Okay, I know some of you aren't fond of my template system, but for those of you interested in the concept, how do these stack up in terms of trying to mimic the feel of 2e?
Fraternity of Order
There is a reason for everything that happens. More importantly, there are rules behind everything that happens. If you know the rules of how the multiverse works, the Fraternity of Order reasons, you can control the outcome of any event. The Guvners, as others call the members of this faction, believe that even in chaos there is an inherent pattern; albeit, they concede, it’s a complex one.
Guvners teach that the path to power is the careful and meticulous observance and study of law. But power has rules that must be followed in order to learn how it can be manipulated and controlled. If one is patient enough, he can even learn what loopholes can be exploited. The Guvners are so consumed with the study of law that they have become the experts of the multiverse for figuring out how things work and as legal advocates. To have a Guvner at your side is always a welcome addition. Just as quickly, however, they can turn on you and head the column that pushes you to your demise.
The Fraternity, despite its name, is represented equally by males and females. In fact, the faction is quite tolerant of others when compared to the other two counterparts of the triad of Law: the Harmonium and the Mercykillers. The problem with this association is that the Guvners have been viewed unfavorably by a good portion of the planes. Members of the Fraternity of Order rarely have anything to do with the other two factions if it has nothing to do with discovering or interpreting existing laws. That said, anyone who doesn’t follow the tenets of law isn’t welcomed as a member of the faction.
Guvners are perhaps the best alchemists/tinkerers in the multiverse. They are thorough in their experiments and meticulous in recording the results. If they’re not busy trying to puzzle out the mysteries of existence, Guvners can be counted upon to develop new devices that can change one’s life. Of course, in their eyes, it’s just one more way in which they can bring about an organized and structured reality.
Guvner templates use all the base creature's statistics and special abilities unless noted otherwise.
Namer
Belief Point Cost†: 1
Special Attacks: None.
Special Qualities: Comprehend Languages (Sp): Once per day, a Guvner can use comprehend languages as a spellcaster with a level equal to his effective character level.
Shrink Item (Sp): Once per day, a Guvner can also use the spell shrink item as a spellcaster with a level equal to his effective character level. However, this ability has a maximum duration of 24 hours.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Knowledge (Law) +1.
Feats: Same as the base creature.
Drawbacks: Given their devotion to the law, a Guvner has a hard time violating laws. The character must go out of his way to justify his actions or find a loophole. He must make a Knowledge (Law) check to discover a loophole (DC 20). If successful, he suffers a -2 morale penalty for 24 hours from the knowledge that he may not have successfully justified the act or found the correct loophole.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating†: Up to 3 HD, same as the base creature.
3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Administrator (Factotum)
Belief Point Cost†: 10
Special Attacks: None.
Special Qualities: Manipulate Probability (Ex): Administrators have learned enough about the laws of the multiverse to massage results periodically to work in their favor. The character can change a roll up or down by 2 or 10% a number of times per day equal to his Intelligence bonus.
Multiversal Loophole (Sp): Administrators learn not only how to adjust probability in their favor, but also how to exploit the laws of physics. As part of the test to become an administrator, the character must demonstrate his ability to circumvent the conventional laws of nature. This process is akin to researching a spell. However, the character need not be a spellcaster in order to learn a multiversal loophole. This spelllike ability unfortunately has a limitation to it. Every time it is used, there is a cumulative 5% chance that the power will cease to function. If the power disappears, the character may research a new loophole.
Access to Shifter Logs: Administrators have the ability to look at the faction’s logs on Sigil’s shifting portals.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Knowledge (Any) +1, Knowledge (Law) +1.
Feats: Same as the base creature.
Drawbacks: Given their devotion to the law, a Guvner has a hard time violating laws. The character must go out of his way to justify his actions or find a loophole. As his knowledge of the laws of the mulitverse increase, he finds it becomes more difficult to pull this off. He must make a Knowledge (Law) check to discover a loophole (DC 25). He then has to make another Will check (DC 30) to avoid suffering a -4 morale penalty for 24 hours from the knowledge that he may not have successfully justified the act or found the correct loophole; if failed by 5 or less, he suffers a -2 instead.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating†: Up to 3 HD, same as the base creature +1.
3 HD to 7 HD, same as the base creature +2.
8+ HD, same as the base creature +3.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Bureau Chief (Factor)
Belief Point Cost†: 20
Special Attacks: None.
Special Qualities: Improved Manipulate Probability (Ex): Bureau chiefs can adjust a die roll up or down by 4 or 20%.
Additional Multiversal Loophole: Bureau chiefs gain this feat for free, giving them at least two multiversal loopholes.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Knowledge (Any) +1, Knowledge (Law) +1.
Feats: Same as the base creature.
Drawbacks: Given their devotion to the law, a Guvner has a hard time violating laws. The character must go out of his way to justify his actions or find a loophole. As his knowledge of the laws of the mulitverse increase, he finds it becomes more difficult to pull this off. He must make a Knowledge (Law) check to discover a loophole (DC 30). He then has to make another Will check (DC 35) to avoid suffering a -6 morale penalty for 24 hours from the knowledge that he may not have successfully justified the act or found the correct loophole; if failed by 5 or less, he suffers a -2, and failures by 6-10 impose a -4 penalty instead.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating†: Up to 3 HD, same as the base creature +3.
3 HD to 7 HD, same as the base creature +4.
8+ HD, same as the base creature +5.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Factol
Belief Point Cost†: 30
Special Attacks: None.
Special Qualities: Improved Manipulate Probability (Ex): Factols can adjust a die roll up or down by 6 or 30%.
Additional Multiversal Loophole: Factols gain this feat for free, allowing them to have another additional loophole.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Knowledge (Any) +1, Knowledge (Law) +1.
Feats: Same as the base creature.
Drawbacks: Given their devotion to the law, a Guvner has a hard time violating laws. The character must go out of his way to justify his actions or find a loophole. As his knowledge of the laws of the mulitverse increase, he finds it becomes more difficult to pull this off. He must make a Knowledge (Law) check to discover a loophole (DC 35). He then has to make another Will check (DC 40) to avoid suffering a -8 morale penalty for 24 hours from the knowledge that he may not have successfully justified the act or found the correct loophole; if failed by 5 or less, he suffers a -4, and failures by 6-10 impose a -6 penalty instead.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating†: Up to 3 HD, same as the base creature +4.
3 HD to 7 HD, same as the base creature +5.
8+ HD, same as the base creature +6.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
The Bureau of Preservation of Historical Records of the Multiverse
Of all the groups in the Fraternity of Order, this has to be one of the most boring. Despite this, their meticulous organization techniques have led to the creation of one of the most detailed and complete histories of the Outer Planes that exists. There is a branch of this bureau that specializes in recording and recovering records of the histories of countless worlds in the Prime Material Plane in addition to the rest of the inner planes. This makes the Bureau of Written History (its unofficial name) one of the most important branches of the faction. For a fee, the Guvners will start a records search for a character. Of course, these fees can increase dramatically given the type of information desired and its age.
Members of this bureau are some of the most knowledgeable in the multiverse when it comes to knowing what’s happened in the past. They are also able to use this lore to their benefit in either searching for lost treasures or interacting with diverse cultures. This gives the bureau another excuse for hiring out their services to others. In addition to bringing in revenue, bureau members can serve as guides while fulfilling their duties to the faction and looking for further records. Rumors float about that this group is secretly looking for information concerning Sigil and how the faction can hold the key to the Cage.
The Bureau of Courts
This is perhaps the most famous of the faction’s many bureaus. The Bureau of Courts is responsible for over-seeing Sigil’s City Court. It serves to interpret all legal actions in the Cage as well as the hub of the city’s legal documentation. The Fated may maintain their own record keeping for taxes and the like, but it is the Guvners who keep copies of all legal transactions. Additionally, the Bureau of Courts determines where a case should be tried. This allows the faction to delegate where a person’s complaint should be heard. While the City Court houses numerous courtrooms, it isn’t the only place within the city where a case can be judged. A debtors’ court, for instance, can be found in every ward. There are enough people living in Sigil that it’s more convenient for such actions to be filed in a local court rather than having everything take place in the central court and making proceedings more difficult than they already are.
In addition to running the court system, the Bureau of Courts also provides legal counsel and defense for virtually everyone in Sigil. Given how steeped they are in the workings of law, there are few lawyers in the multiverse who can claim to be more competent than the Guvners of this bureau. Despite their leanings, the counsel of these lawyers is fair and as impartial as possible. While there are members of this Bureau who will not take certain cases for ethical reasons, the Bureau of Courts is careful to assign cases. As a result of their intimate knowledge of the law, many of these Guvners are rumored to possess numerous loopholes in physics.
The Bureau of Discovery of Strange Phenomena Throughout the Multiverse
This is perhaps the most exciting bureau in the Fraternity of Order. These Guvners are tasked with discovering and cataloguing all of the effects of the multiverse. By studying the way the planes work, there is a chance that the Guvners can unlock the secrets behind the planes. Many believe they even go out of their way to create strange phenomena in order to test their findings. The result is a lot of experimentation, along with the miles of paperwork to document what happens. The bureau (affectionately called the Bureau of Experiments) would be justifiably considered the most liberal and creative of the Guvners.
Few people can say with certainty that there are many beings out there that have a better understanding of how the planes work than these Guvners. Despite all of the jargon they use to bury their results in layers of confusing details, there are few members of this bureau who can’t cut through it and understand what it is that a being should be on the lookout for when traveling to a plane or, more importantly, a specific location on a plane with its own unique twists on the plane’s behavior. In addition to having documents on how to avoid the problems of a plane, Bureau of Experiments has a few elite members who either have been to the location in question, or know how to interpret their bureau’s notes and gain insight on how to survive there. It’s possible that what these Guvners have learned deals with sidestepping the laws of the plane.
I don't think the nature of the templates really justifies scaling CR increase.
Pants of the North!