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What's the secret of the multiverse?  The Harmonium is always right.  At least, according to the Harmonium it is, which is probably why they've earned the nickname "The Hardheads."  See, the Harmonium believe that peace is the best possible state of the multiverse.  Farmers can tend to their crops, merchants can trade freely, and soldiers don't have to die.  Clearly peace is better than war.  And the only reason war exists in the first place is that people disagree.  If two countries have the same views, they don't fight.  It's when disagreement takes place that things go bad.

And what if everyone agreed?  What if everyone shared the same views?  Then there'd be true peace.  The multiverse would enter a golden age of harmony.  And so that's the Harmonium's goal, to get everyone to join the Harmonium, to get everyone on the same side.

Unfortunately, from their view, there are plenty of folks out there that resist the Harmonium, and that means war.  The Harmonium want to bring peace about, and will pay any price to get it, even the price of violence.  If bringing about peace means thumping heads, then the Harmonium will thump heads.  And every time the Harmonium defeats and enemy, there's one less person opposed to peace, one less barrier to the universal harmony that the multiverse is destined to have.

In Sigil, the Harmonium makes the City Barracks their headquarters, where they act as the city's police force.  On the planes, they base themselves out of Arcadia, the plane that best represents law and order for the greater good.

 

 

 

 

Command [General, Harmonium]
Hardheads are trained to magically enhance their voices so that others obey.
Prerequisites:
  Membership in the Harmonium
Benefit:  You may use Command as a Cleric of the same level once per day for every four levels you possess plus one.

Dictate  [General, Harmonium]
Hardheads are trained to magically enhance their voices so that others obey.
Prerequisites:
  Command, base will save of 1+, base attack bonus of 1+
Benefit: 
You may use Dictate as a Cleric of the same level once per day for every five levels you possess plus one.

Seasoned Officer [General, Harmonium]
Traditionally enforcers of the law, the Harmonium maintain peace by intimidation and never being caught flat-footed.
Prerequisites:
  Membership in the Harmonium
Benefit: 
You gain a +2 bonus to Intimidate and Initiative checks.

Hardheaded [General, Harmonium]
"Hardhead" isn't just a nickname - the Harmonium have a strong sense of purpose that allows them to resist effects that would sway others.
Prerequisites: 
Membership in the Harmonium
Benefit: 
You gain a +4 bonus to saves vs. mind affecting spells and effects.

Lawful Spellcasting  [General, Wizard, Harmonium]
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.

Team Player [General, Harmonium]
Hardhead units are train rigorously so that they may work well together.
Prerequisites:
  Membership in the Harmonium
Benefit: 
Whenever you flank a creature, other characters that are also flanking the same creature gain a +2 to their attack roll in addition to normal flanking modifiers.

Subdue Criminal [General, Harmonium]
Harmonium officers are trained to bring in criminals, alive if possible.
Prerequisites:
  Membership in the Harmonium
Benefit: 
You gain a +2 bonus to grapple checks and receive only a -2 penalty when attempting to deal subdual damage with normal weapons.

 

New Spell:  Dictate

Enchantment (Compulsion) [Lawful, Language-Dependant, Mind-Affecting]
Level: Clr 3, Pal 3, CoL 2
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell is an improved version of the command spell. Dictate allows the caster to speak a short, precise phrase or order of no more than a dozen words that must be obeyed by the target. Examples include, "Throw down your weapons," "Stay here until I return," or "seize that elf." Dictate must be phrased to create an immediate course of action for the target. Commands to "die" or "sleep" don't work, but commands to "lie down and put your hands behind your head" prove effective. If the caster phrases the dictate spell poorly, the DM can assign a saving throw modifier of +1 to +4 for the targets. If the caster directs the intended victim to take an obviously self-destructive action ("Throw yourself off that cliff" or "Kill yourself") the victim who fails his save stands still for one round, fighting the compulsion to obey. Such dictates never actually work. Once an order takes effect, the creature continues following it until it fulfills the condition or the spell's duration ends. Therefore, when a creature ordered to "climb the ladder" reaches the top of the ladder, the spell ends. A creature ordered to "wait here" does so for the entire duration.
This spell was developed by and for the Harmonium. Since Harmonium security is very tight and very effective, non-Harmonium priests have little chance to gain access to this spell.

 

 

 

 


Champion of Law

Champions of Law are the ultimate enforcers of the Harmonium.  They see it as their duty to scour the planes of chaos wherever they may find it and bring peace and harmony to the multiverse via force.  They rarely spend time in any one place, and are usually involved in one quest or another.  Champions of Law are highly regarded by other members of the Harmonium, though they rarely rank high within the bureaucracy, instead spending more time in the field.  Lawful Neutral champions are the most common, though good and evil Champions are not entirely unknown.

 

Class
Level
Base
Attack
Bonus
Fort 
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th
1 +1 +2 +0 +2   Smite Chaos 0 - - - -
2 +2 +3 +0 +3 1 - - - -
3 +3 +3 +1 +3     1 0 - - -
4 +4 +4 +1 +4 Bonus Feat 2 1 - - -
5 +5 +4 +1 +4     2 1 0 - -
6 +6/+1 +5 +2 +5 3 2 1 - -
7 +7/+2 +5 +2 +5   Bonus Feat 3 2 1 0 -
8 +8/+3 +6 +2 +6 4 3 2 1 0
9 +9/+4 +6 +3 +6     4 3 2 1 1
10 +10/+5 +7 +3 +7 Shield of Law 5 4 3 2 1

 

Requirements
To qualify as a Champion of Law, you must meet the following requirements
Feats:  Hardheaded, Command
Other:  Base Attack Bonus of 7+, Must be Lawful.

 

Class Skills
Class Skills: The Champion of Law's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (religion), Knowledge (the planes) (Int), Profession (Wis), and Ride (Dex).

    Skill Points at Each Level 2 + Int modifier.

 

Class Features
All of the following are class features of the Champion of Law

Hit Die:  d10

Weapon and Armor Proficiency:  Champions of Law are proficient with all armors, shields, simple, and martial weapons.

Smite Chaos:  Once per day, a Champion of Law may attempt to smite chaos with one normal melee attack.  He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per level.  If the Champion of Law attempts to smite a creature that is not chaotic, the smite has no effect but is still used up for that day.

Bonus Feat:  At 4th and 7th level, the Champion of Law gains a bonus feat, which may be used to purchase any feat from the fighter list or a Harmonium feat.

Shield of Law:  Upon reaching 10th level, a Champion of Law gains Shield of Law.  In effect, they are always under the effects of the Shield of Law spell from the Player's Handbook, except the slow effect only affects chaotic attackers. The DC for the slow effect of Shield of Law is 18+ the Champion of Law's wisdom modifier.

Spells per day/ Spells known:  beginning at 1st level, a Champion of Law may cast spells as shown on the above table.  These spells are divine and the Champion of Law prepares them as a Cleric.  The Champion of Law's spell list is as follows:

1st - Command, Detect Chaos, Detect Magic, Magic Weapon, Protection from Chaos, Summon Monster I*

2nd - Bull's Strength, Endurance, Dictate, Summon Monster II*, Zone of Truth

3rd - Keen Edge, Greater Magic Weapon, Magic Circle Against Chaos, Summon Monster III*

4th - Discern Lies, Dismissal**, Lesser Planar Ally*, Summon Monster IV*

5th - Atonement***, Dispel Chaos, Greater Command, Mark of Justice, Summon Monster V*

*May only summon lawful creatures (you may substitute the Axiomic template from the Manual of the Planes in place of the Celestial or Fiendish templates on animals summonable by Summon Monster spells)..

**May only target chaotic creatures

***May only target lawful creatures or members of the Harmonium.

 


 


Planar Detective

Sigil's a strange city, filled with so many different and exotic beings that a normal officer would be overwhelmed in an instant.  Harmonium patrols are faced with creatures that can teleport, plane shift, become invisible, or mind control others.e of that a normal patrolman would be out of his league.  

To deal with such a eclectic group of magical lawbreakers, the Harmonium has developed a special training program for their career patrolmen, meant to turn the best of them into a peacekeeping force capable of keeping the Cage in some semblance of order.  

The Planar Detective is is most often taken by Rogues, who generally make the best detectives (though Fighters serve as the bulk of  the Harmonium's police force).  However, Harmonium Fighters with only one level in Rogue or who have taken the Cosmopolitan feat to gain access to Gather Information are not uncommon.  Likewise, the Spell Penetration and Greater Spell Penetration are attractive to Wizards, who may decide to take a few levels in this class.

 

Class
Level
Base
Attack
Bonus
Fort 
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd
1 +0 +2 +0 +0   Sense Invisibility 1 - -
2 +1 +3 +0 +0 Skill  Focus,  Spell Penetration 1 - -
3 +2 +3 +1 +1   Track Teleport 2 1 -
4 +3 +4 +1 +1 Skill Focus, Greater Spell Penetration 2 1 -
5 +3 +4 +1 +1   Follow Teleport 3 2 1

 

Requirements
To qualify as an Planar Detective you must meet the following requirements
Feats:  Seasoned Officer or Subdue Criminal
Sills:  Gather Information 8+ ranks, Intimidate 4+ ranks
Other: BAB 4+

Class Skills
A Planar Detective class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Innuendo (Cha), Intimidate (Cha), Jump (Str), Knowledge (all), Listen (Wis), Perform (Cha) Profession (Wis), Search (Int), Sense Motive (Cha), Spellcraft (Int), Spot (Wis), Wilderness Lore (Wis).

    Skill Points at Each Level 6 + Int modifier.

Class Features
All of the following are class features of the Planar Detective

Hit Die:  d8

Weapon and Armor Proficiency:  Planar Detective gain proficiency with the sap and mancatcher, if they did not already have them.  They gain no other new armor or weapon proficiencies.

Sense Invisibility:  Whenever there is an invisible creature or object within the Planar Detective's line of sight, he may make a Spot check with a DC equal to 10 plus the invisible creature's level/hit dice.  If he succeeds, he knows there is an invisible creature nearby, but not it's exact location. 

Spell Penetration:  At 2nd level, the Planar Detective gains the Spell Penetration feat for free.

Skill Focus:  Upon reaching 2nd level, and again at 4th level, the Planar Detective gains the Skill Focus feat for free.  He may only apply it to one of the following skills:  Bluff, Diplomacy, Gather Information, Innuendo, Intimidate, Listen, Search, Sense Motive, or Spot. 

Track Teleport:  A Planar Detective may sense the location another teleported to.  To do so, the Planar Detective must spend a full round standing approximately where the teleporter teleported from and concentrate.  The Planar Detective then gains a vision of where the subject teleported to. This power works with all forms of instantaneous travel, including Teleport Without Error and Planeshift

Follow Teleport:  At 10th level, the Planar Detective gains the ability to follow a suspect that has teleported away. Whenever a creature teleports, the Planar Detective may choose to be automatically teleport along with the caster so long as the Planar Detective is within 5' of the teleporter.  This power works with all forms of instantaneous travel, including Teleport Without Error and Planeshift

Spells per day/ Spells known:  beginning at 1st level, a Planar Detective may cast spells as shown on the above table.  These are arcane spells and the Planar Detective prepares and casts them as a wizard, though they know all the spells on the spell list and suffer no arcane spell failure for wearing armor.  The Planar Detective's spell list is as follows:

1st - Detect Thoughts, Locate Object, See Invisibility, Comprehend Languages, Command, Detect Magic, Read Magic

2nd - Speak With Dead, Locate Creature, Hold Person, Find Traps, Tongues

3rd - Hold Monster, Dimensional Anchor, Invisibility Purge, Dispel Magic, Dictate

 

 

Factol Sarin

If there's any factol without guile, it's Sarin.  A paladin from the Harmonium world of Ortho, Sarin worked his way through the ranks there, before requesting the transfer to Sigil.  See, while the easy path of career advancement would be on Ortho, Sarin really believes in his faction's philosophy, and he'll do anything noble, lawful, and good to see it advanced.  And Ortho, the Harmonium's homeworld, was pacified by the Hardheads centuries ago - clearly if he wanted to spread the word of the Harmonium, he'd need to head to the Outer Planes.

He's been in Sigil now for twenty years, and led the faction for the last five of those.  His friendly but stern demeanor has earned him immense popularity within his own faction, and even among the other factions as well.  Sarin's always straight to the point, and never seems to beat around the bush.  Of course, the players in the Kriegstanz aren't used to this kind of behavior at all, and Sarin's style often catches them off-balance.  This openness, coupled with his sheer force of personality, has allowed Sarin to make a few political allies out of traditional neutral or even hostile factions.  Factol Erin Montgomery of the Sensates (a faction traditionally opposed to the Harmonium) can be counted as a close political ally of Sarin's, and there are even some whispers that they're intimate, though only a barmy'd believe them.  Sarin is both married and a paladin, after all.

In fact, that's another trait that distinguishes Sarin from the other factols - among them he alone is a family man (or woman).  Sarin's wife, Faith, is a priestess of St. Cuthbert, and one of the faction's spiritual leaders.  The happy couple has no less than nine children, which they raise in a stern but loving fashion.

Sarin can often be found on the streets of Sigil, wearing his signature red steel armor.  He's a very hands-on Factol that likes to see that everything is going smoothly, and to keep up with the current social climate and trends of Sigil.  Additionally, Sarin believes he can increase moral by performing himself the tasks he asks others to do - he doesn't feel he's doing a good job unless he arrests someone himself every week or two.  He's right, too - his attitude towards those under his command is the main source of Sarin's immense popularity within his faction.

Tactics:  Should the PCs attempt to fight Sarin, he uses his extra partial actions from his Boots of Speed to move into position, and then performs full-attack actions with both of his scimitars.

 

Sarin, Male Human Paladin16  CR 16; Size:M Type Humanoid; HD (16d10)+48; hp 154; Init +2 (+2 Dex, +0 Misc); Spd Walk 20'; AC 33 (flatfooted 31, touch 20), Primary hand: Honor (Keen Holy Scimitar +4) +22/+17/+12/+7 (1d6+10 12-20/x2 +2d6 holy damage vs. evil) and Off-hand: Duty (Keen Lawful Scimitar +4) +22/+17 (1d6+7 12-20/x2 +2d6 lawful damage vs. chaos); SA: Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands 96 hp/day, Remove Disease 5/week, Smite Evil 1/day, Special Mount, Turn Undead 9/day; Vision: Normal AL: LG; Sv: Fort +22, Ref +16, Will +15; Str 22, Dex 15, Con 17, Int 13, Wis 13, Cha 22

Skills and Feats:  Bluff +9, Concentration +18, Diplomacy +25, Handle Animal +13, Heal +11, Intimidate +10, Knowledge (Religion) +6, Ride +9; Ambidexterity, Improved Critical (Scimitar), Improved Two-Weapon Fighting, Command, Dictate, Power Attack, Two-Weapon Fighting
     Possessions:   Honor (Keen Holy Scimitar +4), Duty Keen Lawful Scimitar +4), Amulet of Natural Armor +5,  Ring of Protection +5,  Gauntlets of Ogre Power,  Boots of Speed,  Full Plate of Command +4, Ring of Minor Elemental Resistance, Cloak of Resistance +3

Typical Prepared Spells: Level 1: Bless x1, Cure Light Wounds x1, Protection from Evil x1, Level 2: Delay Poison x1, Resist Elements x1, Level 3: Dispel Magic x1