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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.
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