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How do you know anything about the multiverse?  That's simple, say the Sensates, it's by your senses.  If you couldn't touch it, smell it, see it, hear it, or taste it, then how would you know anything about it?  And since the only way to know anything about the multiverse is thought the senses, then the only way to fully understand it is to fully experience it; to drink in it's sights and sounds and make it a part of you.

Of course, anyone can tell you that it's impossible to experience the entire multiverse.  It is infinite, after all.  But the Sensates think they know a way around that problem. See, every experience, every sensation is a reflection of the whole multiverse.  Each experience reflect the underlying truth of it all, So the key isn't just breadth of experience, it's also depth.  You have to explore your senses fully.  You have to savor the intricate flavor of wine and appreciate the subtle texture of art.  In everything you experience, you must seek to understand ever nuance of that experience.  The secret of the multiverse is there for anyone to find - anyone that experiences it thoroughly enough.

In Sigil, the Sensates make their home in the Civic Festhall, and on the planes they make their home in Arborea, the plane where beauty may be found in all things.

 

 

 

Broad Experiences [General, Sensate]
In their quest to experience everything, Sensates often learn at least a little bit on a broad range of subjects.
Prerequisites:
  Membership in the Society of Sensation
Benefit: 
You may use the Bardic Knowledge ability as if you were a bard of half your level.  If you already have the bardic knowledge ability, you gain a +4 bonus to it.

Keen Senses [General, Sensate]
You have developed your senses far more than most
Prerequisites:
Membership in the Society of Sensation
Benefit: 
You gain a +1 bonus to Listen and Spot checks, and they are always class skills for you.
Special:  Keen Senses may be used in place of Alertness for any prestige class or feat prerequisites.

Keen Smell [General, Sensate]
You have developed your sense of smell far more than most.
Prerequisites:
Keen Senses, Membership in the Society of Sensation
Benefit: 
You gain the Scent ability, as described in the DMG.

Keen Sight [General, Sensate]
You have developed your sight far more than most.
Prerequisites:
Keen Senses, Membership in the Society of Sensation
Benefit: 
You gain Darkvision, as described in the PHB.

Keen Hearing [General, Sensate]
You have developed your sense of hearing far more than most.
Prerequisites:
Keen Senses, Membership in the Society of Sensation
Benefit: 
You gain a +2 competence bonus to listen checks, and gain Blindsight 5' as long as you can hear.  If someone is attempting to move silently, you must still beat their Move Silently with a Listen check to hear it.  You may also identify notes with unerring accuracy, and gain a +2 synergy bonus to Perform checks with musical instruments or singing.

Keen Touch [General, Sensate]
You have developed your sense of touch far more than most.
Prerequisites:
Keen Senses, Membership in the Society of Sensation
Benefit: 
You gain an extraordinary sense of touch accurate enough to identify what is written on a piece of paper by tactile contact alone.  Through tremors in the ground, this allows you to pinpoint the location of any moving object within 20' within a few feet of accuracy (using miniatures, you may determine the square any moving invisible object is in).  

Keen Taste [General, Sensate]
You have developed your sense of taste far more than most.
Prerequisites:
Keen Senses, Membership in the Society of Sensation
Benefit: 
You may identify any potion, poison, or anything else you have previously tasted with 100% accuracy (you may taste only a small drop of poison, so that it does not affect you).  This also grants you a +2 bonus to Profession (cooking).

 

 

 

 

 

Searchers in the Dark

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 Searchers in the Dark are an order of Sensates that have taken this philosophy to a new level.  If, they say, the multiverse doesn't exist beyond what you can sense, and if the way of finding the true dark of the multiverse is through fully exploring what you can sense, then the best way to do so would be to limit your senses available.  After all, if a berk can't see, then there is no sight in the multiverse, at least not to him, and he can more fully devote himself to exploring his other senses.  It may be that the way to finding the Big Dark of the multiverse is by staying in the dark constantly, and so that's what the Searchers do.  Members of this Sensate order ritualistically blind themselves so they aren't "distracted" by what is the predominant sense of most races, so that they can better explore their remaining senses - and tumble onto the ultimate Dark of the universe faster.
 
And what is the ultimate Dark of the multiverse?  Well, the Searchers claim they know the answer, and that is "it's different for everyone."  See, if the multiverse exists only as far as you can sense it, and if everyone senses different things, then it must reveal different things to different people.  Your ultimate Dark'll be different than another sod's.  This puts the Searchers in direct opposition to Checker, and his sensate faction, the Common Sense.  It especially doesn't help that the Searchers can't see the Senses' art.  On the other hand, it puts them on very good terms with certain factions of the Signers.
 
The Searcher in the Dark prestige class appeals greatly to rogues who spend much time in the dark anyway, and to melee fighting characters.  Characters such a wizards and ranged attackers generally shun the Searchers, as they need their sense of sight to attack foes.
 

Class
Level
Base
Attack
Bonus
Fort 
Save
Ref
Save
Will
Save
Special
1 +0 +0 +0 +2   Blind, Exceptional Hearing
2 +1 +0 +0 +3 Canny Dodge, Keen Taste
3 +2 +1 +1 +3   Glimpse of the Dark
4 +3 +1 +1 +4 Keen Smell
5 +3 +1 +1 +4   Keen Touch
6 +4 +2 +2 +5 Keen Hearing
7 +5 +2 +2 +5   Vision of the Dark
8 +5 +2 +2 +6 Improved Keen Touch
9 +6 +3 +3 +6   Perfect Senses
10 +7 +3 +3 +7 The Dark Revealed

 

Requirements
To qualify as a Searcher in the Dark, you must meet the following requirements
Skills:  Listen 11+ ranks
Feats:  Keen Senses, Blind Fight
Other:  Must be of a race that primarily relies on sight.

Class Skills
A Searcher in the Dark's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Swim (Str), and Tumble (Dex).

    Skill Points at Each Level 6 + Int modifier.

Class Features
All of the following are class features of the Searcher in the Dark

Hit Die:  d8

Weapon and Armor Proficiency:  Searchers in the Dark gain no new weapon or armor proficiencies.

 

Blind (Ex):  All Searchers of the Dark ritualistically blind themselves.  Treat all opponents as invisible, as detailed on page 78 of the Dungeon Master's Guide.  Essentially, all opponents have 100% concealment, the Searcher must guess the space they are in, and Searchers are always flat-footed.  Additionally, they may move at only 3/4 of their normal movement speed.  (This number is normally 1/2, but is reduced to 3/4 due to the Blind-Fight feat).  This ritual of blinding causes you to permanently loose your sight, and it may not be regained by any means except a Wish or Mircale, and if you regain your sight, you immediately loose alll special abilities associated with the Searcher in the Dark prestige class.  If you are polymorphed into another creature, your new form is blind as well.  
 
Exceptional Hearing (Ex):  Searchers in the Dark gain a +4 competence bonus to listen checks, as their hearing becomes more attuned due to lack of sight.  They may know the space an opponent is in if they beat their listen DC by 6.  DCs can be found on page 78 of the Dungeon Master's Guide.
 
Canny Dodge (Ex):  As they become accustomed to lack of sight, they are better able to react to opponents they can't see.  As long as they know which space their opponent is in (due to a listen check or other means), they are not considered flat-footed against them.
 
Keen Taste (Ex):  You may identify any potion, poison, or anything else you have previously tasted with 100% accuracy (depending on dosage, you may taste only a small drop of poison, so that it does not affect you).  This also grants you a +2 bonus to Profession (cooking).
 
Glimpse of the Dark (Su):  As a Seracher unlocks his path to understanding his own true Dark of the multiverse, he gains glimpses into it's truth.  Once per day, as a free action, he may glimpse his true Dark, and act with unnatural perfection.  This allows him to add a +2 competence bonus to his next roll on a d20 or a +1 competence bonus to any other die, or add or subtract 5% from his next percentile roll (he must choose if he is adding or subtracting before he rolls the percentile dice).
 
Keen Smell (Ex):  You gain the Scent ability, as described in the Dungeon Master's Guide
 
Keen Touch (Ex):  You gain an extraordinary sense of touch accurate enough to identify what is written on a piece of paper by tactile contact alone.  Through tremors in the ground, this allows you to pinpoint the location of any moving object within 20' within a few feet of accuracy (using miniatures, you may determine the square any moving invisible object is in).  
 
Keen Hearing (Ex):  You gain Blindsight 5' as long as you can hear.  If someone is attempting to move silently, you must still beat their Move Silently with a Listen check to hear it.  You may also identify notes with unerring accuracy, and gain a +2 synergy bonus to Perform checks with musical instruments or singing.

Improved Keen Touch (Ex):  You gain Tremorsense 5'.  
 
Perfect Senses (Ex):  Your senses have become so attuned that a combination of them all grants you Blindsight 15'.  However, if you are denied any sense (other than sight, obviously), such as being inside of a Silence spell's area of effect, you loose this ability.  
 
Vision of the Dark (Su):  As a Searcher advances on his path toward uncovering his true Dark, he better understands the truth of the multiverse.  Once per day, he may act with the unerring perfection of one who understands everything within his universe, and may choose not to roll a die.  Instead he may choose the number that he is considered to have rolled.  Whatever number he chooses must be a valid and possible result.  If he would have rolled a d6, he may not choose "seven," for instance, and this ability never results in critical threats.  He may also use Glimpse of the Dark one additional time per day.
 
The Dark Revealed (Su):  The penultimate goal of any Searcher, at 10th level he has nearly unlocked his true Dark, and misses only a small key to understanding everything he perceives.  With this great understanding of all he perceives, he is treated as always having Glimpse of the Dark in effect.  In addition, he may use Vision of the Dark an additional time each day.  Those that finally and completely unlock their true dark are said to ascend to a higher state of being, though this is not covered by this class.

 

 

Factol Erin Darkflame Montgomery

Along with Rowan Darkwood, Erin Darkflame Montgomery is counted among the two most powerful people in Sigil.  Erin grew up in the small town of Grim's Head, somewhere in the realm of Tir Na Og on the Outlands.  Her psionic talent for healing was discovered at an early age, and so at the age of ten she began training with the church of Diancecht, the Celtic god of healing.  Over the next few years, she grew into a beautiful woman, with a fiery personality and a keen mind that looked out on the world behind her striking green eyes.  

When she was sixteen, all that ended.  A tanar'ri general had decided that a strike on the Outlands would be a good idea, and paid the price when the Celts of Tir Na Og rose up and defeated them soundly.  Being a priestess of Diancecht, Erin was sworn to heal all that came before her, friend or foe.  But by the time the tanar'ri themselves arrived for aid, Erin had given all she could give.  There was no healing for them.  Many, including the general Za'rafass died, but a few made it back to the Abyss.  Za'rafass was favorite of a powerful Abyssal Lord, and he demanded answers.  The survivors made Erin into a scapegoat, and blamed her for Za'rafass's death.

The tanar'ri sent assassins to take care of Montgomery, but through cunning and a lot of luck managed to avoid them.  However, she knew her luck wouldn't hold out, and so she fled the Outer Planes.  Over the next few years she traveled from prime world to prime world, and became quite a hedonist.  As a priestess, she'd never really had a childhood, and now free of that life she cut loose.  She took many lovers, tried many exotic wines, and became decadent in her tastes

Her combination of mind, beauty, and personality let her instantly make friends wherever she went, and she eventually fell in with a group called the Pax Imperica, a group of hedonists that enjoyed pleasures of every type and put on spectacles of entertainment, including gladiatorial fights that often ended in death.

It was among the Pax Imperica that she met Cuatha Da'nanin, a slave scheduled to fight in the Spits, an atrocity he was not likely to survive.  Even to her jaded eyes, she found found him extremely attractive - a half-elf that combined the best qualities of both races.  But his eyes were what truly caught her attention - they were the same striking green color as her own, so much so they seemed a reflection of her own.  Yet in another way, his eyes were completely unlike hers, for despite his life of hardship and toil, despite his almost certain death to come, Erin saw that Da'nanin's eyes shown with an inner strength and compassion.  But in Erin's eyes, Da'nanin saw only an arrogant, sadistic, self-serving woman.

And Erin Darkflame Montgomery looked over her short life and saw what she'd become.  Once she had been a woman sworn to heal all that came, even her mortal enemies.  Now she was a willing participant to the death of slaves, forced to fight to the end.  There was still enough of the old Erin left that she felt great shame, and that night she freed Da'nanin and escaped with him to Sigil.  

There, she naturally fell in with the Sensates.  Da'nanin became Erin's consort, and joined the Sensates as well.  As Montgomery rose through the faction, Da'nanin was her right-hand man, helping her all the way.

At the age of 33, Erin is now the factol of the Sensates, and is attempting to move them away from the physical pleasures.  She knows first hand that hedonism can destroy a body, and since she joined the faction, she's seen plenty others become lost on the same path that lead to her own fall from grace.  She pushes cerebral experiences such as art, music, and philosophy over the more traditional Sensate past times.   

As a diplomat, she's forged many political alliances, even with factions that are traditional enemies of the Sensates, such as the Harmonium.  Her natural beauty and sharp mind have served her well, and today she stands at the height of power in Sigil, as the undisputed current master of the kriegstanz.

Tactics:  Erin doesn't use magical protections, trusting on her reputation to protect her (and, indeed, with her political connections anyone would be insane to try - they'd certainly end up dead within a few days).  Should Erin be attacked, she will most likely just teleport away.

 

Erin Montgomery, Female Human Psion(Egoist)1 Cleric9  CR 10; Size:M Type Humanoid; HD (1d4)+(9d8)+10; hp 63; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 12 (flatfooted 10, touch 12), *Crystal Mace +8/+3 (1d8+2 20/x2 (Crystal Mace is a Heavy Mace +2, +4 vs Evil creatures. May cast Magic Circle Against Evil 1/day); SA: Ego Whip, Empty Mind, Mental Barrier, Spontaneous casting, Thought Shield, Tower of Iron Will, Turn Undead 8/day; Vision: Normal AL: LG; Sv: Fort +7, Ref +5, Will +11; Str 11, Dex 14, Con 13, Int 14, Wis 17, Cha 20

Skills and Feats:  Balance +5, Climb +2, Concentration +14, Diplomacy +22, Heal +11, Listen +10, Sense Motive +10, Spot +10, Stabilize Self +6, Swim +3; Broad Experiences, Empower Spell, Keen Senses, Keen Touch, Smooth Talk
     Possessions:   1 Ioun Stone (Vibrant Purple),  1 Crystal Mace,
Deity: Diancecht Domains:  Healing (You cast healing spells at +1 caster level.) Travel (For a total of 1 round per your cleric level per day you can act normally regardless of magical effects that impede movement. Wilderness Lore is a class skill.)

Known Psionic Abilities: Level 0: Burst x1, Detect Poison x1, Level 1: Lend Health (Lend Health heals the target for 1d8+level damage (maximum of five), but deals the same amount to the caster)

Typical Prepared Cleric Spells: Level 0: Create Wine x2, Detect Magic x1, Light x1, Read Magic x1, Resistance x1, Level 1: Command x1, Comprehend Languages x1, Cure Light Wounds x1, Detect Evil x1, Portal Beacon x1, Level 2: Avoid Planar Effects x1, Cure Moderate Wounds x1, Endurance x1, Hold Person x2, Zone of Truth x1, Level 3: Dispel Magic x1, Fly x1, Magic Circle against Evil x1, Protection from Elements x1, Speak with Dead x1, Level 4: Dimension Door x1, Eagle's Splendor (Empowered) x1, Owl's Wisdom (Empowered) x1 Level 5: Teleport x1, True Seeing x1,