Index
Factions
Other Stuff |
Command
[General, Harmonium]
|
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
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