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Planescape campaign setting 4E fACTIONS & SECTs ATHAR (Defiers, the Lost) They don't believe gods are divine. Powers are just beings with a lot of power to throw around. INIZIATE OF THE ATHAR[Belief] Prerequisite: join the Athar, cannot be a cleric of a specific deity. Skills: Intimidate and religion are your class skill. You gain +2 bonus to these skills. Faithless Blessing: +1 to Fort/Ref/Will Defenses against a Divine attack or from one made by an Immortal creature. Power of Banishment: A group of Athar can add their total level to cast the ritual Banishment. One for day they can cast it without to expend the component cost as if you had the Ritual Caster feat. Heretic: They are very reluctant to be aided by one and clerics are reluctant to aid them back. They can worship the Great Unknown. Banishment Ritual Level 18 You send a supernatural creature back to the plane that spawned it. Category: Binding Component Cost: 6,800 gp + 2 healing surges or 1 belief point Time: 1 minute Market Price: 17,000 gp Duration: Instant Key Skill: Arcana Effect: You make an Arcana vs. target’s will +10 to send an extraplanar creature back to its home plane. Faithless Miracle [Belief] Prerequisite: Initiate of the Athar Benefit: You can invoke the power of your belief to use Faithless Miracle Channel Belief : Faithless Miracle Power of Belief Your denial of the powers is such that you can completely disregard divine magic. Encounter Belief (Athar) Immediate Interrupt Target: Personal Effect: When successfully attacked by a divine power or by immortal creatures, you can cause the attacker to reroll the attack. BELIEVERS OF THE SOURCE (Godsmen) They believe every being can be elevated to the status of the divine beings, or even higher. INIZIATE OF THE GODSMEN[Belief] Prerequisite: join the Godsmen. Skills: Diplomacy and Endurance are your class skill. You gain +2 bonus to these skills. Imbue Equipment: You can construct your own implements, weapons and armor, and wondrous items, given proper tools and raw materials as if you had the Ritual Caster feat. Making an implement or a weapon takes two days, and making a wondrous item and armour takes four days. It confers an economic advantage, however. The item ultimately costs is 4/5 of it would if you’d purchased it directly. Complete the Cycle: If a Godsmen is killed, under no circumstances whatsoever can he be brought back to life. Upon death, you may choose to be reincarnated by the Reincarnate ritual. One hour after your death, you are reborn at a random location on a plane of your choice where your new race is considered native. This plane becomes your new home plane. Little Faith: Priests of specific Deities cannot take deity feats (except for those of the Great Unknown), because they do not have the unwavering faith required. Reincarnate Ritual Level 6 You bring back a dead creature in another body. Category: Restoration Component Cost: 160 gp Time: 2 hours Market Price: 420 gp Duration: Instantaneous Key Skill: Nature Effect: To perform the Reincarnate ritual, you must have a part of the corpse of a creature that died no more than a week ago. The condition of the remains is not a

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Page 1: Planescape Factions 4e

Planescape campaign setting 4E

fACTIONS & SECTs

ATHAR (Defiers, the Lost)

They don't believe gods are divine. Powers are just

beings with a lot of power to throw around.

INIZIATE OF THE ATHAR[Belief] Prerequisite: join the Athar, cannot be a cleric of a

specific deity.

Skills: Intimidate and religion are your class skill. You

gain +2 bonus to these skills.

Faithless Blessing: +1 to Fort/Ref/Will Defenses against

a Divine attack or from one made by an Immortal

creature.

Power of Banishment: A group of Athar can add their

total level to cast the ritual Banishment. One for day they

can cast it without to expend the component cost as if

you had the Ritual Caster feat.

Heretic: They are very reluctant to be aided by one and

clerics are reluctant to aid them back. They can worship

the Great Unknown.

Banishment Ritual Level 18

You send a supernatural creature back to the plane that

spawned it.

Category: Binding

Component Cost: 6,800 gp + 2 healing surges or 1 belief

point

Time: 1 minute

Market Price: 17,000 gp

Duration: Instant

Key Skill: Arcana

Effect: You make an Arcana vs. target’s will +10 to send

an extraplanar creature back to its home plane.

Faithless Miracle [Belief] Prerequisite: Initiate of the Athar

Benefit: You can invoke the power of your belief to use

Faithless Miracle

Channel Belief : Faithless Miracle Power of Belief

Your denial of the powers is such that you can completely

disregard divine magic.

Encounter ♦ Belief (Athar)

Immediate Interrupt

Target: Personal

Effect: When successfully attacked by a divine power

or by immortal creatures, you can cause the attacker to

reroll the attack.

BELIEVERS OF THE SOURCE (Godsmen)

They believe every being can be elevated to the status of

the divine beings, or even higher.

INIZIATE OF THE GODSMEN[Belief] Prerequisite: join the Godsmen.

Skills: Diplomacy and Endurance are your class skill.

You gain +2 bonus to these skills.

Imbue Equipment: You can construct your own

implements, weapons and armor, and wondrous items,

given proper tools and raw materials as if you had the

Ritual Caster feat. Making an implement or a weapon

takes two days, and making a wondrous item and

armour takes four days. It confers an economic

advantage, however. The item ultimately costs is 4/5 of

it would if you’d purchased it directly.

Complete the Cycle: If a Godsmen is killed, under no

circumstances whatsoever can he be brought back to

life. Upon death, you may choose to be reincarnated by

the Reincarnate ritual. One hour after your death, you

are reborn at a random location on a plane of your

choice where your new race is considered native. This

plane becomes your new home plane.

Little Faith: Priests of specific Deities cannot take deity

feats (except for those of the Great Unknown), because

they do not have the unwavering faith required.

Reincarnate Ritual Level 6

You bring back a dead creature in another body.

Category: Restoration

Component Cost: 160 gp

Time: 2 hours

Market Price: 420 gp

Duration: Instantaneous

Key Skill: Nature

Effect: To perform the Reincarnate ritual, you must

have a part of the corpse of a creature that died no more

than a week ago. The condition of the remains is not a

Page 2: Planescape Factions 4e

factor. So long as some small portion of the creature’s

body still exists, it can be reincarnated, but the portion

receiving the ritual must have been part of the

creature’s body at the time of death. The ritual of the

spell creates an entirely new young adult body for the

soul to inhabit from the natural elements at hand. The

subject returns to life as if he or she had taken an

extended rest. The subject is freed of any permanent

conditions suffered at death.

The subject’s soul must be free and willing to return to

life. Some magical effects trap the soul and thus prevent

Reincarnate from working, and the gods can intervene

to prevent a soul from journeying back to the realm of

the living. In all cases, death is less inclined to return

paragon and epic heroes; the component cost is 2,000

gp for paragon tier characters and 20,000 gp for epic tier

characters. Harness Divinity [Belief] Prerequisite: Initiate of the Godsmen

Benefit: You can invoke the power of your belief to use

Harness Divinity

Channel Belief : Harness Divinity Power of Belief

In studying the doctrine of the Believers of Source you have

come to recognize divine potential within yourself, and have

even begun to access your latent power. How you perceive it

is up to you; many view it as a spark of divine flame that can

be channeled while others simply manifest their desires on the

multiverse through force of will.

Encounter ♦ Belief (Godsmen)

Minor Action Melee touch

Target: You or a Creature

Requirement: you expend an healing surge.

Effect: The target regains hit points as if it had spent a

healing surge.

BLEAK CABAL (Bleakers, the Cabal,

Madmen)

The universe just IS, there is no grand scheme or

purpose. It's all rather depressing really.

INIZIATE OF THE BLEAKERS[Belief] Prerequisite: join the Bleakers.

Skills: Healing and Insight are your class skill. You

gain +2 bonus to these skills.

The dark in the Mind: +1 to all defenses vs. powers

with the psychic or charm keyword (You don't want to

see into their heads).

Absorb Madness: you can cast the ritual Absorb

Madness as if you had the Ritual Caster feat.

Fragile Sanity: Each member of the faction must make

a saving throw with Wisdom modifier bonus every

morning. If it fails he receive a randomly rolled

condition on the madness table. For each continuous

failed save he gains a madness rank that is a -2

cumulative penalty to the next save.

Madness Table(d20) 1: Deeply Depressed:

2-3: Apathetic

4: Enthralled

5: Fatalistic:

6: Craven:

7-8: Fobic: save -5 vs. fear.

1-2. Dark

3. Heights

4-5. Fire

6-7. Cramped quarters

8-9. Magic

10. Water

11 -12 Blood

13. Aberrations, Vermin, & Snakes

14. Undead

15. Being touched

16.Noise

17.Diseases

18.Xenofhobia

19.Photomania

20. Choose

9-11 Degenerations

1 Accidental Prone

2 Amnesia

3 Backpack Vortex

4 Delusion

5 Hypochondriac

6 Forgetful

7 Hallucinations

8 Multiply personality

9 Mistaken identity

10 Mute

11 Narcolepsy

12 No sense of direction

13 Possessed

14 Visions

15 Stunned

16 Pacing

17 Howling, Barking, Foreign Accent (1d3)

18 Dancing Mania

19 Conspiracy Nut

20. Choose

12-14 Manias

1 Kleptomania

2.Sharpening

3.Pyromania

4.Nudist

5.Nervs

6.Neatness

7.Compulsice Liar

8.Laughs too much

9.Racist

10.Talker

11. Rabid Pessimism

12.Rabid Optimism

13. Contrariness

14. Fussy

15. Obsessive

16. Permanent Cynicism

Page 3: Planescape Factions 4e

17. Seizures

18.‛Animal senses‛

19.Messiness

20. Choose.

15:Paranoid

16: Messiah Complex

17: Sadic Tendencies

18: Hyperactive

19: Deranged

20: Mad Genius

“TOUCHED” [Belief] Prerequisite: Initiate of the Doomguard

Benefit: You can invoke the power of your belief to use

‚Touched ‚

Channel Belief : “Touched “ Power of Belief

Your close relationship to the madness of the universe makes

you immune against the madness of magic.

Encounter ♦ Belief (Bleakers)

Immediate Reaction Personal

Trigger: You are affected by a power with the psychic

or charm keyword that causes some condition that can

be ended with a saving throw.

Effect: You can immediately make a saving throw with

a +5 bonus. If you are successful you ignore the

condition completely. If you fail you are not considered

to have used this power and can retain its use for later.

DOOMGUARD (Sinkers, Destroyers)

Entropy is the nature of the universe, and we'll help it

along.

INIZIATE OF THE Doomguard[Belief] Prerequisite: join the Doomguard.

Swordmanship: You gain proficiency with heavy

swords and the brutal 1 property.

Entropic Understanding: Roll twice and use the higher

result to break organic material.

Sift: you can cast the ritual Sift as if you had the Ritual

Caster feat.

Healing resistence: They hate supernatural healing.

When a cleric or Warlord uses a power granting a

healing surge on them, Doomguard do not gain the

extra healing normally associated with it (in other

words, they get a normal healing surge). If a

Doomguard is a petitioner, they gain a -1 to the result.

Sift Ritual Level 6

Your connection to the forces of entropy is so strong you can

witness the events leading to a target’s destruction.

Category: Scrying

Component Cost: 2 healing surges or 1 belief point

Time: 1 minute or 10 minutes

Market Price: not On Sale

Duration: 1 minute or more

Key Skill: Arcana

Effect: When using the Sift ritual, you perceive the

object's destruction as if you were there by making a

successful Arcana check (DC 15 + one per month that

has passed). If you succeed, you can witness the events

prior to the destruction of the object for one minute

plus an additional minute for every two points by

which your check result exceeds the DC. If you wish to

witness the destruction of an object that occurred years

or centuries ago, you must spend ten minutes

concentrating on the object and make a Arcana check as

before, except the DC increases by one per century that

has passed since the object’s destruction. This is a

supernatural ability.

ENTROPIC BLOW [Belief] Prerequisite: Initiate of the Doomguard

Benefit: You can invoke the power of your belief to use

Entropic Blow

Channel Belief : Entropic Blow Power of Belief

Most Sinkers learn sooner or later how to bring entropy to

their enemies with a single blow, making Doomguard

members some of the most feared warriors in the multiverse

Encounter ♦ Belief (Doomguard), Weapon

Standard Action Melee Attack

Target: One creature

Requirement: Before the attack, you expend an unused

daily power, and an healing surge or take damage

equal to your healing surge value.

Attack: Strength, Constitution or Charisma vs.

Fortitude (critical 18-20).

Hit: You deal damage based on the level of the daily

power you expended:

1st level 3[W] + Str., Con. or Cha. modifier

5th level 4[W] + Str., Con. or Cha. modifier

9th level 5[W] + Str., Con. or Cha. modifier

15th level 6[W] + Str., Con. or Cha. modifier

19th level 7[W] + Str., Con. or Cha. modifier

25th level 8[W] + Str., Con. or Cha. modifier

29th level 9[W] + Str., Con. or Cha. modifier

The target is considered bloodied also if his hit points

are more of ½ until the end of the encounter. You and

all allies score critical hits against the target on rolls of

18 or higher until the end of your next turn.

Sustain free: You lose a healing surge or take damage

equal to your healing surge value when you sustain

and you and all allies score critical hits against the

target on rolls of 18 or higher until the end of your next

turn.

Miss: No damage and no effects, but you regain your

daily power expended. The healing surges expended

are lost.

Page 4: Planescape Factions 4e

The DUSTMEN (The Dead)

Life is a lie, an ever repeating cycle of coming back and

disappearing into the depths. Only by slipping into the

state known as True Death is the only way out.

INIZIATE OF THE DEAD [Belief] Prerequisite: join the Dustmen.

Yearning for Death: You can master and perform

rituals of your level or lower if it involves the Death,

undead or the dead as if you had the Ritual Caster feat.

Roll twice and use the higher result to skills and rituals

check if it involves the Death, undead or the dead.

Numb: You gain a +2 bonus to saving throws against

charme and fear effects.

Dead Truce: The faction has a very deep understanding

of and relationship with the forces of death. As a result,

all members of the faction benefit from the something

known as the Dead Truce. In a nutshell, as long as the

Dustman doesn’t harm the undead, the undead won’t

harm him. One should note that this isn’t restricted to

just physical harm. This means that a Dead can’t just

walk through a horde of zombies to steal an item they

are protecting. Such an abuse breaks the Dead Truce

and the Dustmen’ll be treated the same as any other

basher.

Born Dead: Dustmen don't want to come back if they

die. They have -2 penalty to all death saves. To returns

to life a dustmen with any ritual, you must succeded a

Religion check vs. target’s will +10. GREATER DEAD tRUCE [BELIEF] Prerequisite: Initiate of the Dustmen

Benefit: You can invoke the power of your belief to use

Greater Dead Truce.

Channel Belief : Greater Dead Truce Power of Belief

Your soothing words keep undead from attacking you.

Encounter ♦ Belief (Dustmen) , Zone

Minor Action

Target: Close Burst 20

Effect: Intelligent undead within range cannot attack

you as long you have attacked none of the undead

creatures in this encounter.

Sustain Minor

FATED (Takers, the Heartless)

The strong rule. Take what's yours, and be as self-

reliant and prosperous as possible.

INIZIATE OF THE FATED[Belief]

Prerequisite: join the Fated.

Skills: You gain +2 to untrained skill checks.

Survivor: You gain +2 to all death saving throws.

Each has what deserves him: As a Fated you cannot

willingly accept or give out charity.

SELF-RELIANCE [BELIEF] Prerequisite: Initiate of the Fated

Benefit: You can invoke the power of your belief to use

Self-Reliance. Self-Reliance Power of Belief

Face it, the only way to survive in the multiverse is by being

able to take care of yourself. You’ve realized that you can

never truly depend on anyone else, so you’ve learned to be

much more self-sufficient.

Encounter ♦ Belief (Fated)

Minor Action Personal

Effect: You choose a skill. You gain a +5 power bonus to

your next skill check during this encounter. If you

succeded you can roll twice and use the higher result to

all skill checks for the this skill until the end of the

encounter. If you fail you roll twice and use the worst

result to all skill checks for the this skill until the end of

the encounter.

The Fraternity of Order (Guvners)

The universe works on rules. Learn the rules, and

everything else will click into place.

INIZIATE OF THE GUVNERS [Belief] Prerequisite: join the Guvners, cannot be chaotic.

Skills: All Knowledge skills are your class skill. You

gain +2 bonus to these skills. You gain the legalspeak as

bonus language.

Bookworm: Roll twice and use the higher result to

skills check if it involves research in libraries.

Intuit Pattern: You can perform the ritual Comprehend

Language and Create Item as if you had the Ritual Caster

feat. One for day you can cast Comprehend Language

without to expend the component cost.

Law Rules: As a Guvner, you cannot knowingly break

any law.

Probability Manipulation [Belief] Prerequisite: Initiate of the Guvners or Initiate of the

Mathematicians

Benefit: You can invoke the power of your belief to use

Probability Manipulation.

Page 5: Planescape Factions 4e

Channel Belief : Probability Manipulation Power of Belief

In your quest to understand the intrinsic laws of the

multiverse, you have learned how to ‚bend‛ the laws

affecting an outcome.

Encounter ♦ Belief (Guvner, Mathematicians)

Immediate Interrupt

Target: You or one Creature

Effect: add a +2 or -2 to any attack roll, damage roll, or

skill check.

FREE LEAGUE (Indep)

Not really a faction, just a group of people getting

together for protection. Independence is the most

important thing here.

INIZIATE OF THE INDEP[Belief] Prerequisite: join the Indep.

Skills: Streetwise is your class skill. You gain +2 bonus

to this skill.

Faction Knowledge: Roll twice and use the higher

result to skills check if it reguards factions.

Slippery: +2 bonus to saves vs. charm or enthralling

effects.

Price Discounted: When buying items, you only pay

4/5 the listed price, when selling items, you can receive

2/5 of the items value.

Free Will: As an Indep, you will never put yourself into

a situation where you are completely subservient.

Independent Mind [Belief] Prerequisite: Initiate of the Indep

Benefit: You can invoke the power of your belief to use

Independent Mind

Channel Belief : Independent Mind Power of Belief

Your stubbornness makes you resistant to attacks against

your will.

Encounter ♦ Belief (Indep)

Immediate Interrupt

Target: Personal

Effect: When successfully attacked by a power

targeting will, you can cause the attacker to reroll the

attack.

The Harmonium (Hardheads)

Further the Harmonium goal of bringing order to the

multiverse . . . by any means necessary!

INIZIATE OF THE HARMONIUM[Belief]

Prerequisite: join the Harmonium, Cannot be chaotic.

Skills: Intimidate is your class skill. You gain +2 bonus

to the skill.

Hardheaded: save +2 vs. charme and fear.

Lockdown: +2 to grab attack. You can to restrain a

grabbed creature (through restraining device such as

manacles or collar) as minor action.

United for the cause: Aid in combact another

Harmonium as minor action.

Rigid Codex: You must follow all the orders and

decrees of the Harmonium, and uphold their beliefs.

Authority[Belief] Prerequisite: Initiate of the Harmonium

Benefit: You can invoke the power of your belief to use

Autorithy

Channel Belief : Authority Power of Belief

The authority put forth by your faction has become an almost

supernatural ability to bellow a command and see it

immediately obeyed.

Encounter ♦ Belief (Harmonium) , Implement, Charm

Minor Action Area burst 2 within 10

Target: Each creature within burst

Attack: Charisma vs. Will

Hit:: The target is immobilized until the end of your

next turn. If you choose to attack one single creature in

the burst you gain +4 bonus to the attack.

Mercykillers (Red Death)

Justice is absolute. Everyone must be punished if they

commit a crime. You are judge, jury, and executioner.

INIZIATE OF THE RED DEATH[Belief] Prerequisite: join the Mercykillers, cannot be chaotic.

Skills: Intimidate and Insight are your class skills. You

gain +2 bonus to these skills.

Executioner: Roll twice and use the higher result to

coups de grace and versus immobilized targets.

Eye for Injustice: as standard action you may spend an

healing surge to make a insight check to determine if an

individual has knowingly committed any crimes. (DC

is the Target’s will + number of hours since the crime

was committed). If the criminal is actively trying to

hide their crime from you, use his bluff check for the

the DC. This check does not reveal the exact crime, but

it does reveal its magnitude, allowing you to

differentiate between a petty thief and a murder with

some accuracy.

Page 6: Planescape Factions 4e

Mercykiller Code: A Mercykiller must give into

punishment if they have committed any crime except

crimes done in the course of bringing another criminal

to justice. They cannot release a lawbreaker who has

not been punished..

BLOW FOR JUSTICE [BELIEF] Prerequisite: Initiate of the Red Death

Benefit: You can invoke the power of your belief to use

Blow for Justice.

Channel Belief : Blow for Justice Power of Belief

Calling upon the greatest principle in the multiverse, many

Mercykillers are capable of making telling blows against

those who stand in the way of justice. Though they must

endure great pain to achieve this end, the satisfaction of

destroying criminals is justification enough.

Encounter ♦ Belief (Mercykiller)

Minor Action Personal

Target: One Creature

Effect: If your next attack hits the target is a critical hit

and you lose three healing surges. If you have fewer

than three healing surges when you use this power, you

take damage equal to your healing surge value for each

healing surge you don’t lose.

Revolutionary league (Anarchists)

Society is corrupt. Sneak into the cracks, then crack it

open! Rebuild it from the ground up!

INIZIATE OF THE ANARCHISTS[Belief] Prerequisite: join the Revolutionary League.

Skills: Bluff and Stealth are your class skill. You gain +2

bonus to the skills.

Infiltrator: Roll twice and use the higher result to bluff

checks to pass off a disguise as a factioneer.

Anarchist Craftsman: One for day, you can make

alchemical items of your level or lower as if you had the

Alchemist feat without to expend the component cost.

You must have the correct formula and an appropriate

skill.

Revolutionary Cause: An Anarchist can never truly

hold a public office or business (though he can pose as

one for a while). Is expected to give some proceeds to

help their cause.

POINT THE FINGER [BELIEF] Prerequisite: Initiate of the Anarchists

Benefit: You can invoke the power of your belief to use

Point the Finger.

Channel Belief : Point the Finger Power of Belief

You are a master of verbal deception, and can make others

seem dishonest or inept with your quick wit.

Encounter ♦ Belief (Anarchist)

Free action Close Burst 10

Target: one Creature in the burst

Trigger: you succeded in a Bluff check opposed by the

target’s Insight check.

Effect: the target has -5 to the next charisma based

ability roll. You gain a power bonus to Bluff checks

equal to your Intelligence modifier until the end of the

encounter.

The SIGN OF ONE (Signers)

Belief shapes the world. Maybe we are all the product of

one guys twisted dreams, maybe we all share one,

large, collective dream. Who is to know?

INIZIATE OF THE SIGNERS[Belief] Prerequisite: join the Sign of One, Intelligence or

Wisdom 13

Illusion Perception: Roll twice and use the higher to

Insight check to determine if you notice the telltale

signs of an illusion effect.

Imagining: you can cast the ritual Imagining as if you

had the Ritual Caster feat.

Egocentric: Signers are usually pretty aloof and,

because of their nature, they often wax philosophical

and are rarely down to earth. Thus, they suffer -2

penalties to diplomacy when not talking about

philosophy, or similarly heady subjects.

Imagining Ritual Level 6

You can manipulate your surroundings to a greater degree,

using only your force of will.

Category: Special

Component Cost: 1 belief point.

Time: Special

Market Price: not On Sale

Duration: Special

Key Skill: Special

Effect: you may attempt to imagine the effects of any

ritual of your level. If you succeded in the ritual’s key

skill check you can cast the ritual without to expend the

components cost (DC 10 + ritual’s level). If you roll a

natural 1 you believe yourself imaginary! You become

shadow monster versions of yourself; Roll two times for

each attack, save and ability check and choose the lower

result.

You can to make a successful imagining ritual check

and return to reality.

Page 7: Planescape Factions 4e

If you roll a natural 1 to imagine a ritual’s effect of 11th

level or more you are also bloodied as max hit points

and -5 to AC and to all defenses.

If you roll a natural 1 to imagine a ritual’s effect of 21th

level or more means you have imagined too well a

multiverse without him: You cease to exist. The only

way you can return to the multiverse is through the use

of a wish ritual - or if another Signer imagines you

back!

POWERS OF IMAGINATION[Belief] Prerequisite: Initiate of the Signers or Initate of the Will

of the One.

Benefit: You can invoke the power of your belief to use

Powers of Imagination.

Channel Belief : Powers of Imagination Power of Belief

You can manipulate your surroundings to a greater degree,

using only your force of will.

Encounter ♦ Belief (Signers, Will of the One)

Standard action Personal

Requirement: you expend an unused daily power, and

an healing surge or take damage equal to your healing

surge value.

Effect: You gain a daily power of any arcane, psionic

and shadow class until the end of the encounter or for 5

minutes. After you cast the power you are dazed (save

ends). Each save failed you loose an healing surge or

take damage equal to your healing surge value.

The Society of Sensation (Sensates)

The Multiverse has no true, overarching scheme other

than to EXPERIENCE it. Go out, see the different

sights, feel them. SEE what an infinite infinities have

to offer.

INIZIATE OF THE SENSATES[Belief] Prerequisite: join the Society of Sensation.

Skills: Perception and Streetwise are your class skill.

You gain +2 bonus to the skills.

See the Dark: You gain low- light vision.

Multiclass Versatility: You can choose multiclass feats

from several classes.

Exceptional Immunity: +2 to saves versus poison and

endurance checks to resist disease.

Joy de Vivre: A sensate will not say no to a new

sensation that poses no obvious, damaging threat.

SENSORY TOUCH [BELIEF] Prerequisite: Initiate of the Sensates

Benefit: You can invoke the power of your belief to use

Sensory Touch.

Channel Belief : Sensory Touch Power of Belief

Sensates are taught how to feel the pain of others in exchange

for their own wellbeing.

Encounter ♦ Belief (Sensates) , Healing

Minor Action

Target: One Creature melee touch

Requirement: you expend an healing surge.

Effect: The target regains hit points as if it had spent a

healing surge or remove any condition. You take

damage as one healing surge or take his condition.

The Trancendent order (Ciphers)

Don't, think, DO. The only way to attain

enlightenment is to let the universe FLOW threw you,

thinking will only bog you down.

INIZIATE OF THE ciphers[Belief] Prerequisite: join the Trascendent Order, You must be

partially neutral.

Skills: Acrobatics and Athletics are your class skill. You

gain +2 bonus to the skills.

Action without Thought Roll twice and use the higher

result to initiative checks

Cadence Whispers: you can cast the ritual Cadence

Whispers as if you had the Ritual Caster feat.

To think is to Fail: Because Ciphers act unhesitatingly,

in play, as soon as an action is stated for a Cipher

player character, that cutter is committed to the action.

You can't say, "Oh, wait, I changed my mind!" Bashers

who pause to consider or debate pending actions are

failing to adhere to the philosophy.

Cadence Whispers Ritual Level 6

To be a member of the Transcendent Order is to open oneself

up to the grand design of the multiverse. While the method

and extent to which Ciphers do so varies, those that

surrender themselves to the Cadence of the Planes are rarely

without knowledge of the best course of action to pursue..

Category: Divination

Component Cost: 1 belief point.

Time: 1 minute

Market Price: not On Sale

Duration: Instantaneous

Key Skill: Religion

Effect: you may attempt to gain some insight into the

course of action the Cadence of the Planes requires you

to take. While it does not reveal secret information, it

should be enough to provide a push in the right

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direction. ‚Shemeska the Marauder may have relevant

information‛ and ‚You should make sure there’s

nothing hidden behind that dresser‛ are both viable

instructions.

Master of the Heart[Belief] Prerequisite: Initiate of the Cipher

Benefit: You can invoke the power of your belief to use

Master of the Heart

Channel Belief : Master of the Heart Power of Belief

You have learned to act without thought

Encounter ♦ Belief (Cipher)

No Action Personal

Requirement: You roll highest initiative (20 or plus).

Others Ciphers initiatives don’t count for this.

Effect: You can spent unlimited action points in this

encounter but only one for round.

You can do it to take a single action as immediate

reaction.

XAOSITECTS (Chaosmen)

The nature of the universe is pure, unadulterated chaos

. . . act accordingly . . . or don't.

INIZIATE OF THE CHAOSMAN[Belief] Prerequisite: join the Xaositects, cannot be lawful.

Uncomprensible: Insight check versus you take -5

penality. You gain Scramblespeak language, where

words are hopelessly transposed so as to confuse the

listner.

Unlikely Event: Every morning you roll 1d20.

Whenever any d20 you roll unmodified comes up that

number during the day, and you gain an action point or

another chaotic benefits: then reroll and use the second

result. A DM could choose various benefits like an

temporary arcane power or an istant extraordinary

effect. DMs should base abilities on a character’s

personality and skills, taking care not to make the PC

the center of power in a campaign. And change the

ability from time to time. That’s the way chaos works:

Nothing stays the same for long.

Optional Random Power Table (1d20):

1-5 Gain an action point.

6-7 Gain an temporary at will power.

8-10 Gain an temporary encounter power.

11-15 Gain an temporary utility power.

16-18 Gain an temporary ritual power without expend

component cost.

19 Gain an temporary daily power.

20 Extraordinary effect.

Nothing is lost: Xaositects, with their inner sense of

chaos, know where the whole multiverse keeps

everything. If a body loses something, he could do

worse than ask a Xaositect where it is. You can roll an

insight check to know where is any item lost. Still,

characters seeking information on lost items might not

get exactly the answers they expect from a Chaosman.

Sometimes, a faction member rattles off an object‘ s

exact location: ‚It’s five feet directly in front of the side

door of the Black Sails, in the Lower Ward in Sigil.‛

Other times, the Xaositect gives only the amount of

detail needed (‚It’s behind your washbasin‛) or offers

just a general answer (‚It’s near a tree‛). The Xaositect

can decide himself how accurate to make his response,

or the DM might base the accuracy and depth of the

answer and the DC’s difficult on the character’s rank in

the faction.

Unreliability: In addition to acting as barmy as you

possibly can, you can never be a part of long-term

plans, own a business or practice law.

INDUCE CHAOS [BELIEF] Prerequisite: Initiate of the Chaosman

Benefit: You can invoke the power of your belief to use

Induce Chaos.

Channel Belief : Induce Chaos Power of Belief

You know how to sow chaos in others, infecting them with

raw randomness.

Encounter ♦ Belief (Xaositects) , Implement, Charm

Standard Action Area burst 1 within 10

Target: Each creature within burst

Requirement: Before the attack, you expend an healing

surge.

Attack: Charisma or Wisdom or Intelligence vs. Will

Hit:: The target is dominated until the begin of your

next turn but you don’t choice the action the character

takes. Instead you roll 1d10 each round in order to

determine how the characters behave while under the

influence of this power.

1-3: Targets can act normally but are stilled dazed.

4-5: Targets take a move action away from you.

6-7: The targets stand around and take no actions.

8-9: Targets attack nearest creature

10: You can choose the action.

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POST FACTION WAR AND OTHERS

ASHERS (Preservers, Regolators)

These are the rare Doomguard that have dedicated their

lives to slowing entropy - or at the very least, placing it

where they think it belongs.

INIZIATE OF THE ASHERS[Belief] Prerequisite: join the Ashers.

Skills: Healing and Perception are your class skills. You

gain +2 bonus to these skills.

Entropic Understanding: Roll twice and use the higher

result to break organic material.

Sift: you can cast the ritual Sift as if you had the Ritual

Caster feat.

Healing resistence: They hate supernatural healing.

When a cleric or Warlord uses a power granting a

healing surge on them, Doomguard do not gain the

extra healing normally associated with it (in other

words, they get a normal healing surge). If a

Doomguard is a petitioner, they gain a -1 to the result.

DIVERT ENTROPY [BELIEF] Prerequisite: Initiate of the Ashers

Benefit: You can invoke the power of your belief to use

Divert Entropy.

Channel Belief : Divert Entropy Power of Belief

By destroying one thing, the ash watchman can satisfy the

force of entropy in order to protect something else.

Encounter ♦ Belief (Ashers)

Immediate Reaction Personal

Trigger: You reduce an enemy or an object to 0 hit

points

Effect: The enemy is slayed and you or an ally within 5

gain a healing surge.

COMMUNALS (Comrades, the

Brotherhood)

Everything belongs to everyone. Nobody's got the right

to deny another basher the use of something.

INIZIATE OF THE COMMUNALS[Belief] Prerequisite: join the Communals.

Skills: Diplomacy and History are your class skills. You

gain +2 bonus to these skills.

Improved Aid: When you use the aid another action to

improve an ally’ s skill checks, attack bonus your bonus

provides a bonus +1 higher than normal.

Support of the comrades: the Communals can always

count on help from their Comrades. Services from the

headquarters are always cheaper than for members of

other factions or sects, and often favours are asked

instead of jink.

But the best benefit of pooling resources is that all

members can borrow things the faction itself owns.

True, there may be a waiting list for some heavily-

demanded items or funds, but if a body's patient he'll

get what he wants in the end. This could be the use of a

magic item, some cash if the blood is really on hard

times, or just something as simple as information.

Nothing possessions: Communals are required to give

all of their possessions to the sect, where they're

redirected to the most needy. Whenever a body picks

up something useful, be it an item, the dark on

something useful or whatever, they're supposed to take

it to the Comrades. If nobody needs the item

immediately, they're likely to get it back, but if there's

someone waiting, then they're expected to lend it to

them. Its only fair, after all.

COMMUNAL sTRENGHT [BELIEF] Prerequisite: Initiate of the Communals

Benefit: You can invoke the power of your belief to use

Communal Strenght.

Channel Belief : Communal Strenght Power of Belief

If we are united we can save us.

Encounter ♦ Belief (Comunals)

Standard Action

Requirement: You and one ally adiacent to you are

target of an effect with save ends

Effect: Everyone rolls a save and both use the best of

two rolls.

Craftsmens Guild

From the disintegration of the Believers of the Source

an organization and rallying point with which to

advertise their services, and a place to learn from more

talented members to better their skills in their own and

other areas.

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INIZIATE OF THE CRAFTMENS GUILD[Belief] Prerequisite: join the Craftmens Guild.

Skills: Endurance is your class skill. You gain +2 bonus

to the skill.

Toughness: You substitute your highest ability score

for Constitution to determine your initial hit points.

Imbue Equipment: You can construct your own

implements, weapons and armor, and wondrous items,

given proper tools and raw materials as if you had the

Ritual Caster feat. Making an implement or a weapon

takes two days, and making a wondrous item and

armour takes four days. It confers an economic

advantage, however. The item ultimately costs is 4/5 of

it would if you’d purchased it directly.

DUSTERS (Self-Destroyers)

Their belief is that entropy should be internalized.

INIZIATE OF THE DUSTERS[Belief] Prerequisite: join the Dusters.

Skills: Insight and Perception are your class skills. You

gain +2 bonus to these skills.

Insight Understanding: Roll twice and use the higher

result to insight checks to know internal sorrows .

Painful Ecstasy: +1 to all die rolls when you are

bloodied.

No Armors: Can't use armour, magical items, or any

other type of equipment that lowers AC.

eXPANSIONISTS (Growers)

Everything worthwhile in the multiverse grows. An

acorn expands into a tree. A tree expands into a forest.

INIZIATE OF THE EXPANSIONISTS[Belief] Prerequisite: join the Expansionists.

Skills: Intimidate is your class skill. You gain +2 bonus

to this skill.

Rear Guard: Enemies flanking the character do not gain

the standard +2 bonus to hit when flanking. Flanking

attackers are still considered to be flanking.

Expandend repertoire: Choose one utility power of

every level you know. Add this power to your list. Each

time you gain a new level of utility power, you learn

one extra power of that level (in other words, add two

powers to your list instead of only one). After an

extended rest, you can prepare a number of utility

powers according to what you can have per day for

your level. This doesn’t change the number of utility

power you can prepare each day..

Quantity is better than quality: The Growers try to

learn as much as they can as quickly as they can, but

rarely take the time to learn anything very well.

Quantity is definitely more important than quality, as

they are never satisfied with what they have and where

they are. Therefore, they have a -2 penalty to all trained

ability checks. Furthermore, Expansionists should not

expect a warm welcome in Sigil. If a Grower makes his

allegiance known, he can expect a -2 to all Charisma

based ability rolls while in Sigil, as Cagers don't want to

invite the Lady's wrath.

GODSLAYERS (Godless)

A splinter group of the Athar, the Godslayers hold

much the same beliefs of their former faction, but take

them to a further extreme.

INIZIATE OF THE GODSLAYERS [Belief] Prerequisite: join the Godslayers, Cannot be a cleric of

a specific deity, cannot be good.

Skills: Intimidate and religion are your class skill. You

gain +2 bonus to these skills.

Divine Hunter: Divine user and immortal creatures

within 2 squares of you receive a -1 penalty to all

defense and saving throws.

Power of Banishment: A group of Athar, Godslayers

and Seekers of the Unknown can add their total level to

cast the ritual Banishment. One for day they can cast it

without to expend the component cost as if you had the

Ritual Caster feat.

Divine Foe: every divine user and immortal creature

see you as the worst foe.

INCANTERIUM (Incantifiers)

They believe that magic is the true form of power.

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INIZIATE OF THE INCANTIFIERS[Belief]

Prerequisite: join the Incantifiers, any arcane class.

Arcane Essence: Roll twice and use the higher result to

arcane checks.

Arcane Diet: Incantifiers no need to consume food or

water. They require a regular diet of magic spells and

items to sustain their powerful forms. They must

absorb a number of arcane power levels equal to their

level every day or take -1 cumulative penalty to each

die rolls for every day they haven’t consumed. Any

arcane power which miss an incantifier's defence

counts as "absorbed", providing spell levels equal to its

spell level. In place of arcane powers, incantifier may

consume a magical item, draining the magic of it to

sustain himself. This provides a number of spell levels

equal to the item’s level. The process of consuming a

magical item takes a minute for every spell level it

provides, and requires the incantifier to touch the item

in question. The incantifier may not drain artifacts dry

in this manner.

Chilling Demeanor: As time goes on, the incantifier

grows detached from humanity and social graces, and

the power he gains with time twists his body, making it

appear older and weaker. Upon becoming an

incantifier, he gains a -2 penalty to any based strenght

and constituion ability check.

Absorb spells [BELIEF] Prerequisite: Initiate of the Incantifiers

Benefit: You can invoke the power of your belief to use

Absorb Spells.

Absorb Spells Power of Belief

The Incantifier can absorb a arcane spell and heal his

wounds.

Encounter ♦ Belief (Incantifier)

Immediate Reaction Personal

Trigger: You are missed by an arcane power.

Effect: You take no damage and you can use an healing

surge.

THE MIND’S EYE (Seekers,

Visionaries)

Find yourself in the multiverse.

INIZIATE OF THE Mind’s eye[Belief] Prerequisite: join the Mind’s Eye.

Illusion Perception: Roll twice and use the higher to

Insight check to determine if you notice the telltale

signs of an illusion effect.

Seekers Perseverance: +1 to saving throws.

Sense of Direction: You can perform the Know direction

and location as if you had the Ritual Caster feat. One for

day you can cast it without to expend the component

cost.

Nomad Life: Even if you don't share the arrogance

your faction in known for, it's a reputation. You take a -

2 to Diplomacy checks. The Visionaries cannot be

married and cannot to stay in any site for more of 6

months.

CLEANSE IMPURITY [BELIEF] Prerequisite: Initiate of the Mind’s Eye

Benefit: You can invoke the power of your belief to use

Cleanse Impurity.

Channel Belief : Cleanse Impurity Power of Belief

All Seekers must be at their best if they are to face every

challenge before them, and thus it is a necessity to wipe away

any damage done to body or soul that could hamper your

quest. You have learned to use some of your inner divinity to

do just that.

Encounter ♦ Belief (Mind’s Eye)

Immediate Interrupt

Target: You or any creature

Effect: Reroll a failed save.

RING-GIVERS (Bargainers, Beggars)

For whom a lifestyle of generosity and poverty is the

way to be free of the world's traps.

INIZIATE OF THE BEGGARS[Belief] Prerequisite: join the Ring-givers.

Skills: Bluff and Diplomacy are your class skills. You

gain +2 bonus to these skills.

Brotherhood: Every creature who receives a gift or a

favor from a member of the faction sees the character as

a fraternal friend giving +10 bonus to all charisma

based checks versus him until the gift or the favor is

returned.

Return of the favors: you can cast the ritual Return of

the favors as if you had the Ritual Caster feat.

Ascetic Life: Ring-givers never own anything; they

accept gifts and wealth but always pass them on. They

share rituals freely and even give magical itmes away

to strangers after a few days. Ring-givers neither buy

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nor sell anything: others provide food and shelter, or

they make them for themselves. Evil bargainers never

give gifts without claiming favors later.

Return of the favors Ritual Level 6

The Ring-Givers don’t make it through the multiverse merely

on the good will of others, they have the Unity of Rings on

their side to ensure that even the most selfish individuals

tend to feel that they owe the Beggars for any favors given.

Thus, whenever you give a gift or do a favor for someone else,

they have a chance of becoming bound to owe you a debt.

Category: Binding

Component Cost: 1 belief point.

Time: 1 minute

Market Price: not On Sale

Duration: Instantaneous

Key Skill: Religion

Effect: you can ask for a creature the return of favors.

The creature in question must repay the favor or gift

receipt with at least something of equal value. If he

cannot or don’t know how you will be repaid to you

please ask him what you need.

Bear the Burden [BELIEF] Prerequisite: Initiate of the Beggars

Benefit: You can invoke the power of your belief to use

Bear the Burden.

Channel Belief : Bear the Burden Power of Belief

You are a truly rare breed, one willing to take the burdens of

others onto yourself, believing that doing so is in the best

interests of everyone in the end.

Encounter ♦ Belief (Ring-Givers)

Immediate Interrupt Close burst 1

Trigger: A melee attack targets an ally in the burst

Effect: You and the target swap places, and you are

now the target of the triggering attack. You gains a +4

power bonus to all defenses until the start of their next

turn.

Seekers of the Unknown (Seekers of the Divine)

A group of Athar that have found the existing Powers

in the Multiverse to be not worthy of worship.

INIZIATE OF THE Seekers of the Unknown [Belief] Prerequisite: join the Athar, cannot be a cleric of a

specific deity.

Skills: Diplomacy and religion are your class skill. You

gain +2 bonus to these skills.

Slippery: +2 bonus to saves vs. charm or enthralling

effects.

Power of Banishment: A group of Athar, Godslayers

and Seekers of the Unknown can add their total level to

cast the ritual Banishment. One for day they can cast it

without to expend the component cost as if you had the

Ritual Caster feat.

Heretic: They are very reluctant to be aided by one and

clerics are reluctant to aid them back. They can worship

the Great Unknown and to revere other cosmic and

non-anthromorphized forces (Good, Evil, Death, etc).

Sodkillers (Minders)

Chaos wins if we permit free thinking and subversive

ideas.

INIZIATE OF THE sodkillers[Belief] Prerequisite: join the Sodkillers, cannot be good.

Skills: Intimidate and Perception are your class skills.

You gain +2 bonus to these skills.

Kill Count: +2 bonus to all the attacks rolls until the

end of your next turn after you reduce an enemy to 0

hit points.

Brawn over Brains: When you roll an Intimidate check,

roll twice and use either result.

Bad reputation: your faction is known for the bad

reputation. You take a -2 to Diplomacy and Bluff

checks.

KILL Resource [BELIEF] Prerequisite: Initiate of the Sodkillers

Benefit: You can invoke the power of your belief to use

Kill Resource.

Channel Belief : Kill Resource Power of Belief

Most Sodkillers measure their own worth by their prowess in

combat, finding inner resource when they defeat a worthy

opponent.

Encounter ♦ Belief (Sodkillers)

Immediate Reaction Personal

Trigger: You reduce an enemy to 0 hit points

Effect: The enemy is slayed and you gain a healing

surge. Sons of Mercy (Martyrs)

Justice exists in order to hold the greater good.

INIZIATE OF THE martyrs[Belief]

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Prerequisite: join the Sons of Mercy, cannot be evil.

Skills: Diplomacy and Insight are your class skills. You

gain +2 bonus to these skills.

Protection from evil: +1 to all the the defenses versus

attacks of evil immortals and undead.

Know the Guilty Heart: as standard action you may

spend an healing surge to make a insight check to hear

whispers of the dark deeds that weigh on their mind

(DC is the Target’s will + number of hours since the

guilt was committed). If the target is actively trying to

hide their crime from you, use his bluff check for the

the DC. The target doesn’t actually say anything

different; you merely hear the underlying guilt as a soft

voice while they speak. This ability only reveals the

crimes that the subject believes to be wrong; an extreme

Anarchist would not necessarily reveal horrible acts

committed as part of the revolution because they

believe them to be just acts, but most evil individuals

would reveal their crimes because they know them to

be wrong and for whatever reason simply don’t care.

Martyr Code: A martyr cannot to attack first and

cannot to hit a foe who is completely defenseless. If you

ever are given a choice, you must always pick the

option that serves the greater good.

Merciful Strike [BELIEF] Prerequisite: Initiate of the Martyrs

Benefit: You can invoke the power of your belief to use

Merciful Strike

Channel Belief : Merciful Strike Power of Belief

You are capable of putting your very soul into a single strike

in order to subdue your opponent.

Encounter ♦ Belief (Sons of Mercy), Weapon

Standard Action

Target: a creature

Attack: Strenght or Wisdom vs. AC

Hit: no damage but whenever the target deals damage,

it takes 5+ half your level damage (save ends).

vOIDS(Guardians of Entropy)

They think that entropy is right on schedule, and that

Doomguard should act to speed or slow it on a case-by-

case basis.

INIZIATE OF THE VOIDS[Belief] Prerequisite: join the Voids.

Swordmanship: You gain proficiency with heavy

swords and the brutal 1 property.

Entropic Understanding: Roll twice and use the higher

result to break organic material.

Sift: you can cast the ritual Sift as if you had the Ritual

Caster feat.

Healing resistence: They hate supernatural healing.

When a cleric or Warlord uses a power granting a

healing surge on them, Doomguard do not gain the

extra healing normally associated with it (in other

words, they get a normal healing surge). If a

Doomguard is a petitioner, they gain a -1 to the result.

Wild union (Believers of the Wild)

The Wild Union is the child of a faction and a sect: the

two groups found a common cause in the wake of the

Faction War, and decided to form a new union to

strengthen their cause.

INIZIATE OF THE Wild union [Belief] Prerequisite: join the Wild Union.

Skills: Nature and Endurance are your class skill. You

gain +2 bonus to the skills.

Animal’s Mask: Through means not yet explained by

those who have attempted to reveal the secret (most of

whom have been Guvner researchers), completion of

the mask grants its owner the ability to speak with the

type of animal the mask depicts. As the masks are

almost certainly made in a variety of ways, this ability

must be conferred on the mask when the owner is

inducted fully into the Guild. This power can only be

used by the person who made the mask (i.e. another

person cannot speak with animals using a mask, even

with the owner's permission), and can only be used

when the mask is being worn.

Animal Defender: Aid in combact any animals as

minor action.

Pure Form: If a member is killed, under no

circumstances whatsoever can he be brought back to

life. Upon death, you may choose to be reincarnated in

an animal by the Reincarnate ritual.

WILL OF THE ONE

Not all of the Sign of One turned over to the Mind‘s

Eye, but those that remained true to their ways are

more extreme - one might even say megalomanical -

compared to their former faction.

INIZIATE OF THE one[Belief]

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Prerequisite: join the Will of the One, Intelligence or

Wisdom 13

Skills: Religion is your class skill. You gain +2 bonus to

this skill.

Imagining: you can cast the ritual Imagining as if you

had the Ritual Caster feat.

Egocentric: the members are usually pretty aloof and,

because of their nature, they often wax philosophical

and are rarely down to earth. Thus, they suffer -2

penalties to diplomacy when not talking about

philosophy, or similarly heady subjects.

POWERS OF IMAGINATION[Belief] Prerequisite: Initiate of the Signers or Initate of the Will

of the One.

Benefit: You can invoke the power of your belief to use

Powers of Imagination.

Channel Belief : Powers of Imagination Power of Belief

You can manipulate your surroundings to a greater degree,

using only your force of will.

Encounter ♦ Belief (Signers, Will of the One)

Standard action Personal

Requirement: you expend an unused daily power, and

an healing surge or take damage equal to your healing

surge value.

Effect: You gain a daily power of any arcane, psionic

and shadow class until the end of the encounter or for 5

minutes. After you cast the power you are dazed (save

ends). Each save failed you loose an healing surge or

take damage equal to your healing surge value.

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IMPORTANT SECTS

ANARCH’S GUILD (Chaos Masters,

Groundsmen)

The truth about the multiverse can only be learned by

traveling it, as each and every plane holds a small part

of the great secret.

INIZIATE OF THE ANARCH’S guild[Belief] Prerequisite: join the Anarch’s Guild.

Skills: You gain +2 bonus to all knowledge skills about

Limbo.

Improved Control: Roll twice and use the higher result

to Influence Unstable Plane checks

Ritual Control: You can perform any ritual to Influence

Unstable Plane as if you had the Ritual Caster feat. One

for day you can cast one without to expend the

component cost.

Groundsman: You can't leave Limbo. If you're a

Groundsman, you are expected to help maintain or

defend the city or fortification you are assigned to.

CHILDREN OF THE VINE (Revellers, Carpet Knights)

They believe in celebrating today and ignoring

tomorrow.

INIZIATE OF THE REVELLERS[Belief] Prerequisite: join the Children of the Vine.

Skills: Insight and Perception are your class skills. You

gain +2 bonus to these skills.

Exceptional Immunity: +2 to saves versus poison and

endurance checks to resist disease.

Addicted: All Revellers have some form of addiction to

a pleasurable activity. The player of a Reveller character

must choose some vice that the character will seek out

irrationally, and will be unable to function well without

(-2 to all attack rolls, proficiency checks, saves, and

ability checks; -2 to the difenses without addiction). The

DM must approve all addiction choices, as they should

be sufficiently debilitating as to make this an actual

weakness, but not enough to make the character

unplayable. Suggestions include alcohol or other drugs,

sexual activity, gluttonous behaviour, or gambling.

The Converts (Chamaleons,

Turncoats)

They believe that any belief held too long becomes

rhetoric, and that nobody knows how anything works.

INIZIATE OF THE CHAMALEONS[Belief] Prerequisite: join the Chamaleons.

Everchanging Faction: A Chamaleon can belong to

another faction, as long as he meets the prerequisites.

He gains all the benefits and restrictions of that faction.

When he change to a different faction, he loose all the

benefits and restrictions of the first and gain those of

the new faction. He can do this any number of times

but he can never return to a abbandoned faction.

DAUGHTERS OF LIGHT (Word-

Keepers)

A mysterious group based out of Sigil, the Daughters

of Light went on a purge shortly after the Faction War,

rooting out subtle remainders of faction influence in a

subtle but violent fashion.

INIZIATE OF THE DAUGHTERS OF LIGHT[Belief] Prerequisite: join Daughters of Light.

Skills: Intimidate is your class skill. You gain +2 bonus

to this skill.

Faction Knowledge: Roll twice and use the higher

result to skills check if it reguards factions.

Factions Hunter: Factioneers within 2 squares of you

receive a -1 penalty to all defense and saving throws.

Faction war: every factioneers see you as his foe.

DISPOSSESSED (Chippers, Exiles)

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The Dispossessed are the few that decide that the

Banished are just twiddling their thumbs, and it‘s up

to them to show the universe that they‘re worthy of

power and respect despite the bad hand given to them.

INIZIATE OF THE dISPOSSESSED[Belief] Prerequisite: join the Dispossessed.

Skills: Endurance is your class skill. You gain +2 bonus

to this skill.

Mental Strenght: +2 to saves vs. charme and fear

effects.

Toughness: You substitute your highest ability score

for Constitution to determine your initial hit points.

Annoying presence: the Exiles view themselves as the

strong, and are determine to prove this to the rest of the

multiverse, but to do so, they often annoy (at least) the

rest of the multiverse. Apart from other sect members,

Exiles suffer a -2 penalty to all charisma based checks

from the people they meet.

Exile’s Toughness [BELIEF] Prerequisite: Initiate of the Dispossessed

Benefit: You can invoke the power of your belief to use

Exile’s Toughness.

Channel Belief : Exile’s Toughness Power of Belief

Exiles are tough people, they are hardened against what life

can throw against them.

Encounter ♦ Belief (Dispossessed)

Immediate Interrupt Personal

Trigger: you take the second wind action or any other

effect you spend an healing surge

Effect: you can spend one additional healing surge.

ESCHATON (Naysayers, Apocalypticals)

Prey for the end of the times.

INIZIATE OF THE ESCHATON[Belief] Prerequisite: join the Eschaton.

Skills: Diplomacy and History are your class skill. You

gain +2 bonus to these skill.

The end inevitable: Bloodied foes within 2 squares of

you receive a -1 penalty to all defense and saving

throws.

No Tomorrow: You have no future projects, you can

never be a part of long-term plans. When you roll an

Endurance check to check disease progression, roll

twice and use the worst result.

THE GUARDIANS (Caretakers,

Protectors)

Inspired by the race of celestials known as the

guardinals, The Guardians strive to protect good and

to defend the defenseless.

INIZIATE OF THE GUARDIANS[Belief] Prerequisite: join the Guardians, cannot be evil.

Skills: Endurance and Perception are your class skill.

You gain +2 bonus to these skill.

Aspect of the Guardinals:

Reputation: Roll twice and use the higher result to

Diplomacy checks among the good-aligned planes. Roll

twice and use the worst result to Diplomacy checks

among the evil-aligned planes

Neutrality: The primary drawback to being a Caretaker

is the necessity to neutral. Guardians are not allowed to

engage in politicking or machinations of any sort -- they

must constantly strive for the higher good. A Defender

must always strive for the greater good, and cannot

dedicate themselves to any of good's "alternate" forms

HIDDEN HAND (Merkhants, Misers,

Gold-Hounds)

Money is the purest form of power, and thusly

gathering money makes one powerful.

INIZIATE OF THE MERKHANTS[Belief] Prerequisite: join the Merkhants.

Skills: Bluff and Insight are your class skill. You gain +2

bonus to these skill.

Appraise: All Merkhants gain the ability to appraise the

value of any gem or work of art both instantly, and

accurately. What they do with that information is up to

them, but they usually use it to try and con someone

else

Bargainer: Roll twice and use the higher result to all

skill checks if it involves bargaining.

Great Profit: Merckhants never do anything where they

cannot see how they will profit from it.

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HUNTERS OF THE VILE (Vile

Hunt)

They believe in affirming their humanity by killing

'lesser beings

INIZIATE OF THE VILE HUNT[Belief] Prerequisite: join the Hunters of the Vile, cannot be

good.

Skills: Perception and Nature are your class skill. You

gain +2 bonus to these skill.

Kill Count: +2 bonus to all the attacks rolls until the

end of your next turn after you reduce an enemy to 0

hit points.

Expert Tracker: Roll twice and use the higher result to

Perception checks to find tracks. In addition, add 5 to

the Perception DC for other creatures to find your

tracks. You can extend this benefit for any allies

traveling with you, but not any who become separated

from you.

Enemies of the Good: Roll twice and use the lower

result to all charisma checks vs. good creatures.

ILLUMINATED (The Great Eye)

Rule what we can. Control what we can’t rule. Destroy

what we can’t control.

INIZIATE OF THE ILLUMINATED[Belief] Prerequisite: join the Illuminated, cannot be good.

Skills: Bluff and Intimidate are your class skill. You

gain +2 bonus to the skills.

Infiltrator: Roll twice and use the higher result to bluff

checks to pass off a disguise as a factioneer.

Survivor: You gain +2 to all death saving throws.

Secret Cause: An Illuminated can never truly hold a

public office or business (though he can pose as one for

a while).

MATHEMATICIANS (01001101

01000001 01010100 01001000 01000101 0100110

01000001 01010100 01001001 01000011 01001001

01000001 01001110 01010011)

They believe that numbers can be used to find or

discover everything.

INIZIATE OF THE MATHEMATICIANS[Belief] Prerequisite: join the Matematicians, cannot be chaotic.

Skills: All Knowledge skills are your class skill. You

gain +2 bonus to these skills. You gain the legalspeak as

bonus language.

Bookworm: Roll twice and use the higher result to

skills check if it involves research in libraries.

Intuit Pattern: You can perform the ritual Comprehend

Language and Create Item as if you had the Ritual Caster

feat. One for day you can cast Comprehend Language

without to expend the component cost.

Communal Knowledge: The only disadvantage to

being a Mathematician is that you must share your

findings with your brethren, and you can't tell outsiders

about what the Mathematicians are doing. Ha! Like

outsiders would even understand, anyway.

Probability Manipulation [Belief] Prerequisite: Initiate of the Guvners or Initiate of the

Mathematicians.

Benefit: You can invoke the power of your belief to use

Probability Manipulation.

Channel Belief : Probability Manipulation Power of Belief

In your quest to understand the intrinsic laws of the

multiverse, you have learned how to ‚bend‛ the laws

affecting an outcome.

Encounter ♦ Belief (Guvner, Mathematicians)

Immediate Interrupt

Target: You or one Creature

Effect: add a +2 or -2 to any attack roll, damage roll, or

skill check.

THE OPPOSITION (Opposers)

Opposers believe that strength comes from conflict.

They believe that opposition and adversity breeds

power.

INIZIATE OF THE OPPOSERS[Belief] Prerequisite: join the Primals.

Skills: Intimidate and Endurance are your class skill.

You gain +2 bonus to the skills.

True Opposition: Roll twice and use the higher result

to each to oppose any action or opposed checks.

Contradict: An opposer contradicts and verbally

challenges others, making him socially unpopular.

Talking to an opposer can vexing, since black is white,

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unless someone says it’s white, in which case it is black.

Thus, he suffers -2 penalty to diplomacy skill checks.

The Order of Planes-Militant (Children of Heaven,

Brethren, Faithful)

As militant as their name, the Brethren defend the

mighty fortress of Mount Celestia at all costs. They

believe the seduction of evil, chaos, doubt, avarice, and

evil are forever striving to undermine what is right and

good and pure.

INIZIATE OF THE FAITHFUL[Belief] Prerequisite: join the Order of the Planes-Militants,

cannot be chaotic.

Skills: Endurance and Diplomacy are your class skill.

You gain +2 bonus to these skill.

United for the cause: Aid in combact another Faithful

as minor action.

Support of the Brethren: the Breathrens can always

count on help from their allies.

Oaths of fealty: The Order requests that all members

swear oaths of fealty, chastity and poverty, similar to

the oaths sworn by paladins. A member of the Order

may never disobey a superior, no matter what. Unless

the mission assigned to you is obviously evil or chaotic,

you must complete it. In the event that an order is in

someway evil, a Brethren must report this to his

superior's superior. Also, a Faithful may only keep as

much jink as he needs to maintain a moderate standard

of living, as well as other necessities, such as a horse,

armour, weaponry, etc. The rest should be donated to

some worthy cause (although preferably to the Order).

The PLANARISTS (Anti-primes)

They believe that the Prime Material Plane should

serve the Planars, not the other way around.

INIZIATE OF THE PLANARISTS[Belief] Prerequisite: join the Planarists, cannot be a prime.

Skills: Diplomacy and Intimidate are your class skill.

You gain +2 bonus to these skill.

Planarist presence: Primes within 2 squares of you

receive a -1 penalty to all defense and saving throws.

Unfriendly Ground: You can't go to any prime material

planes.

The PROLONGERS (Cheaters)

They exist at others' expense, with Death at their

backs, they're wise to be tense.

INIZIATE OF THE PROLONGERS[Belief] Prerequisite: join the Prolongers, cannot be good.

Skills: Bluff and History are your class skill. You gain

+2 bonus to these skill.

Channel Vital Linfh: You can perform the ritual

Channel Vital Linfh as if you had the Ritual Caster feat.

One for day you can cast TranferVital Linfh without to

expend the component cost.

Secular Knowledge: Roll twice and use the higher

result to any knowledge checks

Fast Aging: they age 10-times fast then the average

mortal.

PLANEWALKER’S GUILD

(Wanderers, Homeless)

The truth about the multiverse can only be learned by

traveling it, as each and every plane holds a small part

of the great secret.

INIZIATE OF HOMELESS[Belief] Prerequisite: join the Planewalker’s Guild.

Portals Knowledge: Roll twice and use the higher

result to all skill checks if it involves portals.

Portals Familiarity: You can perform the ritual Analyze

Portal as if you had the Ritual Caster feat. One for day

you can cast Analyze Portal without to expend the

component cost.

Homeless: Must not stay in any place for more than a

year. Must help others Guildmembers by providing

directions, information about portals and other minor

favors.

PRIMALS

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They coy about what they believe, But it's likely

they've got some weird tricks up their sleeve. Know

the elemental forces and a body will know everything.

INIZIATE OF THE PRIMALS[Belief] Prerequisite: join the Primals.

Skills: Arcane and Bluff are your class skill. You gain

+2 bonus to the skills.

Infiltrator: Roll twice and use the higher result to bluff

checks to pass off a disguise.

Harden Body: When you are bloodied you gain +1 to

all the difenses.

Elemental Home: Members can never leave the inner

planes.

RAGERS (The Brotherhood of Glory)

They believe in being stronger than everyone else, and

proving it one man at a time.

INIZIATE OF THE RAGERS[Belief] Prerequisite: join the Ragers.

Skills: Intimidate and Endurance are your class skill.

You gain +2 bonus to the skills.

Die Hard: When your hit points drop to 0 or fewer, you

don’t fall unconscious until you failed a death saving

throw.

To live is to fight: A rager will not say no to a fighting

challenge. Always is good to fight.

TACHARIM (“the Knighthood”)

They believe in augmenting the self through the

grafting of more reliable body parts.

INIZIATE OF THE TACHARIM [Belief] Prerequisite: join the Tacharim.

Skills: Intimidate and Endurance are your class skill.

You gain +2 bonus to the skills.

Fearless: save +5 vs. fear.

Graft Body parts:

Depriving scopes: Roll twice and use the lower result

to all charisma checks vs. good creatures.

Wylders (The Verdant Guild)

We must act to protect nature from the ravages that we

would, in our foolishness, impose upon her.

INIZIATE OF THE Wylders [Belief] Prerequisite: join the Wylders.

Skills: Nature and Endurance are your class skill. You

gain +2 bonus to the skills.

Animal’s Mask: Through means not yet explained by

those who have attempted to reveal the secret (most of

whom have been Guvner researchers), completion of

the mask grants its owner the ability to speak with the

type of animal the mask depicts. As the masks are

almost certainly made in a variety of ways, this ability

must be conferred on the mask when the owner is

inducted fully into the Guild. This power can only be

used by the person who made the mask (i.e. another

person cannot speak with animals using a mask, even

with the owner's permission), and can only be used

when the mask is being worn.

Animal Empathy: While you are riding an animal, you

gain access to any special abilities that creature

possesses. In addition, every friendly animal can make

any skill checks using your base skill check bonus

rather than its own if yours if higher.

Wild Approach: the intimacy with which Wylders live

with nature, and the amount a time they tend to spend

in wild areas, has its drawbacks. Although they are

comfortable in isolated dwellings, anything larger than

a small village will unnerve a Wylder. They suffer a -2

penalty on all charisma based rolls, due to the unease

that they cannot conceal from those who observe them.

Optionally, in very large places (and Sigil certainly

counts as this), Wylders may find that the lack of space

causes them great mental distress. Such Wylders would

panic easily, and could behave quite irrationally, and

may decide at any time that they have to return to the

calming influence of wide open spaces at once.

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FACTIONS LEGENDARY PATHS Defiant Soul (athar) The young man stared up at Jaya in disbelief as his healing

spell fizzled. ‚Allow me,‛ the defier said as she laid hands

upon the injured boy. ‚I told you the Powers were

fakes…only acceptance of the truth can grant you access to

the Great Unknown.‛

Prerequisite: Iniziate Of The Athar, Faithless Miracle,

Charisma or Wisdom 17

Defiant souls are members of the Athar who

demonstrate the tenets of their faith to the masses. They

openly challenge the clerics of gods, defeating them in

battle whether by deeds or words, showing there is no

need for someone to worship a deity in order to gain

the divine power many seek. They preach the

supremacy of a force they call the Great Unknown,

which transcends the gods and grants defiant souls and

other Athar the ability to resist divine magic. Ex-

paladins and disillusioned clerics are obvious choices

for this legendary path, but self-reliant classes like the

monk, rogue and warlock as well as those who worship

natural powers, are also attracted to the philosophy.

DEFIANT SOUL PATH FEATURES

Blasphemous Presence (11th level): Once per turn as a

minor action, you can place a mark against a divine

user or immortal creature.

Blasphemous Action(11th level): When you spend an

action point to take an extra action, if you use your

action to make an attack against a divine user or an

immortal creature roll twice and use the higher result.

Deny Edict (16th level): You gain a +5 bonus to saving

throws against divine or immortal effects.

DEFIANT SOUL POWERS OF BELIEF

Heretic’s Strike Defiant Soul Attack 11

Your confidence in the flaws of the powers enables you to

bypass whatever protections of divine agents

Encounter ✦ Belief (Athar), Weapon

Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 2[W] + Charisma modifier damage, and the target

is slowed until the end of your next turn.

If the target is a divine user or immortal creature, it

takes 4[W] + Charisma modifier damage, and it is

immobilized until the end of your next turn. This

damage ignores all resistances.

Faithless ward Defiant Soul Utility 12

You quickly adapt to the energy your divine enemy is using

against you.

Encounter ✦ Belief (Athar)

Immediate Interrupt Personal

Trigger: You take damage of a specific type, such as

radiant or fire by a divine user or an immortal creature

Effect: You gain resist 10 against damage of that type or

types until the end of your next turn.

If the damage was by a divine user or an immortal

creature you gain resist 20 against damage of that type

or types until the end of your next encounter.

Punish the Divine Defiant Soul Attack 20

The defiant soul can reflect a divine spell back at the caster.

Daily ✦ Belief (Athar), Implement, Reliable

Immediate Reaction;

Trigger: You or an ally is the target of a divine or

immortal attack that miss

Target: a divine user or an immortal creature

Attack: Charisma or Wisdom vs. Will

Hit: The divine user or the immortal creature is the new

target of the effect.

Disciple of the Cycle (godsmen)

Prerequisite: Iniziate Of The Godsmen, you have to be

dead and reincarnated at least once.

Some Godsmen have died so many times they barely

remember what race they started out as. These cutters

delve into the depths of the Cycle of Testing, trying

new forms each time they die, and learning from each.

Though they do not seek death, they understand that

death is merely a setback, and another step on the road

towards divinity.

DISCIPLE OF THE CYCLE PATH FEATURES

Influence New Form (11th level): Each time the

Disciple dies, he may choose his new reincarnation

from the list of possibilities on the Reincarnation.

Memory of the Past (11th level): (when makes an

attack roll, saving throw, a skill check, or an ability

check). You can spend an action point to roll 1d6 and

add the result to the triggering roll.

Shapes of the Past (16th level): A Disciple of the Cycle

may shift into any other race or animal that has

previously been one of the Disciple's incarnations

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during his deaths and rebirths. When he does so, he is

considered to completely loose his previous race and

acquire the new one, and any equipment carried or

worn resizes to fit the new form. There is no time limit

to how long he can stay in this form, but if a Disciple of

the Cycle stays shifted for more than 1 hour in a day,

his experience gain for that day is halved. Additionally,

if he spends more than four hours in a day shifted, he

looses all special abilities from his Disciple of the Cycle

class, and may not gain any more levels in any class

until he receives an atonement spell. Disciples should

learn mainly from their current forms, so as to

experience events from all possible angles, and not rely

on their past forms.

DISCIPLE OF THE CYCLE POWERS OF BELIEF

At 11th level, you can choose to replace one of your at-

will powers with an at-will power from a past life class.

At 11th level, you can select any encounter power of 7th

level or lower from your past life class.

At 12th level, you can select any utility power of 10th

level or lower from your past life class.

At 20th level, you can select any daily power of 19th

level or lower from a past life class.

Divulger of Forgetfulness(bleak cabal)

"Hear the barmies howling in the Mazes? If you're here

to learn the secrets of the multiverse, you might as well

save yourself some time and go join 'em, 'cause that's

all it means--that and nothing else."

--Factol Lhar of the Bleak Cabal

Prerequisite: Iniziate of the Bleakers, ‚Touched‛

DIVULGER OF FORGETFULNESS PATH

FEATURES

Incomprensible Mind (11th level): You gain 5 +1/2

level resistance to psychic damage.

Aurea of Delusion (11th level): you can spend an

action point to make reroll one roll succeded within 5.

The target must use the result of the second roll.

Share Madness (16th level): One for enconunter you

can transfer any psichic effect assorbed by Assorb

Madness by an attack power.

DIVULGER OF FORGETFULNESS POWERS OF

BELIEF

Howling Winds of Pandemonium Divulger of

Forgetfulness Attack 11

This spell enables you to channel the screaming winds of

Pandemonium through your body and out through a

numbing howl that incapacitates anyone nearby.

Encounter✦Belief (Bleak Cabal), Psychic, Implement

Standard Action Close Burst 5

Target: All the creatures within the burst

Attack: Charisma, Intelligence or Wisdom vs. Will

Hit: slitta il bersaglio di 5 ed effettua un attacco basilare

contro una creatura adiacente a tua scelta. Se

impossibilitato subisce 1d8 + Saggezza, Intelligenza o

Carisma danni psichici.

Effect: il bersaglio è assordato fino alla fine del tuo

prossimo turno.

Assorb Madness Divulger of

Forgetfulness Utility 11

Some Bleakers learn special techniques to relieve others

mentally, but at the cost of their own psyche.

Encounter✦Belief (Bleak Cabal), Special

Immediate Interrupt Close Burst 5

Trigger: any creatures hit by a psychic attack or under

the influence of any temporary mental effect

Effect: You are the target of the effect but you can

expend an healing surge or regain an encounter power.

Special: If you expend an action point to use this power

you gain an extra free healing surge.

Despair Divulger of

Forgetfulness Attack 20

The divulger of forgetfulness share his world view with

others

Daily ✦ Belief (Bleak Cabal), Psychic, Implement

Standard Action Close Burst 5

Target: All the creatures within the burst

Attack: Charisma, Intelligence or Wisdom vs. Will

Hit: 2d8 + Charisma, Intelligence or Wisdom psychic

damage, 10 ongoing psychic damage, and the target is

dazed (save ends all). If the target fails the first save it is

helpless (save ends all).

Miss: ½ damage and 5 ongoing psychic damage

ENTROPOMANCER (doomguard)

Prerequisite: Iniziate of the Doomguard, Charisma or

Wisdom 17

ENTROPOMANCER

PATH FEATURES

Sinker Swordsmanship (11th level):: A light or heavy

sword functions as a implement, adding its

enhancement bonus to attack rolls and damage rolls for

your powers that use implements.

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Steady Decay (11th level): You have resist necrotic and

radiant 5 + one-half your level.

Distructive Action (11th level): When you spend an

action point to take an extra action, if you use your

action to make an attack that hits, that hit deals ongoing

necrotic damage equal to ½ your level (save ends).

Control Sphere (16th level): The entropomancer has

the ability to control a sphere of annihilation as if he

were using a talisman of the sphere, and the

entropomancer is personally unaffected by a sphere of

annihilation, which passes through him as if his square

was completely empty. High-level entropomancers are

often obsessed with acquiring spheres of annihilation.

ENTROPOMANCER POWERS OF BELIEF

Ecstatic Decay Entropomancer Attack 11

This spell rapidly decomposes a creature’s body while

overwhelming them with exquisite pleasure unlike anything

else in the multiverse.

Encounter ✦ Belief (Doomguard), Implement,

Necrotic, Radiant

Standard Action Range 10

Target: one creature

Attack: Charisma or Wisdom vs. Will (critical 19-20)

Hit: 2d10 + Charisma or Wisdom modifiers necrotic and

radiant damage and the target is immobilized until the

end of your next turn.

Sustain free: Spend an healing surge and you can roll a

new attack vs. the target.

Entropic Field Entropomancer Utility 12

You conjure a field of invisible, entropic energy, strong

enough to warp the laws of probability.

Daily ✦ Belief (Doomguard)

Standard Action Close Burst 5

Effect: All the healing powers fails in the burst until the

end of the next turn. One for round, as immediate

interrupt you can force a creature in the burst to reroll

an attack, ability check or save.

Sustain free: Spend an healing surge and the zone

persists.

Shard of Entropy Entropomancer Attack 20

You conjure a small black a chunk of absolute blackness of

entropy.

Daily ✦ Belief (Doomguard), Implement, Necrotic,

Zone

Standard Action Range 1

Effect: you can create a small black chunk of entropy in

a square. Creatures that enter the zone or start their

turns adiacents to the shard are dazed and take ongoing

10 necrotic damage (save ends). As a move action, you

can move the zone up to 6 squares and attack all the

targets or pull every target in close burst 6 to the shard.

Attack: Charisma or Wisdom vs Reflex or Charisma or

Wisdom vs Fortitude (pull attack).

Hit: 2d10 + Charisma or Wisdom modifiers necrotic and

radiant damage or pull 6.

Sustain Minor

Doomguard Marauder (Revised

Version from the Manual of the Planes)

(doomguard)

Prerequisite: Iniziate of the Doomguard, Entropic

Blow, Strenght 17

DOOMGUARD MARAUDER

PATH FEATURES

Ruin’s Reward (11th level): Whenever you score a

critical hit, you regain hit points equal to your

Constitution modifier.

Destructive Action (11th level): When you spend an

action point to take an extra action, you deal 1d12 extra

damage on attacks made before the end of your turn.

The damage increases to 2d12 at 21st level.

Inevitable Doom (16th level): When you miss with a

melee weapon attack, you gain a +2 bonus to your next

melee attack roll against that creature.

DOOMGUARD MARAUDER POWERS OF

BELIEF

Devasting Blow Doomguard Marauder Attack 11

You swing with a devastating strike that leaves you and the

enemies around you open to attack.

Encounter ✦ Belief (Doomguard), Weapon

Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you and

each enemy adjacent to you takes a –2 penalty to AC

until the end of your next turn.

Strike of Unmaking Doomguard Marauder Utility 12

Your attack puts your foe on the path to destruction.

Encounter ✦ Belief (Doomguard), Weapon

Free Action Melee weapon

Trigger: You hit an enemy with a melee attack

Effect: The target loses all resistances until the end of

your next turn.

Arm of Dissolution Doomguard Marauder Attack 20

Your attack resounds with a chord of dissolution, and your

foe crumbles under the power of entropy.

Daily ✦ Belief (Doomguard), Weapon

Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and ongoing 10

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damage (save ends). Each time the target takes the

ongoing damage, you gain a +1 power bonus to melee

attack rolls until the end of your next turn.

Miss: Half damage, and ongoing 5 damage (save ends).

You gain no power bonus from the ongoing damage

THE “BORN DEAD” (dUSTMEN)

Prerequisite: Iniziate of the Dustmen, Greater Dead

Truce, Wisdom or Charisma 17

THE “BORN DEAD PATH FEATURES

Expanded Dead Truce (11th level): you can extend the

benefits of the Dead Truce to a number of creatures

within 20 equal to 1 + your Charisma or Wisdom

modifier.

Negative Energy Affinity (11th level): You have resist

necrotic 5 + one-half your level.

Deathly Action (11th level): When you spend an action

point to take an extra action, if you use your action to

make an attack that hits, that hit deals ongoing necrotic

damage equal to ½ your level (save ends). If the attack

kills the person you are attacking, that person may not

be resurrected.

Numb (16th level): You gain a +5 bonus to saving

throws against charme and fear effects.

THE “BORN DEAD POWERS OF BELIEF

Aura of the Dead Power of Belief

Your visage strikes fear into the hearts of your opponents,

causing them to attack clumsily and without conviction.

Encounter ♦ Belief (Dustmen), Fear, Implement,

Psychic, Special, Zone

Standard Action Close Burst 1

Attack: Charisma or Wisdom vs. Will

Hit: 1d8 + Wisdom or Charisma modifier psychic

damage and the target is immobilized (save ends). The

burst creates a zone that lasts until the end of your turn.

Any enemy that enters the zone or starts its turn within

the zone is subject to another attack.

Special: Whenever you are struck for the first time

during this encounter by a creature under the effects of

your aura, that creature takes 1d8 + charisma or

wisdom modifier psychic damage.

Sustain Standard

Feign Death The ‚Born Dead‛ Utility 12

This power puts any living creature into a cataleptic state,

which is nearly impossible to distinguish from death by

normal means.

Encounter ✦ Belief (Dustmen), Illusion

Immediate Reaction Close Burst 5

Trigger: You or an ally in the burst are hit by a melee,

ranged or area attack

Effect: The target falls prone and gains resist 10 all until

the start of its next turn or until it makes an attack. It is

nearly impossible to distinguish from death by normal

means.

Sustain minor

Death Wish The ‚Born Dead‛ Attack 20

Truly exemplifying a disdain for life, a few Dustmen seem to

appreciate (as much as they appreciate anything) making

victims bring about their own death prematurely.

Daily ✦ Belief (Dustmen), Necrotic, Psychic,

Implement

Standard Action Area Burst 1 within 10

Target: Creatures in the burst

Attack: Charisma or Wisdom vs. Will

Hit: 2d8 + Wisdom or Charisma modifier necrotic

damage, and ongoing psychic 10 damage (save ends). If

the target is bloodied is immobilized (save ends). If the

bloodied target fails its first save against this power, the

target becomes unconscious (save ends). If the total hit

points drops to 0 or lower for this effect the target dies.

Miss: Half damage, and ongoing 5 psychic damage

(save ends).

FATEMAKER (FATED)

‚Don‟t do me any favors.‛ Parlo walked away from the

woman offering to bind his wounds. ‚I have

learned to take care of myself.‛

Prerequisite: Initiate of the Fated, Self Reliance,

Charisma 15

FATEMAKER PATH FEATURES

Fatemaker Stamina (11th level): Each time you reach a

milestone, you regain an healing surge.

Aura of Confidence (11th level): When you spend an

action point to take an extra action, all the allies within

5 gain a bonus to next die roll as your Charisma

modifier.

Unwritten Destiny (16th level): You are immune to

geas/quest and lesser geas, as well as other spells and

effects that would force you into a magical contract,

including the Ring-giver ritual Return of Favors.

Furthermore, attempts to divine your future, such as

through commune or contact other plane, always return

inconclusive answers.

FATEMAKER POWERS OF BELIEF

Fatemaker Appeal Fatemaker Attack 11

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.

Encounter ✦ Belief (Fated), Implement

Standard Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Fortitude

Hit: 1d8 + Charisma modifier and you push the target 1

square and it is knocked prone.

Effect: Allies in the burst can slide 1.

Nine Lives Fatemaker Utility 12

.

Daily ✦ Belief (Fated), Healing

Immediate Interrup Personal

Trigger: You are reduced to 0 hit points or fewer

Effect: You can use an healing surge.

Ego Manifestation Fatemaker Attack 20

.

Daily ✦ Belief (Fated), Implement, Polimorph, Stance

Immediate Reaction Close burst 1

Trigger: an attack take you bloodied

Target: Each enemy in burst

Attack: Charisma vs. Fortitude

Hit: 1d8 + charisma modifier

Effect: You become Large, occupying 4 squares instead

of 1. Any creatures in the squares that you come to

occupy are pushed 1 square. You also gain reach 2 and

a +5 bonus to its melee damage rolls. You remain Large

until the stance ends.

AXIOMIST (GUVNERS)

Prerequisite: Initiate of the Guvners, Probability

Manipulation, Intelligence 17

Most Guvners do at least some research into the

phenomena known has loopholes. The axiomist, on the

other hand, dedicates his life to unraveling the Axioms,

and gathering the power such knowledge provides.

Practically all factols and other high-ups of the faction

are axiomists, and it‘s the dominant goal of most

Guvners to become one. Though this path is no longer

quite as prestigious as it used to be, most that seek it do

so for power rather than admiration. And, indeed, the

power it unlocks is raw and potent, easily worth the

time and effort to develop.

AXIOMIST PATH FEATURES

Loopholes (11th level): You can break one rule to the

powers structure of your character. You can spend an

action point to swap one power you know for one of

the same level or lower from any class. You gain the

power for 24 hours. Also, you can swap one ritual for

one daily power of the same level or lower. You may

develop up to your intelligence modifiers loopholes at

one time.

Improved Probability Manipulation (11th level):

When you channel your power of belief probability

manipulation add a +3 or -3 to any roll. At 16th level you

add +4 or -4, at 21th level you add +5 or -5, and at 26th

level you add +6 or -6. In addiction you can spend an

action point to gain a new use of probability

manipulation.

Structured Mind (16th level): +5 bonus to saves vs.

psychic effects.

AXIOMIST POWERS OF BELIEF

Exhausting monologue Axiomist Attack 11

It’s just a few seconds you talk but it seems an eternity.

Encounter ✦ Belief (Guvner), Psychic

Standard Action Close burst 5

Target: any creature in the burst

Attack: Intelligence vs. Will

Hit: 2d6 + Intelligence modifier psychic damage, targets

are dazed until the end of your next turn.

Evaluating the Outcome Axiomist Utility 12

While all Guvners agree there is a rule to determine every

outcome, no one goes their life without encountering a

situation where something just didn’t go as it should have.

By recognizing these anomalies, however, some Guvners are

actually able to correct the results.

Encounter ✦ Belief (Guvner)

Immediate Interrupt Personal

Trigger: you miss an attack or a skill check

Effect: The attack or the skill check doesn’t occur, as if

the you chose to do nothing with its action. You cannot

repeat the same action vs. the same target until the end

of the encounter.

Dimensional Loophole Axiomist Attack 20 Soon or later the enemy understand that it was better to keep

away.

Daily ✦ Belief (Guvner), Teleport, Psychic

Standard Action Range 20

Target: one creature

Attack: Intelligence vs. Will

Hit: 3d8 + Charisma modifier psychic damage

Miss: Half damage

Effect: Every time the target moves, you can

immediately teleport of a number of squares the target

moves as a free action.

Sustain Minor: When you sustain this power, you can

repeat the attack against the target. If you miss, you can

no longer sustain the power.

ANTI-PHILOSOPHER (INDEPS)

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Prerequisite: Initiate of the Indep, Indipendent Mind,

Charisma or Intelligence 17

ANTI-PHILOSOPHER PATH FEATURES

Mock factioneers (11th level): Once per turn as a minor

action, you can place a mark against a faction member.

Anti-philosopher Action (11th level): When you spend

an action point to take an extra action, if you use your

action to make an attack against a faction member roll

twice and use the higher result.

Deny Philosophy (16th level): You gain a +5 bonus to

saving throws against powers of belief.

ANTI-PHILOSOPHER POWERS OF BELIEF

Insult Philospher Anti-Philosopher Attack 11

Your knowledge of the factions provides you with a brilliant

repertoire of witty and insulting comments that will get the

attention of the most hardheaded faction member.

Encounter ✦ Belief (Indep), Charm, Implement,

Psychic

Standard Action Close blast 5

Target: One creature

Attack: Charisma or Intelligence vs. Will

Hit: 2d8+ Charisma or Intelligence modifier psychic

damage an you pull your target up to 3 squares toward

you. Until the end of your next turn, your target is

marked. If the target is a factioneer you sustain this

power.

Sustain Minor: You pull the target 1 square and your

target is marked until the end of your next turn.

Unnecessary Fanatism Anti-Philosopher Utility 12

Your will is stronger than belief.

Daily ✦ Belief (Indep), Healing

Immediate Reaction Close burst 20

Trigger: An enemy reduces an ally within 20 squares of

you to 0 hit points or fewer

Target: The triggering ally in burst

Effect: The target can spend a healing surge. In

addition, if the attacking is a factioneer it takes a –5

penalty to all the attacks until the end of your next turn.

Disenchant Philosophers Anti-Philosopher Attack 20

You know enough about the factions that you can find logical

holes in their beliefs that will shake the faith of all but the

wisest members.

Daily ✦ Belief (Indep), Charm, Implement, Psychic

Standard Action; Close Burst 5

Target: Creatures in the burst

Attack: Charisma or Intelligence vs. Will

Hit: 2d8+ Charisma or Intelligence modifier psychic

damage.

Effect: until the end of the encounter, every power of

belief fails in the burst.

Sustain minor: you can roll a new attack vs. a faction

member.

Chainbreaker (INDEPS)

Prerequisite: Initiate of the Indep, Indipendent Mind

Slavery on the Planes. It’s a given for most Planars. The

closer you live to the Lower Planes the more likely you

or a relative is or used to be a slave. The trade is active

through many a gatetown, Curst in particular. There

are Indeps who take ‚Live free or die‛ as advice to

apply to all. These Indeps aggressively take on the slave

trade of the Planes to free others. Of course they often

make interesting friends and powerful enemies along

their quest – but to most the freedom of another is well

worth it.

CHAINBREAKER PATH FEATURES

Chainbreaker’s wrath (11th level):

Chainbreaker Action (11th level): When you spend an

action point to take an extra action, you do not grant

combat advantage to any enemy for any reason and

cannot be grabbed until the end of your next turn.

Chainbreaker’s Resolve (16th level): You gain a +5

bonus to saving throws against charm and fear effects.

CHAINBREAKER POWERS OF BELIEF

Instant Escape Chainbreaker Utility 12

You know how to slip out of an unwanted embrace.

Encounter✦ Belief (Indep)

Immediate Interrupt Personal

Trigger: You are grabbed.

Effect: You escape the grab and shift 2 squares.

Break the Chains Chainbreaker Attack 20

Wild energy plays along your blade. The strike of your sword

disrupts the enchantments used to enslave creatures to their

will.

Daily ✦ Belief (Indep), Reliable, Weapon

Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 4[W] + Strength modifier damage, and any allies

within 10 squares of you under the influence of a charm

or fear effect created by the target can make a saving

throw, even if the effect is not normally one that a save

can end.

CHAMPION OF THE HARMONIUM (HARDHEADS)

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Prerequisite: Iniziate of the Harmonium, Authority,

Strength and Charisma 15

Though many join the Harmonium, unifying with your

fellow members can be far from an easy task. Though

they all seek to create peace, most members of the

Harmonium are still wholly individual. And since their

passion to unite worlds and planes burns brightly,

disagreements can drive even those of higher measure

apart. A rare few, however, build a rare gift, one that

lets them lead by example. Their presence brings the

disparate elements together, granting them inspiration

and drive. Champions of the Harmonium are just that,

becoming one with the purpose of their faction.

Those that become champions are typically well-rooted

within the faction, often achieving the rank of Measure

before showing the exceptional talent for leadership

that marks them. While occasionally a Notary has

suddenly struck by inspiration and develops this sort of

talent, it is most often honed over years. Surprisingly,

few factols have been champions. Champions seem

better suited to the field, after all, where their word has

a positive effect on Harmonium members engaged in

missions. Behind a desk or behind the front lines, their

inspiring qualities often languish in disuse.

As the Harmonium champions martial prowess with

which to enforce peace, the champion is often a warrior

as much as a leader. After all, even the Harmonium

admits that force is needed to impose change. Though it

may be loathe to use it unecessarily, a champion learns

to face violence - and to become very, very good at it.

Not all that become champions are of a warlike

persuasion, however. It's simply that once they embody

the Harmonium, skill in combat is only natural.

CHAMPION OF HARMONIUM PATH FEATURES

Smite Anarchy (11th level): Your basic class feature

(Divine Challenge, Combat Challenge, Hunter’s Quarry

Sneak Attack or Warlock curse) deals an additional 2

damage to chaotic creatures. As the damage increases

by level, add an additional 2 damage per tier.

Awareness: (11th level): Can make an opportunity grab

attack against an adjacent enemy that shifts.

Aura of Law (16th level): When you first become

bloodied, you emit a lawful aura 3. Allies within the

aura gain a +2 power bonus to attacks and immunity to

Fear and Psychic damage. This effect ends when you

are no longer bloodied, drop to 0 hit points or more, or

become unconscious.

CHAMPION OF HARMONIUM POWERS OF

BELIEF Smite Chaos; Champion of Harmonium Attack 11

You invoke order through your weapon, causing it to glow as

you deliver a punishing blow against your enemies.

Encounter ✦ Belief (Harmonium), Weapon

Standard Action; Close burst 1

Target: Each enemy in burst

Attack: Strength vs. AC, one attack per target

Hit: 1[W] + Strength modifier damage + Charisma

modifier damage.

Effect: Each target is dazed until the beginning of your

next turn.

If the target was chaotic, it takes 2[W] + Strength

modifier damage + Charisma modifier damage and it is

stunned until the end of your next turn.

Order's Calm; Champion of Harmonium Utility 12

The calming effect of order helps release you from dangerous

perils

Encounter ✦ Belief (Harmonium)

Free Action; Area burst 5

Targets: Yourself and each ally in burst

Effect: Targets may make a saving throw against any

ongoing effect and add your Charisma modifier to the

roll. In addition, targets may also spend a healing

surge.

Die for the Faction Champion of Harmonium Attack 20

Your blow inspires his troops to make the ultimate sacrifice

for the cause.

Daily ✦ Belief (Harmonium), Weapon

Standard Action; Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage (Critical 19-20).

Effect: until the end of the encounter, when the allies

are reduced to 0 hit points or fewer, they gain an

immediate extra action.

Sustain standard: you can roll a new attack You gain a

cumulative penalty -1 to all defenses for every round

you sustain.

JUSTICIAR OF THE RED DEATH (MERCYKILLERS)

Prerequisite: Strength and Charisma 15, Iniziate of the

Red Death, Blow for Justice and one of these: Hunter's

Quarry, Combat Challenge, Divine Challenge, or

Warlock's Curse Ability. (Most abilities involve setting

your enemy as your mark, quarry, or cursed target.

Any enemy falling under this is described as "prey")

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JUSTICIAR OF THE RED DEATH PATH

FEATURES

Last Warning (11th Level): when you hit with an

attack that inflicts the immobilize condition (save ends)

the target cannot save against it on the first turn.

Focus on the Prey (11th Level): When you spend an

action point to take an extra attack against your prey,

you deal an extra die worth of damage to that foe.

Indomitable Justice (16th Level): You are immune to

fear and charm effects from your prey. Yourself and

allies adjacent to you enjoy a +2 bonus to saving throws

against all fear and charm effects.

JUSTICIAR OF THE RED DEATH POWERS OF

BELIEF Headsman’s Sweep Red Death Attack 11

There can be no justice without order, and your strike drives

home this point.

Encounter ✦ Belief(Mercykillers), Fear, Weapon;

Standard Action Close burst 1

Melee weapon

Target: Each enemy in burst

Attack: Strength or Charisma vs. AC

Hit: 1[W] + Strength modifier damage, and the target is

immobilized until the end of your next turn. If the

target is your prey is immobilized (save ends).

Miss: the target falls prone.

Bloody Example Red Death Utility 12

Your lethal strike causes gore to erupt forth. The blood

sustains you and causes your foes to recoil.

Encounter ✦ Belief(Mercykillers), Fear

Immediate Reaction Personal

Effect: You may immediately use a healing surge

Trigger: You reduce an enemy to 0 hit points

Target: All foes within burst 2 of the triggering creature

Attack: Strenght or Charisma vs. Will

Effect: The target moves its speed away from you for.

The fleeing target avoids unsafe squares and difficult

terrain if it can. This movement provokes opportunity

attacks.

Mercykiller’s Kiss Red Death Attack 20

In the name of the law, I mark you as a lawbreaker! When

time permits, you shall be hunted unto the corners of the

multiverse for the crimes you have perpetrated!

Daily ✦ Belief(Mercykillers), Fear, Weapon

Standard Action Melee Weapon

Target: your prey

Attack: Strength or Charisma vs. Fortitude

Hit: 5[W] + Strength modifier damage, and the target is

knocked prone and immbolized (save ends).

Miss: Half damage.

Son of Mercy (Revised Version from the

Dragon 370) (MERCYKILLERS, SONS OF MERCY)

Prerequisite: Iniziate of the Martyrs, Strenght and

Wisdom 15.

SON OF MERCY PATH FEATURES Lawbreaker’s Doom (11th level): You can use

lawbreaker’s doom as an encounter power.

Lawbreaker’s Doom Son of Mercy Feature

You designate one enemy as the target of your attention. This

evildoer will not escape justice.

Encounter ✦ Belief(Sons of Mercy), Special

Free Action

Target: One enemy you just marked.

Effect: Until the end of the encounter, whenever you hit

the target with an attack, you deal extra damage equal

to your Wisdom modifier and the target is slowed until

the end of your next turn.

Special: When the target is reduced to 0 hit points, you

regain the use of this power.

Immobilizing Action (11th level): Whenever you

spend an action point to make an extra attack against

the target of your lawbreaker’s doom power, on a hit

with that attack the target is also immobilized until the

start of your next turn.

Strength of Conviction (16th level): Whenever you

reduce the target of your lawbreaker’s doom power to 0

hit points, you gain temporary hit points equal to 10 +

your Strength modifier.

SON OF MERCY POWERS OF BELIEF

Dispensed Justice Son of Mercy Attack 11

There can be no justice without order, and your strike drives

home this point.

Encounter ✦ Belief (Sons of Mercy), Fear, Weapon;

Special

Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target

takes a –2 penalty to attack rolls until the end of your

next turn.

Special: You can instead use this power as an

immediate interrupt with the following trigger.

Trigger: The target of your lawbreaker’s doom power is

adjacent to you and makes an attack that does not

include you.

Target: The triggering creature.

Red Death Son of Mercy Utility 12

You’re all lawbreakers!

Encounter ✦ Belief (Sons of Mercy), Special

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Minor Action Close burst 1

Target: Each enemy in burst

Effect: The target is marked and is subject to your

lawbreaker’s doom power until the end of your next

turn.

Blood Oath Fulfilled Son of Mercy Attack 20

Crimes have been committed, and it’s up to you to make sure

these criminals pay the price.

Daily ✦ Belief (Sons of Mercy), Fear, Weapon; Special

Standard Action Close burst 1

Target: Each enemy in burst

Special: You can shift 1 square before the attack.

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is

knocked prone and cannot stand (save ends).

Miss: Half damage.

Lawbreaker’s Doom: If the target is also the target of

your lawbreaker’s doom power, you gain a bonus to

attack rolls against it equal to your Wisdom modifier.

SENSORY ADEPT (SENSATES)

Prerequisite: Iniziate of the Sensates, Sensory touch.

Only when a body's experienced the whole universe

does the great dark of it all finally get revealed. It may

seem like an impossible task, but there just might be a

way to bob the problem - cheat the multiverse, as it

were. It just might be that the multiverse doesn't exist

beyond what a body can sense.

- The Planescape boxed set

The Sensory Adept is an individual who has devoted

their life towards the single goal of refining his senses.

Through this they hope to develop an understanding of

the darks behind the multiverse. What these darks are

none can say, for when a cutter finally realizes them

they seem to transcend to another level of existence,

leaving the material world behind them. Whether it is

truly enlightenment that the Sensory Adepts find upon

completion of this path is still a matter of debate,

though many Sensory Adepts seem to show a level of

clarity that none to date have been able to attribute to

another cause. Sensory Adepts spend most of their lives

training, gradually perfecting each sense one at a time

as they proceed towards their ultimate goal.

SENSORY ADEPT PATH FEATURES

Sensory improvement (11th level): You gain

Darkvision.

Expand Sensations (11th level): When you spend an

action point to take an extra action, if you use your

action to make an attack that hits, you can also choose

an enemy within 5 squares of you. That enemy takes

ongoing psychic damage equal to ½ your level (save

ends). If you use your action to use an healing surge,

you can also choose an ally within 5 squares of you.

That ally can use an healing surge as immediate

interrupt.

Perfect Senses (16th level): Roll twice and use the

higher result to all perception skill checks.

SENSORY ADEPT POWERS OF BELIEF

Sensory Light Sensory adept Attack 11

You have learned to commune your sensations to your allies.

Encounter ✦ Belief (Sensates)

Standard Action Close burst 5

Target: any creature in the burst

Attack: Intelligence, Wisdom or Charisma vs. Will

Hit: Targets are dazed. Invisible or concealed targets

are now perceiveble from all until the end of your next

turn.

Reveal the Dark Sensory adept Utility 12

You tap your belief and gain a piercing vision.

Daily ✦ Belief (Sensates)

Minor Action Personal

Effect: Until the end of the encounter, you gain the

ability to perceive invisible creatures and objects as if

they were visible.

Mirrored Pain Sensory adept Attack 20 You gather the Belief around yourself like a cloak, it strikes at

the minds of foes around you and punishes those that attack

you. Daily ✦ Belief (Sensates), Psychic, Implement

Standard Action Close Burst 1

Target: Each creature in burst

Attack: Intelligence, Wisdom or Charisma vs Will

Hit: 2d10 + Intelligence, Wisdom or Charisma modifier

psychic damage.

Effect: Until the end of the encounter or for five

minutes, any foe that hits you with a ranged or melee

attack is subject to another attack from this power as

immediate interrupt with the following differences; the

attack only hits the triggering creature, it deals 1d20

psychic damage (no attribute modifiers) and does not

draw attacks of opportunity. You reduce as the damage

you inflicted. This triggered attack may only be used

once per round.

MASTER OF THE MIND (CIPHERS)

Prerequisite: Iniziate of the Cipher, Master of the Heart,

Dexterity and Wisdom 15.

MASTER OF THE MIND PATH FEATURES

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Extra Cipher Action (11th Level): After an extendend

rest you have 2 action points instead of one.

Moment's Grace (11th Level): When you spend an

action point to take an extra action, roll twice and use

the higher result any rolls of this action.

Cadence Strike (16th Level): When you spend an

action point to take an extra action, if your two rolls hits

the target is a critical hit.

MASTER OF THE MIND POWER OF BELIEF

Fluid Strike Master of the Mind Attack 11

You take advantage of your foe repositioning itself, and move

in for a strike.

Encounter ✦ Belief (Cipher), Weapon

Immediate Reaction Melee Attack

Target: a creature

Trigger: An adjacent enemy shifts away from you.

Effect: You may immediately move to any square

adjacent to the target. Your target does not get an

opportunity attack against you, although other enemies

may.

Attack: Dexterity or Wisdom vs. AC

Hit: 1[W] + Dexterity or Wisdom modifier damage.

Action Shift Master of the Mind Utility 12

You have improved to act without thought

Encounter ♦ Belief (Cipher)

No Action Personal

Requirement: You roll highest initiative (at least 20).

Others Ciphers initiatives don’t count for this.

Effect: you can shift as a minor action until the end of

the encounter.

Ebb and Flow Master of the Mind Attack 20

Your spacial awareness allows you to direct your foes attacks

to where it would most benefit you.

Daily ✦ Belief (Cipher), Weapon

Standard Action Personal

Target: All foes that currently threaten with melee

attacks

Hit: 2[w] + dexterity or wisdom modifier modifier

damage.

Effect: All foes get to make a melee attack against you.

Your AC increases by 5 and you do not provide combat

advantage during this attack.

Hit: You take normal damage and the enemy is

knocked prone.

Enemy Miss: The target makes a melee basic attack as a

free action against an adjacent target other than you.

You choose the target of its attack. The attack you

redirect gains a bonus to the attack roll and the damage

roll equal to your dexterity or wisdom modifier.

Xaotic (XAOSMEN)

Prerequisite: Iniziate of the Chaosman, Induce Chaos.

It's said that no Chaosman plans to be a Xaotic - it just

happens. When one becomes enough with chaos for

long enough, it becomes like an infection, a gift to be

spread. Xaotics are those who find the chaos in their

souls and stoke it, bringing it forth for a variety of

effects. Whether they do it on purpose or incidentally

varies, but all that really matters is that they do it. As

such, they make some of the most disruptive Xaositects,

breaking down order with their mere presence.

Of course, greybeards point out that Xaotics are a

conundrum. While embodying chaos, they all develop

similar abilities, so obviously they aren't all that chaotic,

are they? Other greybeards point out in turn that even

slaadi have their own order as well, divided into neat

color-coded subdivisions, so the following conclusion is

achieved: it isn't so important, despite the assumptions

of many a prime, that chaotic be distinctive or

individual in nature. Rather, the Xaotics' spread of

chaotic energy is proof enough of their lawless nature.

But, ultimately, trying to make sense of it is a fool's

game.

Many bosses are Xaotics, or become Xaotics over time.

After all, the pure quality of chaos in a Xaotic is

undoubtedly inspiring to those to aspire to loose

themselves completely from order, and the Xaotics lead

by example (if not authority). While there's no true rank

and file to the Xaositects, the Xaotics serve as a guiding

light for the faction. Naturally, they only do so in

spurts, though, often abandoning their followers just as

often as they lead them.

XAOTIC PATH FEATURES

Tragic Event (11th level): When you roll the number

prepared as for Unlikely Event you can use Tragic Event

or you can choose to use an healing surge. At 16th you

can make both.

Tragic Event Xaotic Feature

You transform an opponent into a series of wildly different

forms, preventing him from adjusting long enough to get

used to his new countenance.

At will ♦ Belief (Xaositects), Implement, Polymorph

Immediate Interrupt

Target: One random creature within 5

Attack: Intelligence, Charisma or Wisdom vs. Fortitude

Hit: Creature undergoes dramatic and continuous

mutation while under the influence. He suffers a

penalty to all actions equal to your wisdom modifier

and he gains an random effect (save ends).

1-3: Target is slowed.

4-5: Target is weakened.

6-7: Target is blinded.

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8-9: Target is deafened.

10: Target suffers from all four of these conditions.

Chance’s Friend (11th level): you can spend an action

point to reroll one roll you just made. You must use the

result of the second roll. If the second roll is lower of

the first you active tragic event on yourself.

Chaotic Mind (16th level): The power of chaos infuses

your mind. Whenever an enemy successfully attacks

your Will defense, that enemy takes 1d6 + your

Wisdom modifier psychic damage.

XAOTIC POWERS OF BELIEF

Improved Induce Chaos (11th level): This power swap

with Induce Chaos.

Improved Induce Chaos Xaotic Attack 11

You know how to sow chaos in others, infecting them with

raw randomness.

Encounter ♦ Belief (Xaositects) , Implement, Charm

Standard Action Area burst 3 within 10

Target: Each creature within burst

Requirement: Before the attack, you expend an healing

surge.

Attack: Charisma or Wisdom or Intelligence vs. Will

Hit:: The target is dominated (save ends) but you don’t

choice the action the character takes. Instead you roll

1d10 each round in order to determine how the

characters behave while under the influence of this

power.

1-3: Targets can act normally but are stilled dazed.

4-5: Targets take a move action away from you.

6-7: The targets stand around and take no actions.

8-9: Targets attack nearest creature

10: You can choose the action.

Divert Attack Xaotic Utility 12 Some wily Chaosmen learn to disrupt the patterns of combat

training, fooling somebody into making a major mistake or

into accidentally striking a friend.

Encounter ♦ Belief

Immediate Interrupt

Trigger: You are target by an attack.

Effect: The attack is redirected to a random target

within the reach. You include yourself and any of your

allies within range among the possible new targets.

Wildstrike Xaotic Attack 20

You surround a creature in an aura of chaotic arcane energy

that twists any power he uses to create unpredictable results

Daily ♦ Belief, Implement

Standard Action Ranged 10

Target: One creature

Attack: Intelligence, Charisma or Wisdom vs. Will

Hit: Until the end of your next turn, each time the

target attack, he makes an immediate saving throw. On

a success, the power works normally. On a failure, roll

a d6 to determine what happens:

1 - Nothing happens and the action and use of the

power are wasted.

2 - the power backlashes against the caster. Treat the

caster as the target or his square as the target square.

3 - the power hits a random target within range (other

than the caster).

4 - the power is reshaped into a random effect.

Randomly choose another power of the same type (at-

will, encounter or daily) and level from the same power

source, and treat it as if the caster had used that power

instead.

5 - the power, inflict minimum damage.

6 - the power surges in power, automatically critting, as

if the caster rolled a 20 on the die.

Sustain Minor: The wildstrike persists.