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Xaositects
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The Xaositects (pronounced "kay-oss-ih-tekts")
believe there is no order to anything. No pattern, no law, no Great Unified
Meaning. Look at the lawful factions, like the Harmonium and Guvners,
running around trying to impose laws on the multiverse. Any idiot can
see that the order isn't natural. After all, the moment they leave the order
they made falls apart, and things revert back to chaos. Don't fight the chaos, they say,
embrace it. Chaos is beautiful, and one should lean to appreciate
it's intricacy and randomness for it's own sake.
As for the The Answer to the multiverse, they say truth lies in
Chaos as well. After all, chaos is the natural state of the universe, so
the only way to truly get a glimpse on the Big Meaning is to become one with
the chaos, and let it's wonderful chance guide you.
In Sigil, the Xaositects make their base, such as it is, in
the disordered slums of The Hive. On the planes, they are of course most
at home in the chaotic swirl of Limbo.
Induce Chaos [General,
Xaositect]
Xaositects are skilled at creating chaos in others.
Prerequisites: Membership in
the Xaositects
Benefit: You may cast Random
Action once per day as a sorcerer of the same level. You may do this an
additional time for each four levels you possess.
Scramblespeak
[General, Xaositect]
Xaositects speak to each other using Scramblespeak, a
special application of the Innuendo Skill.
Prerequisite: Membership in the Xaositects
Benefit: You gain a +2 bonus to Innuendo skill checks, and it is
always a class skill for you. Typically, Xaositects employ a form of
Innuendo called Scramblespeak, where words are hopelessly transposed so as to
confuse the listner. When speaking in Scramblespeak, you may
choose to lower the DC to understand you. For instance, if you try to
speak in Scrambespeak, and your Innuendo check sets a DC of 23, you may choose
to speak in less complicated scramblespeak and set the DC lower so that another
lower ranking Xaositect can better understand you.
No entries in this category yet, care to submit?
Factol
Karan
Even among the more chaotic factions like the Free League and
the Fated, being a leader generally takes organizational skills and a the
ability to move within Sigil's political circles. Not so in the
Xaositects. The githzeari called Karan is as chaotic as they come.
Anyone talking to him for any length of time often comes across confused.
One minute he seems sane, and the next he seems as barmy as they come. No
one's quite sure if it's all part of his madness, whether he fakes the
insanity. Generally, most think the answer is "both."
Certainly, he seems to be able to lead his faction if not efficiently, then at
least effectively.
Since Xaositects live for the moment, they respect someone that
has good ideas, though they define "good ideas" in terms of chaos,
disorder, unexpectedness, and how much fun it would be to do it. Karan
seems to come up with a lot of good ideas, and so he always has a crowd of
Xaositects following him around, waiting for him to have one of his ideas and
following his lead. See, he's not really your typical factol. The
Xaositects don't have any real structure, and Karan doesn't really have any
underlings or give out any orders. He just walks the street, engaging in
chaos whenever possible. Of course, that's exactly what the
Chaosmen look for in a factol, so Karan seems to be Factol by general
consent. Sometimes he steps down, because it wouldn't serve a faction like
the Xaositects to always have the same factol, but he always ends up taking the
job back, and whoever assumed it in his absence always steps down whenever Karan
is ready to return to his old position.
Of course, all this isn't to say he completely ignores typical
factol duties. In particular, he rarely misses sessions at the Hall of
Speakers, where he delights in proposing laws that are often illogical or completely
nonsensical. Of course, he proposes laws that make perfect sense too,
which only make the lawful factions that much more suspicious, and the wordings
of which are often the most closely scrutinized.
Tactics: Due to his racial Inertial Armor and his
high dexterity, Karan eschews armor completely, and leaps around the
battlefield, striking with Spring and Whirlwind Attacks. He doesn't go
in much for magical items, but he's amassed a collection, and carries
different items on different days. The stat block below lists several of
the weapons that he owns and enjoys using. For two handed weapons, he of
course cannot use his shield, and so his AC is six less if he is employing one
of these. Note: the following stat block uses the Xaositect prestige
class found in Dragon Magazine #187.
Karan, Male Githzerai Fighter6 Xaositect10 CR 17; Size:M Type
Outsider; HD (6d10)+(10d8)+64; hp 157; Init +11 (+7 Dex, +4 Misc); Spd Walk 30';
AC 27 (flatfooted 20, touch 17), Flame Tongue +16/+11/+6 (1d8+5 19-20/x2 ) or
Falchion (Adamantine) +17/+12/+7 (2d4+8 18-20/x2 ) or Dagger of Venom +16/+11/+6
(1d4+5 19-20/x2 Inflict a poison spell 1/day) or Flail +2 (Heavy/Shock)
+17/+12/+7 (1d10+6 19-20/x2 +1d6 electric damage) or Gauntlet (Spring-Loaded)
+14/+9/+4 (1d4 20/x2 ) or Glaive +1 (Bane vs Oozes) +16/+11/+6 (1d10+8 20/x3 +2
better vs. designated foe and does +2d6 bonus damage); SA: Babble (10 ft.) (5),
Burst of Chaos, Chance's Friend (1/day) (3), Chance's Master, Chaotic Contagion,
Chaotic Defense, Confusion Aura (5 ft.) (4), day plane shift(once/day at 11th
character level), feather fall, Hide from the Law, Inertial Armor (Sp), Law's
Bane, No Rhyme or Reason, Psionics(Sp) At will-daze, shatter, Spark of Life,
Spell Resistance(Ex) 5+1/level; Vision: Darkvision (60'), Normal AL: CN; Sv:
Fort +12, Ref +16, Will +8; Str 18, Dex 25, Con 18, Int 14, Wis 17, Cha 18
Skills and Feats: Bluff +7, Climb +6, Diplomacy +10, Forgery +4,
Gather Information +7, Hide +8, Innuendo +24, Intimidate +10, Knowledge (The
Planes) +6, Move Silently +8, Read Lips +8, Sense Motive +8, Use Magic Device
+17; Blind-Fight, Dodge, Expertise, Improved Initiative, Induce Chaos,
Mobility, Quick Draw, Scramblespeak, Spring Attack, Whirlwind Attack
Possessions: 1 Sword (Flame
Tongue), 1 Falchion (Adamantine), 1 Dagger (Venom),
1 Flail +2 (Heavy/Shock), 1 Gauntlet (Spring-Loaded),
1 Glaive +1 (Bane (Oozes)), 1 Shield +4
(Large/Steel/Medium), 1 Amulet of Natural Armor +4, 1 Bracers
of Armor +6,
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