Index

Factions
Athar
Believers of 
   the Source
Bleak Cabal
Doomguard
Dustmen
Fated
Fraternity of 
   Order
Free League
Harmonium    
Mercykillers 
Revolutionary
   League
Sign of One
Society of 
   Sensation
Transcendent
   Order
Xaositects

 

Other Stuff
Message
   Board

What's New?
What's This?
PCGen Files

Links
Credits and
    Legal
Submissions
Contact

 

 

           

 

 

Knowledge is Power.  No one believes that statement more than the Fraternity of Order.  They believe that everything has laws.  Cities have laws.  Countries have laws.  Entire planes have laws.  So, they say, does the whole multiverse.  And that's how you get power - to discover those laws, and find ways around them.

Think about it.  If you knew the ultimate laws of the multiverse, and you could manipulate those laws, then you would control the very fabric of reality itself.  It'd make magic look like child's play by comparison. It'd make a person more powerful than the gods themselves.

The Guvners are dedicated to this search above all else.  Often, it requires study, sometimes it requires trips to exotic parts of the planes, always it requires a keen mind.  Their talk isn't just screed, either.  Some members of the Fraternity develop weird powers as they figure out how to get around the laws of reality.  And sometimes a Guvner figures something big out.  No one is sure exactly what happens, but sometimes they seem to ascend to a higher state of existence once they know enough about how things work.  More than a few of their past Factols have disappeared after claiming to be on to some sort of great secret to the multiverse.  

In Sigil, the Fraternity of Order makes their home at the City Courts, where they oversee all the legal issues of the city.  On the planes, they naturally gravitate towards Mechanus, the plane of ultimate Law.

 

 

 

 

Probability Manipulation [General, Guvner]
In their quest to understand the intrinsic laws of the multiverse, Guvners learn to affect the probability of any outcome.
Prerequisites:
  Membership in the Fraternity of Order
Benefit: 
Once per day, as a special free action, you may choose to add a +2 or -2 to any roll either you or anyone else makes.  This ability must be used before the die is rolled and may be used even when it is not your turn. 

Research Loophole [General, Guvner]
In understanding the multiverse, the Guvners learn the laws of reality, and how to get around them.
Prerequisites:
  Membership in the Guvners, base will save of 3+
Benefit: 
You may research loopholes in the laws of the multiverse.   This works exactly like a wizard researching a spell and may not grant abilities greater than a wizard of the same level may cast. If the you succeed, you can use the loophole as a standard action. However, each time you use it, there is a cumulative 10% chance the loophole will close and the ability will never work again. Each loophole is unique to it's discoverer and you may not know more loopholes than one quarter your character level.

Tinker With Magic [General, Guvner]
Even nonwizard Guvners, in trying to learn a bit of magic. 
Prerequisites:
  Membership in the Guvners
Benefit: 
You may choose three cantrips and you may cast any combination of them a number of times per day equal to 1+ your intelligence modifier.  You cast these spells as a wizard and your caster level is considered one third your total character level.  In addition, Use Magic Device is always a class skill for you.

Lawful Spellcasting  [General, Wizard, Guvner]
Hardhead mages have learned a thing or two about lawful and chaotic spells.
Benefit: 
Spells with the "Lawful" designator cast by you have their saving throw DC increased by 2.  You gain a +2 to saves vs spells with the "Chaotic" designator.

Special:  Wizards my purchase this feat with one of their bonus feats.

 

 

 

No entries in this category yet, care to submit?

 

 

Factol Hashkar

Most people's first impression when they meet Hashkar is that he's some minor scribe - he certainly doesn't look like a factol.  He's short, even for a dwarf, and he seems perpetually disheveled.  His eyes are always bloodshot from reading in all of his spare time, and he has a long mustache and beard, which isn't too uncommon for a dwarf, but unlike most dwarves he doesn't bother to keep his facial hair well groomed or tidy.  Physically, Hashkar is probably the least impressive factol in Sigil.

But mentally is another story.  Hashkar seems to absorb information like a sponge, and his incredible array of knowledge let him naturally shoot up the faction ranks, eventually becoming factol.  Of course, Hashkar is a dwarf, and they live quite a long time.  He's been factol for one 127 years, and he's not likely to go anywhere any time soon.  

Hashkar spends all of his time either reading or lecturing, and he'll lecture about anything and everything.  Even a question as simple as "where's the exit" will receive a detailed answer including:

(1) The history of the answer;
(2) A comparison of that answer with what the answer would've been under previous versions of the Rules; and
(3) An analysis of the answer, the question, the reasons for asking the question, and why the answer is vitally important.

Should the hapless questioner try to make an exit before he's done, Hashkar will most likely amble on with them, continuing to explain away.  He seems incapable of understanding that someone might only be looking for a short answer.  

In fact, this behavior is at least in part responsible for a new rumor that's making it's rounds in the Cage.  Word has it that Hashkar is a petitioner, the spirit of someone who's already died and is now living out their afterlife in the Outer Planes.  There's no solid evidence for it, but there's some circumstantial evidence.  First, Hashkar is single-minded, much more so than any normal body, even for another Guvner.  He literally can't seem to understand that others might not be interested in the Rules of Everything.  That's the kind of thinking that one normally expects only from petitioners, as they seek to bond with their plane.  Second, Hashkar never leaves Sigil.  Petitioners don't do this because death off-plane results in annihilation, and the fact is that Hashkar has never left Sigil for any reason whatsoever, not even to visit the faction headquarters on Mechanus.  In fact, he's turned down offers to lecture there by other faction members and the Mathematicians.  And Hashkar never turns down lecture opportunities.

Of course, the evidence against this is that Sigil simply doesn't get petitioners.  The Lady doesn't allow anyone to worship her, and neutral souls are drawn to the Outlands, not Sigil.  So if Hashkar is a petitioner, he's the first.

Tactics:  Should anyone try and fight Hashkar, he'll call for help and try to escape as fast as he can.  Thanks to his Research Loopholes feat, he has a few options as well.  As a 21st level character, Hashkar has five powers researched.  These abilities include:

  • The ability to instantly find a gateway to the Negative Energy Plane within 60' (used twice).

  • Traveling in forward in time, "skipping" as much as ten minutes forward (used once).

  • Summoning up to 10 monodrone modrons to aid him instantly (used three times; for more information on modrons, see the Manual of the Planes web enhancement).

The other two abilities have never been used, and so remain dark to all but Hashkar.  They are left to the DM's discretion.

Hashkar, M Dwarf Expert21  CR 10; Size:M Type Humanoid; HD (21d6)+84; hp 210; Init +0 (+0 Dex, +0 Misc); Spd Walk 20'; AC 10 (flatfooted 10, touch 10), / ( /x ) or ; SA: +1 to hit orcs/goblinoids, +2 on Appraise of stone/metal items, +2 on stone/metal Craft check, +4 dodge vs giants, save +2 vs spells, save +2 vs. poison, Stonecunning; Vision: Darkvision (60'),Normal AL: LN; Sv: Fort +11, Ref +7, Will +15; Str 9, Dex 10, Con 18, Int 31, Wis 18, Cha 6

Skills and Feats:  Alchemy +25, Animal Empathy +3, Appraise +16, Concentration +9, Craft (Armorsmithing) +13, Craft (Basketweaving) +11, Craft (Blacksmithing) +13, Craft (Bookbinding) +12, Craft (Calligraphy) +15, Craft (Candle Making) +13, Craft (Carpentry) +11, Craft (Cobbling) +11, Craft (Gemcutting) +12, Craft (Leatherworking) +11, Craft (Locksmithing) +12, Craft (Metalworking) +11, Craft (Painting) +11, Craft (Poisonmaking) +11, Craft (Pottery) +11, Craft (Sculpture) +11, Craft (Shipmaking) +11, Craft (Stonecarving) +12, Craft (Trapmaking) +11, Craft (Weaponsmithing) +13, Craft (Weaving) +11, Craft (Woodcarving) +20, Disable Device +30, Forgery +12, Heal +7, Knowledge (Arcana) +21, Knowledge (Architecture and Engineering) +21, Knowledge (Geography) +21, Knowledge (History) +23, Knowledge (Law) +35, Knowledge (Literature) +21, Knowledge (Mathematics) +25, Knowledge (Nature) +26, Knowledge (Nobility and Royalty) +21, Knowledge (Politics) +21, Knowledge (The Planes) +35, Knowledge (Undead) +21, Knowledge (War) +21, Profession (Apothecary) +14, Profession (Brewer) +6, Profession (Cartographer) +14, Profession (Cook) +8, Profession (Lawyer) +14, Profession (Miller) +5, Profession (Miner) +9, Search +25, Use Magic Device +22, Use Rope +1, Wilderness Lore +6;

Armor Proficiency (Light), Probability Manipulation, Education, Iron Will, Jack of All Trades, Polygot, Research Loophole (see text), Simple Weapon Proficiency, Skill Focus (Knowledge (Law), Knowledge (History)), Tinker with Magic (Detect Magic, Read Magic, Light), Track

     Possessions:   1 Hat of Intellect +6, numerous scrolls and books.