: You gain a +2 bonus to Arcane checks. If you have a spellbook, add one 2nd-level wizard utility power to it. If you don’t have a spellbook, you can choose wizard utility powers of a particular level or lower when you gain or retrain utility powers of that level.

Level 10 Feature
Benefit: You gain resistance 10 to psychic damage. At 21th level it increases to 15.

Optional Powers
Level 2 Utility Spell

Tinker With Magic Guvner Utility 2
Even non-wizard Guvners may try to learn a bit of magic.
Daily ✦ Arcane
Standard Action Personal
Requirement: You must use this power at the end of an extended rest.
Effect: Until the end of your next extended rest, you can use one of the following powers of your
choice:
Power (At-Will ✦ Arcane, Conjuration): Standard Action. As the wizard’s Ghost Sound power.
Power (At-Will ✦ Arcane): Minor Action. As the wizard’s Light power.
Power (At-Will ✦ Arcane, Conjuration): Minor Action. As the wizard’s Mage Hand power.
Power (At-Will ✦ Arcane): Standard Action. As the wizard’s Prestidigitation power.
Power (Encounter ✦ Arcane): Free Action. As the wizard’s Suggestion power.
Power (Encounter ✦ Psionic): Standard Action. As the shaper psionic ’s focus class feature
Minor Creation power.

Level 6 Utility Spell

Static Zone Guvner Utility 6
Your devotion to the principles of order allows you to lace with the structure of law and remove
any variables from the equation.
Daily ✦ Arcane, Zone
Standard Action Close burst 5
Effect: You create a zone of order that lasts until the end of your next turn. The first time any ally
within the zone makes an attack roll on his or her turns, he or she can choose to take 10 on the
attack roll rather than roll a d20. The first time any enemy within the zone makes an attack roll on
his or her turns, you can choose to take 10 on the attack roll rather than roll a d20.
Sustain Standard: The zone persists.

Level 10 Utility Spell

Legal Refuge Guvner Utility 10
You escape to Mechanus for a brief rest.
Daily ✦ Arcane, Healing, Teleportation
Standard Action Personal
Effect: You are whisked away to a place of safety in Mechanus for the next two turns and reappear in
the space you last occupied or in the nearest unoccupied space at the start of the third. While there,
you can spend a healing surge on each of your turns, but cannot take any actions. When you came
back you gain +2 to all the defenses until the end of the next turn.

Axiomist

Prerequisite: Guvner theme, Ritual Caster

Level 11: Evaluating the Outcome
Benefit: When you spend an action point to make an attack, and you miss
at least one target, you can choose instead for the entire attack to have no
effect (as if you hadn’t used it). You regain the action point (but can’t spend
it again this turn), and you regain any powers used as part of the attack.

Level 11: Improve probability manipulation
Benefit: Improve your probability manipulation power bonus to +4 or -4.

Level 11: Loophole at encounter
Benefit:You gain a wizard encounter power of 7th level or lower.
At 21th you can choose a wizard encounter power of 17th level or lower.

Level 11: Loophole Ritual
Benefit: When you spend an action point to take an extra action,
you can cast an arcane ritual that you've mastered as part of the
action. You must expend normally the component cost.

Level 12: Loophole Utility
Benefit:You gain a wizard utility power of 10th level or lower.
.
Level 16: Challenging Loophole
Benefit: Add 1 to the number of failures you can accrue when you
make a skill challenge to solve a riddle or to disable a trap.

Level 20: Loophole Daily
Benefit:You gain a wizard daily power of 19th level or lower.

Legalist

Prerequisite: Guvner Theme.

Level 11: Jibber-Jabber
Benefit: Creatures roll two times and
choose the worst result for each insight
check made against your bluff.
On a roll of 1 the creature automatically
fails every insight check for the rest of
the encounter.

Level 11: Legal Action
Benefit: When you spend an action point to
take an extra action, you can choose the best
result of your rolls or 10 made for this action.

Level 11: Legal Loophole
Benefit: You can choose a power, feat or
skill per tier without have the requirements.

Level 11: Sentence

Sentence Legalist Attack 11
You pronounce a sentence, and motes of darkness swirl around your enemies to hinder them.
Encounter ✦ Arcane, Fear, Implement
Standard Action Close burst 5
Target: One or two creature within the burst
Attack: Primary ability vs. Will
Hit: Until the end of your next turn, the target is dazed and takes a penalty to attack rolls and to all
the defenses equal to your Primary ability modifier.

Level 12: Pseudo-Knowledge

Pseudo-Knowledge Legalist Utility 12
A legalist may not know something, but she can fake it terribly well.
At Will ✦ Arcane
Free Action Personal
Trigger: You fail a knowledge check
Effect: You gain +10 to bluff checks when you try to make believe that you know well it to other
creatures and +5 to all other skill or ability checks that involves this knowledge until the next
extended rest.

Level 16: Legal Rectification
Benefit: You never incur failures in a skill challenge for Bluff, Diplomacy, or Streetwise checks if you fail by 5 or less.

Level 20: Legal Challenge

Legal Challenge Legalist Attack 20
You challenge your foe to a mental duel and entrap it in an illusory chess game where it is
humiliated by its own ignorance.
Daily ✦ Arcane, Implement , Psychic
Standard Action Ranged 20
Target: One creature
Effect: The target takes psychic damage equal to 20 + your Intelligence modifier + the enhancement
bonus of your implement. You and the target make an opposed Intelligence check; the winner
inflicts a –5 penalty on the loser’s attack rolls, damage rolls and defenses (save ends).

Master of Loopholes
Prerequisite: 21st level, Guvner Theme
Level 21: Bookworm
Benefit: Increase your Intelligence score by 2. In addition, select one of the following skills in which you have training: Arcana, Dungeoneering, History, Nature, or Religion. Whenever you make a check using the selected skill, you can roll twice and use either result.

Level 21: Greater probability manipulation
Benefit: Improve your probability manipulation power bonus to +6 or -6.

Level 24: Escape Trick Loophole
Benefit: Once per day when you drop to 0 hit points or fewer or are about to take enough damage to kill you, you can spend a healing surge, teleport 15 squares as a free action, and roll saving throws against all effects on you that a save can end.

Level 26: Fast Loophole
Fast Loophole Master of Loopholes 26
...
Encounter ✦ Arcane
Standard Action Personal
Effect: you can perform any ritual you have mastered as part of this action

Level 30: Last Loophole Revealed
Benefit: Choose two of your daily utility powers. Those two powers are now encounter powers for you. If you do not have two daily utility powers, you can immediately retrain your utility powers until you have two daily utility powers that then become encounter powers.

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Re: 4E PLANESCAPE FACTIONS UPDATES

What factions and sects must be in the "Factions of the Ego" chapter?

This is an open-ended list. Please, help me to complete the 5 lists for all the chapters (ego/ experience/decline/order/disorder) or give any comments, ideas about to make the choice for these groups and naturally post your work about options or powers for these themes. Also create your personal new sect theme to improve the work. Thanks

"Factions of the Ego"
fated
sign of one
free league
merkhants
ring givers
illuminated
expansionists
tacharim

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Re: 4E PLANESCAPE FACTIONS UPDATES

What factions and sects must be in the "Factions of the Experience" chapter?

"Factions of the Experience"

Society of Sensation
Believers of the Source
Trascendent Order
Mind's Eye
Incantifier
Ragers
Prolongers
Planewaker's Guild

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Re: 4E PLANESCAPE FACTIONS UPDATES

What factions and sects must be in the "Factions of the Decline" chapter?

"Factions of the Decline"

Dustmen
Doomguards
Bleak Cabal
Dispossessed
Eschaton

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Re: 4E PLANESCAPE FACTIONS UPDATES

What factions and sects must be in the "Factions of the Disorder" chapter?

"Factions of the Disorder"

Revolutionary League
Athar
Xaositects
The opposition
Communals
Anarchs
Primals

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Re: 4E PLANESCAPE FACTIONS UPDATES

What factions and sects must be in the "Factions of the Order" chapter?

"Factions of the Order"

Guvner
Harmonium
Mercykillers
Sons of Mercy
Planarists
Mathematicians
Cogminds
Order of the planes militants
Sodkiller
Guardians

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