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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,
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