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PSCS 4th Edition

OUTLINE:

Introduction

For "original Planescape cosmos with 4E rules" there's no need adressing the flavor in the
new MotP at all - just the crunch. The multiverse is still organized as the Great Wheel, there
are still 9 alignments, the Abyss is still an Outer Plane, and demons are still exemplars of
Chaotic Evil. Things are like they used to be, just with updated rules.
For "new cosmos with Planescape flavor" the point is to suggest how the 4E World Axis
cosmos can be fitted to Planescape style. The multiverse is organized as the new World Axis
cosmos, there are 5 alignments, the Abyss is a realm in the Elemental Chaos, and demons
are corrupted elementals. The foundation is pretty much the new MotP I would think, but
adjusted for a Planescape feel.

Why use these 2 different approaches?


Because the former approach appeals more to us old Planescape fans who like the setting
as is but like the new ruleset, while the latter approach appeals more to new D&D players
who play the current edition but want to learn about why Planescape is a great setting.

How to apply the Planescape Twist to the PoL Cosmology


(no rules changes - keep the new cosmology, old flavor)

1) Planescape concepts to uphold in the 4th Edition design


2) GM advice to Flavour for the PoL planes
3) Techniques to use Sigil in the PoL cosmology
4) Techniques to translate Faction Beliefs to PoL archetypes
5) Techniques to translate the Blood War to the PoL Lower Planes
You see, I'm talking about the idea of human archtypes; some players (not here, of course)
many of the times pick human as they're race all the time, not for the traits it offers or
because it's easier to roleplay, but because it's more historically accurate and they don't
want to break the fantasy of Arthurian tales by playing dwarves of elves. Of course,
sometimes they like the idea of gaining different mechanics or just playing someone that
the race represents, such as the witty gnome trickster or the outcast anti-hero that half-
orcs give so many opportunities to play, and of course, it breaks the fantasy if other players
play a celestial feral half-dragon half-elf paragons. But, like the DMG II pointed out, you can
have your cake and eat it too, and so can your players. This is represented in this example
as archtypes, humans who have traits related to races, such as preternaturally charismatic
and socialites (half-elves) or short, gypsy-like knaves who are especially sneaky and brave
(halflings).
4th edition left a lot of people in the dumps, but my fear is that for everything it is, it left
you guys in the worst area. The planes have become a haphazard place, the entire order of
the multiverse becoming erratic and without any hope of the history or flavor of the planes
being recovered. But, as a D&D evolutionist and a sly man of the city, I'm used to making a
few changes to something to get the most out of it with the least harm, I ask you: is it?
Does everything have to thrown away because the names of the planes and some of the
flavor has been changed? I say no, and there's a reason in the 4th Edition Dungeon Master's
Guide why you shouldn't either: Acheron. Yes, the Infernal Battlefield, the War amongst the
Cubes, the medium between Baator and Mechanus is why you should not give up on the
past of Planescape while staying in the present of Dungeons and Dragons. All's it takes is a
little placement and reordering, and here's how.
The basic premise of the planes is 4 planes (with 2 extra if you count the Abyss located in
the Elemental Chaos and the Far Realm located in the belly button of a vacuum mephit, or
wherever it might be): The Feywild, Shadowfell, Astral Sea and Elemental Chaos. The
planes that made these are fairly obvious (Shadowfell = Plane of Shadows, Elemental Chaos
= elemental planes and Limbo, etc.) and that leaves the rest of the planes mentioned to
just vanish. Sure, there's the Nine Hells and the Celestial Mountain in the astral sea, but
that really seems about it. But then I heard about a Acheron in the astral sea, how from it's
description, it hasn't changed in the smallest. I then realized that it hadn't changed, it was
the same place as it ever was, just a part of the bigger picture. Now with this in mind, I
thought what else in the astral sea? Mechanus? Bytopia? Gehenna? Then I thought about
what could be in the other planes, what happened to Ysgard and Canceri and the other
planes of existence that made up the multiverse and inspired a whole culture of gamers and
intellectualists? So I made a list, a list of where everything went in all of existence, and here
it is:

The Ethereal Plane - Split between the Shadowfell and the Feywild, as both deal with spirits
of the dead and the mysterious powers of the unknown that lurks in the mists

The Plane of Shadows - Of course, this was is the basis of the Shadowfell

The Astral Plane - What became the Astral Sea

The Elemental, Paraelemental and Quasielemental Planes - As a plane alternating constantly


between billowing winds and solid rock, burning magma and freezing cold, awesome colors
and desiccating salt, the Elemental Chaos fits this to a key

Negative Energy Plane - if the Plane of Shadows is the basis of the Shadowfell, the faded
colors and emotions and the source of many undead mark the Negative Energy Plane as the
power of the Shadowfell. In fact, it is my belief that the black orb in the starless sky of this
murky plane is similar to what it used to be in previous editions, perhaps being a passage
way to the darker elements of the Elemental Chaos

Positive Energy Plane - if the Negative Energy Plane powers the Shadowfell, it's the Positive
Energy Plane the makes up the Feywild with it's bright colors and enviorment teeming with
life. Perhaps the bright orb in this plane's sky is the way to what was the positive
quasielemental planes just like Shadowfell's orb.
Ysgard - With it's lush, lively terrain and and resurrecting traits as well as the presence of
elves, this would have to be in the Feywild, but with such extreme elemental traits and
lawless atmosphere, this plane would have to border the Elemental Chaos, as well
Limbo - Despite being a former outer plane, Limbo has become the power of the elemental
chaos, keeping the elements from resolving each other and leaving only one dominant, or a
great big mess that would just destroy it's own section of existence.
Pandemonium - Though it's actually located in the elemental chaos, this probably belongs in
the Abyss, or at least close to the end of the maelstrom where the Abyss is located.
The Abyss - The end of the Elemental Chaos, its own maelstrom of entropy and wanton
destruction
Carceri - A section of the Abyss, perhaps the prison that holds Tharizdun and other malign
gods, primordials and cursed artifacts
Hades - A place of despair and a home to lost souls, this plane fits the Shadowfell
Gehenna - With it's high, rocky mountains, acidic hail, deadly hurling lava balls and
suffocating smoke, Gehenna is placed in the lower sections of the Elemental Chaos, but as
queer and contradictory as it is, the yugoloths brought this plane down from the Astral Sea
and there are still places which transfer through the plane to the godly domains.
Baator - In a place of chocking smoke, where the radiant rainbows and milky white colors
become black goo that seems to stick only to the conscious and the soul. Baator, or the
Nine Hells, haven't changed, berk; same thing, different place; in this case, the Astral Sea
Acheron - The inspiration of this article, Acheron is placed in Astral Sea; A place where two
gods constantly do battle with each other, where soldiers suffer tragic and gruesome
deaths, not once, but for all eternity fits the immortal theme of the Astral Sea.
Mechanus - Angels are physical beings formed from ideas and composed from astral threads
of the plane, in this case, as the word(s) of god(s): Justice. Valor. Vengeance. Healing.
Perhaps we'll hear about darker angels, ones that represent ideals such as greed, hate and
darkness. But as the Elemental Chaos is a place of anarchy perfected, the idea of perfected
laws and true order make the astral energies into ever churning, always moving gears with
beings composed of both the metallic nature of the law and the life-like, organic parts of
divinity.
Arcadia - A place of harmony and of true community, this place looks under the defence and
peace of the gods that reside in the Astral Sea.
Celestia - A shining mountain that holds beings of strength and virtue on shining, opaque
waters, The Shining Mountain lies on the Astral Sea
Bytopia - However tame and civilized the Twin Paradises' seem, it is still a very wild place
where beasts attack visitors and the wilds are just that and thus inhabits the Feywild. Still,
there are some mountains that seem to only go one way, and at the end are surrounded by
a silvery white light.
Elysium - This place makes up the softer sections of the Feywild. Small marshes, pleasant
bogs and other such watery areas make up this section of this plane.
The Beastlands - An wild domain of hundreds of different beasts, both natural and from
planes abound, the Beastlands belong in the Feywild
Arborea - One would suspect that Arborea would fall into the Feywild, but because Correlon
places his domain on Arvandor and Sehanine occasionally travels there, Arborea is set in
both the Astral
Sea and the Feywild
The Outlands - Strangely enough, the home of the Spire doesn't seem to exist in the
standard geography of the multiverse. Rather, it seems to be outside the order of the
planes, perhaps at the very center of the planes (of course, with an infinity, not to say
multiple infinities, there is no real center). Because of (insert multiversal, plane shattering
cataclysm here), almost a dozen gatetowns have been demolished, the ones remaining?
Converted into 4 entirely different towns: Sovereign (Astral Sea), Snafu (Elemental Chaos),
Sylvan (Feywild) and Umbra (Shadowfell).
So let's go over where the planes went in the multiverse:
Feywild - Ethereal Plane (half), Positive Energy Plane (powers), Ysgard, Bytopia, Beastland,
Arborea (half), Elysium, Sylvan (gatetown)
Shadowfell - Ethereal Plane (half), Plane of Shadows (basis), Negativ Energy Plane
(powers), Hades, Umbra (gatetown)
The Astral Sea - Astral Plane (basis), Gehenna (bordered), Baator, Acheron, Mechanus,
Arcadia, Celestia, Bytopia (bordered), Soveriegn
(gatetown)

Elemental Chaos - Elemental Plane (basis), Limbo (powers), Abyss, Canceri (Abyss), Ysgard
(bordered), Gehenna (Abyss), Snafu (gatetown)
And is it with the end of this list that I would like to say that with 4th Edition we should not
say goodbye to Planescape (or any other setting, really, that relies on the cosmology; things
like Spelljammer and Ravenloft are just as safe), but to say hello to brand new concepts:
How tieflings are now all royal heirs to a fallen empire, how angels and elementals impact
the Blood War with the line of Baator and Abyss blurred into a bigger pictures, and
Primordials.
How to use the great wheel in 4e (from the manual of the planes):
Material Plane: The mortal world.
Astral Plane: the Astral Sea.
Plane of Shadow: Shadowfell.
Plane of Faerie: Feywild.
Ethereal Plane: The Ethereal Plane is the most difficult part of this cosmology, because it’s a
new fundamental plane that no game effects refer to in the rules. Various powers or magic
items may confer temporary etherealness, and rituals can shift travelers into the Deep
Ethereal to journey to the Inner Planes.
- Six Inner (Elemental) Planes: In the Great Wheel cosmology, the Elemental Chaos does
not exist. Instead, the Planes of Air, Earth, Fire, and Water are all separate from each other.
In addition, the Positive Energy Plane and Negative Energy Plane.
- Seventeen Outer Planes:
- Ysgard (Unaligned): A warlike domain, where great heroes battle giants.
- Limbo (Unaligned): Like the Elemental Chaos, Limbo is a plane where matter assumes
random forms.
- Pandemonium (Chaotic Evil): Pandemonium
- The Abyss (Chaotic Evil): The Abyss
- Carceri (Chaotic Evil): Carceri
- Hades (Evil): Plutos.
- Gehenna (Evil): Tytherion .
- The Nine Hells (Evil): the nine hells.
- Acheron (Unaligned): Chernoggar.
- Mechanus (Unaligned): An astral dominion of perfect law and inflexible order.
- Arcadia (Lawful Good): Hestavar.
- Celestia (Lawful Good): Celestia.
- Bytopia (Lawful Good): A domain consisting of two idyllic layers, each forming the other’s
sky.
- Elysium (Good): A domain of golden fields, where the deserving find rest.
- The Beastlands (Good): A wilderness domain populated by wise animal like spirits and
guardians.
- Arborea (Good): Arvandor
- The Concordant Domain (Unaligned): A neutral plane influenced by all the others and
populated by a smattering of folk from other planes.
- Demiplanes: Sigil and the Far Realm are demiplanes in the Great Wheel cosmology. Their
exact location in the cosmos is not known.

7) Techniques to translate the Inner Planes


8 ) Techniques to translate the Outer Planes
9) Techniques to translate the Transitive Planes
10) Playing the Classes in the Planes

Because I think there's a need for some discussion about character classes on the planes.
Martial Classes
"Among all the bashers you find out there in the planes, most of them rely on pure skill and
physical training. It's what some greybeards describe as"martial power". Easily among
some of the most underestimated skills, but more common than all the others you find out
there.
Why is such a mundane seeming source of power so common among the planes a body
might ask? Well that's because such abilities don't rely on any screed such as esoteric
training, misplaced faith or anything that barmy. You see, with the rules of reality varying
between plane to plane, the most reliable thing should be a basher's own wits and might.
Martial abilities don't require too much for a basher to know, and therefore it's the most
common out there. With that being said, as common as you'll find plenty of bashers with
martial training, true bloods with martial training are hard to find. Most bashers with
martial training are merely thugs, knights of the post and other berks.
The mightiest most top shelf bloods with martial training can fight off hordes of the Blood
War with little effort, they can wrestle a proxy down and easily nick some lizard to the
dead-book. Just like anything else it relies on constant dedication, the right mindset and
constant adversity. What martial abilities lack is anything flashy, through martial training a
cutter is not going to be flying through the air (unless they have wings), they're not going
to be jumping across the planes under their own powers, she can't create something from
nothing or rewrite the laws of reality. For some, many would see that as a limitation, and
it's perhaps why there aren't bloods everywhere with such abilities, but the greatest of such
bashers rely on their canniness just like many others.
So who among the planes have need for a cutter with a good swordarm who knows what
they're doing? Well the answer is everybody. Every single one of the former factions had a
need for such bashers. The training and dedication, have given many such bashers the right
mindset and view of how the 'verse is to excel in their factions. Some would say that
martial training drives them more than it does with many other bashers. They have less to
take as granted with such abilities, bringing quite a few of them to the top-shelf of their
respective factions.
The Hardheads, Mercykillers and Sinkers had plenty of uses for fighters, and while most of
those bashers were nothing more than common thugs there was always a few bloods
among them. The Anarchists and Sensates attracted plenty of rogues who were quick with
a blade and good with the words that came out of their brainbox, some of the most subtle
and canniest bloods were such. Certainly among my former faction and many others, a
cutter such as a ranger who's good in the infinite wilderness and cities of the planes were in
demand. And everyone always had a need for a warlord, a basher that's as good at fighting
as they are at leading, as it's an inevitable truth that there will always be conflict among the
planes. And it's not just the factions that had use for such bashers, even the powers
themselves saw such uses for them."
-Rayl Whitespoon (CN female githzerai swordmage) former academy trainer of the Fated
Arcane Classes
"No power in the 'verse can overcome Arcane Magic, it is a force that's within every facet of
existence. From a body, to the rocks and the air to the very forces that bind the planes
together. Arcane power lies everywhere, from the furthest reaches of the Astral, to the
limitless expanses of the Elements and Outer Planes, the depths of the Shadow and
everywhere between and beyond. It's the laws of reality, and as well the heart and soul of
reality itself. The only way for one to become a true blood is through arcane magic, a force
beyond the tiny inferior minds of most of the berks out there.

You see, magic the one and only true force of all reality is the greatest force there is in all of
existence. A cutter who knows what he's doing bends the multiverse to his will, a feat
that's only possible through the power of the arcane itself. To be a real blood, you must be
able to understand the complexities of how existence works around you. It's something
that only the enlightened, the truly canny and capable of doing, the rest of the sods out
there are mere mortals. Years of study and a constant drive to learn more of the secrets of
the verse is perhaps the most reliable path to such power. But the art of the arcane comes
in many forms and practices as the art was never something so easily limited by methods
and narrow paths. For some bloods magic comes naturally, but perfection can even come in
the form of tinkering with trinkets and formula, the very soul of power from music and art
itself, to more base methods such as the darks gleaned from terrible unknowable beings to
vulgar techniques with tools such as swords.
Others are foolish enough to prostate to deities, or to limit themselves to small aspects of
reality such as the elements, the shadows and the natural world. The arcane encompasses
those aspects and more, it is not something as infantile as swinging a sword or endless
navel gazing. Of the berks in Sigil's thought guilds, every one of them tries to lure in the
powerful to push their agendas around, only a few of them are truly accommodating to
enlightened. In the past they were the Sensates, the Takers, the Guvners, Godsmen,
Signers and Xaosmen, as each of those factions had a portion of understanding how the
arcane works, but now they've all fallen by the wayside. It was never about the true
lifeblood of the planes, but always their petty political games and power plays with those
factions. Now they are sects just like the rest of us. The might of the arcane is the only
thing that's concrete, with the right darks a top-shelf enlightened one can reshape the
planes and bring the Gods to their knees, what more needs to be said.

You feel the hunger for knowing, the thirst for power as I do. Well perhaps you can learn
some of my secrets for a price if we meet at anti-peak in the sub-basement below the Lower
Ward storefront Thriden Anvil on the crossroads of Obsidian and Walker's Lane. There's a
lot we both hunger for with all the possibilities of the Arcane."

-Kadrol Errith D'iern (NE male aasimar wizard) ancient archmage of the former Incantifiers
of Sigil

Divine Classes
"Belief has power, it shapes and moves planes, it gives life and meaning to existence and
it's an essential part of us. Belief is everywhere, and such is the power of the divine. It's
an essential part of existence and creation, a spark that exists within all. While the Gods
themselves are an essential part of the divine, enough to be called 'Powers' by many, but
they are not the exclusive sources of the divine.
Divine power is a force that is both ephemeral and material, mostly tied to the outer planes
the final emanation of the known planes of existence. It is not contained by the Gods,
though the easiest and most reliable path of divine power comes from investiture to them,
others can draw upon this power with strength of faith in other concepts. For most it's
much easier to call upon a higher being, who thinks much as they do than to draw on
something more nebulous. Divine power in relation to the Gods and the rest is much like
this: the Gods are cutters like the rest of us who draw upon a pool of water we all live in;
many of us need not get the water directly from them. Many such as myself can draw
from this pool of water without being powers ourselves.
Among my former faction before the great joining called this pool of water the Source. The
Source is the final convergence of the great forces of the 'verse from which we are formed,
and it is the final destination for which we are driven to ascend to. A great cycle in which
are lives and existence move along. The divine is what drives us; it's what gives us
meaning and purpose. Without divine power we would all the shells that would fall apart, it
sustains us and it's something to makes us greater than we are, a drive to perfection.
Through these tests we can become Powers ourselves, and things even greater, as there
are destinies that lie even beyond the Powers. Many of you may ask, in what ways is Divine
Power material? Well look around you and you will see that everything became the ways
they are now based on the concepts and ideas that formed them.
And while great power and miracles can come from the body, the mind and the soul, it's
divine power that the essence of these three brought to a great purpose formed by their
convergence. The Outer Planes is where divine energy is mostly concentrated, as it's where
it's been most apparent in how beliefs all come together. But even in the other planes of
the 'verse such as the prime and the inner planes, divine power still emanates in those
planes. It's has the power to tame other such forces, and bring balance to the extremes of
the 'verse that would clearly tear existence in many directions. As divine power is belief it
can rewrite laws of reality and it can renew and refresh the stagnant.
Of those who wield the powers of the divine, it's perhaps invokers like myself that have the
greatest understanding of this force, as we draw upon the divine power used by the Gods.
Clerics are the most common among wielders of the divine, and it's perhaps them who
possess the strongest faith, leading others to callings beyond. Paladins and avengers are
the soldiers of the divine, as it's with divine power that many concepts come from, and with
the existence of all these concepts there will surely be conflicts, thus the existence of such
soldiers are needed.
As to how the former factions are with divine power, despite their beliefs many factioneers
put their faith in the powers, as most feel a need for a personal voice to divinity. There are
of course exceptions, many of the more destructive factions such as the Doomguard,
Bleakers and Dustmen often scoff at the powers, while others look to the Powers as great
inspirations to their beliefs. The Athar in their defiance of the powers, look to pure divinity
itself, it is where many of them draw upon the essences that many of the powers have
horded from the mortals. And finally the Believers of the Source for which I belonged to
once, we looked upon the Source as held in the great sea of power, and the Gods within, as
the essences for which we all strive for perfection."
-Leithyse Arghandra (N female tiefling invoker) chronicler and lorekeeper of the Mind's Eye

Primal Classes
"Many bashers out there get the wrong ideas when referring to the spirits and so-called
primal energy. First wrong assumption is the one that the spirit world only has a connection
to the prime material plane. While it's true that some of the most easily distinguished
spirits are based on the prime, every plane out there in the 'verse has its own spiritual
reflection. The Outer Planes are not the exclusive domain of the astral powers, and neither
is the Inner Planes the exclusive domain of the primordial powers. Every plane has its
consciousness and fractions of consciousness, sure as Sigil itself the Beastlands has one,
Ysgard has one, Limbo has one, the Outlands do, and the Abyss most certainly has a
malevolent one.
Another wrong assumption about spirits and the spirit world is that they're all about trees
and rivers. In regards to the planes they're on, they may just be about that, but the spirits
of Mechanus don't give a cranium rat's arse about trees and furry critters, they're more
about gears and rotations. So this brings us to the question on just what are the spirits?
Well as I said they are the consciousness of the planes, the soul as some might say. They
are what came to be when the planes came to be. They represent the true nature of a
plane untouched by interlopers such as the powers.
Most of the spirits are unseen, barely taking notice until roused or growing to significance
based on the weight of what has happened. They are different from the powers that aren't
truly tied to the planes they reside in. Some spirits are more receptive to the rules that the
powers enforce, but not all are. Many powers have been forced to relocate their realms
based on conflicts with the spirits of the planes. Some spirits eventually do take on more
concrete forms, whether it is as animals, or celestials or fiends or bashers like you and me.
Once it happens they take on a different existence moving on and living as different beings
no longer tied intrinsically to their home plane. Despite such an existence a body still feel a
weight, a calling to the spirit world.
So what is the spirit world? Well it's not another plane that exists parallel to every other
world, rather it's another part of a world, one that can't be seen by most bashers without
the right senses. Spirits live in everything we see around us, some spirits are weak and
barely aware while others are stronger. They exist at different levels of reality than what
most of us exist in, we for the most part exist in the third level of reality, while spirits live
as parts and flow through the others, from the primal dreams and the dreamscape that
touches ours, to hyper-reality and beyond, their presence is felt.
Of the bashers who perceive the spirit world and deal in what goes on there, we can change
transform and change the world around us and even ourselves evoking on their powers. We
spirtwalkers as many of us call ourselves are a bunch that many bashers don't completely
tumble to, but the factions and other such clubs do have an appeal to some of us. You can
find numbers of us among the Sensates, the Mind's Eye, the Wylders, Ragers, Primals
(ironically enough), Xaosmen, Ring-givers and Ciphers. Though beyond the Wylders there's
no club we tend to flock to in large numbers, and none we exclusively stay away from,
even a few of our kind happen to be Sinkers or Dustmen or in the Red Death and other
unpleasant groups. It's all up to a spiritwalker's own preference and relationship to the
spirits."
-Ragyl Blackhooves (LG male bariaur shaman) of the Society of Sensation

Psionic Classes

"The mind is the window from which we perceive all of the 'verse, in a way it is the 'verse
for all of us. It is our own unique multiverse, from which we can control the rest of the
'verse around us. The mind controls the body, and that is how most bashers out there can
control the rest of reality, but those with the right understanding, a special type of
enlightenment and talent can do more than just move their bodies around. Such is the
power of psionics, the ability to call upon the multiverse that exist within a body's self and
exert their influence without limitations. Limits of the physical body, or even of time and
space and the planes become meaningless.

In a previous life I was once a human woman born in a sheltered life in the Lady's Ward, a
daughter of a wealthy family to be married off to an associate of my father to secure an
alliance. It was a life where my very path was already decided for me, yet I still reached
out yearning for more with my existence. It was in my explorations I learned more of the
multiverse out there, without even leaving the confines of the Cage. What lay out the in the
planes, was as open to the mind as it was by planewalkers who could reach there. All it
took was a change in perceptions, and the nature of your own reality could be adapted to
the plane around you. And the moment I was betrothed to a young merchant king's son, it
took to the planes myself going out of town and then out of reach of my family.

I went from the wilds of Limbo to where the mind could easily shape the planes, to the
gears of Mechanus, from slimy depths to citadels of pure light, looking for an answer of into
what was the nature of the 'verse and thus the nature of myself. In time it became part of
my destiny to become something else from what I was. My life as Rynadeep Dhil would be
put in the past, and I would be reborn as Askia Farseer. My very body remade and powered
by the boundless energy of the mind. All beings do possess energies such as the type that
courses through my veins, but to harness it is difficult. It's the mind that's the original
source of all concepts in existence, and therefore the root of everything that is and will be.

Sometimes concepts and forms are unharnessed, flowing through currents of the mind and
the 'verse. This is what we psions call ectoplasm, a material, the substance to what a
concept is. Ectoplasm flows through the Astral Plane, the mind's way of classifying the raw
forms of concepts and thoughts of the 'verse. Our minds form these illusions for us to
comprehend its true nature, the difference between inner and outer space is but an illusion,
the difference between here and there is but an illusion, even the difference of a massive
universal mind and other minds is but an illusion. True reality is both inside and outside, is
with the right understanding of such ideas we can change both what we perceive to be
ourselves and what we perceive to be around us. Like a crystal it's best to look at it all from
many facets, as the 'verse and our minds have many such facets in which we can perceive
and know. Constructs, mental manipulation, the bending of space and time, projected
energy and the shaping of the body, is only the very tip of what one can achieve with this
understanding.

All the factions were formed by seekers of truth and the 'verse to achieve understanding
have an appeal to a mindbender looking for enlightenment. It does not matter if one seeks
to perfect the self, or their understanding, or seek justice, or an end, the result to enlighten
oneself and the 'verse is universal. But among the factions it's perhaps the Mind's Eye, the
Transcendent Order, the Guvners, the Bleak Cabal, the Sensates and the Xaositects you will
find the most of us among. Still the path one takes can go in many ways."

-Askia Farseer (N female elan psion) mystic and instructor among the Mind's Eye

Ki Classes
"Between the body and mind there is the soul, a middle ground between two forces that are
opposed, yet two forces that need each other. Two halves of the same source. The Hun
and the Po, or positive and negative, or spirit and animus yet only with the presence of both
is one complete. And in the soul there's its energy what we call qi or ki or mana or
essentia and many other names. While each of our souls are our own, our souls are also
linked through the 'verse itself in ways that we can't normally perceive, a cadence with
which the 'verse moves.
To harness such power, or soul magic as some would call it, it requires many things from
dedication to discipline, from knowing to openness, and more. Martial arts are one
expression of how to harness this power, yet it's not the only way. Others can draw upon
the very energy of ki and shape them into many forms imaginable and unimaginable,
drawing upon the soul of the 'verse. An artist with the perfection of skill, knowing and
feeling, perceiving and doing, in a way most practiced yet of which comes naturally, also
uses the power of such soul magic. While I am a martial artist, originally a student of the
ancient ways of my people, practicing the ancient goblin fighting styles. I have become
much more than that, for the soul is transcendent, and I have transcended beyond such
roots.
The soul is the part of us that is eternal, and will become something greater. It is where we
are all connected to the 'verse, and it is from where we have the energy to change and
reinvent ourselves, it is where we have the drive for what is greater than us all. Both the
physical and spiritual come from the soul itself, the nexus of everything that represents us.
As beings it is our souls that is our true selves, spirits may have been the original essence
of ourselves and belief may move the planes, but the soul is the refinement of the spirit and
it is only from the soul that there can be belief.
When the body and mind become as one, it is where the soul guides us, it is where we go
by what is our true natures with the Cadence of Planes. And with the ki power that comes
from our souls we draw on what is perfect within us. As the nature of the soul is diverse, so
are many of the students of such power. One can learn the nature of oneself from watching
nature, or finding themselves in deep contemplation, even the act of doing what one feels is
best is a path that one can take. When we act with such perfection the laws of reality
become our own to make.
With the nature of the soul being such an individual path with the ideal meaning to oneself
it's not uncommon to find us among many different philosophical paths. So for some,
justice and harmony around oneself is a calling as there are some students of the soul
among the Harmonium, Sons of Mercy, the Sodkillers or even the Revolutionary League.
For others the calling is more of a personal journey, in finding oneself where the paths of
the Sensates, the Mind's Eye and Free League have an appeal. But like myself you can find
many of us among the Transcendent Order, as it was originally students of our ways which
founded the faction. Each decision we make carries weight in the path of our eternal
selves."
-Naghlak Kulag Drin (N Male Hobgoblin Monk) Master of the Mind, in the Transcendent
Order

Shadow Classes
"Where to start with all of this screed? Well, there's quite a bunch of wankers out there
looking for explanation for things that go bump in the night and all that good stuff me mum
warned me about. You see there's many things out the in the 'verse that hidden and
unseen, from all of the twats out there. The less they think about it, the less they'll get
their panties all soiled.

So where does that leave us? Out of all the things explained or embraced out there by the
masses, they fancy whatever sounds nice and sweet. Everything always in the light. But if
any of those sods bothered to take a look out there they'd find that not everything fits in
neatly with their nice way of seeing things. The truth is that sods die, lies are believed and
the light will just leave us blind and ignorant.

So what is it with shadows? A bunch of greybeards once believed that at the beginning of
the 'verse there was nothing but darkness till light came into existence. But I know the
truth is more of the reverse, the light was always there and it took the shadow to fill in the
meanings of what was important and what was different about everything and everyone.
Everything all the same in the blinding light, and it's only in the underbelly of the 'verse
itself that we each become ourselves. Not some dried out husks and some blind followers
as many of those tossers expect us to be.

It's the exceptions and what exists within the gaps, that a blood who knows the right darks
of the 'verse can have the power to shape reality into whatever they bleedin' want to. For
some, it's really bleedin' obvious with the whole business of raising corpses and draining
lives away, but with the shadows a body can do the less obvious. They can deceive the
senses and call on the barely imagined to do their bidding like ink on a paper. Within the
shadows lies an infinite number of ways in the art of subtlety; secrets and mysteries hidden
from all the stupid twats out there. The pursuit of the shadows is very much an individual
calling, as it simply isn't something that masses of sheep can learn from.

With those that pursue these paths there's the really cliquish bunch with their clans, and
their cults and their other little clubs. And there's the lonely, who shut themselves out from
the rest. As for me, I don't have a little club of others who play with the shadows as it's not
what I fancy. There are too many poofs among that bunch. As I haven’t found any sort of
a real man that could satisfy the dryness down below that I feel, so that puts me in the
latter category.

Just keep in mind that anyone who's canny enough to do a bunch of tricks with the shadow
doesn't make themselves that obvious unless they surround themselves with the dead.
Well the Dustmen may do a lot of that, but among the rest of the shadows you can find a
bunch of them scattered among the Anarchists and Bleakers. Even the Chameleons or the
Sodkillers for whichever reason they'd want to be with that crowd. But among the rest, it's
only in the path that one decides that brings them to those other silly clubs."
-Keleenea Lastride (CE Female Gnome 'Rogue' or so she claims) allegedly of the
Revolutionary League
How to apply the 4th edition rules to the Planescape Setting
(all rules changes - keep the old cosmology, old flavor)

1) Sticking points in the 4th Edition design to account for

- The Eladrin is probably one of the biggest sticking points. I currently run an off-site PS4E
game using old cosmology with new rules and I mandated the aasimar player use the
"eladrin" for his race and hand-wave the name. However, this aasimar was elf-blooded
during his brief 3e run, so the natural teleport ability and the affinity for magic makes the
4e eladrin race far less of a stretch for him than it will be for most aasimar.
- The other issue is the 4e eladrin PC race is really more fey- and elf-oriented and far less
celestial-focused like Planescape eladrin. The Court of Stars is not directly related to the
Seelie Court. They might have some ties on the basis of vaguely similar beliefs, but they
are very different entities. Among other things, Seelie are not good-aligned by definition,
they're just typically a lot better for mortals to deal with than the Unseelie. The very
different backgrounds, in my opinion, mean that 4e eladrin would be better off divorced
from traditional Planescape eladrin. This could be as simple as renaming the race for PS4E
purposes (though confusion would abound). However, while the Court of Stars and the
Seelie Court can probably coexist, they are not interchangeable, and that is a point that
really needs to be addressed with the 4e eladrin race in Planescape.

2) Planar Affects
* Affects by Plane

4E Planes of Chaos Mechanics


This is the second installment of my 4E mechanics for the Great Wheel, dealing with the
chaotic planes: the Abyss, Pandemonium, Limbo, Ysgard, and Arborea. As one would
expect, the basic inspiration comes from the original 2E Planes of Chaos product.
I think the mechanics for Pandemonium turned out quite interesting – the 4E disease track
is perfect for the discrete stages in wind madness as presented in Planes of Chaos.
Strangely, though, I didn’t feel too inspired about the less chaotic planes – the Abyss and
Arborea - so I would really appreciate some suggestions for those.

Arborea
As Arvandor (p90), though with original layer-structure and environment.
Inveiglement: Attacks with the charm or illusion keyword gain a +1 bonus to the attack roll.
This trait is directly from 4E MotP.
Emotions run Wild: Saves against effects with the fear or charm keyword take a -1 penalty.
Reckless Moods: In social Skill Challenges, Charisma-based checks grant 2 successes when
passed and 2 failures when failed.
Surge of the Heart: Once per day, upon using an attack power, any creature can add the
Invigorating keyword to the power as a Free Action.

Ysgard
Gravity: Elemental buoyancy with regards to earthbergs (Motp p10), otherwise normal.
Mutability: Divinely mutable (deities control their own environs). Earthbergs also move of
their own accord and the fires beneath them burn endlessly.
Eternal Rebirth: If a petitioner of Ysgard is killed on the plane it is reborn the next morning.
Seize the Moment: When an Action Point is spent to take another action, the character gains
+1 to any one roll used during the action.
Earthberg Collision: Earthberg’s occasionally drift into each other, though the impact is
usually mild. Treat as a heroic tier blaster hazard that targets Fortitude, deals low normal
damage (DMG p42) and knocks targets prone.
Spirit of Heroes: Once per day, a bloodied creature can regain the use of its Second Wind.
Flames of Muspelheim: The earthbergs of Muspelheim have flames on the upper rather than
lower side. Treat most open environment as a level 13 field of everflame (DMG p92): +16
vs. Fortitude, 1d10+5 fire damage and ongoing 10 fire (save ends), and half damage on
miss.

Limbo
Gravity: Subjective (MotP p10).
Mutability: Unstable (MotP p10). [Mechanics for influencing unstable planes at the end of
this excerpt]
Primal Soup: Though Limbo features an abundance of ever-changing elemental pockets,
most of the environment has a viscous consistency that is unbreathable and cuts visibility in
half, but can be swum (though subjective gravity usually makes this option moot). The
Soup is readily changeable, however, so the DC for a creature to alter the area it occupies is
lowered by 10 (as per the Alter Area mechanic described under the Influence Unstable Plane
section), and such a “personal bubble” can be sustained as a Minor Action while moving
through unmodified Soup.
Elemental Hazards: Travelers in Limbo are frequently threatened by dangerous elemental
terrain that suddenly moves, grows, or forms close by. Use the hazards described in the
MotP p66-67 and 22.
Unpredictability: The DM rolls a d20 at the start of an encounter. Whenever any d20 roll
unmodified comes up that number during the encounter, reroll and use the second result.
Pure Xaos: When an Action Point is spend to make an attack or skill check, add 1d12-6 to
the roll.

Pandemonium
Gravity: Normal on Phlegethon, on other layers towards nearest earthen surface.
Mutability: Divinely mutable (deities control their own environs). The winds blow endlessly
and changes strength and direction all the time. Their intensity is unconnected to the size of
tunnels they blow through.
Winds of Pandemonium: Outside of the shelter of a sturdy structure, all of these detrimental
effects are imposed by the howling winds: All creatures take a -5 penalty to Perception
checks in Pandemonium. Flying creatures treat all squares as difficult terrain. Attacks with
the thunder keyword deal half damage (ongoing thunder damage is not affected). Zones of
any kind cannot be sustained. This trait is directly from 4E MotP.
Maddening Howls: The howling winds drive most residents mad to some extent if they live
or travel frequently without considerate sheltering. For every 4 hours so exposed, the
creature is subject to being stricken with Pandemonium Madness (see Planar Dangers).
Forceful Gales: The winds are often powerful enough to force creatures around if not
completely blow them off their feet. Treat as a current as per DMG p45 (but also on land),
adding 1d6 to the number of slided squares if the creature has jumped, flied, or been forced
into the air. For even more intense winds, use a hazard that targets Fortitude, damages,
pushes, and/or knocks targets prone (see Kinetic Wave on DMG p92 for a likely model).
Tunnel Ride: Since gravity at the center of a tunnel pulls equally towards the nearby
surfaces, objects and brave/foolish creatures can ride the winds for a while before they are
knocked towards a surface. When near such a center, creatures can attempt an Acrobatics
check vs. DC 25 + speed of current to adjust accordingly. For each point by which they beat
the DC they can slide a number of squares along the wind equal to the speed of the current
and land in the direction they choose. For every 5 points they fail they take 1d10 damage
and are knocked prone to a random surface.
The Styx: The Styx flows through Pandemonium, occasionally flowing in midair through the
center of tunnels. It is less severe on this plane, however – the DM may want to delevel the
hazard and lower the roll correspondingly (see Planar Dangers).

Abyss
Gravity: Normal
Slaughter: All damage dealt to and by a bloodied creature is increased by 2.
Death Comes Quickly: Death saving throws take a -1 penalty and creatures die after only
two such failed saves.
Rule through Force: Intimidate checks gain a +1 bonus while Diplomacy checks take a -1
penalty.
Blood and Gore: Critical hits also deal ongoing damage 5 (save ends).

Limbo's "Unpredictability" trait is a little weird and I'm not entirely sure it increases
unpredictability, though I think it does. You basically say "no one is allowed to roll X on a
d20 during this encounter. If X is high, it lowers the average value of a d20 roll and thus
makes things harder to succeed on, and the opposite if X is low. But, it's unpredictable
which way Limbo will swing things during any given encounter.
You might be better off simply rolling 1d4-2 or 1d4-3 and applying the resulting bonus or
penalty to all d20 rolls during the encounter.

Thanks, good idea on Pure Xaos. Let's make it 1d12-6 for more of a swingy effect.
Your suggestion for Death Comes Quickly is an interesting alternative, let me think about
that...

Planes of Conflict mechanics are in the works and a draft like the others is about 40% done.

4E Planescape Planar Dangers


Yes, I know it’s a terrible title because there’s no end to what may be termed a “planar
danger” in Planescape. It’s my work on trying to fit 4E mechanics for environmental dangers
across the planes, such as the River Styx, madness from the winds of Pandemonium, cube
collision in Acheron, etc.

Pandemonium Madness Level 18 Disease


The winds of Pandemonium howl endlessly in the victim’s mind, driving it towards neurotic
compulsions.
Attack: +20 vs.Will. Endurance: improve DC 27, maintain DC 22, worsen DC 21 or lower
The < Initial Effect. <> Despair: <> Hysteria: The <> Resignation:
target Frustration: The target target has fits The target
is The target feels of desperation accepts the
cured. becomes hopeless making it run noise as
irritated and and acts madly about to inescapable,
obsesses with passively escape the but develops a
moving on. It and noise and compulsive
takes -1 to apathetic. It moments of neurosis as an
Cha-based takes -1 to isolation to outlet. It takes
checks and in Cha-based shut it out. It -2 to Cha-
combat must checks, -5 takes -2 to based checks
move from its to Initiative, Cha-based and in combat
position every and its checks and in must waste
turn. speed is combat must one Minor
reduced by take the Run Action each
1 (to a action at least turn catering to
minimum of once every its quirk.
1). turn.

The River Styx Level 27 Obstacle


Hazard XP 11000
This treacherous dark red river runs throughout the Lower Planes, tempting thirsty Clueless
wanderers despite its foul appearance. The touch of its waters robs the victim of memory,
eventually leading to total amnesia.
Hazard: The Styx runs through all the first layers of the Lower Planes and in some of the
deeper layers as well. It can be calm or stormy, wide or narrow, but it is always treacherous
and none but the marraenoloth boatmen can reliably navigate it.
Perception: No check is necessary to notice the Styx.
Additional Skill: Arcana or History. DC 25: The character recognizes the river as the Styx
and recalls its properties (most long-time resident of the Outer Planes have heard of the
Styx and receive considerate bonuses to recognize it for what it is).
Trigger: When a creature comes in contact with the River or starts its turn in it. This usually
happens by fall or forced movement, but a creature adjacent to the riverbank can also be
splashed by directing an attack to the nearby waters, using Dexterity -2 vs Reflex and
targeting everyone adjacent to the splash point of origin.
Attack: Opportunity Action, Melee
Target: Creature in contact with Styx water
Attack: +29 vs. Will
Hit: The target forgets the events of the encounter and loses the use of its highest level
unused daily power as if it has been expended; 2nd consecutive hit: the target also forgets
the events of the day; 3rd consecutive hit: the target also suffers total amnesia.
Miss: The target forgets the events of the last round.
Effect: If the target was sustaining any powers, it seizes to do so. The target takes a -2
penalty to skill checks until it takes an extended rest.
Countermeasures
Only special epic rituals can restore complete memory loss from the Styx.
Like any normal obstacle, the Styx can be crossed by jumping, flying, or teleporting across.

4E Planes of Law Mechanics


The 4E Manual of the Planes covers a fair share of the planes from the Great Wheel cosmos,
albeit with some modifications. I’ll try my hand at mechanics for the missing planes as well
as missing features of the included planes, using an “original Planescape cosmos with 4E
rules” approach. Note that these are just rough drafts with some mechanics only loosely
defined - hazards and skill challenges are suggested but not presented in detail.
The first set suggests mechanics for the lawful planes: Baator, Acheron, Mechanus, Arcadia,
and Celestia. Inspiration comes from the original 2E Planes of Law product. I’ll eventually
try to cover the entire Great Wheel and feedback would be greatly appreciated.

Celestia
As is (4E MotP p91), though with original layer-structure and environment.
Radiance Affinity: Attacks with the radiance keyword gain a +1 bonus to the attack roll, and
attacks with the necrotic keyword deal half damage (ongoing necrotic damage is not
affected). This trait is directly from 4E MotP.
Reward of the Just: The nature of the plane makes helping others more worthwhile.
Cooperation on skill checks (PHB p179) and the Aid Another action (PHB p287) gives a +3
bonus rather than +2.
The Silver Sea: Upon entering the plane travelers arrive falling in the holy sea of Lunia –
their swim to shore is the first test of diligence, a fundamental virtue of Celestia. The
traveler makes a single Athletics check to represent the entire swim against DC 15 at heroic
tier, 20 at paragon, and 25 at epic (the plane presents greater challenges to those of
greater power). Failure summons a zoveri to aid the traveler ashore, though if he’s trained
in Athletics he suffers a -1 penalty to Diplomacy checks with the natives for his entire stay
in Celestia. The holy waters are damaging to evil immortals (I assume here that we change
demon and yugoloth origin from elemental to immortal, as the 4E MotP suggests for the
Great Wheel).
Paths of the Virtuous: Progressing up the mountain-side to access higher layers is most
efficient by adhering to Celestia’s virtues and philosophical paths. The DM might call for a
Skill Challenge for the PCs to successfully reach the next layer, using Insight, Endurance,
and Religion as primary skills with higher complexity for higher layers. Complexity 1 to
ascend from the 1st Heaven, complexity 2 to ascend from the 2nd Heaven, and so on.
Ascending from the 6th layer and into the top Heaven of Chronias cannot be accomplished
this way, naturally.

Arcadia
Gravity: Normal
Mutability: Divinely mutable (deities control their own environs).
Geometrical Perfection: When three or more creatures are arranged next to each other in a
straight line, they all receive +1 to attacks and any forced movement effects against them
can be prevented with an immediate saving throw. These benefits are lost if the line is
broken or another creature moves adjacent without extending the straight line.
Arcadian Consistency: Once per day, upon using an attack power, any creature can add the
Reliable keyword to the power as a Free Action.
Strict Hierarchy: Charisma-based skill checks receive a +1 bonus when interacting with a
character of lower level and take a -1 penalty when interacting with a character of higher
level.

Mechanus
Gravity: Towards nearest cog side. Stepping over the edge of a cog allows reorientation to
gravity on the opposite side.
Mutability: Normal. Even deities within their own realms have limited power if the changes
they attempt violate the fundamental laws of Mechanus. The cogs turn endlessly and no
known power can stop them.
Everything As It Seems: Bluff checks take a -2 penalty and powers with the illusion keyword
take a -1 penalty to attacks.
Gears of Mechanus: The cogs of Mechanus are all interconnected and always turning.
Serious injury can result from crossing carelessly or being forced over the edge near the
crossing point to or from a small cog (DM’s discretion). Treat as a paragon tier obstacle
hazard when such incidents occur, targeting Reflex, using high limited damage values (DMG
p42), and causing the target to be restrained (save ends).
Habitable Atmosphere: Any creature with a respiratory system can breathe Mechanus’ air,
even if they normally only can breathe underwater.
Perfect Comprehension: Within Mechanus all speech turns into one language that is
perfectly understood by everyone in the plane.

Acheron
Gravity: Towards nearest iron cube face. Stepping over the edge of a cube allows
reorientation to gravity on the adjoining side.
Mutability: Divinely mutable (deities control their own environs). Cubes also move of their
own accord, though usually too slowly to have any game mechanical effect.
Cube Collision: Occasionally, Acheron iron cubes drift into collision course with each other.
When the PCs are caught off-guard near the impact zone of such an event, the DM might
treat the collision as a Skill Challenge using Acrobatics, Athletics, and Perception as primary
skills with failed checks resulting in damage and loss of healing surges (suitable for overland
escape from larger cube collisions), or as a blaster hazard with close burst attacks vs Reflex
that gradually increase in burst area (suitable for smaller cube collisions where the PCs
cannot readily escape or are engaged in combat).
The River Styx: The River Styx flows through Avalas and might present an epic tier obstacle
hazard if the PCs are engaged in combat nearby or otherwise stressed (targeting Will and
eventually resulting in total amnesia).*
Ringing Resonance of Tintibulus: Tintibulus features iron polygonal blocks in addition to
cubes and these blocks constantly collide with each other. The collisions create a constant
ringing sensation that imparts a -5 penalty on Perception checks.
Razor Shards of Ocanthus: Ocanthus features no blocks but only razor thin plates of black
ice. The larger ones support weight readily, but the smaller ones effectively become deadly
cutting shards. These can present frequent paragon or epic tier blaster hazard to the
unsheltered, targeting Reflex, using low normal damage values (DMG p42) and dealing
ongoing damage.

Baator
As is (4E MotP p97), though with original layer-structure and environment, and without the
Plummet to Avernus trait.
Cold Affinity (Stygia and Cania only): Attacks with the cold keyword gain a +1 bonus to the
attack roll, and attacks with the fire keyword deal half damage (ongoing fire damage is not
affected). This trait is directly from 4E MotP.
Corruption (Minauros and Maladomini only): Attacks with the disease or poison keyword
gain a +1 bonus to the attack roll. Healing powers restore only half as many hit points as
normal. This trait is directly from 4E MotP.
Fire Affinity (Avernus, Dis, Phlegethos, and Nessus only): Attacks with the fire keyword gain
a +1 bonus to the attack roll, and attacks with the cold keyword deal half damage (ongoing
cold damage is not affected). This trait is directly from 4E MotP.
Fireballs of Avernus: Balls of fire rain down from Avernus’ sky and seem drawn towards
areas of strife and conflict. These might be treated as blaster hazards of heroic and paragon
tier that target Reflex, deal low limited fire damage in a close burst (DMG p42), and possibly
also ongoing fire damage (save ends).
The River Styx: The River Styx flows through Avernus, Stygia, and Nessus, and might
present an epic tier obstacle hazard if the PCs are engaged in combat nearby or otherwise
stressed (targeting Will and eventually resulting in total amnesia).*

*: More detailed ideas for the Styx:


Attack vs Will.
Hit: The target forgets the events of the encounter and loses the use of its highest level
unused daily power as if it has been expended; 2nd consecutive hit: the target also forgets
the events of the day; 3rd consecutive hit: the target also suffers total amnesia (only
special epic rituals can restore memory).
Miss: The target forgets the events of the last round.
Hit or Miss: If the target was sustaining any powers, it seizes to do so. The target takes a -2
penalty to skill checks until it takes an extended rest.
The intent was to mimic the effects of holy water in previous editions, though its interesting
to speculate on whether it ought to harm more than evil immortals.
I'm thinking it might make more sense to have the effects of the Silver Sea be harmful to
Chaotic as well as Evil critters - it always bugged me that Celestia was presented as more
good than lawful, despite its basic concept in 2E Planescape being Good and Law in equal
amounts.

4E Spirelight
The following table presents 3 different schemes for how a DM might use the effects of the
Spire in the Outlands, implemented in 4E D&D. The basic premise is that magic and other
forces gradually are restricted as you come closer to the Spire (“balanced out”), starting
with strongest effects.
The classic 9 ring division appeals to tradition, though since I think it’s inherently based on
the 9 level spell system of past editions, it may not be something everyone still wants to
use. The 3 ring division appeals to ease of play and adaptation to 4E’s tier organization,
while the 30 ring division appeals to detailed use of the Spire proximity effect.
Note that even if a non-classic scheme is used mechanically the characters of the
Planescape world may still perceive there to be 9 rings technically, if so desired.
Proximity to the Spire
Tier-based: 3 Classic: 9 Level- Effects (cumulative as you get closer to the
Rings Rings based: 30 Spire)
Rings
Inner Ring 1st 1 At the Spire, all rituals are negated and non-
basic attacks are negated.
2 Level 2 rituals negated.
3 Level 3 rituals negated.
2nd 4 Level 4 rituals negated. Encounter powers and
those with a recharge mechanic hindered (-5 to
attack rolls).
5 Level 5 rituals negated. All creatures gain resist
5 fire and cold (“heat balanced with cold”).
6 Level 6 rituals negated. All utility powers
negated.
3rd 7 Level 7 rituals negated. Class At-Will powers
impeded (-2 to attack rolls).
8 Level 8 rituals negated.
9 Level 9 rituals negated.
10 Level 10 rituals negated. Level 6 utility powers
negated.
Intermediate 4th 11 Level 11 rituals negated.
Ring 12 Level 12 rituals negated.
13 Level 13 rituals negated. Level 10 utility
powers negated.
5th 14 Level 14 rituals negated. Daily powers hindered
(-5 to attack rolls).
15 Level 15 rituals negated. All creatures gain
resist 5 radiant and necrotic (“light balanced
with darkness”).
16 Level 16 rituals negated. Level 12 utility
powers negated.
6th 17 Level 17 rituals negated. Encounter powers and
those with a recharge mechanic impeded (-2 to
attack rolls).
18 Level 18 rituals negated.
19 Level 19 rituals negated.
20 Level 20 rituals negated. Level 16 utility
powers negated.
Outer Ring 7th 21 Level 21 rituals negated.
22 Level 22 rituals negated.
23 Level 23 rituals negated. Level 22 utility
powers negated.
8th 24 Level 24 rituals negated.
25 Level 25 rituals negated. All creatures gain
resist 5 poison (“poison balanced with
antidote”).
26 Level 26 rituals negated. Level 26 utility
powers negated.
9th 27 Level 27 rituals negated. Daily powers impeded
(-2 to attack rolls)
28 Level 28 rituals negated.
29 Level 29 rituals negated. Deity-specific features
negated.
30 Level 30 rituals negated.

3) Missing Races (PC races)

Cambion

Devil-blooded creatures who seek out to lash at the world that rejected them
Racial Traits
Average Height: 5’5”–6’0”
Average Weight: 1259–225 lb.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Supernal
Skill Bonuses: +2 Stealth, +2 Thievery
Silent Steel: You negate the armor check penalty while using the Stealth and Thievery skils
Diabolic Heritage: Because of your fiendish heritage, you are considered to be have the
(devil) subtype
Back Ally Skirmisher: When you gain Combat Advantage against an enemy, increase the
attack bonus to +4
Unsettling Presence: You can use an encounter power based on your heritage.
Unsettling Presence Cambion racial power
Your fiendish appearance causes a shift in your enemy's moral
Encounter♦ Fear
Minor Action
Target: One creature
Effect: The target takes a -2 to attacks (save ends).
Cambions
are devil-mortal hybrids. Unlike a tiefling, who gain they're power from
pacts made by their ancestors, cambions get their blood from they're
immortal, diabolic fathers. They're also rejected wherever they go when
they're two parenting races are involved. In human communities, they're
loathed. In the hells, they're shunned. For some, adventuring is the
only home they have left.

Proxy

Proxy

"In the name of Kord, you shall feel my fury!"

Prerequisite: You must pledge your allegiance to a power, and that power must accept you
as they're proxy.

You have been chosen, either by a deity, a primordial, a fey lord, a shadow-prince or even
an elder being, to be their eyes and their ears, to be their voice and their hands. Clerics,
elementalists, druids and warlocks may think they do this by spreading their beliefs and
teachings, but you were appointed by your lord, possibly in a dream, a message, another
proxy or even in person. Along with being the senses of your master, your their weapon,
and serve that role with glee.

Messenger's Action (11th level): By spending an action point, you gain resist 10 to the
damage type of your master until you next turn instead of gaining an extra action.

Faithful Renew (11th level): You may grant a follower of your master a healing surge with a
bonus equal to half your level + 5

Champion's Source (11th level): When you become proxy, choose either a deity, a
primordial, a fey lord, a shadow-prince or an elder being. This determines the keyword of
your powers as well as the source.

Deity: Radiant, Divine


Primordial: either Fire, Cold, Lightning, Acid or Thunder, Elemental
Fey: Force, Primal
Shadow-prince: Necrotic, Shadow
Elder Being: Psychic, Arcane

You may also chose one of your ability scores, such as Strength or Charisma, to power one
your attacks

Master's Gift (16th level): You gain a permanent +1 to any two ability scores of your choice.

Master's Smite - Proxy Attack 11


You channel the energy provided by your master to smite those against them or you.
Encounter - Divine/Elemental/Primal/Shadow/Arcane,
Radiant/Fire/Cold/Lightning/Acid/Thunder/Force/Necrotic/Arcana
Standard Action
Close Blast 8
Target: One Creature
Attack: Chosen Score vs Fortitude
Hit: 2d10 + Chosen score modifier damage.
Special: The damage dealt is of that chosen by your source. In addition, those with origins
opposed to your master's take 5 additional damage.

Fey x Shadow
Immortal x Elemental

Those with an elder being as a master don't deal extra damage, but instead are dazed for
one round.

Planewalk - Proxy Utility 12


Using the power of your master and your own will you slip out of reality and into the next.
Daily - Divine/Elemental/Primal/Shadow/Arcane, Teleportation
Standard Action
Ranged 3
Target: All willing in range
Effect: You and everyone in the area and transported to the plane of your master. If you are
already on that plane, you may go directly to their domain/area or to any other plane.

Maelstrom of the Powers - Proxy Attack 20


As you call upon your master's power, the air around you begins to flood with energy as a
sign of they're vengeance.
Daily - Divine/Elemental/Primal/Shadow/Arcane,
Radiant/Fire/Cold/Lightning/Acid/Thunder/Force/Necrotic/Arcane
Standard Action
Burst 6
Target: All creatures in burst
Attack: Chosen Score vs Reflex
Hit: 4d10 + Chosen score modifier damage.
Effect: Target makes a Chosen Score vs. Will: The target is sent to the plane of it's origin. If
the creature makes it's save you take a -2 to attacks and saves for the rest of the
encounter. The effects are not cumulative.
Special: The damage dealt is of that chosen by your source.

Alu-fiend

Outcasts with hatred brimming inside them, they travel the land searching for power and
acceptance

Racial Traits
Average Height: 5’5”–6’0”
Average Weight: 115–190 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Supernal
Skill Bonuses: +2 Deplomacy, +2 Bluff
Otherworldly
Charm: Once per day you may declare a reroll when in a
skill challenge that involves the Bluff or Diplomacy skills
Diabolic Heritage: Because of your fiendish heritage, you are considered to be have the
(devil) subtype

Telepathy: You gain telepathy out to 10 squares. This increases to 20 squares at 11th level
and 30 at 21st level.

Vitality Drain: You can use an encounter power based on your heritage.
Vitality Drain, Alu-Fiend Racial Power
You consume a share of the lifeforce of your foe as he crumbles to the ground.
Encounter
Immediate Reaction, Personal
Effect: When you reduce a foe to 0 hp or less, you can spend a healing
surge and regain additional hit points equal to your Charisma modifier.

Born
from a devil and a mortal male (usually tricked or unwilling),
Alu-fiends are tempters and power seekers, but it's fair to say that
many simply seek acceptance and to live without being threatened by
zealots and suspicious town-folk. In the hells where they might have
been born, alu-fiends are neglected, so many call the open road of the
prime and the planes home. They are dangerous allies and powerful (if
shady) allies.

The other planetouched, to be expanded upon later:


Law-touched (Axioms)
While nowhere as numerous as Tieflings and Aasimar/Deva there exist a variety of
planetouched of lawful origins across the planes. Like many planetouched, despite having
law and order as part of their nature, not every one of the law-touched are driven by such
forces. Despite the nature of law there's plenty of variety in such planetouched, though
there are few cases where a particular family bloodline all look exactly alike. There are 3
major varieties of axioms, some of the differences between the 3 are very pronounced.
Abilty Scores: +2 con, +2 int
Size: Medium
Speed: 6
Vision: Low-light

Languages: Common & 1 other


Skill Bonuses: +2 History, +2 Insight
Axani - Generations of living on the planes of law are thought to be the main source of the
Axani bloodline. Most Axani appear to be perfectly symetrical humanoids, some may have
perfect features, some may have bland features or and others have metallic sheen to their
skin. What tends to set Axani apart from other law-touched are their mind sets.
Clear mind: +1 racial bonus to will defense
Autonomy: +5 racial bonus to saves against compulsion effects.
Rationalize (Plane-touched racial power)
You calm raging emotions enforcing rationality, causing doubts in the minds of your
opponents and assisting your allies in the grip of emotions.
Encounter
Standard Action * Close Burst 3
Target: All enemies in burst
Attack: Wis +2 vs. Will, +4 at 11th, +6 at 21st
Hit: Target is slowed until the end of your next turn.
Effect: All allies in the burst may make a saving throw against any fear effects.
Mechanitrix - The origins of the Mechanitrix bloodline can be clearly traced back to the plane
of Mechanus. Though many would argue that the Mechanitrix ties to the Modron race, as
Modrons are incapable of breeding with others. It's thought that the Mechanitrix are
actually the result of an ancient experiment to combine humanoids with Modron like
components. Mechanitrix or Machine-folk as they're sometimes called are distinguished by
the mechanical clockwork features they have in their bodies.
Vision: Darkvision
Electrical Resistance: 5 +1/2 level resistance against electrical damage.
Electrical Discharge (Plane-touched racial power)
From the mechanical parts in you arms you discharge electricity, reinvigorating yourself
from a feedback loop.
Encounter
Standard Action * Close Blast 3
Target: All creatures in blast
Attack: Con+2 vs. Fort, +4 at 11th, +6 at 21st
Hit: 1d6 electrical damage, 2d6 at 11th level, 3d6 at 21st level
Effect: You gain temporary hitpoints equal to your constitution modifier.
Zenythri - The exact origins of the Zenythri aren't as known as the origins of the other law-
touched. The lineage of this bloodline is thought to go back to an ancient race, long since
passed from the multiverse, descendants of bringers of order in the ancient primordial past.
What distinguishes a Zenythri is that their skin is usually of a purplish or blue tint, in some
ways they seem almost like statues in the smoothness of their features.
Single-minded Focus: +2 to damage against opponents who aren't adjacent to any
creatures.
Thunder Resistance: 5 + 1/2 resistance to thunder damage.
Insightful Strike (Plane-touched racial power)
You strike an undamaged oppoent with uncanny accuracy
Encounter
Minor Action * Personal
Effect: You gain a +2 power bonus to hit an undamaged opponent. This attack also ignores
cover and concealment.

Coming soon: Chaos-Touched (Cansin, Chaonds, Anarkhim) and Neutral-Touched


(Tuladhara, Kamarel, Nephilim)

I like too much your idea of the 3 "sub-races".


Have you thought something about the 3 aasimar forms?
Now we should have the deva traits:
+2 Strenght, +2 Wisdom
+2 history, +2 religion
-necrotic and radiant resistence 5+1/2 level
-Memory of a Thousand Lifetimes (when makes an attack roll, saving throw, a skill check, or
an ability check; encounter)
Roll 1d6 and add the result to the triggering roll.
-Astral Majesty
Deva gains a +1 bonus to all defenses against
attacks made by bloodied creatures.
One of the easiest "updates" to make is to take the genasi as presented on the Roaming
Genasi Tavern and update them to 4e. Basically all that's required is to create a new power,
and three minor bonuses, like so for the positive energy plane genasi.
Lifesoul: You gain a +1 racial bonus to your Fortitude defense, resist 5 radiant, and the
Crucible of Life power.
At 11th level, the resistance improves to 10 radiant.
At 21st level, the resistance improves to 15 radiant.
Crucible of Life Lifesoul Genasi Racial Power

Your skin starts to radiate energy slightly as the pure radiance and life within you starts to
bubble to greater and greater heights, eventually bursting forth to invigorate an ally or
harm an enemy as their muscles and organs overexert themselves uselessly.

Encounter * Radiant
Standard Action Range 5
Target: An enemy or ally within range.
Attack: Charisma +2 vs. Fortitude or Constitution +2 vs. Fortitude. Increase to +4 bonus at
11th level, and to +6 bonus at 21st level.
Hit: An enemy takes 1d4+Charisma or 1d4+Constitution (Must be the same as used to
make the attack) or an ally gains twice as many (2d4+(2)x(Statistic Modifier)) temporary
hitpoints.
Special: When you gain this manifestation, choose Charisma or Constitution as the ability
score you use when making attack rolls with this power. This choice remains tthroughout
your character’s life and does not change the power’s other effects.

Brightsoul: You gain a +1 racial bonus to your Will defense, can choose to produce light as a
sunrod at-will, and the Radiant Revelation power.
Radiant Revelation Brightsoul Genasi Racial Power

The normal nimbus of light that surrounds you suddenly flares to shocking brightness,
dazzling those nearby and shocking them out of hiding.

Encounter * Radiant
Standard Action Close Burst 4
Target: All enemies within the burst and all allies with the burst.
Attack: Charisma +2 vs. Fortitude or Constitution +2 vs. Fortitude. Increase to +4 bonus at
11th level, and to +6 bonus at 21st level.
Hit: Any enemy hit is dazzled and loses the effects of concealment and any allies icluding
the Brightsoul within the burst may automatically make a contested Perception vs. Stealth
skill check against any hidden oponent, with the hider taking a -5 penalty on their roll.
Special: When you gain this manifestation, choose Charisma or Constitution as the ability
score you use when making attack rolls with this power. This choice remains throughout
your character’s life and does not change the power’s other effects.
__________________

Chaos-touched (Anarchs, Wyldelings)


The plane-touched of chaos are much like an exception to rules, coming from many varied
origins, and in some cases coming about spontaneously. Well in many cases there are
reliable ways to spawn a chaos-touched, such as two chaos-touched parents having a child,
many of their kin are random mutations. It’s in the nature of chaos to bring about such
changes, which can drastically alter the stability of any bloodline across the planes. In more
lawful places such children can be seen as an ill-omen, but for many they are strange
blessing from unknowable and capricious forces.
Abilty Scores: +2 cha, +2 dex
Size: Medium
Speed: 6
Vision: Low-light

Languages: Common & 1 other


Skill Bonuses: +2 Bluff, +2 Streetwise
Anarkhim – The forms of the anarkhim aren’t fixed like many other races, they change from
day to day. One theory posits that it was the anarkhim who eventually spawned the
Doppelganger or Changeling race. The forms of the anarkhim are much more fluid yet
unrefined compared to Doppelgangers, yet they always resemble a humanoid in the forms
they take day to day. They do resemble humans mostly, except their skin can take on
unusual colours and patterns, and their ears, hair and body can take unusual forms on
some days, and the gender of an anarkhim can change from day to day. Despite the
changes they take, there are always physical features and a recognizable aura that’s distinct
about an anarkhim. The anarkhim were thought to be the offspring of amorphous entities
and mortals from unknown places, yet some speak of the petitioners of Limbo taking form
outside of that plane and giving shape to such a race.
Adaptive Resilience: Reduce all ongoing damage effects by 2. At 11th level reduce ongoing
damage by 3, and at 21st level reduce all ongoing damage by 5.
Fluid Form: After each extended rest change a physical feature such as hair, gender skin
colour/patterns, or eyes. An anarkhim can’t assume the form of any specific beings, nor
can they gain any mechanical benefits or abilities from such alterations
Movements of Fluidity (Planetouched Racial Power)
Your form briefly becomes fluid as your body stretches and twists as you step away before
twisting back into your more natural form
Encounter
Standard Action * Personal
Effect: You shift up to 5 squares and can make any sort of basic attack you know at any
point during this shift. This basic attack doesn’t provoke opportunity attacks.
Cansin – Thought to be some of the most randomly occurring out of all the chaos-touched,
the cansin are spread through out many planes. They are mercurial beings, often thought
to be of fey origins. It’s thought that the first Cansin were mortals who were altered by the
wild magics of the Fey Realms as many can be found there, but the Cansin have appeared
in places beyond. As children of fickle fate and shifting probably: random occurrences and
unusual tend to be attracted to a cansin of a generally minor nature. Sometimes around a
cansin objects don’t fall down, or unlocked doors slowly open, or anything of such a minor
nature. The cansin generally look elven or human in appearance, but there’s always some
wild about one, and features that occasionally shift such as their eye colour or hair which
tends to change with mood.
Fortune’s Favour: +1 to saving throws
Force Resistance: 5 +1/2 level resistance against force damage.
Shield of the Improbable (Planetouched Racial Power)
For daring to attack you, you can bring a random misfortune or unlikely event on those
who’ve tried to harm you.
Encounter
Immediate Interrupt * Personal
Trigger: You are attacked by a creature.
Target: The creature who attacked you.
Effect: You gain a bonus +3 power bonus to all defenses against the triggering attack. And
roll from the table below to determine an effect that befalls you’re opponent.
Roll (d10) Effect
1-2 Attacker is slowed until the end of your next turn.
3-4 The attacker’s square and adjacent square is difficult terrain to your enemies until the
end of the encounter.
5-6 The attacker takes 1d10 damage.
7-8 The attacker grants combat advantage to you and your allies until the end of your next
turn.
9-10 The attacker is knocked prone.
Chaond (Slaadling) – The chaond were the original result of a slaad egg that altered
someone, but didn’t change someone all the way. They’re origins are perhaps the clearest
among the chaos-touched though sometimes even the slaad have randomly formed from
nowhere. The slaad heritage is very obvious for most chaonds, as they appear somewhat
toad-like, tend to have large upper bodies, or scaly skin of the color of a particular slaad
type. It’s thought by some that the chaond may be the most prolific of the chaos-touched,
and it’s known that twin births are very common among them.
Bloodied Speed: You gain +1 to speed when bloodied
Variable Resistance: After a short rest you can become resistant against acid, cold, fire,
lightning or thunder damage, of an amount equal to 1 + ½ your level.
Entropic Occurrence (Plane-touched racial power)
With an injection of entropy you can break down the protections of even the hardiest of
enemies, allowing them to be harmed even by that which they could not hurt them.
Encounter
Minor Action * Close Burst 10
Target: 1 creature within the burst
Attack: Charisma or Dexterity +2 vs. Will, +4 at 11th, +6 at 21st
Hit: Target loses all resistances and immunities until the end of your next turn. And the
target also gets vulnerable 5 against a random damage type determined in the table below,
until the end of your next turn, that you and your allies are instantly aware of.
Roll (d10) Vulnerability
1 Poison
2 Necrotic
3 Force
4 Acid
5 Radiant
6 Lightning
7 Cold
8 Thunder
9 Psychic
10 Fire

Hello, this is were I will try to remake a few old races and monsters from 3.X for 4E. I'm
starting with the Tiefling, because I think that the stats we got now don't really capture the
flavour of the old grandchild of a lower planes outsider.
TIEFLING
Average Height: 5' 6''-6' 2''
Average Weight: 140-230 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common and Abyssal or Infernal
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fiendish Resistance: At 1st level choose either cold, fire or lightning, you get a resistance of
5 + one-half your level against that energy type.
Fiendish Heritage: At 1st level you can choose one of the following powers.
Chains of Vengeance Tiefling Racial Power
If you get wounded you strike back like a Kyton.
Encounter
Free Action Melee weapon
Special: For using this power you have to hold or wear a spiked chain.
Trigger: You become bloodied for the first time in the encounter.
Effect: You make two spiked chain attacks.
Cloud of Darkness Tiefling Racial Power
A cloud of darkness obscures you, but your vision pierces it.
Encounter
Minor Action Close burst 1
Effect: This power creates a cloud of darkness, that remains in place until the end of your
next turn. The cloud blocks line of sight for all creatures except you. Any creature except
you entirely within the cloud is blinded.
Dominating Kiss Tiefling Racial Power
With a kiss enhanced by your fiendish powers you dominate the mind of a foe.
Encounter
Standard Action Melee
Target: One creature
Attack: Dexterity vs. AC
Effect: On a hit make a secondary attack against the same target. Secondary Attack:
Charisma vs. Will; if you succeed the target is dominated until the end of your next turn.
The fluff is of course that of our dear old tieflings with horns, strange skin or/and eye
colours, rat tails, hooves or whatever they have.
Since the aasimar too are in the planetouched entry of the old MM I make them now.
AASIMAR
Average Height: 5' 6''-6' 2''
Average Weight: 135-220 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common and Celestial
Skill Bonuses: +2 Insight, +2 Perception
Celestial Heritage: At 1st level, you choose an at-will power from the paladin class. You can
use that power as an encounter power.
Celestial Resistance: At 1st level choose either acid, cold or lightning, you get a resistance
of 5 + one-half your level against that energy type.
Strong Will: You gain a +1 racial bonus to your Will defense and a +2 bonus to your saving
throws against fear effects.
So, that's it for today, feel free to review it and make suggestions (not the spell! )
Inspired by the interesting versions of 4E Planescape player races here, I thought I’d try my
hand on a few myself: It’s just a quick take, similar to the ones in the back of the MM – I
might later add racial feats and paragon paths.

Bladeling
Ability scores: +2 Str, +2 Dex
Size: Medium
Speed: 6 squares
Vision: Normal
Skill bonuses: +2 Intimidate
Spikeskin: Your unarmed attacks deal 1d8 damage and are automatically dealt to a foe you
successfully bull rush, grab, or are grabbed by.
Razor Storm: You can use razor storm as an encounter power.

Razor Storm Bladeling Racial Power


You expel a shower of spikes from your skin.
Encounter
Minor Action Close burst 1
Targets: All creatures in area
Attack: Constitution +2 vs. Reflex
Hit: 1d6 + Constitution modifier damage

Shad
Ability scores: +2 Con, +2 Dex
Size: Small
Speed: 6 squares
Vision: Darkvision
Skill bonuses:+2 Dungeoneering, +2 Endurance
Contortion: You can contort your body to fit through 6” by 6” openings and receive a+5
racial bonus on Acrobatics checks to escape from a grab or similar effect.
Survival Instinct: You can use survival instinct as an encounter power.

Survival Instinct Shad Racial Power


Through the trying hardships your people have endured, you have learned to shrug off the
worst of everything.
Encounter
Minor Action Personal
You remove an effect afflicting you that can be ended with a save.

Nathri
-Natives to the Shadowfell
-Racial alignment of Unaligned
Small size
Speed 6 Squares
Darkvision
+2 Dexterity, +2 Constitution
+2 Racial Skill Bonus to: Religion and Thievery
Racial Features:
Vicious: +1 bonus to damage against Bloodied foes
Ride the Wind: when falling, Nathri ignore the first 10 feet for terms of suffering damage.
This increases to the first 20 feet at Paragon tier, and the first 30 feet at Epic tier.

Poison Spike
You stab an enemy with the spike that grows from your right wrist, injecting toxin into
them.
Encounter
Melee attack vs. 1 target
+2 bonus at Heroic Tier, +4 bonus at Paragon Tier and +6 bonus at Epic Tier
Dex vs. AC
Inflicts 1D6 damage per tier, plus 5 ongoing poison damage at Heroic tier, 7 at Paragon tier
and 10 at Epic tier (save ends)

Shad

-Natives to the Feywild


-Trust races inclined towards nature (Eladrin & Elves), distrust those inclined towards
technology (Gnomes, maybe Dwarves), fear those that are technology (Warforged, maybe
Modrons)
-Racial alignment of Good
Small Size
Speed 7 Squares
Low-light Vision
+2 Constitution, +2 Intelligence
+2 Racial Skill Bonus to: Nature and Acrobatics
Racial Features:
Contortion: the Shad can squeeze through any opening that is 6” by 6” or greater in size.
Group Tactics: you gain a +1 bonus to attack rolls so long as you are within 5 squares of an
allied being.
Racial Power: Wild Runner

Wild Runner
Your speed and natural affinity for moving through obstacles allows you to better avoid
enemies
Encounter
Immediate Interrupt
You may shift up to 5 spaces to avoid being struck by an enemy

Bladeling
Typical Alignment: Unaligned or Evil
+2 DEX, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Supernal
Skills: +2 Athletics, +2 Intimidation

Claw: Your unarmed attacks deal 1d6


Resist Acid: 5 + 1/2 level
Razor Storm: You may use Razor Storm as encounter power

Razor Storm Bladeling Racial Power


Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same
spines explode out of your body and pierce your enemies skin. Your skin hardens and
alieves the pain. The same can't be said for your foes...
Encounter
Standard Action Close burst 2
Targets: All creatures in area
Attack: Dexterity + 2 vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier
damage at 11th level, and to +6 bonus and 3d6 +
Dexterity modifier damage at 21st level.
Effect: You gain a +1 to AC. Increase to +2 at 11th level, and +3 at 21st level. This lasts
until your next turn.

Khaasta

Typical Alignment: Unaligned


+2 STR, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Demonic
Skills: +2 Bluff, +2 Thievery

Endurance of the Clan: You gain a +1 to Fortitude Defense


Demonic Surge: +2 damage to bloodied foes
Jawed Reposite: You may use Jawed Reposite

Jawed Reposite Khaasta Racial Power


You strike your enemy with your weapon, your back hunched. You know that there's a good
chance that they might hit you, but you grin your teeth when they just do
Encounter
Standard Action Melee Weapon
Targets: One Creautre
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] +Strength modifier damage at 21st level.
Effect: When an opponent strikes you with a melee attack, you may make an attack Str vs.
AC. If you hit, you deal 1d4 + Strength modifier damage. This increases to 2d4 at 21st
level.

Spiker

+2 CON, +2 WIS
Speed: 6
Vision: Low-light
Skills: +2 Endurance, +2 Insight

Infernal Vangaurd: You gain a +2 to oppritunity attacks


Spined Hide: You gain a +1 bonus to AC defense

Spiker Armor: You may use spiker armor as an encounter power:

Razor Storm Spiker Racial Power


You extend the spines out of your skin and loosen them like a porcupine. Your enemies
should stay away from you,
Encounter
Standard Action Personal

Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at
11th level, and to 15th at 21st level.

Rogue Slaad

+2 STR, +2 CHA
Speed: 6 squares
Vision: Low-light
Skills: +2 Acrobatics, +2 Arcana

Elemental Origin

Eratic Resistance: Roll 1d10 after each extended rest, fallowing this table:
1-2: Fire
3-4: Cold
5-6: Lightning
7-8: Acid
9-10: Thunder

You gain resistance equal to 5 + half your level from that damage.

Anarch's Berzerking: When you become bloodied, you gain a +1 to attack and damage rolls
with melee attacks, but suffer a -1 to AC.

Chaos Warp: Rogue Slaad Racial Power

You conjure unstable chaos matter into your hands, shaping into an a seemingly amorphous
but somehow patterned blob. The blog lightens and dark, and finally, you force it out of
your hands, into your foes

Encounter + Acid, Cold, Fire, Lightning or Thunder


Standard Action Blast 3 within 5 squares
Targets: All creatures in area
Attack: Charisma + 2 vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Increase to +4 bonus and 2d6 + Charisma modifier
damage at 11th level, and to +6 bonus and 3d6 +
Charisma modifier damage at 21st level

There are only a few more things more powerful than the free-flowing, destructive and
awesome power of chaos. It's it stoppable by only the strongest wards, and the slaad are
proof of it's power. But some things, the littlest things, can make boulders stop. In this case
it's "Why?" It's a small world, but make a slaad even think it and he cosmic, chaotic power
is calmed in an instant. It could be as simple as just asking him, or complex and painstaking
as a grand ritual of epic mysticism, but either way, it is why that makes a slaad think - it
why that makes a slaad go rouge.

Play a rouge slaad if you want to...


* be a brute with a loud and colorful personality
* be whimsical and unpredictable
* to favor the barbarian, paladin and warlock

BLADELING
Racial Traits
Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Supernal
Skill Bonuses: +2 Athletics, +2 Intimidate
Resist Acid: 5 + 1/2 level
Body Blade: adjacent enemies who attack you with a push, pull or charge attack take 2
damage, enemies who grab you also take 2 damage.
RAZOR STORM Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same
spines explode out of your body and pierce your enemies skin but you reduce your cover.
Encounter ✦
Standard Action Close blast 3
Effect: You take a -2 penalty to your AC until the end of your next turn.
Targets: All creatures within blast
Attack: Dex +2 or Con +2 vs. Reflex
Hit: 1d8 + Dexterity damage Increase to +4 bonus and 2d8 + Dexterity modifier damage,
at 11th level, and to +6 bonus and 3d8 + Dexterity modifier damage at 21st level.

update
dele

Here's my early version of the revised 4e Tiefling:


Tieflings are another variety of vermin across the planes. On every plane and every world,
a number of their kind exists. Most of them are the descendants of Humans, the Rats of the
'verse that have plagued the planes, who've adapted to some of the more hostile planes and
possibly bred with some of the most depraved creatures the planes have ever spawned.
Stories also speak of ancient pacts and random mutations as other sources of Tieflings.
It matters not their origins, for Tieflings are there and here. There is nothing that can be
done anymore about them and the rest of their kin. Many because of their backgrounds are
the orphans struggling in many metropoli across the planes, but their numbers grow and
soon these disparate creatures may one day rise in ascension across the planes.
Three major bloodlines of Tieflings exist: Infernal Blood a kind associated with the Baatezu
and the planes of Baator, the more primal varieties of Tieflings the dreaded Abyssal Bloods
can trace their origins to the Tanar'i and the Obyriths and other dreaded Demons of the
Abyss, the third major bloodline are the insidious Gloom Bloods thought to have descended
from Yugoloths, Gehreleths, Night Hags and other dreadful creatures.
Traits - Here's the common traits
Ability Scores: +2 int, +2 cha
Size: M
Speed: 6
Vision: Low-light
Language: Common, and another
Skill Bonuses: +2 bluff, +2 stealth
{Yeah, exactly like the 4e PHB}
Infernal Blood:
Bloodhunt, Fire Resistance and Infernal Wrath as the PHB tiefling
Abyssal Blood:
Blood Fury: You gain +2 to damage when you are bloodied
Lightning Resistance: 5 + 1/2 your level Lightning Resistance
Abyssal Dread (Tiefling Racial Power)
You unleash a small portion of the infinite terror and dread of the Abyss.
Encounter * Fear
Standard Action
Close Burst 1
Target: Each Enemy in Burst
Attack: Charisma or Intelligence vs. Will
Increase to +2 at 11th level
Increase to +4 at 21st level
Hit: Target is pushed 1 square and takes a -2 penalty to attacks until the end of your next
turn.
Special: When you first get this power make a choice between using intelligence or
charisma, this choice remains through out your character's life.
Gloom Blood:
Exploit Weakness: Bloodied creatures get a -1 penalty to hit you.
Acid Resistance: 5 + 1/2 your level Acid Resistance
Corrupting Whispers (Tiefling Racial Power)
Your whispers are an insidious poison, that can bring out the worst of thoughts like a weight
on a soul.
Encounter * Psychic
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs. Will or Charisma vs. Fortitude
Increase to +2 at 11th level
Increase to +4 at 21st level
Hit: Target is slowed until the end of your next turn, and takes 1d6 + charisma modifier
psychic damage. At 11th level this becomes 2d6, and at 21st level this becomes 3d6.
Special: When you first get this power make a choice between targetting Will or Fortitude,
this choice remains through out your character's life. While you can affect creatures that
can't understand you with this power, a creature must be capable of hearing you to be
affected by this power.
DM Options: For any racial feats that use fire, you may substitute lightning or acid for
Abyssal and Gloom Bloods respectively.
( By Kobold Avenger – Is this version up to date? )

Otogi wrote:

Nathri
-Natives to the Shadowfell
-Racial alignment of Unaligned
Small size
Speed 6 Squares
Darkvision
+2 Dexterity, +2 Constitution
+2 Racial Skill Bonus to: Religion and Thievery
Racial Features:
Vicious: +1 bonus to damage against Bloodied foes
Ride the Wind: when falling, Nathri ignore the first 10 feet for terms of suffering damage.
This increases to the first 20 feet at Paragon tier, and the first 30 feet at Epic tier.
Poison Spike
You stab an enemy with the spike that grows from your right wrist, injecting toxin into
them.
Encounter
Melee attack vs. 1 target
+2 bonus at Heroic Tier, +4 bonus at Paragon Tier and +6 bonus at Epic Tier
Dex vs. AC
Inflicts 1D6 damage per tier, plus 5 ongoing poison damage at Heroic tier, 7 at Paragon tier
and 10 at Epic tier (save ends)
Shad
-Natives to the Feywild
-Trust races inclined towards nature (Eladrin & Elves), distrust those inclined towards
technology (Gnomes, maybe Dwarves), fear those that are technology (Warforged, maybe
Modrons)
-Racial alignment of Good
Small Size
Speed 7 Squares
Low-light Vision
+2 Constitution, +2 Intelligence
+2 Racial Skill Bonus to: Nature and Acrobatics
Racial Features:
Contortion: the Shad can squeeze through any opening that is 6” by 6” or greater in size.
Group Tactics: you gain a +1 bonus to attack rolls so long as you are within 5 squares of an
allied being.
Racial Power: Wild Runner
Wild Runner
Your speed and natural affinity for moving through obstacles allows you to better avoid
enemies
Encounter
Immediate Interrupt
You may shift up to 5 spaces to avoid being struck by an enemy
Bladeling
Typical Alignment: Unaligned or Evil
+2 DEX, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Supernal
Skills: +2 Athletics, +2 Intimidation
Claw: Your unarmed attacks deal 1d6
Resist Acid: 5 + 1/2 level
Razor Storm: You may use Razor Storm as encounter power
Razor Storm Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same
spines explode out of your body and pierce your enemies skin. Your skin hardens and
alieves the pain. The same can't be said for your foes...
Encounter
Standard Action Close burst 2
Targets: All creatures in area
Attack: Dexterity + 2 vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier
damage at 11th level, and to +6 bonus and 3d6 +
Dexterity modifier damage at 21st level.
Effect: You gain a +1 to AC. Increase to +2 at 11th level, and +3 at 21st level. This lasts
until your next turn.
Khaasta
Typical Alignment: Unaligned
+2 STR, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Demonic
Skills: +2 Bluff, +2 Thievery
Endurance of the Clan: You gain a +1 to Fortitude Defense
Demonic Surge: +2 damage to bloodied foes
Jawed Reposite: You may use Jawed Reposite
Jawed Reposite Khaasta Racial Power
You strike your enemy with your weapon, your back hunched. You know that there's a good
chance that they might hit you, but you grin your teeth when they just do
Encounter
Standard Action Melee Weapon
Targets: One Creautre
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] +Strength modifier damage at 21st level.
Effect: When an opponent strikes you with a melee attack, you may make an attack Str vs.
AC. If you hit, you deal 1d4 + Strength modifier damage. This increases to 2d4 at 21st
level.
Spiker
+2 CON, +2 WIS
Speed: 6
Vision: Low-light
Skills: +2 Endurance, +2 Insight
Infernal Vangaurd: You gain a +2 to oppritunity attacks
Spined Hide: You gain a +1 bonus to AC defense
Spiker Armor: You may use spiker armor as an encounter power:
Razor Storm Spiker Racial Power
You extend the spines out of your skin and loosen them like a porcupine. Your enemies
should stay away from you,
Encounter
Standard Action Personal
Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at
11th level, and to 15th at 21st level.
Rogue Slaad
+2 STR, +2 CHA
Speed: 6 squares
Vision: Low-light
Skills: +2 Acrobatics, +2 Arcana
Elemental Origin
Eratic Resistance: Roll 1d10 after each extended rest, fallowing this table:
1-2: Fire
3-4: Cold
5-6: Lightning
7-8: Acid
9-10: Thunder
You gain resistance equal to 5 + half your level from that damage.
Anarch's Berzerking: When you become bloodied, you gain a +1 to attack and damage rolls
with melee attacks, but suffer a -1 to AC.
Chaos Warp: Rogue Slaad Racial Power
You conjure unstable chaos matter into your hands, shaping into an a seemingly amorphous
but somehow patterned blob. The blog lightens and dark, and finally, you force it out of
your hands, into your foes
Encounter + Acid, Cold, Fire, Lightning or Thunder
Standard Action Blast 3 within 5 squares
Targets: All creatures in area
Attack: Charisma + 2 vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Increase to +4 bonus and 2d6 + Charisma modifier
damage at 11th level, and to +6 bonus and 3d6 +
Charisma modifier damage at 21st level
There are only a few more things more powerful than the free-flowing, destructive and
awesome power of chaos. It's it stoppable by only the strongest wards, and the slaad are
proof of it's power. But some things, the littlest things, can make boulders stop. In this case
it's "Why?" It's a small world, but make a slaad even think it and he cosmic, chaotic power
is calmed in an instant. It could be as simple as just asking him, or complex and painstaking
as a grand ritual of epic mysticism, but either way, it is why that makes a slaad think - it
why that makes a slaad go rouge.
Play a rouge slaad if you want to...
* be a brute with a loud and colorful personality
* be whimsical and unpredictable
* to favor the barbarian, paladin and warlock

I like your basic work for these races.


The things I see, that I disagree with are:
NATHRI
-(Natives to the Shadowfell) ethereal
-(Racial alignment of Unaligned) no lawful
(Speed 6 Squares) 5 is good for their small feets
(Darkvision) races don't gain darkvision in 4e at the begin. Maybe we can give it a feat.
(+2 Racial Skill Bonus to: Religion and Thievery) why religion?
(Poison Spike) the ongoing poison damage is too much 5-10-15 maybe constitution
modifiers or 2 is better. We can improve with feats.
SHAD
-(Natives to the Feywild) elemental earth
-(Racial alignment of Good) no restrictions
( +2 Intelligence) (maybe dexterity?)
(Group Tactics: you gain a +1 bonus to attack rolls so long as you are within 5 squares of
an allied being.) this is a very simple condition. What do you say about +5 vs. poison?
(Wild Runner
You may shift up to 5 spaces to avoid being struck by an enemy)
maybe dex. modifiers? It's a very strong basic power.
BLADELING
(Typical Alignment: Unaligned or Evil) Lawful, No good
(+2 INT) better the constitution for the old damage resisitence
(Claw: Your unarmed attacks deal 1d6) Now, this is a 3e mostrous style stuff but it couldn't
work with 4e. maybe a new encounter power adding +2 bonus; +4 at 11 and +6 at 21 and
improve with feats.
KHAASTA
(Typical Alignment: Unaligned) chaotic and no good
(+2 INT ) better consitituition. the old was +4
(Jawed Reposite Khaasta Racial Power) No one basic racial power requires weapon. Could
you like a bite power?
SPIKER
(Spined Hide: You gain a +1 bonus to AC defense) +2 ca vs. enemies in charge?
(Spiker Armor:
Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at
11th level, and to 15th at 21st level. ) each attack hits you?
What do you say of 1d6 +modifier constitution damage vs enemies in charge, immediate
reaction? 2d6 at 11 3d6 at 21
(reply by catland93)

My disagreement is ditch the Spiker and just use Bladeling because all I ever saw out of
Spikers were a low ECL version of Bladelings.
They've already done that with Doppelgangers and Changelings, made them all into one
race, I feel that the same should happen with Bladelings and Spikers.

(reply by kobold avenger)

Nathri:
I didn't choose religion but it did make sense to me. After all, when it was made, there
wasn't any real word on the ethereal plane. It made more sense back when I read it, but I
think it was somthing about the shadow. I do agree about poison, though.
Shad: Fitted more with the new edition to be in the Feywild (Elemental Chaos felt to
fluxuating). The intelligence is a throwback. The power makes sense, maybe 2+Dex. The
bonus to poison seems to much like the dwarves, maybe a bonus agaisnt elemental
creatures?
Bladelings: Alright, I can agree with that, but we need to replace the claw with something
else.
Khaasta: I know it makes more sense that way, but do we really need another +2 STR +2
CON brute? Khaastas are shrewd traders and warriors, and I think intelligence lends itself to
them. Good point on the weapon part, though, really should be by itself.
Spiker: I really didn't think the AC ting was a big deal. It can be powerful, but really, +1 AC
when you can get bonuses to healing and free swords and hammers? It's even less than the
non-AC defenses (you gotta keep up your NADs)
I did mean that it's when you get attacked, but I guess changing the value to 3 would be a
better and advancing it to 6 and 9 wouldn't be to strong.

Are there any other races we should convert other than the ones previously mentioned?

(reply by otagi)

I agree with all except for I don't think dwarves are the only race with poison resistence in
the planes.
About Khasta if we give him a +2 Int we must give another fortification.
About Bladelings they could have 2 racial powers: razor storm and the wounderer defense,
my first proposal for spiker, and made them all into one race.
Of sure we should convert aasimar, bariaur, modron, githyanki (feats), githzerai (feats). I
don't know if we want convert the others minor folks.
My proposal is for a unique race for Chaond, Zenithry etc..

(reply by catland93)

BLADELING
Racial Traits
Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Supernal
Skill Bonuses: +2 Athletics, +2 Intimidate
Resist Acid: 5 + 1/2 level
Body Blade: adjacent enemies who attack you with a push, pull or charge attack take 2
damage, enemies who grab you also take 2 damage.
RAZOR STORM Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same
spines explode out of your body and pierce your enemies skin but you reduce your cover.
Encounter ✦
Standard Action Close blast 3
Effect: You take a -2 penalty to your AC until the end of your next turn.
Targets: All creatures within blast
Attack: Dex +2 or Con +2 vs. Reflex
Hit: 1d8 + Dexterity damage Increase to +4 bonus and 2d8 + Dexterity modifier damage,
at 11th level, and to +6 bonus and 3d8 + Dexterity modifier damage at 21st level.

(catland93)

4) Missing Classes and Prestige Class Conversions

4E PLANESCAPE GENERAL FEATS, PATHS AND RITUALS


EROIC TIER FEATS

Amoral
Prerequisite: Cha 17
Benefit: You are careful to keep your moral and ethical beliefs hidden. Every attempt of
insight versus you rolls twice and use the lower result..

Accomplished Swimmer [REGIONAL]


Region: Elemental Plane of Water
Benefit: Almost all natives to the Plane of Water are exceptional swimmers, and even
inhabitants of races not initially from the plane show remarkable aptitude. +2 to speed
when you swim and roll twice and use the higher result to Athletics check to swim or to
tread water.

Arcane Dabbler
Prerequisite: Int 13, Trained in Arcana.
Benefit: Though not a dedicated spellcaster, you have studied arcane principles enough to
pick up a few useful cantrips. You gain prestidigitation, ghost sound and light at encounter.
Calculating Vigilance [REGIONAL]
Region: Mechanus
Prerequisite: Int 15
Benefit: You analyse combat on an intellectual level, watching for the correct time and place
to strike. In melee combat, use your intelligence modifier to determine bonus damage
rather than your strength modifier.

Deep Ethereal Traveler [REGIONAL]


Region: Ethereal Plane
Benefit: Those who frequent the Deep Ethereal learn how to negotiate it more easily,
despite its lack of landmarks. When calculating the time taken to travel to a location in the
deep ethereal, roll a d4 rather than a d10.

Devoted Worker [REGIONAL]


The craftsmen of Bytopia are renown for devotion to their work, finding tiredness only a
minor setback.
Region: Bytopia
Prerequisite: Con 17
Benefit: The craftsmen of Bytopia are renown for devotion to their work, finding tiredness
only a minor setback. You gain +2 bonus to endurance skill and increase number of healing
surges by 1.

FACTION FANATIC[belief]
Prerequisite: Faction Initiate Feat, any Channel Belief Feat
Benefit: Their fanaticism derives not from loyalty to the faction, but a willingness to believe
that is beyond even that of most servants of the Powers. You can spend an action point to
regain the use of your channel Belief encounter power.

Faerie Friend [REGIONAL]


Region: Arborea
Prerequisite: Human, Elf, Eladrin or Half-elf, Cha 13
Benefit: You are favored by the good fey of Arborea, who react more agreeably towards you
You roll twice and use the higher result to all charisma-based skills when interacting with
good-aligned fey.

Lessons of War [REGIONAL]


Region: Acheron
Benefit: In the eternal wars of Acheron you have learned how to defend yourself effectively
in mass combat. When using the „Aid Another‟ combat action to aid a friend in combat, you
also gain the +2 bonus to AC until the begin of your next turn.

Mind of Conflict [REGIONAL]


Region: Acheron
Benefit: Having come from a world locked in vicious conflict, your soul is devoid of emotion.
You gain +5 to to saving throws vs. charm and fear.

Minor Negativity [REGIONAL]


Region: Quasielemental Planes (Ash, Dust, Salt, Vacuum)
Benefit: Coming from one of the Quasielemental Planes bordering the Negative Energy
Plane, your body possesses a slight negative charge. You gain necrotic resistance 5 + ½
level and radiant vulnerability 5.
Minor Positivity[REGIONAL]
Region: Quasielemental Planes (Lighting, Mineral, Radiance, Steam)
Benefit: Coming from one of the Quasielemental Planes bordering the Positive Energy Plane,
your body possesses a slight positive charge. You gain radiant resistance 5 + ½ level and
necrotic vulnerability 5.

Mountain’s Stoicism [REGIONAL]


Region: Elemental Plane of Earth
Prerequisite: Con 15, Trained in Endurance
Benefit: Your respect for the endurance of the mountain has taught you resilience in
combat. When fighting defensively, you gain resist all as your constitution modifier until the
begin of your nex turn.

One with the Wild [REGIONAL]


Regions: The Beastlands.
Prerequisite: Wis 15, Cha 15, any nonlawful, nonevil alignment.
Benefit: You are recognized as a distinguished part of the natural order. Animals and plants
recognize and trust you as a creature of the land, and will not attack you unless you
threaten them first. You may grant this protection to a number of people traveling with you
equal to your Charisma modifier for 24 hours. Everyone of these must to expend an healing
surge to gain the truce. After this period you cannot reinitiate it until after an extendend
rest and after everyone expends another healing surge. If anyone violates the truce it's
broken for all members and cannot be reinitiated for another 24 hours.

Paragon of Virtue [REGIONAL]


Region: Elysium, Mount Celestia
Prerequisite: Cha 15, Any good alignment
Benefit: Your very essence seems to radiate a moral and caring quality, telling those who
follow you that they fight for a just cause. All bloodied allies +2 bonus to all attack rolls as
long as they are adiacents of your character.

Parting the Veil [DIVINITY]


Prerequisite: Wis 17, any Channel Divinity feat.
Benefit: Your devotion to the greater forces in the multiverse has brought new revelations
on the mysteries of the planes, allowing you to manipulate divine energy more fluidly. You
can spend an action point to regain the use of your channel Divinity encounter power.

Patience of the Waves [REGIONAL]


Region: Elemental Plane of Water
Prerequisite: Sag 15
Benefit: You have learned from the patient yet relentless nature of the ocean, applying it to
your fighting style. You may spend a standard action focusing of your intended target.
During your next attack you gain a +3 to your next attack roll against that creature.

Primal Energy [REGIONAL]


Region: the Beastlands
Benefit: You can unlock the primal urges that lurk in the depths of your mind, allowing you
to keep standing in battle. When dropped to 0 or less hit points, you do not fall unconscious
until the end of your next turn.

Self-Sufficiency [REGIONAL]
Region: Gehenna
Benefit: You have learned to support yourself, rarely needing to rely upon others.
When a character chooses to assist you in a skill check you may opt to decline their help. By
doing so you gain an automatic +1 circumstance bonus to the skill check in question. You
may decline help from multiple helpers during the same round, each providing a +1
circumstance bonus in the process.

Stored Rituals
Prerequisite: Master and perform rituals ability by class
Benefit: Storing a ritual works the same as performing a ritual (PHB 298), including the
ability for others to assist. It requires the same components and takes the same amount of
time. At the end of the ritual, however, the ritual caster must expend a healing surge in
order to lock the ritual into an item related to the ritual itself, known as a ritual object (a
key for Knock, a desiccated tongue for Comprehend Languages, etc.). A ritual will remain
stored in the object for a number of days equal to the character’s Intelligence modifier (min.
1). If a character has a stored ritual when he takes an extended rest, he recovers one fewer
healing surge per stored ritual. For example, a wizard that normally had eight healing
surges after each extended rest would only start with seven if he had stored a Detect Secret
Doors ritual the previous day but had not used it yet. A character can store a number of
rituals equal to his Intelligence modifier (min. 1).
Using a Stored Ritual
It requires a standard action and the expenditure of another healing surge to use a stored
ritual. The character must be holding the ritual object when he takes the action.
Releasing a Stored Ritual
A character can release a stored ritual at any time as a free action. He need not be holding
the ritual object, and the ritual magic dissipates without effect. He does not immediately
regain his healing surge, but can recover it with an extended rest or other ability that allows
the recovery of a healing surge.

Swiftness of Flames [REGIONAL]


Region: Elemental Plane of Fire
Benefit: The speed and destructive potential of fire inspires you in combat. Every time you
inflict a critical hit during combat, you gain a bonus to your initiative until the end of the
enconunter equal to your charisma modifier.

FIERY REBUKE OF ASMODEUS[DIVINITY]


Prerequisite: Channel Divinity class feature, must worship Asmodeus
Benefit: You can invoke the power of your divinity to use Fiery Rebuke of Asmodeus
Channel Divinity: Fiery Rebuke of Asmodeus
Encounter ♦ Divine, Fire, Implement
Standard * Close burst 5
Target: All creatures in burst except you.
Effect: All targets take fire damage equal to your Charisma bonus. If any allies of yours take
damage, make a secondary attack against one enemy in the burst. You gain a +2 bonus on
the attack roll, and deal +1d6 damage, for each ally damaged by this effect.
Secondary Attack: Cha vs. Will
Hit: Damage: 1d6 + Cha fire damage

VERSATILE RESISTENCE [TIEFLING]


Prerequisite: Tiefling
Benefit: You gain 3 of these 4 resistences: cold, lightning, fire and acid 5.

DARK WATCH [PLANETOUCHED]


Prerequisite: Planetouched, Low light Vision
Benefit: You gain Darkvision

CLOUD OF DARKNESS [TIEFLING]


Prerequisite: Tiefling
Benefit: You gain cloud of darkness as tiefling racial power. Once per encounter, you can
use either cloud of darkness or your basic tiefling racial power.
Cloud of Darkness Tiefling Racial Power
A shroud of blackness descends around you, hiding you from sight.
Encounter ♦
Minor Action Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next
turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures
entirely within it are blinded until they exit. You are immune to these effects.

DIABOLIC EYES [TIEFLING]


Prerequisite: Infernal Tiefling
Benefit: The Diabolic Eyes racial utility power replaces your 6th-level utility power. If you do
not yet have a 6th-level utility power, you can replace the power when you gain it.
Diabolic Eyes Feat Power
Le creature invisibili sono per te visibili
Encounter ♦
Standard Action personal
Effect: You see invisible creatures.
Sustain Standard

BLOOD OF THE LIGHTNING TERROR [TIEFLING]


Prerequisite: Abyssal Tiefling
Benefit: +1 attack and damage with lightning and fear powers.

CHANGE SHAPE [TIEFLING]


Prerequisite: Abyssal Tiefling
Benefit: The change shape racial utility power replaces your 6th-level utility power. If you
do not yet have a 6th-level utility power, you can replace the power when you gain it.
Change Shape Feat Power
You alter your form to look like some other humanoid.
Encounter ♦ Polymorph
Minor Action personal
Effect: You can alter your physical form to take on the appearance of any Medium humanoid

BLOOD OF THE WRETCHED [TIEFLING]


Prerequisite: Gloom Blood Tiefling
Benefit: +1 attack and damage with acid and psychic.

TONGUE OF THE ‘LOTH [TIEFLING]


Prerequisite: Gloom Blood Tiefling
Benefit: The Tongue of the ‘Loth racial utility power replaces your 6th-level utility power. If
you do not yet have a 6th-level utility power, you can replace the power when you gain it.
Tongue of the ‘Loth Feat Power
You silently invoke the power to bestow eloquence and persuasiveness.
Encounter ♦
Immediate Interrupt
Target: personal
Effect: The target rerolls a Bluff, Diplomacy, or Intimidate check he just rolled, with a +5
power bonus. He uses the new result, even if it is lower than the original result.

Improved Abyssal Dread [Tiefling]


Prerequisite: Tiefling, Abyssal Dread power
Benefit: The area of your Abyssal dread power increases to close blast 2 and your push
targets an additional square.

Improved Corrupting Whispers [Tiefling]


Prerequisite: Tiefling, Corrupting power
Benefit: The damage dice done by your Corrupting Whispers power increases to d8's.

Mixed Bloodline [Planetouched]


Prerequisite: Planetouched
Benefit: You can use the power from another bloodline of your planetouched race. After a
short or extended rest you can decide on which power you can use.
Special: You can take this feat multiple times. Each time you pick a different bloodline.

Mixed Planar Heritage [Planetouched]


Prerequisite: Planetouched race
Benefit: You can use the power of another planetouched race's bloodline or manifestation
due to due to your mixed heritage. After a short or extended rest you can decide on which
power you can use for the encounter.

PARAGON TIER FEATS

Abyssal Wrath [Tiefling]


Prerequisite: Tiefling, Abyssal Dread power, Charisma 15+
Benefit: Targets affected by your Abyssal Dread power take a penalty equal to 1 + your
charisma modifier.
Corrupting Secrets [Tiefling]
Prerequisite: Tiefling, Corrupting Whispers power
Benefit: Targets affected by your Corrupting Whispers power are also dazed.
Fury of the Abyss [Tiefling]
Prerequisite: Tiefling, Abyssal Dread power
Benefit: When you become bloodied you regain the use of Abyssal Dread.
Spread of Corrupting Influence [Tiefling]
Prerequisite: Tiefling, Corrupting Whispers power, Charisma 15+
Benefit: Corrupting Whispers becomes an area burst 1 within 10 square ranged power.
Versatile Bloodline [Planetouched]
Prerequisite: Planetouched, More than 1 bloodline or element manifestation
Benefit: You can use all the different bloodline/manifestation powers you have for each
encounter.
Vestigal Wings [Tiefling, Deva]
Prerequisite: Tiefling or Deva, Dex 13+
Benefit: You have a pair of small wings on your back, which reduces the damage from which
you fall by 50 feet. If you're wearing light or no armour you can also fly at your speed, but
you must end your turn on a horizontal surface or you will fall to the ground.
EPic TIER FEATS

Full Wings [Tiefling, Deva]


Prerequisite: Tiefling or Deva, Vestigal Wings Dex 15+
Benefit: The wings on your back are more fully-formed, when wearing light or no armour
you are immune to falling damage and can fly up to your speed, staying in air if you spend
a minor action to do so.
RITUALS

Banishment Ritual Level 18


You send a supernatural creature back to the plane that spawned it.
Category: Binding
Component Cost: 6,800 gp + 2 healing surges or 1 action point
Time: 1 minute
Market Price: 17,000 gp
Duration: Instant
Key Skill: Arcana
Effect: You make an Arcana vs. target’s will +10 to send an extraplanar creature back to its
home plane.

Reincarnate Ritual Level 6


You bring back a dead creature in another body
Category: Restoration
Component Cost: 160 gp
Time: 2 hours
Market Price: 420 gp
Duration: Instantaneous
Key Skill: Nature
Effect: To perform the Reincarnate ritual, you must have a part of the corpse of a creature
that died no more than a week ago. The condition of the remains is not a factor. So long as
some small portion of the creature’s body still exists, it can be reincarnated, but the portion
receiving the ritual must have been part of the creature’s body at the time of death. The
ritual of the spell creates an entirely new young adult body for the soul to inhabit from the
natural elements at hand. The subject returns to life as if he or she had taken an extended
rest. The subject is freed of any permanent conditions suffered at death.
The subject’s soul must be free and willing to return to life. Some magical effects trap the
soul and thus prevent Reincarnate from working, and the gods can intervene to prevent a
soul from journeying back to the realm of the living. In all cases, death is less inclined to
return paragon and epic heroes; the component cost is 2,000 gp for paragon tier characters
and 20,000 gp for epic tier characters.

Here's some ideas for feats mainly building off of my expansion to the Tiefling race. Back in
this thread.
Note for feats, Planetouched as a requirement refers to Tieflings, Genasi, Devas/Aasimar,
Chaonds, Cansin, Axani, Zenythri, Mechanitrix, Tuladhara, and whatever else I may have
missed.
Heroic Tier
Improved Abyssal Dread [Tiefling]
Prerequisite: Tiefling, Abyssal Dread power
Benefit: The area of your Abyssal dread power increases to close blast 2 and your push
targets an additional square.
Improved Corrupting Whispers [Tiefling]
Prerequisite: Tiefling, Corrupting power
Benefit: The damage dice done by your Corrupting Whispers power increases to d8's.
Mixed Bloodline [Planetouched]
Prerequisite: Planetouched
Benefit: You can use the power from another bloodline of your planetouched race. After a
short or extended rest you can decide on which power you can use.
Special: You can take this feat multiple times. Each time you pick a different bloodline.
Mixed Planar Heritage [Planetouched]
Prerequisite: Planetouched race
Benefit: You can use the power of another planetouched race's bloodline or manifestation
due to due to your mixed heritage. After a short or extended rest you can decide on which
power you can use for the encounter.
Paragon Tier
Abyssal Wrath [Tiefling]
Prerequisite: Tiefling, Abyssal Dread power, Charisma 15+
Benefit: Targets affected by your Abyssal Dread power take a penalty equal to 1 + your
charisma modifier.
Corrupting Secrets [Tiefling]
Prerequisite: Tiefling, Corrupting Whispers power
Benefit: Targets affected by your Corrupting Whispers power are also dazed.
Fury of the Abyss [Tiefling]
Prerequisite: Tiefling, Abyssal Dread power
Benefit: When you become bloodied you regain the use of Abyssal Dread.
Spread of Corrupting Influence [Tiefling]
Prerequisite: Tiefling, Corrupting Whispers power, Charisma 15+
Benefit: Corrupting Whispers becomes an area burst 1 within 10 square ranged power.
Versatile Bloodline [Planetouched]
Prerequisite: Planetouched, More than 1 bloodline or element manifestation
Benefit: You can use all the different bloodline/manifestation powers you have for each
encounter.
Vestigal Wings [Tiefling, Deva]
Prerequisite: Tiefling or Deva, Dex 13+
Benefit: You have a pair of small wings on your back, which reduces the damage from which
you fall by 50 feet. If you're wearing light or no armour you can also fly at your speed, but
you must end your turn on a horizontal surface or you will fall to the ground.
Epic Feats
Full Wings [Tiefling, Deva]
Prerequisite: Tiefling or Deva, Vestigal Wings Dex 15+
Benefit: The wings on your back are more fully-formed, when wearing light or no armour
you are immune to falling damage and can fly up to your speed, staying in air if you spend
a minor action to do so.

Now I try to support your staff with this:

VERSATILE RESISTENCE [TIEFLING]


Prerequisite: Tiefling
Benefit: You gain 3 of these 4 resistences: cold, lightning, fire and acid 5.
DARK WATCH [TIEFLING]
Prerequisite: Tiefling
Benefit: You gain Darkvision
CLOUD OF DARKNESS [TIEFLING]
Prerequisite: Tiefling
Benefit: You gain cloud of darkness as tiefling racial power. Once per encounter, you can
use either cloud of darkness or your basic tiefling racial power.
Cloud of Darkness Tiefling Racial Power
A shroud of blackness descends around you, hiding you from sight.
Encounter
Minor Action Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next
turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures
entirely within it are blinded until they exit. You are immune to these effects.
DIABOLIC EYES [TIEFLING]
Prerequisite: Infernal Tiefling
Benefit: The Diabolic Eyes racial utility power replaces your 6th-level utility power. If you do
not yet have a 6th-level utility power, you can replace the power when you gain it.
Diabolic Eyes Feat Power
Le creature invisibili sono per te visibili
Encounter *
Standard Action personal
Effect: You see invisible creatures.
Sustain Standard
BLOOD OF THE LIGHTNING TERROR [TIEFLING]
Prerequisite: Abyssal Tiefling
Benefit: +1 attack and damage with lightning and fear powers.
CHANGE SHAPE [TIEFLING]
Prerequisite: Abyssal Tiefling
Benefit: The change shape racial utility power replaces your 6th-level utility power. If you
do not yet have a 6th-level utility power, you can replace the power when you gain it.
Change Shape Feat Power
You alter your form to look like some other humanoid.
Encounter * Polymorph
Minor Action personal
Effect: You can alter your physical form to take on the appearance of any Medium humanoid
BLOOD OF THE WRETCHED [TIEFLING]
Prerequisite: Gloom Blood Tiefling
Benefit: +1 attack and damage with acid and psychic.
TONGUE OF THE ‘LOTH [TIEFLING]
Prerequisite: Gloom Blood Tiefling
Benefit: The Tongue of the ‘Loth racial utility power replaces your 6th-level utility power. If
you do not yet have a 6th-level utility power, you can replace the power when you gain it.
Tongue of the ‘Loth Feat Power
You silently invoke the power to bestow eloquence and persuasiveness.
Encounter * Divine
Immediate Interrupt
Target: personal
Effect: The target rerolls a Bluff, Diplomacy, or Intimidate check he just rolled, with a +5
power bonus. He uses the new result, even if it is lower than the original result.
FIERY REBUKE OF ASMODEUS[DIVINITY]
Prerequisite: Channel Divinity class feature, must worship Asmodeus
Benefit: You can invoke the power of your divinity to use Fiery Rebuke of Asmodeus
Channel Divinity: Fiery Rebuke of Asmodeus
Encounter * Divine, Fire, Implement
Standard * Close burst 5
Target: All creatures in burst except you.
Effect: All targets take fire damage equal to your Charisma bonus. If any allies of yours take
damage, make a secondary attack against one enemy in the burst. You gain a +2 bonus on
the attack roll, and deal +1d6 damage, for each ally damaged by this effect.
Secondary Attack: Cha vs. Will
Hit: Damage: 1d6 + Cha fire damage
5) Faction Classes and Feats

ATHAR (Defiers, the Lost)


They don't believe gods are divine. Powers are just beings with a lot of power to throw
around.
INIZIATE OF THE ATHAR[Belief]
Prerequisite: join the Athar, cannot be a cleric of a specific deity.
Skills: Intimidate and religion are your class skill. You gain +2 bonus to these skills.
Faithless Blessing: +1 to Fort/Ref/Will Defenses against a Divine attack or from one made
by an Immortal creature.
Power of Banishment: A group of Athar can add their total level to cast the ritual
Banishment. One for day they can cast it without to expend the component cost as if you
had the Ritual Caster feat.
Heretic: They are very reluctant to be aided by one and clerics are reluctant to aid them
back. They can worship the Great Unknown.
Banishment Ritual Level 18
You send a supernatural creature back to the plane that spawned it.
Category: Binding
Component Cost: 6,800 gp + 2 healing surges or 1 belief point
Time: 1 minute
Market Price: 17,000 gp
Duration: Instant
Key Skill: Arcana
Effect: You make an Arcana vs. target’s will +10 to send an extraplanar creature back to its
home plane.
Faithless Miracle [Belief]
Prerequisite: Initiate of the Athar
Benefit: You can invoke the power of your belief to use Faithless Miracle
Channel Belief : Faithless Miracle Power of Belief
Your denial of the powers is such that you can completely disregard divine magic.
Encounter ♦ Belief (Athar)
Immediate Interrupt
Target: Personal
Effect: When successfully attacked by a divine power or by immortal creatures, you can
cause the attacker to reroll the attack.
BELIEVERS OF THE SOURCE (Godsmen)
They believe every being can be elevated to the status of the divine beings, or even higher.
INIZIATE OF THE GODSMEN[Belief]
Prerequisite: join the Godsmen.
Skills: Diplomacy and Endurance are your class skill. You gain +2 bonus to these skills.
Imbue Equipment: You can construct your own implements, weapons and armor, and
wondrous items, given proper tools and raw materials as if you had the Ritual Caster feat.
Making an implement or a weapon takes two days, and making a wondrous item and
armour takes four days. It confers an economic advantage, however. The item ultimately
costs is 4/5 of it would if you’d purchased it directly.
Complete the Cycle: If a Godsmen is killed, under no circumstances whatsoever can he be
brought back to life. Upon death, you may choose to be reincarnated by the Reincarnate
ritual. One hour after your death, you are reborn at a random location on a plane of your
choice where your new race is considered native. This plane becomes your new home plane.
Little Faith: Priests of specific Deities cannot take deity feats (except for those of the Great
Unknown), because they do not have the unwavering faith required.
Reincarnate Ritual Level 6
You bring back a dead creature in another body.
Category: Restoration
Component Cost: 160 gp
Time: 2 hours
Market Price: 420 gp
Duration: Instantaneous
Key Skill: Nature
Effect: To perform the Reincarnate ritual, you must have a part of the corpse of a creature
that died no more than a week ago. The condition of the remains is not a factor. So long as
some small portion of the creature’s body still exists, it can be reincarnated, but the portion
receiving the ritual must have been part of the creature’s body at the time of death. The
ritual of the spell creates an entirely new young adult body for the soul to inhabit from the
natural elements at hand. The subject returns to life as if he or she had taken an extended
rest. The subject is freed of any permanent conditions suffered at death.
The subject’s soul must be free and willing to return to life. Some magical effects trap the
soul and thus prevent Reincarnate from working, and the gods can intervene to prevent a
soul from journeying back to the realm of the living. In all cases, death is less inclined to
return paragon and epic heroes; the component cost is 2,000 gp for paragon tier characters
and 20,000 gp for epic tier characters.
Harness Divinity [Belief]
Prerequisite: Initiate of the Godsmen
Benefit: You can invoke the power of your belief to use Harness Divinity
Channel Belief : Harness Divinity Power of Belief
In studying the doctrine of the Believers of Source you have come to recognize divine
potential within yourself, and have even begun to access your latent power. How you
perceive it is up to you; many view it as a spark of divine flame that can be channeled while
others simply manifest their desires on the multiverse through force of will.
Encounter ♦ Belief (Godsmen)
Minor Action Melee touch
Target: You or a Creature
Requirement: you expend an healing surge.
Effect: The target regains hit points as if it had spent a healing surge.
BLEAK CABAL (Bleakers, the Cabal, Madmen)
The universe just IS, there is no grand scheme or purpose. It's all rather depressing really.
INIZIATE OF THE BLEAKERS[Belief]
Prerequisite: join the Bleakers.
Skills: Healing and Insight are your class skill. You gain +2 bonus to these skills.
The dark in the Mind: +1 to all defenses vs. powers with the psychic or charm keyword (You
don't want to see into their heads).
Absorb Madness: you can cast the ritual Absorb Madness as if you had the Ritual Caster
feat.
Fragile Sanity: Each member of the faction must make a saving throw with Wisdom modifier
bonus every morning. If it fails he receive a randomly rolled condition on the madness table.
For each continuous failed save he gains a madness rank that is a -2 cumulative penalty to
the next save.
Madness Table(d20)
1: Deeply Depressed:
2-3: Apathetic
4: Enthralled
5: Fatalistic:
6: Craven:
7-8: Fobic: save -5 vs. fear.
1-2. Dark
3. Heights
4-5. Fire
6-7. Cramped quarters
8-9. Magic
10. Water
11 -12 Blood
13. Aberrations, Vermin, & Snakes
14. Undead
15. Being touched
16.Noise
17.Diseases
18.Xenofhobia
19.Photomania
20. Choose
9-11 Degenerations
1 Accidental Prone
2 Amnesia
3 Backpack Vortex
4 Delusion
5 Hypochondriac
6 Forgetful
7 Hallucinations
8 Multiply personality
9 Mistaken identity
10 Mute
11 Narcolepsy
12 No sense of direction
13 Possessed
14 Visions
15 Stunned
16 Pacing
17 Howling, Barking, Foreign Accent (1d3)
18 Dancing Mania
19 Conspiracy Nut
20. Choose
12-14 Manias
1 Kleptomania
2.Sharpening
3.Pyromania
4.Nudist
5.Nervs
6.Neatness
7.Compulsice Liar
8.Laughs too much
9.Racist
10.Talker
11. Rabid Pessimism
12.Rabid Optimism
13. Contrariness
14. Fussy
15. Obsessive
16. Permanent Cynicism
17. Seizures
18.”Animal senses”
19.Messiness
20. Choose.
15:Paranoid
16: Messiah Complex
17: Sadic Tendencies
18: Hyperactive
19: Deranged
20: Mad Genius
“TOUCHED” [Belief]
Prerequisite: Initiate of the Doomguard
Benefit: You can invoke the power of your belief to use “Touched “
Channel Belief : “Touched “ Power of Belief
Your close relationship to the madness of the universe makes you immune against the
madness of magic.
Encounter ♦ Belief (Bleakers)
Immediate Reaction Personal
Trigger: You are affected by a power with the psychic or charm keyword that causes some
condition that can be ended with a saving throw.
Effect: You can immediately make a saving throw with a +5 bonus. If you are successful
you ignore the condition completely. If you fail you are not considered to have used this
power and can retain its use for later.
DOOMGUARD (Sinkers, Destroyers)
Entropy is the nature of the universe, and we'll help it along.
INIZIATE OF THE Doomguard[Belief]
Prerequisite: join the Doomguard.
Swordmanship: You gain proficiency with heavy swords and the brutal 1 property.
Entropic Understanding: Roll twice and use the higher result to break organic material.
Sift: you can cast the ritual Sift as if you had the Ritual Caster feat.
Healing resistence: They hate supernatural healing. When a cleric or Warlord uses a power
granting a healing surge on them, Doomguard do not gain the extra healing normally
associated with it (in other words, they get a normal healing surge). If a Doomguard is a
petitioner, they gain a -1 to the result.
Sift Ritual Level 6
Your connection to the forces of entropy is so strong you can witness the events leading to
a target’s destruction.
Category: Scrying
Component Cost: 2 healing surges or 1 belief point
Time: 1 minute or 10 minutes
Market Price: not On Sale
Duration: 1 minute or more
Key Skill: Arcana
Effect: When using the Sift ritual, you perceive the object's destruction as if you were there
by making a successful Arcana check (DC 15 + one per month that has passed). If you
succeed, you can witness the events prior to the destruction of the object for one minute
plus an additional minute for every two points by which your check result exceeds the DC. If
you wish to witness the destruction of an object that occurred years or centuries ago, you
must spend ten minutes concentrating on the object and make a Arcana check as before,
except the DC increases by one per century that has passed since the object’s destruction.
This is a supernatural ability.
ENTROPIC BLOW [Belief]
Prerequisite: Initiate of the Doomguard
Benefit: You can invoke the power of your belief to use Entropic Blow
Channel Belief : Entropic Blow Power of Belief
Most Sinkers learn sooner or later how to bring entropy to their enemies with a single blow,
making Doomguard members some of the most feared warriors in the multiverse
Encounter ♦ Belief (Doomguard), Weapon
Standard Action Melee Attack
Target: One creature
Requirement: Before the attack, you expend an unused daily power, and an healing surge
or take damage equal to your healing surge value.
Attack: Strength, Constitution or Charisma vs. Fortitude (critical 18-20).
Hit: You deal damage based on the level of the daily power you expended:
1st level 3[W] + Str., Con. or Cha. modifier
5th level 4[W] + Str., Con. or Cha. modifier
9th level 5[W] + Str., Con. or Cha. modifier
15th level 6[W] + Str., Con. or Cha. modifier
19th level 7[W] + Str., Con. or Cha. modifier
25th level 8[W] + Str., Con. or Cha. modifier
29th level 9[W] + Str., Con. or Cha. modifier
The target is considered bloodied also if his hit points are more of ½ until the end of the
encounter. You and all allies score critical hits against the target on rolls of 18 or higher
until the end of your next turn.
Sustain free: You lose a healing surge or take damage equal to your healing surge value
when you sustain and you and all allies score critical hits against the target on rolls of 18 or
higher until the end of your next turn.
Miss: No damage and no effects, but you regain your daily power expended. The healing
surges expended are lost.
The DUSTMEN (The Dead)
Life is a lie, an ever repeating cycle of coming back and disappearing into the depths. Only
by slipping into the state known as True Death is the only way out.
INIZIATE OF THE DEAD [Belief]
Prerequisite: join the Dustmen.
Yearning for Death: You can master and perform rituals of your level or lower if it involves
the Death, undead or the dead as if you had the Ritual Caster feat. Roll twice and use the
higher result to skills and rituals check if it involves the Death, undead or the dead.
Numb: You gain a +2 bonus to saving throws against charme and fear effects.
Dead Truce: The faction has a very deep understanding of and relationship with the forces
of death. As a result, all members of the faction benefit from the something known as the
Dead Truce. In a nutshell, as long as the Dustman doesn’t harm the undead, the undead
won’t harm him. One should note that this isn’t restricted to just physical harm. This means
that a Dead can’t just walk through a horde of zombies to steal an item they are protecting.
Such an abuse breaks the Dead Truce and the Dustmen’ll be treated the same as any other
basher.
Born Dead: Dustmen don't want to come back if they die. They have -2 penalty to all death
saves. To returns to life a dustmen with any ritual, you must succeded a Religion check vs.
target’s will +10.
GREATER DEAD tRUCE [BELIEF]
Prerequisite: Initiate of the Dustmen
Benefit: You can invoke the power of your belief to use Greater Dead Truce.
Channel Belief : Greater Dead Truce Power of Belief
Your soothing words keep undead from attacking you.
Encounter ♦ Belief (Dustmen) , Zone
Minor Action
Target: Close Burst 20
Effect: Intelligent undead within range cannot attack you as long you have attacked none of
the undead creatures in this encounter.
Sustain Minor
FATED (Takers, the Heartless)
The strong rule. Take what's yours, and be as self-reliant and prosperous as possible.
INIZIATE OF THE FATED[Belief]
Prerequisite: join the Fated.
Skills: You gain +2 to untrained skill checks.
Survivor: You gain +2 to all death saving throws.
Each has what deserves him: As a Fated you cannot willingly accept or give out charity.
SELF-RELIANCE [BELIEF]
Prerequisite: Initiate of the Fated
Benefit: You can invoke the power of your belief to use Self-Reliance.
Self-Reliance Power of Belief
Face it, the only way to survive in the multiverse is by being able to take care of yourself.
You’ve realized that you can never truly depend on anyone else, so you’ve learned to be
much more self-sufficient.
Encounter ♦ Belief (Fated)
Minor Action Personal
Effect: You choose a skill. You gain a +5 power bonus to your next skill check during this
encounter. If you succeded you can roll twice and use the higher result to all skill checks for
the this skill until the end of the encounter. If you fail you roll twice and use the worst result
to all skill checks for the this skill until the end of the encounter.
The Fraternity of Order (Guvners)
The universe works on rules. Learn the rules, and everything else will click into place.
INIZIATE OF THE GUVNERS [Belief]
Prerequisite: join the Guvners, cannot be chaotic.
Skills: All Knowledge skills are your class skill. You gain +2 bonus to these skills. You gain
the legalspeak as bonus language.
Bookworm: Roll twice and use the higher result to skills check if it involves research in
libraries.
Intuit Pattern: You can perform the ritual Comprehend Language and Create Item as if you
had the Ritual Caster feat. One for day you can cast Comprehend Language without to
expend the component cost.
Law Rules: As a Guvner, you cannot knowingly break any law.
Probability Manipulation [Belief]
Prerequisite: Initiate of the Guvners or Initiate of the Mathematicians
Benefit: You can invoke the power of your belief to use Probability Manipulation.
Channel Belief : Probability Manipulation Power of Belief
In your quest to understand the intrinsic laws of the multiverse, you have learned how to
“bend” the laws affecting an outcome.
Encounter ♦ Belief (Guvner, Mathematicians)
Immediate Interrupt
Target: You or one Creature
Effect: add a +2 or -2 to any attack roll, damage roll, or skill check.
FREE LEAGUE (Indep)
Not really a faction, just a group of people getting together for protection. Independence is
the most important thing here.
INIZIATE OF THE INDEP[Belief]
Prerequisite: join the Indep.
Skills: Streetwise is your class skill. You gain +2 bonus to this skill.
Faction Knowledge: Roll twice and use the higher result to skills check if it reguards
factions.
Slippery: +2 bonus to saves vs. charm or enthralling effects.
Price Discounted: When buying items, you only pay 4/5 the listed price, when selling items,
you can receive 2/5 of the items value.
Free Will: As an Indep, you will never put yourself into a situation where you are completely
subservient.
Independent Mind [Belief]
Prerequisite: Initiate of the Indep
Benefit: You can invoke the power of your belief to use Independent Mind
Channel Belief : Independent Mind Power of Belief
Your stubbornness makes you resistant to attacks against your will.
Encounter ♦ Belief (Indep)
Immediate Interrupt
Target: Personal
Effect: When successfully attacked by a power targeting will, you can cause the attacker to
reroll the attack.
The Harmonium (Hardheads)
Further the Harmonium goal of bringing order to the multiverse . . . by any means
necessary!
INIZIATE OF THE HARMONIUM[Belief]
Prerequisite: join the Harmonium, Cannot be chaotic.
Skills: Intimidate is your class skill. You gain +2 bonus to the skill.
Hardheaded: save +2 vs. charme and fear.
Lockdown: +2 to grab attack. You can to restrain a grabbed creature (through restraining
device such as manacles or collar) as minor action.
United for the cause: Aid in combact another Harmonium as minor action.
Rigid Codex: You must follow all the orders and decrees of the Harmonium, and uphold their
beliefs.
Authority[Belief]
Prerequisite: Initiate of the Harmonium
Benefit: You can invoke the power of your belief to use Autorithy
Channel Belief : Authority Power of Belief
The authority put forth by your faction has become an almost supernatural ability to bellow
a command and see it immediately obeyed.
Encounter ♦ Belief (Harmonium) , Implement, Charm
Minor Action Area burst 2 within 10
Target: Each creature within burst
Attack: Charisma vs. Will
Hit:: The target is immobilized until the end of your next turn. If you choose to attack one
single creature in the burst you gain +4 bonus to the attack.
Mercykillers (Red Death)
Justice is absolute. Everyone must be punished if they commit a crime. You are judge, jury,
and executioner.
INIZIATE OF THE RED DEATH[Belief]
Prerequisite: join the Mercykillers, cannot be chaotic.
Skills: Intimidate and Insight are your class skills. You gain +2 bonus to these skills.
Executioner: Roll twice and use the higher result to coups de grace and versus immobilized
targets.
Eye for Injustice: as standard action you may spend an healing surge to make a insight
check to determine if an individual has knowingly committed any crimes. (DC is the Target’s
will + number of hours since the crime was committed). If the criminal is actively trying to
hide their crime from you, use his bluff check for the the DC. This check does not reveal the
exact crime, but it does reveal its magnitude, allowing you to differentiate between a petty
thief and a murder with some accuracy.
Mercykiller Code: A Mercykiller must give into punishment if they have committed any crime
except crimes done in the course of bringing another criminal to justice. They cannot
release a lawbreaker who has not been punished..
BLOW FOR JUSTICE [BELIEF]
Prerequisite: Initiate of the Red Death
Benefit: You can invoke the power of your belief to use Blow for Justice.
Channel Belief : Blow for Justice Power of Belief
Calling upon the greatest principle in the multiverse, many Mercykillers are capable of
making telling blows against those who stand in the way of justice. Though they must
endure great pain to achieve this end, the satisfaction of destroying criminals is justification
enough.
Encounter ♦ Belief (Mercykiller)
Minor Action Personal
Target: One Creature
Effect: If your next attack hits the target is a critical hit and you lose three healing surges.
If you have fewer than three healing surges when you use this power, you take damage
equal to your healing surge value for each healing surge you don’t lose.
Revolutionary league (Anarchists)
Society is corrupt. Sneak into the cracks, then crack it open! Rebuild it from the ground up!
INIZIATE OF THE ANARCHISTS[Belief]
Prerequisite: join the Revolutionary League.
Skills: Bluff and Stealth are your class skill. You gain +2 bonus to the skills.
Infiltrator: Roll twice and use the higher result to bluff checks to pass off a disguise as a
factioneer.
Anarchist Craftsman: One for day, you can make alchemical items of your level or lower as
if you had the Alchemist feat without to expend the component cost. You must have the
correct formula and an appropriate skill.
Revolutionary Cause: An Anarchist can never truly hold a public office or business (though
he can pose as one for a while). Is expected to give some proceeds to help their cause.
POINT THE FINGER [BELIEF]
Prerequisite: Initiate of the Anarchists
Benefit: You can invoke the power of your belief to use Point the Finger.
Channel Belief : Point the Finger Power of Belief
You are a master of verbal deception, and can make others seem dishonest or inept with
your quick wit.
Encounter ♦ Belief (Anarchist)
Free action Close Burst 10
Target: one Creature in the burst
Trigger: you succeded in a Bluff check opposed by the target’s Insight check.
Effect: the target has -5 to the next charisma based ability roll. You gain a power bonus to
Bluff checks equal to your Intelligence modifier until the end of the encounter.
The SIGN OF ONE (Signers)
Belief shapes the world. Maybe we are all the product of one guys twisted dreams, maybe
we all share one, large, collective dream. Who is to know?
INIZIATE OF THE SIGNERS[Belief]
Prerequisite: join the Sign of One, Intelligence or Wisdom 13
Illusion Perception: Roll twice and use the higher to Insight check to determine if you notice
the telltale signs of an illusion effect.
Imagining: you can cast the ritual Imagining as if you had the Ritual Caster feat.
Egocentric: Signers are usually pretty aloof and, because of their nature, they often wax
philosophical and are rarely down to earth. Thus, they suffer -2 penalties to diplomacy when
not talking about philosophy, or similarly heady subjects.
Imagining Ritual Level 6
You can manipulate your surroundings to a greater degree, using only your force of will.
Category: Special
Component Cost: 1 belief point.
Time: Special
Market Price: not On Sale
Duration: Special
Key Skill: Special
Effect: you may attempt to imagine the effects of any ritual of your level. If you succeded in
the ritual’s key skill check you can cast the ritual without to expend the components cost
(DC 10 + ritual’s level). If you roll a natural 1 you believe yourself imaginary! You become
shadow monster versions of yourself; Roll two times for each attack, save and ability check
and choose the lower result.
You can to make a successful imagining ritual check and return to reality.
If you roll a natural 1 to imagine a ritual’s effect of 11th level or more you are also bloodied
as max hit points and -5 to AC and to all defenses.
If you roll a natural 1 to imagine a ritual’s effect of 21th level or more means you have
imagined too well a multiverse without him: You cease to exist. The only way you can
return to the multiverse is through the use of a wish ritual - or if another Signer imagines
you back!
POWERS OF IMAGINATION[Belief]
Prerequisite: Initiate of the Signers or Initate of the Will of the One.
Benefit: You can invoke the power of your belief to use Powers of Imagination.
Channel Belief : Powers of Imagination Power of Belief
You can manipulate your surroundings to a greater degree, using only your force of will.
Encounter ♦ Belief (Signers, Will of the One)
Standard action Personal
Requirement: you expend an unused daily power, and an healing surge or take damage
equal to your healing surge value.
Effect: You gain a daily power of any arcane, psionic and shadow class until the end of the
encounter or for 5 minutes. After you cast the power you are dazed (save ends). Each save
failed you loose an healing surge or take damage equal to your healing surge value.
The Society of Sensation (Sensates)
The Multiverse has no true, overarching scheme other than to EXPERIENCE it. Go out, see
the different sights, feel them. SEE what an infinite infinities have to offer.
INIZIATE OF THE SENSATES[Belief]
Prerequisite: join the Society of Sensation.
Skills: Perception and Streetwise are your class skill. You gain +2 bonus to the skills.
See the Dark: You gain low- light vision.
Multiclass Versatility: You can choose multiclass feats from several classes.
Exceptional Immunity: +2 to saves versus poison and endurance checks to resist disease.
Joy de Vivre: A sensate will not say no to a new sensation that poses no obvious, damaging
threat.
SENSORY TOUCH [BELIEF]
Prerequisite: Initiate of the Sensates
Benefit: You can invoke the power of your belief to use Sensory Touch.
Channel Belief : Sensory Touch Power of Belief
Sensates are taught how to feel the pain of others in exchange for their own wellbeing.
Encounter ♦ Belief (Sensates) , Healing
Minor Action
Target: One Creature melee touch
Requirement: you expend an healing surge.
Effect: The target regains hit points as if it had spent a healing surge or remove any
condition. You take damage as one healing surge or take his condition.
The Trancendent order (Ciphers)
Don't, think, DO. The only way to attain enlightenment is to let the universe FLOW threw
you, thinking will only bog you down.
INIZIATE OF THE ciphers[Belief]
Prerequisite: join the Trascendent Order, You must be partially neutral.
Skills: Acrobatics and Athletics are your class skill. You gain +2 bonus to the skills.
Action without Thought Roll twice and use the higher result to initiative checks
Cadence Whispers: you can cast the ritual Cadence Whispers as if you had the Ritual Caster
feat.
To think is to Fail: Because Ciphers act unhesitatingly, in play, as soon as an action is stated
for a Cipher player character, that cutter is committed to the action. You can't say, "Oh,
wait, I changed my mind!" Bashers who pause to consider or debate pending actions are
failing to adhere to the philosophy.
Cadence Whispers Ritual Level 6
To be a member of the Transcendent Order is to open oneself up to the grand design of the
multiverse. While the method and extent to which Ciphers do so varies, those that
surrender themselves to the Cadence of the Planes are rarely without knowledge of the best
course of action to pursue..
Category: Divination
Component Cost: 1 belief point.
Time: 1 minute
Market Price: not On Sale
Duration: Instantaneous
Key Skill: Religion
Effect: you may attempt to gain some insight into the course of action the Cadence of the
Planes requires you to take. While it does not reveal secret information, it should be enough
to provide a push in the right direction. “Shemeska the Marauder may have relevant
information” and “You should make sure there’s nothing hidden behind that dresser” are
both viable instructions.
Master of the Heart[Belief]
Prerequisite: Initiate of the Cipher
Benefit: You can invoke the power of your belief to use Master of the Heart
Channel Belief : Master of the Heart Power of Belief
You have learned to act without thought
Encounter ♦ Belief (Cipher)
No Action Personal
Requirement: You roll highest initiative (20 or plus). Others Ciphers initiatives don’t count
for this.
Effect: You can spent unlimited action points in this encounter but only one for round.
You can do it to take a single action as immediate reaction.
XAOSITECTS (Chaosmen)
The nature of the universe is pure, unadulterated chaos . . . act accordingly . . . or don't.
INIZIATE OF THE CHAOSMAN[Belief]
Prerequisite: join the Xaositects, cannot be lawful.
Uncomprensible: Insight check versus you take -5 penality. You gain Scramblespeak
language, where words are hopelessly transposed so as to confuse the listner.
Unlikely Event: Every morning you roll 1d20. Whenever any d20 you roll unmodified comes
up that number during the day, and you gain an action point or another chaotic benefits:
then reroll and use the second result. A DM could choose various benefits like an temporary
arcane power or an istant extraordinary effect. DMs should base abilities on a character’s
personality and skills, taking care not to make the PC the center of power in a campaign.
And change the ability from time to time. That’s the way chaos works: Nothing stays the
same for long.
Optional Random Power Table (1d20):
1-5 Gain an action point.
6-7 Gain an temporary at will power.
8-10 Gain an temporary encounter power.
11-15 Gain an temporary utility power.
16-18 Gain an temporary ritual power without expend component cost.
19 Gain an temporary daily power.
20 Extraordinary effect.
Nothing is lost: Xaositects, with their inner sense of chaos, know where the whole
multiverse keeps everything. If a body loses something, he could do worse than ask a
Xaositect where it is. You can roll an insight check to know where is any item lost. Still,
characters seeking information on lost items might not get exactly the answers they expect
from a Chaosman. Sometimes, a faction member rattles off an object‘ s exact location: “It’s
five feet directly in front of the side door of the Black Sails, in the Lower Ward in Sigil.”
Other times, the Xaositect gives only the amount of detail needed (“It’s behind your
washbasin”) or offers just a general answer (“It’s near a tree”). The Xaositect can decide
himself how accurate to make his response, or the DM might base the accuracy and depth
of the answer and the DC’s difficult on the character’s rank in the faction.
Unreliability: In addition to acting as barmy as you possibly can, you can never be a part of
long-term plans, own a business or practice law.
INDUCE CHAOS [BELIEF]
Prerequisite: Initiate of the Chaosman
Benefit: You can invoke the power of your belief to use Induce Chaos.
Channel Belief : Induce Chaos Power of Belief
You know how to sow chaos in others, infecting them with raw randomness.
Encounter ♦ Belief (Xaositects) , Implement, Charm
Standard Action Area burst 1 within 10
Target: Each creature within burst
Requirement: Before the attack, you expend an healing surge.
Attack: Charisma or Wisdom or Intelligence vs. Will
Hit:: The target is dominated until the begin of your next turn but you don’t choice the
action the character takes. Instead you roll 1d10 each round in order to determine how the
characters behave while under the influence of this power.
1-3: Targets can act normally but are stilled dazed.
4-5: Targets take a move action away from you.
6-7: The targets stand around and take no actions.
8-9: Targets attack nearest creature
10: You can choose the action.

POST FACTION WAR AND OTHERS

ASHERS (Preservers, Regolators)


These are the rare Doomguard that have dedicated their lives to slowing entropy - or at the
very least, placing it where they think it belongs.
INIZIATE OF THE ASHERS[Belief]
Prerequisite: join the Ashers.
Skills: Healing and Perception are your class skills. You gain +2 bonus to these skills.
Entropic Understanding: Roll twice and use the higher result to break organic material.
Sift: you can cast the ritual Sift as if you had the Ritual Caster feat.
Healing resistence: They hate supernatural healing. When a cleric or Warlord uses a power
granting a healing surge on them, Doomguard do not gain the extra healing normally
associated with it (in other words, they get a normal healing surge). If a Doomguard is a
petitioner, they gain a -1 to the result.
DIVERT ENTROPY [BELIEF]
Prerequisite: Initiate of the Ashers
Benefit: You can invoke the power of your belief to use Divert Entropy.
Channel Belief : Divert Entropy Power of Belief
By destroying one thing, the ash watchman can satisfy the force of entropy in order to
protect something else.
Encounter ♦ Belief (Ashers)
Immediate Reaction Personal
Trigger: You reduce an enemy or an object to 0 hit points
Effect: The enemy is slayed and you or an ally within 5 gain a healing surge.
COMMUNALS (Comrades, the Brotherhood)
Everything belongs to everyone. Nobody's got the right to deny another basher the use of
something.
INIZIATE OF THE COMMUNALS[Belief]
Prerequisite: join the Communals.
Skills: Diplomacy and History are your class skills. You gain +2 bonus to these skills.
Improved Aid: When you use the aid another action to improve an ally’ s skill checks, attack
bonus your bonus provides a bonus +1 higher than normal.
Support of the comrades: the Communals can always count on help from their Comrades.
Services from the headquarters are always cheaper than for members of other factions or
sects, and often favours are asked instead of jink.
But the best benefit of pooling resources is that all members can borrow things the faction
itself owns. True, there may be a waiting list for some heavily-demanded items or funds,
but if a body's patient he'll get what he wants in the end. This could be the use of a magic
item, some cash if the blood is really on hard times, or just something as simple as
information.
Nothing possessions: Communals are required to give all of their possessions to the sect,
where they're redirected to the most needy. Whenever a body picks up something useful,
be it an item, the dark on something useful or whatever, they're supposed to take it to the
Comrades. If nobody needs the item immediately, they're likely to get it back, but if there's
someone waiting, then they're expected to lend it to them. Its only fair, after all.
COMMUNAL sTRENGHT [BELIEF]
Prerequisite: Initiate of the Communals
Benefit: You can invoke the power of your belief to use Communal Strenght.
Channel Belief : Communal Strenght Power of Belief
If we are united we can save us.
Encounter ♦ Belief (Comunals)
Standard Action
Requirement: You and one ally adiacent to you are target of an effect with save ends
Effect: Everyone rolls a save and both use the best of two rolls.
Craftsmens Guild
From the disintegration of the Believers of the Source an organization and rallying point
with which to advertise their services, and a place to learn from more talented members to
better their skills in their own and other areas.
INIZIATE OF THE CRAFTMENS GUILD[Belief]
Prerequisite: join the Craftmens Guild.
Skills: Endurance is your class skill. You gain +2 bonus to the skill.
Toughness: You substitute your highest ability score for Constitution to determine your
initial hit points.
Imbue Equipment: You can construct your own implements, weapons and armor, and
wondrous items, given proper tools and raw materials as if you had the Ritual Caster feat.
Making an implement or a weapon takes two days, and making a wondrous item and
armour takes four days. It confers an economic advantage, however. The item ultimately
costs is 4/5 of it would if you’d purchased it directly.
DUSTERS (Self-Destroyers)
Their belief is that entropy should be internalized.
INIZIATE OF THE DUSTERS[Belief]
Prerequisite: join the Dusters.
Skills: Insight and Perception are your class skills. You gain +2 bonus to these skills.
Insight Understanding: Roll twice and use the higher result to insight checks to know
internal sorrows .
Painful Ecstasy: +1 to all die rolls when you are bloodied.
No Armors: Can't use armour, magical items, or any other type of equipment that lowers
AC.
eXPANSIONISTS (Growers)
Everything worthwhile in the multiverse grows. An acorn expands into a tree. A tree
expands into a forest.
INIZIATE OF THE EXPANSIONISTS[Belief]
Prerequisite: join the Expansionists.
Skills: Intimidate is your class skill. You gain +2 bonus to this skill.
Rear Guard: Enemies flanking the character do not gain the standard +2 bonus to hit when
flanking. Flanking attackers are still considered to be flanking.
Expandend repertoire: Choose one utility power of every level you know. Add this power to
your list. Each time you gain a new level of utility power, you learn one extra power of that
level (in other words, add two powers to your list instead of only one). After an extended
rest, you can prepare a number of utility powers according to what you can have per day for
your level. This doesn’t change the number of utility power you can prepare each day..
Quantity is better than quality: The Growers try to learn as much as they can as quickly as
they can, but rarely take the time to learn anything very well. Quantity is definitely more
important than quality, as they are never satisfied with what they have and where they are.
Therefore, they have a -2 penalty to all trained ability checks. Furthermore, Expansionists
should not expect a warm welcome in Sigil. If a Grower makes his allegiance known, he can
expect a -2 to all Charisma based ability rolls while in Sigil, as Cagers don't want to invite
the Lady's wrath.
GODSLAYERS (Godless)
A splinter group of the Athar, the Godslayers hold much the same beliefs of their former
faction, but take them to a further extreme.
INIZIATE OF THE GODSLAYERS [Belief]
Prerequisite: join the Godslayers, Cannot be a cleric of a specific deity, cannot be good.
Skills: Intimidate and religion are your class skill. You gain +2 bonus to these skills.
Divine Hunter: Divine user and immortal creatures within 2 squares of you receive a -1
penalty to all defense and saving throws.
Power of Banishment: A group of Athar, Godslayers and Seekers of the Unknown can add
their total level to cast the ritual Banishment. One for day they can cast it without to expend
the component cost as if you had the Ritual Caster feat.
Divine Foe: every divine user and immortal creature see you as the worst foe.
INCANTERIUM (Incantifiers)
They believe that magic is the true form of power.
INIZIATE OF THE INCANTIFIERS[Belief]
Prerequisite: join the Incantifiers, any arcane class.
Arcane Essence: Roll twice and use the higher result to arcane checks.
Arcane Diet: Incantifiers no need to consume food or water. They require a regular diet of
magic spells and items to sustain their powerful forms. They must absorb a number of
arcane power levels equal to their level every day or take -1 cumulative penalty to each die
rolls for every day they haven’t consumed. Any arcane power which miss an incantifier's
defence counts as "absorbed", providing spell levels equal to its spell level. In place of
arcane powers, incantifier may consume a magical item, draining the magic of it to sustain
himself. This provides a number of spell levels equal to the item’s level. The process of
consuming a magical item takes a minute for every spell level it provides, and requires the
incantifier to touch the item in question. The incantifier may not drain artifacts dry in this
manner.
Chilling Demeanor: As time goes on, the incantifier grows detached from humanity and
social graces, and the power he gains with time twists his body, making it appear older and
weaker. Upon becoming an incantifier, he gains a -2 penalty to any based strenght and
constituion ability check.
Absorb spells [BELIEF]
Prerequisite: Initiate of the Incantifiers
Benefit: You can invoke the power of your belief to use Absorb Spells.
Absorb Spells Power of Belief
The Incantifier can absorb a arcane spell and heal his wounds.
Encounter ♦ Belief (Incantifier)
Immediate Reaction Personal
Trigger: You are missed by an arcane power.
Effect: You take no damage and you can use an healing surge.
THE MIND’S EYE (Seekers, Visionaries)
Find yourself in the multiverse.
INIZIATE OF THE Mind’s eye[Belief]
Prerequisite: join the Mind’s Eye.
Illusion Perception: Roll twice and use the higher to Insight check to determine if you notice
the telltale signs of an illusion effect.
Seekers Perseverance: +1 to saving throws.
Sense of Direction: You can perform the Know direction and location as if you had the Ritual
Caster feat. One for day you can cast it without to expend the component cost.
Nomad Life: Even if you don't share the arrogance your faction in known for, it's a
reputation. You take a -2 to Diplomacy checks. The Visionaries cannot be married and
cannot to stay in any site for more of 6 months.
CLEANSE IMPURITY [BELIEF]
Prerequisite: Initiate of the Mind’s Eye
Benefit: You can invoke the power of your belief to use Cleanse Impurity.
Channel Belief : Cleanse Impurity Power of Belief
All Seekers must be at their best if they are to face every challenge before them, and thus it
is a necessity to wipe away any damage done to body or soul that could hamper your quest.
You have learned to use some of your inner divinity to do just that.
Encounter ♦ Belief (Mind’s Eye)
Immediate Interrupt
Target: You or any creature
Effect: Reroll a failed save.
RING-GIVERS (Bargainers, Beggars)
For whom a lifestyle of generosity and poverty is the way to be free of the world's traps.
INIZIATE OF THE BEGGARS[Belief]
Prerequisite: join the Ring-givers.
Skills: Bluff and Diplomacy are your class skills. You gain +2 bonus to these skills.
Brotherhood: Every creature who receives a gift or a favor from a member of the faction
sees the character as a fraternal friend giving +10 bonus to all charisma based checks
versus him until the gift or the favor is returned.
Return of the favors: you can cast the ritual Return of the favors as if you had the Ritual
Caster feat.
Ascetic Life: Ring-givers never own anything; they accept gifts and wealth but always pass
them on. They share rituals freely and even give magical itmes away to strangers after a
few days. Ring-givers neither buy nor sell anything: others provide food and shelter, or they
make them for themselves. Evil bargainers never give gifts without claiming favors later.
Return of the favors Ritual Level 6
The Ring-Givers don’t make it through the multiverse merely on the good will of others,
they have the Unity of Rings on their side to ensure that even the most selfish individuals
tend to feel that they owe the Beggars for any favors given. Thus, whenever you give a gift
or do a favor for someone else, they have a chance of becoming bound to owe you a debt.
Category: Binding
Component Cost: 1 belief point.
Time: 1 minute
Market Price: not On Sale
Duration: Instantaneous
Key Skill: Religion
Effect: you can ask for a creature the return of favors. The creature in question must repay
the favor or gift receipt with at least something of equal value. If he cannot or don’t know
how you will be repaid to you please ask him what you need.
Bear the Burden [BELIEF]
Prerequisite: Initiate of the Beggars
Benefit: You can invoke the power of your belief to use Bear the Burden.
Channel Belief : Bear the Burden Power of Belief
You are a truly rare breed, one willing to take the burdens of others onto yourself, believing
that doing so is in the best interests of everyone in the end.
Encounter ♦ Belief (Ring-Givers)
Immediate Interrupt Close burst 1
Trigger: A melee attack targets an ally in the burst
Effect: You and the target swap places, and you are now the target of the triggering attack.
You gains a +4 power bonus to all defenses until the start of their next turn.
Seekers of the Unknown (Seekers of the Divine)
A group of Athar that have found the existing Powers in the Multiverse to be not worthy of
worship.
INIZIATE OF THE Seekers of the Unknown [Belief]
Prerequisite: join the Athar, cannot be a cleric of a specific deity.
Skills: Diplomacy and religion are your class skill. You gain +2 bonus to these skills.
Slippery: +2 bonus to saves vs. charm or enthralling effects.
Power of Banishment: A group of Athar, Godslayers and Seekers of the Unknown can add
their total level to cast the ritual Banishment. One for day they can cast it without to expend
the component cost as if you had the Ritual Caster feat.
Heretic: They are very reluctant to be aided by one and clerics are reluctant to aid them
back. They can worship the Great Unknown and to revere other cosmic and non-
anthromorphized forces (Good, Evil, Death, etc).
Sodkillers (Minders)
Chaos wins if we permit free thinking and subversive ideas.
INIZIATE OF THE sodkillers[Belief]
Prerequisite: join the Sodkillers, cannot be good.
Skills: Intimidate and Perception are your class skills. You gain +2 bonus to these skills.
Kill Count: +2 bonus to all the attacks rolls until the end of your next turn after you reduce
an enemy to 0 hit points.
Brawn over Brains: When you roll an Intimidate check, roll twice and use either result.
Bad reputation: your faction is known for the bad reputation. You take a -2 to Diplomacy
and Bluff checks.
KILL Resource [BELIEF]
Prerequisite: Initiate of the Sodkillers
Benefit: You can invoke the power of your belief to use Kill Resource.
Channel Belief : Kill Resource Power of Belief
Most Sodkillers measure their own worth by their prowess in combat, finding inner resource
when they defeat a worthy opponent.
Encounter ♦ Belief (Sodkillers)
Immediate Reaction Personal
Trigger: You reduce an enemy to 0 hit points
Effect: The enemy is slayed and you gain a healing surge.
Sons of Mercy (Martyrs)
Justice exists in order to hold the greater good.
INIZIATE OF THE martyrs[Belief]
Prerequisite: join the Sons of Mercy, cannot be evil.
Skills: Diplomacy and Insight are your class skills. You gain +2 bonus to these skills.
Protection from evil: +1 to all the the defenses versus attacks of evil immortals and undead.
Know the Guilty Heart: as standard action you may spend an healing surge to make a
insight check to hear whispers of the dark deeds that weigh on their mind (DC is the
Target’s will + number of hours since the guilt was committed). If the target is actively
trying to hide their crime from you, use his bluff check for the the DC. The target doesn’t
actually say anything different; you merely hear the underlying guilt as a soft voice while
they speak. This ability only reveals the crimes that the subject believes to be wrong; an
extreme Anarchist would not necessarily reveal horrible acts committed as part of the
revolution because they believe them to be just acts, but most evil individuals would reveal
their crimes because they know them to be wrong and for whatever reason simply don’t
care.
Martyr Code: A martyr cannot to attack first and cannot to hit a foe who is completely
defenseless. If you ever are given a choice, you must always pick the option that serves the
greater good.
Merciful Strike [BELIEF]
Prerequisite: Initiate of the Martyrs
Benefit: You can invoke the power of your belief to use Merciful Strike
Channel Belief : Merciful Strike Power of Belief
You are capable of putting your very soul into a single strike in order to subdue your
opponent.
Encounter ♦ Belief (Sons of Mercy), Weapon
Standard Action
Target: a creature
Attack: Strenght or Wisdom vs. AC
Hit: no damage but whenever the target deals damage, it takes 5+ half your level damage
(save ends).
vOIDS(Guardians of Entropy)
They think that entropy is right on schedule, and that Doomguard should act to speed or
slow it on a case-by-case basis.
INIZIATE OF THE VOIDS[Belief]
Prerequisite: join the Voids.
Swordmanship: You gain proficiency with heavy swords and the brutal 1 property.
Entropic Understanding: Roll twice and use the higher result to break organic material.
Sift: you can cast the ritual Sift as if you had the Ritual Caster feat.
Healing resistence: They hate supernatural healing. When a cleric or Warlord uses a power
granting a healing surge on them, Doomguard do not gain the extra healing normally
associated with it (in other words, they get a normal healing surge). If a Doomguard is a
petitioner, they gain a -1 to the result.
Wild union (Believers of the Wild)
The Wild Union is the child of a faction and a sect: the two groups found a common cause in
the wake of the Faction War, and decided to form a new union to strengthen their cause.
INIZIATE OF THE Wild union [Belief]
Prerequisite: join the Wild Union.
Skills: Nature and Endurance are your class skill. You gain +2 bonus to the skills.
Animal’s Mask: Through means not yet explained by those who have attempted to reveal
the secret (most of whom have been Guvner researchers), completion of the mask grants
its owner the ability to speak with the type of animal the mask depicts. As the masks are
almost certainly made in a variety of ways, this ability must be conferred on the mask when
the owner is inducted fully into the Guild. This power can only be used by the person who
made the mask (i.e. another person cannot speak with animals using a mask, even with the
owner's permission), and can only be used when the mask is being worn.
Animal Defender: Aid in combact any animals as minor action.
Pure Form: If a member is killed, under no circumstances whatsoever can he be brought
back to life. Upon death, you may choose to be reincarnated in an animal by the
Reincarnate ritual.
WILL OF THE ONE
Not all of the Sign of One turned over to the Mind‘s Eye, but those that remained true to
their ways are
more extreme - one might even say megalomanical - compared to their former faction.
INIZIATE OF THE one[Belief]
Prerequisite: join the Will of the One, Intelligence or Wisdom 13
Skills: Religion is your class skill. You gain +2 bonus to this skill.
Imagining: you can cast the ritual Imagining as if you had the Ritual Caster feat.
Egocentric: the members are usually pretty aloof and, because of their nature, they often
wax philosophical and are rarely down to earth. Thus, they suffer -2 penalties to diplomacy
when not talking about philosophy, or similarly heady subjects.
POWERS OF IMAGINATION[Belief]
Prerequisite: Initiate of the Signers or Initate of the Will of the One.
Benefit: You can invoke the power of your belief to use Powers of Imagination.
Channel Belief : Powers of Imagination Power of Belief
You can manipulate your surroundings to a greater degree, using only your force of will.
Encounter ♦ Belief (Signers, Will of the One)
Standard action Personal
Requirement: you expend an unused daily power, and an healing surge or take damage
equal to your healing surge value.
Effect: You gain a daily power of any arcane, psionic and shadow class until the end of the
encounter or for 5 minutes. After you cast the power you are dazed (save ends). Each save
failed you loose an healing surge or take damage equal to your healing surge value.

IMPORTANT SECTS

ANARCH’S GUILD (Chaos Masters, Groundsmen)


The truth about the multiverse can only be learned by traveling it, as each and every plane
holds a small part of the great secret.
INIZIATE OF THE ANARCH’S guild[Belief]
Prerequisite: join the Anarch’s Guild.
Skills: You gain +2 bonus to all knowledge skills about Limbo.
Improved Control: Roll twice and use the higher result to Influence Unstable Plane checks
Ritual Control: You can perform any ritual to Influence Unstable Plane as if you had the
Ritual Caster feat. One for day you can cast one without to expend the component cost.
Groundsman: You can't leave Limbo. If you're a Groundsman, you are expected to help
maintain or defend the city or fortification you are assigned to.
CHILDREN OF THE VINE (Revellers, Carpet Knights)
They believe in celebrating today and ignoring tomorrow.
INIZIATE OF THE REVELLERS[Belief]
Prerequisite: join the Children of the Vine.
Skills: Insight and Perception are your class skills. You gain +2 bonus to these skills.
Exceptional Immunity: +2 to saves versus poison and endurance checks to resist disease.
Addicted: All Revellers have some form of addiction to a pleasurable activity. The player of a
Reveller character must choose some vice that the character will seek out irrationally, and
will be unable to function well without (-2 to all attack rolls, proficiency checks, saves, and
ability checks; -2 to the difenses without addiction). The DM must approve all addiction
choices, as they should be sufficiently debilitating as to make this an actual weakness, but
not enough to make the character unplayable. Suggestions include alcohol or other drugs,
sexual activity, gluttonous behaviour, or gambling.
The Converts (Chamaleons, Turncoats)
They believe that any belief held too long becomes rhetoric, and that nobody knows how
anything works.
INIZIATE OF THE CHAMALEONS[Belief]
Prerequisite: join the Chamaleons.
Everchanging Faction: A Chamaleon can belong to another faction, as long as he meets the
prerequisites. He gains all the benefits and restrictions of that faction. When he change to a
different faction, he loose all the benefits and restrictions of the first and gain those of the
new faction. He can do this any number of times but he can never return to a abbandoned
faction.
DAUGHTERS OF LIGHT (Word-Keepers)
A mysterious group based out of Sigil, the Daughters of Light went on a purge shortly after
the Faction War, rooting out subtle remainders of faction influence in a subtle but violent
fashion.
INIZIATE OF THE DAUGHTERS OF LIGHT[Belief]
Prerequisite: join Daughters of Light.
Skills: Intimidate is your class skill. You gain +2 bonus to this skill.
Faction Knowledge: Roll twice and use the higher result to skills check if it reguards
factions.
Factions Hunter: Factioneers within 2 squares of you receive a -1 penalty to all defense and
saving throws.
Faction war: every factioneers see you as his foe.
DISPOSSESSED (Chippers, Exiles)
The Dispossessed are the few that decide that the Banished are just twiddling their thumbs,
and it‘s up to them to show the universe that they‘re worthy of power and respect despite
the bad hand given to them.
INIZIATE OF THE dISPOSSESSED[Belief]
Prerequisite: join the Dispossessed.
Skills: Endurance is your class skill. You gain +2 bonus to this skill.
Mental Strenght: +2 to saves vs. charme and fear effects.
Toughness: You substitute your highest ability score for Constitution to determine your
initial hit points.
Annoying presence: the Exiles view themselves as the strong, and are determine to prove
this to the rest of the multiverse, but to do so, they often annoy (at least) the rest of the
multiverse. Apart from other sect members, Exiles suffer a -2 penalty to all charisma based
checks from the people they meet.
Exile’s Toughness [BELIEF]
Prerequisite: Initiate of the Dispossessed
Benefit: You can invoke the power of your belief to use Exile’s Toughness.
Channel Belief : Exile’s Toughness Power of Belief
Exiles are tough people, they are hardened against what life can throw against them.
Encounter ♦ Belief (Dispossessed)
Immediate Interrupt Personal
Trigger: you take the second wind action or any other effect you spend an healing surge
Effect: you can spend one additional healing surge.
ESCHATON (Naysayers, Apocalypticals)
Prey for the end of the times.
INIZIATE OF THE ESCHATON[Belief]
Prerequisite: join the Eschaton.
Skills: Diplomacy and History are your class skill. You gain +2 bonus to these skill.
The end inevitable: Bloodied foes within 2 squares of you receive a -1 penalty to all defense
and saving throws.
No Tomorrow: You have no future projects, you can never be a part of long-term plans.
When you roll an Endurance check to check disease progression, roll twice and use the
worst result.
THE GUARDIANS (Caretakers, Protectors)
Inspired by the race of celestials known as the guardinals, The Guardians strive to protect
good and to defend the defenseless.
INIZIATE OF THE GUARDIANS[Belief]
Prerequisite: join the Guardians, cannot be evil.
Skills: Endurance and Perception are your class skill. You gain +2 bonus to these skill.
Aspect of the Guardinals:
Reputation: Roll twice and use the higher result to Diplomacy checks among the good-
aligned planes. Roll twice and use the worst result to Diplomacy checks among the evil-
aligned planes
Neutrality: The primary drawback to being a Caretaker is the necessity to neutral.
Guardians are not allowed to engage in politicking or machinations of any sort -- they must
constantly strive for the higher good. A Defender must always strive for the greater good,
and cannot dedicate themselves to any of good's "alternate" forms
HIDDEN HAND (Merkhants, Misers, Gold-Hounds)
Money is the purest form of power, and thusly gathering money makes one powerful.
INIZIATE OF THE MERKHANTS[Belief]
Prerequisite: join the Merkhants.
Skills: Bluff and Insight are your class skill. You gain +2 bonus to these skill.
Appraise: All Merkhants gain the ability to appraise the value of any gem or work of art both
instantly, and accurately. What they do with that information is up to them, but they usually
use it to try and con someone else
Bargainer: Roll twice and use the higher result to all skill checks if it involves bargaining.
Great Profit: Merckhants never do anything where they cannot see how they will profit from
it.
HUNTERS OF THE VILE (Vile Hunt)
They believe in affirming their humanity by killing 'lesser beings
INIZIATE OF THE VILE HUNT[Belief]
Prerequisite: join the Hunters of the Vile, cannot be good.
Skills: Perception and Nature are your class skill. You gain +2 bonus to these skill.
Kill Count: +2 bonus to all the attacks rolls until the end of your next turn after you reduce
an enemy to 0 hit points.
Expert Tracker: Roll twice and use the higher result to Perception checks to find tracks. In
addition, add 5 to the Perception DC for other creatures to find your tracks. You can extend
this benefit for any allies traveling with you, but not any who become separated from you.
Enemies of the Good: Roll twice and use the lower result to all charisma checks vs. good
creatures.
ILLUMINATED (The Great Eye)
Rule what we can. Control what we can’t rule. Destroy what we can’t control.
INIZIATE OF THE ILLUMINATED[Belief]
Prerequisite: join the Illuminated, cannot be good.
Skills: Bluff and Intimidate are your class skill. You gain +2 bonus to the skills.
Infiltrator: Roll twice and use the higher result to bluff checks to pass off a disguise as a
factioneer.
Survivor: You gain +2 to all death saving throws.
Secret Cause: An Illuminated can never truly hold a public office or business (though he can
pose as one for a while).
MATHEMATICIANS (01001101 01000001 01010100 01001000 01000101 0100110
01000001 01010100 01001001 01000011 01001001 01000001 01001110 01010011)
They believe that numbers can be used to find or discover everything.
INIZIATE OF THE MATHEMATICIANS[Belief]
Prerequisite: join the Matematicians, cannot be chaotic.
Skills: All Knowledge skills are your class skill. You gain +2 bonus to these skills. You gain
the legalspeak as bonus language.
Bookworm: Roll twice and use the higher result to skills check if it involves research in
libraries.
Intuit Pattern: You can perform the ritual Comprehend Language and Create Item as if you
had the Ritual Caster feat. One for day you can cast Comprehend Language without to
expend the component cost.
Communal Knowledge: The only disadvantage to being a Mathematician is that you must
share your findings with your brethren, and you can't tell outsiders about what the
Mathematicians are doing. Ha! Like outsiders would even understand, anyway.
Probability Manipulation [Belief]
Prerequisite: Initiate of the Guvners or Initiate of the Mathematicians.
Benefit: You can invoke the power of your belief to use Probability Manipulation.
Channel Belief : Probability Manipulation Power of Belief
In your quest to understand the intrinsic laws of the multiverse, you have learned how to
“bend” the laws affecting an outcome.
Encounter ♦ Belief (Guvner, Mathematicians)
Immediate Interrupt
Target: You or one Creature
Effect: add a +2 or -2 to any attack roll, damage roll, or skill check.
THE OPPOSITION (Opposers)
Opposers believe that strength comes from conflict. They believe that opposition and
adversity breeds power.
INIZIATE OF THE OPPOSERS[Belief]
Prerequisite: join the Primals.
Skills: Intimidate and Endurance are your class skill. You gain +2 bonus to the skills.
True Opposition: Roll twice and use the higher result to each to oppose any action or
opposed checks.
Contradict: An opposer contradicts and verbally challenges others, making him socially
unpopular. Talking to an opposer can vexing, since black is white, unless someone says it’s
white, in which case it is black. Thus, he suffers -2 penalty to diplomacy skill checks.
The Order of Planes-Militant (Children of Heaven, Brethren, Faithful)
As militant as their name, the Brethren defend the mighty fortress of Mount Celestia at all
costs. They believe the seduction of evil, chaos, doubt, avarice, and evil are forever striving
to undermine what is right and good and pure.
INIZIATE OF THE FAITHFUL[Belief]
Prerequisite: join the Order of the Planes-Militants, cannot be chaotic.
Skills: Endurance and Diplomacy are your class skill. You gain +2 bonus to these skill.
United for the cause: Aid in combact another Faithful as minor action.
Support of the Brethren: the Breathrens can always count on help from their allies.
Oaths of fealty: The Order requests that all members swear oaths of fealty, chastity and
poverty, similar to the oaths sworn by paladins. A member of the Order may never disobey
a superior, no matter what. Unless the mission assigned to you is obviously evil or chaotic,
you must complete it. In the event that an order is in someway evil, a Brethren must report
this to his superior's superior. Also, a Faithful may only keep as much jink as he needs to
maintain a moderate standard of living, as well as other necessities, such as a horse,
armour, weaponry, etc. The rest should be donated to some worthy cause (although
preferably to the Order).
The PLANARISTS (Anti-primes)
They believe that the Prime Material Plane should serve the Planars, not the other way
around.
INIZIATE OF THE PLANARISTS[Belief]
Prerequisite: join the Planarists, cannot be a prime.
Skills: Diplomacy and Intimidate are your class skill. You gain +2 bonus to these skill.
Planarist presence: Primes within 2 squares of you receive a -1 penalty to all defense and
saving throws.
Unfriendly Ground: You can't go to any prime material planes.
The PROLONGERS (Cheaters)
They exist at others' expense, with Death at their backs, they're wise to be tense.
INIZIATE OF THE PROLONGERS[Belief]
Prerequisite: join the Prolongers, cannot be good.
Skills: Bluff and History are your class skill. You gain +2 bonus to these skill.
Channel Vital Linfh: You can perform the ritual Channel Vital Linfh as if you had the Ritual
Caster feat. One for day you can cast TranferVital Linfh without to expend the component
cost.
Secular Knowledge: Roll twice and use the higher result to any knowledge checks
Fast Aging: they age 10-times fast then the average mortal.
PLANEWALKER’S GUILD (Wanderers, Homeless)
The truth about the multiverse can only be learned by traveling it, as each and every plane
holds a small part of the great secret.
INIZIATE OF HOMELESS[Belief]
Prerequisite: join the Planewalker’s Guild.
Portals Knowledge: Roll twice and use the higher result to all skill checks if it involves
portals.
Portals Familiarity: You can perform the ritual Analyze Portal as if you had the Ritual Caster
feat. One for day you can cast Analyze Portal without to expend the component cost.
Homeless: Must not stay in any place for more than a year. Must help others Guildmembers
by providing directions, information about portals and other minor favors.
PRIMALS
They coy about what they believe, But it's likely they've got some weird tricks up their
sleeve. Know the elemental forces and a body will know everything.
INIZIATE OF THE PRIMALS[Belief]
Prerequisite: join the Primals.
Skills: Arcane and Bluff are your class skill. You gain +2 bonus to the skills.
Infiltrator: Roll twice and use the higher result to bluff checks to pass off a disguise.
Harden Body: When you are bloodied you gain +1 to all the difenses.
Elemental Home: Members can never leave the inner planes.
RAGERS (The Brotherhood of Glory)
They believe in being stronger than everyone else, and proving it one man at a time.
INIZIATE OF THE RAGERS[Belief]
Prerequisite: join the Ragers.
Skills: Intimidate and Endurance are your class skill. You gain +2 bonus to the skills.
Die Hard: When your hit points drop to 0 or fewer, you don’t fall unconscious until you failed
a death saving throw.
To live is to fight: A rager will not say no to a fighting challenge. Always is good to fight.
TACHARIM (“the Knighthood”)
They believe in augmenting the self through the grafting of more reliable body parts.
INIZIATE OF THE TACHARIM [Belief]
Prerequisite: join the Tacharim.
Skills: Intimidate and Endurance are your class skill. You gain +2 bonus to the skills.
Fearless: save +5 vs. fear.
Graft Body parts:
Depriving scopes: Roll twice and use the lower result to all charisma checks vs. good
creatures.
Wylders (The Verdant Guild)
We must act to protect nature from the ravages that we would, in our foolishness, impose
upon her.
INIZIATE OF THE Wylders [Belief]
Prerequisite: join the Wylders.
Skills: Nature and Endurance are your class skill. You gain +2 bonus to the skills.
Animal’s Mask: Through means not yet explained by those who have attempted to reveal
the secret (most of whom have been Guvner researchers), completion of the mask grants
its owner the ability to speak with the type of animal the mask depicts. As the masks are
almost certainly made in a variety of ways, this ability must be conferred on the mask when
the owner is inducted fully into the Guild. This power can only be used by the person who
made the mask (i.e. another person cannot speak with animals using a mask, even with the
owner's permission), and can only be used when the mask is being worn.
Animal Empathy: While you are riding an animal, you gain access to any special abilities
that creature possesses. In addition, every friendly animal can make any skill checks using
your base skill check bonus rather than its own if yours if higher.
Wild Approach: the intimacy with which Wylders live with nature, and the amount a time
they tend to spend in wild areas, has its drawbacks. Although they are comfortable in
isolated dwellings, anything larger than a small village will unnerve a Wylder. They suffer a
-2 penalty on all charisma based rolls, due to the unease that they cannot conceal from
those who observe them. Optionally, in very large places (and Sigil certainly counts as this),
Wylders may find that the lack of space causes them great mental distress. Such Wylders
would panic easily, and could behave quite irrationally, and may decide at any time that
they have to return to the calming influence of wide open spaces at once.

FACTIONS LEGENDARY PATHS

Defiant Soul (athar)


The young man stared up at Jaya in disbelief as his healing spell fizzled. “Allow me,” the
defier said as she laid hands upon the injured boy. “I told you the Powers were fakes…only
acceptance of the truth can grant you access to the Great Unknown.”
Prerequisite: Iniziate Of The Athar, Faithless Miracle, Charisma or Wisdom 17
Defiant souls are members of the Athar who demonstrate the tenets of their faith to the
masses. They openly challenge the clerics of gods, defeating them in battle whether by
deeds or words, showing there is no need for someone to worship a deity in order to gain
the divine power many seek. They preach the supremacy of a force they call the Great
Unknown, which transcends the gods and grants defiant souls and other Athar the ability to
resist divine magic. Ex-paladins and disillusioned clerics are obvious choices for this
legendary path, but self-reliant classes like the monk, rogue and warlock as well as those
who worship natural powers, are also attracted to the philosophy.
DEFIANT SOUL PATH FEATURES
Blasphemous Presence (11th level): Once per turn as a minor action, you can place a mark
against a divine user or immortal creature.
Blasphemous Action(11th level): When you spend an action point to take an extra action, if
you use your action to make an attack against a divine user or an immortal creature roll
twice and use the higher result.
Deny Edict (16th level): You gain a +5 bonus to saving throws against divine or immortal
effects.
DEFIANT SOUL POWERS OF BELIEF
Heretic’s Strike Defiant Soul Attack 11
Your confidence in the flaws of the powers enables you to bypass whatever protections of
divine agents
Encounter ✦ Belief (Athar), Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and the target is slowed until the end of your next
turn.
If the target is a divine user or immortal creature, it takes 4[W] + Charisma modifier
damage, and it is immobilized until the end of your next turn. This damage ignores all
resistances.
Faithless ward Defiant Soul Utility 12
You quickly adapt to the energy your divine enemy is using against you.
Encounter ✦ Belief (Athar)
Immediate Interrupt Personal
Trigger: You take damage of a specific type, such as radiant or fire by a divine user or an
immortal creature
Effect: You gain resist 10 against damage of that type or types until the end of your next
turn.
If the damage was by a divine user or an immortal creature you gain resist 20 against
damage of that type or types until the end of your next encounter.
Punish the Divine Defiant Soul Attack 20
The defiant soul can reflect a divine spell back at the caster.
Daily ✦ Belief (Athar), Implement, Reliable
Immediate Reaction;
Trigger: You or an ally is the target of a divine or immortal attack that miss
Target: a divine user or an immortal creature
Attack: Charisma or Wisdom vs. Will
Hit: The divine user or the immortal creature is the new target of the effect.
Disciple of the Cycle (godsmen)
Prerequisite: Iniziate Of The Godsmen, you have to be dead and reincarnated at least once.
Some Godsmen have died so many times they barely remember what race they started out
as. These cutters delve into the depths of the Cycle of Testing, trying new forms each time
they die, and learning from each. Though they do not seek death, they understand that
death is merely a setback, and another step on the road towards divinity.
DISCIPLE OF THE CYCLE PATH FEATURES
Influence New Form (11th level): Each time the Disciple dies, he may choose his new
reincarnation from the list of possibilities on the Reincarnation.
Memory of the Past (11th level): (when makes an attack roll, saving throw, a skill check, or
an ability check). You can spend an action point to roll 1d6 and add the result to the
triggering roll.
Shapes of the Past (16th level): A Disciple of the Cycle may shift into any other race or
animal that has previously been one of the Disciple's incarnations during his deaths and
rebirths. When he does so, he is considered to completely loose his previous race and
acquire the new one, and any equipment carried or worn resizes to fit the new form. There
is no time limit to how long he can stay in this form, but if a Disciple of the Cycle stays
shifted for more than 1 hour in a day, his experience gain for that day is halved.
Additionally, if he spends more than four hours in a day shifted, he looses all special abilities
from his Disciple of the Cycle class, and may not gain any more levels in any class until he
receives an atonement spell. Disciples should learn mainly from their current forms, so as to
experience events from all possible angles, and not rely on their past forms.
DISCIPLE OF THE CYCLE POWERS OF BELIEF
At 11th level, you can choose to replace one of your at-will powers with an at-will power
from a past life class.
At 11th level, you can select any encounter power of 7th level or lower from your past life
class.
At 12th level, you can select any utility power of 10th level or lower from your past life
class.
At 20th level, you can select any daily power of 19th level or lower from a past life class.
Divulger of Forgetfulness(bleak cabal)
"Hear the barmies howling in the Mazes? If you're here to learn the secrets of the
multiverse, you might as well save yourself some time and go join 'em, 'cause that's all it
means--that and nothing else."
--Factol Lhar of the Bleak Cabal
Prerequisite: Iniziate of the Bleakers, “Touched”
DIVULGER OF FORGETFULNESS PATH FEATURES
Incomprensible Mind (11th level): You gain 5 +1/2 level resistance to psychic damage.
Aurea of Delusion (11th level): you can spend an action point to make reroll one roll
succeded within 5. The target must use the result of the second roll.
Share Madness (16th level): One for enconunter you can transfer any psichic effect
assorbed by Assorb Madness by an attack power.
DIVULGER OF FORGETFULNESS POWERS OF BELIEF
Howling Winds of Pandemonium Divulger of
Forgetfulness Attack 11
This spell enables you to channel the screaming winds of Pandemonium through your body
and out through a numbing howl that incapacitates anyone nearby.
Encounter✦Belief (Bleak Cabal), Psychic, Implement, Special
Standard Action Close Burst 5
Target: All the creatures within the burst
Attack: Charisma, Intelligence or Wisdom vs. Will
Hit: slide 5 squares and the target make an base attack versus an adiacent creature. If
can’t attack it takes 1d8 + Charisma, Intelligence or Wisdom psychic damage.
Effect: the target is deafened until the end of your next turn
Special: If you expend an action point to use this power you gain sustain movement.
Assorb Madness Divulger of
Forgetfulness Utility 11
Some Bleakers learn special techniques to relieve others mentally, but at the cost of their
own psyche.
Encounter✦Belief (Bleak Cabal), Special
Immediate Interrupt Close Burst 5
Trigger: any creatures hit by a psychic attack or under the influence of any temporary
mental effect
Effect: You are the target of the effect but you can expend an healing surge or regain an
encounter power.
Special: If you expend an action point to use this power you gain an extra free healing
surge.
Despair Divulger of
Forgetfulness Attack 20
The divulger of forgetfulness share his world view with others
Daily ✦ Belief (Bleak Cabal), Psychic, Implement
Standard Action Close Burst 5
Target: All the creatures within the burst
Attack: Charisma, Intelligence or Wisdom vs. Will
Hit: 2d8 + Charisma, Intelligence or Wisdom psychic damage, 10 ongoing psychic damage,
and the target is dazed (save ends all). If the target fails the first save it is helpless (save
ends all).
Miss: ½ damage and 5 ongoing psychic damage
ENTROPOMANCER (doomguard)
Prerequisite: Iniziate of the Doomguard, Charisma or Wisdom 17
ENTROPOMANCER
PATH FEATURES
Sinker Swordsmanship (11th level):: A light or heavy sword functions as a implement,
adding its enhancement bonus to attack rolls and damage rolls for your powers that use
implements.
Steady Decay (11th level): You have resist necrotic and radiant 5 + one-half your level.
Distructive Action (11th level): When you spend an action point to take an extra action, if
you use your action to make an attack that hits, that hit deals ongoing necrotic damage
equal to ½ your level (save ends).
Control Sphere (16th level): The entropomancer has the ability to control a sphere of
annihilation as if he were using a talisman of the sphere, and the entropomancer is
personally unaffected by a sphere of annihilation, which passes through him as if his square
was completely empty. High-level entropomancers are often obsessed with acquiring
spheres of annihilation.
ENTROPOMANCER POWERS OF BELIEF
Ecstatic Decay Entropomancer Attack 11
This spell rapidly decomposes a creature’s body while overwhelming them with exquisite
pleasure unlike anything else in the multiverse.
Encounter ✦ Belief (Doomguard), Implement, Necrotic, Radiant
Standard Action Range 10
Target: one creature
Attack: Charisma or Wisdom vs. Will (critical 19-20)
Hit: 2d10 + Charisma or Wisdom modifiers necrotic and radiant damage and the target is
immobilized until the end of your next turn.
Sustain free: Spend an healing surge and you can roll a new attack vs. the target.
Entropic Field Entropomancer Utility 12
You conjure a field of invisible, entropic energy, strong enough to warp the laws of
probability.
Daily ✦ Belief (Doomguard)
Standard Action Close Burst 5
Effect: All the healing powers fails in the burst until the end of the next turn. One for round,
as immediate interrupt you can force a creature in the burst to reroll an attack, ability check
or save.
Sustain free: Spend an healing surge and the zone persists.
Shard of Entropy Entropomancer Attack 20
You conjure a small black a chunk of absolute blackness of entropy.
Daily ✦ Belief (Doomguard), Implement, Necrotic, Zone
Standard Action Range 1
Effect: you can create a small black chunk of entropy in a square. Creatures that enter the
zone or start their turns adiacents to the shard are dazed and take ongoing 10 necrotic
damage (save ends). As a move action, you can move the zone up to 6 squares and attack
all the targets or pull every target in close burst 6 to the shard.
Attack: Charisma or Wisdom vs Reflex or Charisma or Wisdom vs Fortitude (pull attack).
Hit: 2d10 + Charisma or Wisdom modifiers necrotic and radiant damage or pull 6.
Sustain Minor
Doomguard Marauder (Revised Version from the Manual of the Planes) (doomguard)
Prerequisite: Iniziate of the Doomguard, Entropic Blow, Strenght 17
DOOMGUARD MARAUDER
PATH FEATURES
Ruin’s Reward (11th level): Whenever you score a critical hit, you regain hit points equal to
your Constitution modifier.
Destructive Action (11th level): When you spend an action point to take an extra action,
you deal 1d12 extra damage on attacks made before the end of your turn. The damage
increases to 2d12 at 21st level.
Inevitable Doom (16th level): When you miss with a melee weapon attack, you gain a +2
bonus to your next melee attack roll against that creature.
DOOMGUARD MARAUDER POWERS OF BELIEF
Devasting Blow Doomguard Marauder Attack 11
You swing with a devastating strike that leaves you and the enemies around you open to
attack.
Encounter ✦ Belief (Doomguard), Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you and each enemy adjacent to you takes a –2
penalty to AC until the end of your next turn.
Strike of Unmaking Doomguard Marauder Utility 12
Your attack puts your foe on the path to destruction.
Encounter ✦ Belief (Doomguard), Weapon
Free Action Melee weapon
Trigger: You hit an enemy with a melee attack
Effect: The target loses all resistances until the end of your next turn.
Arm of Dissolution Doomguard Marauder Attack 20
Your attack resounds with a chord of dissolution, and your foe crumbles under the power of
entropy.
Daily ✦ Belief (Doomguard), Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and ongoing 10
damage (save ends). Each time the target takes the ongoing damage, you gain a +1 power
bonus to melee
attack rolls until the end of your next turn.
Miss: Half damage, and ongoing 5 damage (save ends). You gain no power bonus from the
ongoing damage
THE “BORN DEAD” (dUSTMEN)
Prerequisite: Iniziate of the Dustmen, Greater Dead Truce, Wisdom or Charisma 17
THE “BORN DEAD PATH FEATURES
Expanded Dead Truce (11th level): you can extend the benefits of the Dead Truce to a
number of creatures within 20 equal to 1 + your Charisma or Wisdom modifier.
Negative Energy Affinity (11th level): You have resist necrotic 5 + one-half your level.
Deathly Action (11th level): When you spend an action point to take an extra action, if you
use your action to make an attack that hits, that hit deals ongoing necrotic damage equal to
½ your level (save ends). If the attack kills the person you are attacking, that person may
not be resurrected.
Numb (16th level): You gain a +5 bonus to saving throws against charme and fear effects.
THE “BORN DEAD POWERS OF BELIEF
Aura of the Dead Power of Belief
Your visage strikes fear into the hearts of your opponents, causing them to attack clumsily
and without conviction.
Encounter ♦ Belief (Dustmen), Fear, Implement, Psychic, Special, Zone
Standard Action Close Burst 1
Attack: Charisma or Wisdom vs. Will
Hit: 1d8 + Wisdom or Charisma modifier psychic damage and the target is immobilized
(save ends). The burst creates a zone that lasts until the end of your turn. Any enemy that
enters the zone or starts its turn within the zone is subject to another attack.
Special: Whenever you are struck for the first time during this encounter by a creature
under the effects of your aura, that creature takes 1d8 + charisma or wisdom modifier
psychic damage.
Sustain Standard
Feign Death The “Born Dead” Utility 12
This power puts any living creature into a cataleptic state, which is nearly impossible to
distinguish from death by normal means.
Encounter ✦ Belief (Dustmen), Illusion
Immediate Reaction Close Burst 5
Trigger: You or an ally in the burst are hit by a melee, ranged or area attack
Effect: The target falls prone and gains resist 10 all until the start of its next turn or until it
makes an attack. It is nearly impossible to distinguish from death by normal means.
Sustain minor
Death Wish The “Born Dead” Attack 20
Truly exemplifying a disdain for life, a few Dustmen seem to appreciate (as much as they
appreciate anything) making victims bring about their own death prematurely.
Daily ✦ Belief (Dustmen), Necrotic, Psychic, Implement
Standard Action Area Burst 1 within 10
Target: Creatures in the burst
Attack: Charisma or Wisdom vs. Will
Hit: 2d8 + Wisdom or Charisma modifier necrotic damage, and ongoing psychic 10 damage
(save ends). If the target is bloodied it is immobilized (save ends). If the bloodied target
fails its first save against this power, the target becomes unconscious (save ends). If the
total hit points drops to 0 or lower for this effect the target dies.
Miss: Half damage, and ongoing 5 psychic damage (save ends).
FATEMAKER (FATED)
“Don‟t do me any favors.” Parlo walked away from the woman offering to bind his wounds.
“I have
learned to take care of myself.”
Prerequisite: Initiate of the Fated, Self Reliance, Charisma 15
FATEMAKER PATH FEATURES
Fatemaker Stamina (11th level): Each time you reach a milestone, you regain an healing
surge.
Aura of Confidence (11th level): When you spend an action point to take an extra action, all
the allies within 5 gain a bonus to next die roll as your Charisma modifier.
Unwritten Destiny (16th level): You are immune to geas/quest and lesser geas, as well as
other spells and effects that would force you into a magical contract, including the Ring-
giver ritual Return of Favors. Furthermore, attempts to divine your future, such as through
commune or contact other plane, always return inconclusive answers.
FATEMAKER POWERS OF BELIEF
Fatemaker Appeal Fatemaker Attack 11
.
Encounter ✦ Belief (Fated), Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier and you push the target 1 square and it is knocked prone.
Effect: Allies in the burst can slide 1.
Nine Lives Fatemaker Utility 12
.
Daily ✦ Belief (Fated), Healing
Immediate Interrup Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: You can use an healing surge.
Ego Manifestation Fatemaker Attack 20
.
Daily ✦ Belief (Fated), Implement, Polimorph, Stance
Immediate Reaction Close burst 1
Trigger: an attack take you bloodied
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + charisma modifier
Effect: You become Large, occupying 4 squares instead of 1. Any creatures in the squares
that you come to occupy are pushed 1 square. You also gain reach 2 and a +5 bonus to its
melee damage rolls. You remain Large until the stance ends.
AXIOMIST (GUVNERS)
Prerequisite: Initiate of the Guvners, Probability Manipulation, Intelligence 17
Most Guvners do at least some research into the phenomena known has loopholes. The
axiomist, on the other hand, dedicates his life to unraveling the Axioms, and gathering the
power such knowledge provides. Practically all factols and other high-ups of the faction are
axiomists, and it‘s the dominant goal of most Guvners to become one. Though this path is
no longer quite as prestigious as it used to be, most that seek it do so for power rather than
admiration. And, indeed, the power it unlocks is raw and potent, easily worth the time and
effort to develop.
AXIOMIST PATH FEATURES
Loopholes (11th level): You can break one rule to the powers structure of your character.
You can spend an action point to swap one power you know for one of the same level or
lower from any class. You gain the power for 24 hours. Also, you can swap one ritual for
one daily power of the same level or lower. You may develop up to your intelligence
modifiers loopholes at one time.
Improved Probability Manipulation (11th level): When you channel your power of belief
probability manipulation add a +3 or -3 to any roll. At 16th level you add +4 or -4, at 21th
level you add +5 or -5, and at 26th level you add +6 or -6. In addiction you can spend an
action point to gain a new use of probability manipulation.
Structured Mind (16th level): +5 bonus to saves vs. psychic effects.
AXIOMIST POWERS OF BELIEF
Exhausting monologue Axiomist Attack 11
It’s just a few seconds you talk but it seems an eternity.
Encounter ✦ Belief (Guvner), Psychic
Standard Action Close burst 5
Target: any creature in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, targets are dazed until the end of your
next turn.
Evaluating the Outcome Axiomist Utility 12
While all Guvners agree there is a rule to determine every outcome, no one goes their life
without encountering a situation where something just didn’t go as it should have. By
recognizing these anomalies, however, some Guvners are actually able to correct the
results.
Encounter ✦ Belief (Guvner)
Immediate Interrupt Personal
Trigger: you miss an attack or a skill check
Effect: The attack or the skill check doesn’t occur, as if the you chose to do nothing with its
action. You cannot repeat the same action vs. the same target until the end of the
encounter.
Dimensional Loophole Axiomist Attack 20
Soon or later the enemy understand that it was better to keep away.
Daily ✦ Belief (Guvner), Teleport, Psychic
Standard Action Range 20
Target: one creature
Attack: Intelligence vs. Will
Hit: 3d8 + Charisma modifier psychic damage
Miss: Half damage
Effect: Every time the target moves, you can immediately teleport of a number of squares
the target moves as a free action.
Sustain Minor: When you sustain this power, you can repeat the attack against the target. If
you miss, you can no longer sustain the power.
ANTI-PHILOSOPHER (INDEPS)
Prerequisite: Initiate of the Indep, Indipendent Mind, Charisma or Intelligence 17
ANTI-PHILOSOPHER PATH FEATURES
Mock factioneers (11th level): Once per turn as a minor action, you can place a mark
against a faction member.
Anti-philosopher Action (11th level): When you spend an action point to take an extra
action, if you use your action to make an attack against a faction member roll twice and use
the higher result.
Deny Philosophy (16th level): You gain a +5 bonus to saving throws against powers of
belief.
ANTI-PHILOSOPHER POWERS OF BELIEF
Insult Philospher Anti-Philosopher Attack 11
Your knowledge of the factions provides you with a brilliant repertoire of witty and insulting
comments that will get the attention of the most hardheaded faction member.
Encounter ✦ Belief (Indep), Charm, Implement, Psychic
Standard Action Close blast 5
Target: One creature
Attack: Charisma or Intelligence vs. Will
Hit: 2d8+ Charisma or Intelligence modifier psychic damage an you pull your target up to 3
squares toward you. Until the end of your next turn, your target is marked. If the target is a
factioneer you sustain this power.
Sustain Minor: You pull the target 1 square and your target is marked until the end of your
next turn.
Unnecessary Fanatism Anti-Philosopher Utility 12
Your will is stronger than belief.
Daily ✦ Belief (Indep), Healing
Immediate Reaction Close burst 20
Trigger: An enemy reduces an ally within 20 squares of you to 0 hit points or fewer
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In addition, if the attacking is a factioneer it
takes a –5 penalty to all the attacks until the end of your next turn.
Disenchant Philosophers Anti-Philosopher Attack 20
You know enough about the factions that you can find logical holes in their beliefs that will
shake the faith of all but the wisest members.
Daily ✦ Belief (Indep), Charm, Implement, Psychic
Standard Action; Close Burst 5
Target: Creatures in the burst
Attack: Charisma or Intelligence vs. Will
Hit: 2d8+ Charisma or Intelligence modifier psychic damage.
Effect: until the end of the encounter, every power of belief fails in the burst.
Sustain minor: you can roll a new attack vs. a faction member.
Chainbreaker (INDEPS)
Prerequisite: Initiate of the Indep, Indipendent Mind
Slavery on the Planes. It’s a given for most Planars. The closer you live to the Lower Planes
the more likely you or a relative is or used to be a slave. The trade is active through many a
gatetown, Curst in particular. There are Indeps who take “Live free or die” as advice to
apply to all. These Indeps aggressively take on the slave trade of the Planes to free others.
Of course they often make interesting friends and powerful enemies along their quest – but
to most the freedom of another is well worth it.
CHAINBREAKER PATH FEATURES
Chainbreaker’s wrath (11th level):
Chainbreaker Action (11th level): When you spend an action point to take an extra action,
you do not grant combat advantage to any enemy for any reason and cannot be grabbed
until the end of your next turn.
Chainbreaker’s Resolve (16th level): You gain a +5 bonus to saving throws against charm
and fear effects.
CHAINBREAKER POWERS OF BELIEF
Instant Escape Chainbreaker Utility 12
You know how to slip out of an unwanted embrace.
Encounter✦ Belief (Indep)
Immediate Interrupt Personal
Trigger: You are grabbed.
Effect: You escape the grab and shift 2 squares.
Break the Chains Chainbreaker Attack 20
Wild energy plays along your blade. The strike of your sword disrupts the enchantments
used to enslave creatures to their will.
Daily ✦ Belief (Indep), Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage, and any allies within 10 squares of you under the
influence of a charm
or fear effect created by the target can make a saving throw, even if the effect is not
normally one that a save
can end.
CHAMPION OF THE HARMONIUM (HARDHEADS)
Prerequisite: Iniziate of the Harmonium, Authority, Strength and Charisma 15
Though many join the Harmonium, unifying with your fellow members can be far from an
easy task. Though they all seek to create peace, most members of the Harmonium are still
wholly individual. And since their passion to unite worlds and planes burns brightly,
disagreements can drive even those of higher measure apart. A rare few, however, build a
rare gift, one that lets them lead by example. Their presence brings the disparate elements
together, granting them inspiration and drive. Champions of the Harmonium are just that,
becoming one with the purpose of their faction.
Those that become champions are typically well-rooted within the faction, often achieving
the rank of Measure before showing the exceptional talent for leadership that marks them.
While occasionally a Notary has suddenly struck by inspiration and develops this sort of
talent, it is most often honed over years. Surprisingly, few factols have been champions.
Champions seem better suited to the field, after all, where their word has a positive effect
on Harmonium members engaged in missions. Behind a desk or behind the front lines, their
inspiring qualities often languish in disuse.
As the Harmonium champions martial prowess with which to enforce peace, the champion is
often a warrior as much as a leader. After all, even the Harmonium admits that force is
needed to impose change. Though it may be loathe to use it unecessarily, a champion
learns to face violence - and to become very, very good at it. Not all that become
champions are of a warlike persuasion, however. It's simply that once they embody the
Harmonium, skill in combat is only natural.
CHAMPION OF HARMONIUM PATH FEATURES
Smite Anarchy (11th level): Your basic class feature (Divine Challenge, Combat Challenge,
Hunter’s Quarry Sneak Attack or Warlock curse) deals an additional 2 damage to chaotic
creatures. As the damage increases by level, add an additional 2 damage per tier.
Awareness: (11th level): Can make an opportunity grab attack against an adjacent enemy
that shifts.
Aura of Law (16th level): When you first become bloodied, you emit a lawful aura 3. Allies
within the aura gain a +2 power bonus to attacks and immunity to Fear and Psychic
damage. This effect ends when you are no longer bloodied, drop to 0 hit points or more, or
become unconscious.
CHAMPION OF HARMONIUM POWERS OF BELIEF
Smite Chaos; Champion of Harmonium Attack 11
You invoke order through your weapon, causing it to glow as you deliver a punishing blow
against your enemies.
Encounter ✦ Belief (Harmonium), Weapon
Standard Action; Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC, one attack per target
Hit: 1[W] + Strength modifier damage + Charisma modifier damage.
Effect: Each target is dazed until the beginning of your next turn.
If the target was chaotic, it takes 2[W] + Strength modifier damage + Charisma modifier
damage and it is stunned until the end of your next turn.
Order's Calm; Champion of Harmonium Utility 12
The calming effect of order helps release you from dangerous perils
Encounter ✦ Belief (Harmonium)
Free Action; Area burst 5
Targets: Yourself and each ally in burst
Effect: Targets may make a saving throw against any ongoing effect and add your Charisma
modifier to the roll. In addition, targets may also spend a healing surge.
Die for the Faction Champion of Harmonium Attack 20
Your blow inspires his troops to make the ultimate sacrifice for the cause.
Daily ✦ Belief (Harmonium), Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage (Critical 19-20).
Effect: until the end of the encounter, when the allies are reduced to 0 hit points or fewer,
they gain an immediate extra action.
Sustain standard: you can roll a new attack You gain a cumulative penalty -1 to all defenses
for every round you sustain.
JUSTICIAR OF THE RED DEATH (MERCYKILLERS)
Prerequisite: Strength and Charisma 15, Iniziate of the Red Death, Blow for Justice and one
of these: Hunter's Quarry, Combat Challenge, Divine Challenge, or Warlock's Curse Ability.
(Most abilities involve setting your enemy as your mark, quarry, or cursed target. Any
enemy falling under this is described as "prey")
JUSTICIAR OF THE RED DEATH PATH FEATURES
Last Warning (11th Level): when you hit with an attack that inflicts the immobilize condition
(save ends) the target cannot save against it on the first turn.
Focus on the Prey (11th Level): When you spend an action point to take an extra attack
against your prey, you deal an extra die worth of damage to that foe.
Indomitable Justice (16th Level): You are immune to fear and charm effects from your prey.
Yourself and allies adjacent to you enjoy a +2 bonus to saving throws against all fear and
charm effects.
JUSTICIAR OF THE RED DEATH POWERS OF BELIEF
Headsman’s Sweep Red Death Attack 11
There can be no justice without order, and your strike drives home this point.
Encounter ✦ Belief(Mercykillers), Fear, Weapon;
Standard Action Close burst 1
Melee weapon
Target: Each enemy in burst
Attack: Strength or Charisma vs. AC
Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your
next turn. If the target is your prey is immobilized (save ends).
Miss: the target falls prone.
Bloody Example Red Death Utility 12
Your lethal strike causes gore to erupt forth. The blood sustains you and causes your foes to
recoil.
Encounter ✦ Belief(Mercykillers), Fear
Immediate Reaction Personal
Effect: You may immediately use a healing surge
Trigger: You reduce an enemy to 0 hit points
Target: All foes within burst 2 of the triggering creature
Attack: Strenght or Charisma vs. Will
Effect: The target moves its speed away from you for. The fleeing target avoids unsafe
squares and difficult terrain if it can. This movement provokes opportunity attacks.
Mercykiller’s Kiss Red Death Attack 20
In the name of the law, I mark you as a lawbreaker! When time permits, you shall be
hunted unto the corners of the multiverse for the crimes you have perpetrated!
Daily ✦ Belief(Mercykillers), Fear, Weapon
Standard Action Melee Weapon
Target: your prey
Attack: Strength or Charisma vs. Fortitude
Hit: 5[W] + Strength modifier damage, and the target is knocked prone and immbolized
(save ends).
Miss: Half damage.
Son of Mercy (Revised Version from the Dragon 370) (MERCYKILLERS, SONS OF MERCY)
Prerequisite: Iniziate of the Martyrs, Strenght and Wisdom 15.
SON OF MERCY PATH FEATURES
Lawbreaker’s Doom (11th level): You can use lawbreaker’s doom as an encounter power.
Lawbreaker’s Doom Son of Mercy Feature
You designate one enemy as the target of your attention. This evildoer will not escape
justice.
Encounter ✦ Belief(Sons of Mercy), Special
Free Action
Target: One enemy you just marked.
Effect: Until the end of the encounter, whenever you hit the target with an attack, you deal
extra damage equal to your Wisdom modifier and the target is slowed until the end of your
next turn.
Special: When the target is reduced to 0 hit points, you regain the use of this power.
Immobilizing Action (11th level): Whenever you spend an action point to make an extra
attack against the target of your lawbreaker’s doom power, on a hit with that attack the
target is also immobilized until the start of your next turn.
Strength of Conviction (16th level): Whenever you reduce the target of your lawbreaker’s
doom power to 0 hit points, you gain temporary hit points equal to 10 + your Strength
modifier.
SON OF MERCY POWERS OF BELIEF
Dispensed Justice Son of Mercy Attack 11
There can be no justice without order, and your strike drives home this point.
Encounter ✦ Belief (Sons of Mercy), Fear, Weapon; Special
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls
until the end of your next turn.
Special: You can instead use this power as an immediate interrupt with the following
trigger.
Trigger: The target of your lawbreaker’s doom power is adjacent to you and makes an
attack that does not include you.
Target: The triggering creature.
Red Death Son of Mercy Utility 12
You’re all lawbreakers!
Encounter ✦ Belief (Sons of Mercy), Special
Minor Action Close burst 1
Target: Each enemy in burst
Effect: The target is marked and is subject to your lawbreaker’s doom power until the end
of your next turn.
Blood Oath Fulfilled Son of Mercy Attack 20
Crimes have been committed, and it’s up to you to make sure these criminals pay the price.
Daily ✦ Belief (Sons of Mercy), Fear, Weapon; Special
Standard Action Close burst 1
Target: Each enemy in burst
Special: You can shift 1 square before the attack.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is knocked prone and cannot stand
(save ends).
Miss: Half damage.
Lawbreaker’s Doom: If the target is also the target of your lawbreaker’s doom power, you
gain a bonus to attack rolls against it equal to your Wisdom modifier.
SENSORY ADEPT (SENSATES)
Prerequisite: Iniziate of the Sensates, Sensory touch.
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 Sensory Adept is an individual who has devoted their life towards the single goal of
refining his senses. Through this they hope to develop an understanding of the darks behind
the multiverse. What these darks are none can say, for when a cutter finally realizes them
they seem to transcend to another level of existence, leaving the material world behind
them. Whether it is truly enlightenment that the Sensory Adepts find upon completion of
this path is still a matter of debate, though many Sensory Adepts seem to show a level of
clarity that none to date have been able to attribute to another cause. Sensory Adepts
spend most of their lives training, gradually perfecting each sense one at a time as they
proceed towards their ultimate goal.
SENSORY ADEPT PATH FEATURES
Sensory improvement (11th level): You gain Darkvision.
Expand Sensations (11th level): When you spend an action point to take an extra action, if
you use your action to make an attack that hits, you can also choose an enemy within 5
squares of you. That enemy takes ongoing psychic damage equal to ½ your level (save
ends). If you use your action to use an healing surge, you can also choose an ally within 5
squares of you. That ally can use an healing surge as immediate interrupt.
Perfect Senses (16th level): Roll twice and use the higher result to all perception skill
checks.
SENSORY ADEPT POWERS OF BELIEF
Sensory Light Sensory adept Attack 11
You have learned to commune your sensations to your allies.
Encounter ✦ Belief (Sensates)
Standard Action Close burst 5
Target: any creature in the burst
Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: Targets are dazed. Invisible or concealed targets are now perceiveble from all until the
end of your next turn.
Reveal the Dark Sensory adept Utility 12
You tap your belief and gain a piercing vision.
Daily ✦ Belief (Sensates)
Minor Action Personal
Effect: Until the end of the encounter, you gain the ability to perceive invisible creatures
and objects as if they were visible.
Mirrored Pain Sensory adept Attack 20
You gather the Belief around yourself like a cloak, it strikes at the minds of foes around you
and punishes those that attack you.
Daily ✦ Belief (Sensates), Psychic, Implement
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Intelligence, Wisdom or Charisma vs Will
Hit: 2d10 + Intelligence, Wisdom or Charisma modifier psychic damage.
Effect: Until the end of the encounter or for five minutes, any foe that hits you with a
ranged or melee attack is subject to another attack from this power as immediate interrupt
with the following differences; the attack only hits the triggering creature, it deals 1d20
psychic damage (no attribute modifiers) and does not draw attacks of opportunity. You
reduce as the damage you inflicted. This triggered attack may only be used once per round.
MASTER OF THE MIND (CIPHERS)
Prerequisite: Iniziate of the Cipher, Master of the Heart, Dexterity and Wisdom 15.
MASTER OF THE MIND PATH FEATURES
Extra Cipher Action (11th Level): After an extendend rest you have 2 action points instead
of one.
Moment's Grace (11th Level): When you spend an action point to take an extra action, roll
twice and use the higher result any rolls of this action.
Cadence Strike (16th Level): When you spend an action point to take an extra action, if
your two rolls hits the target is a critical hit.
MASTER OF THE MIND POWER OF BELIEF
Fluid Strike Master of the Mind Attack 11
You take advantage of your foe repositioning itself, and move in for a strike.
Encounter ✦ Belief (Cipher), Weapon
Immediate Reaction Melee Attack
Target: a creature
Trigger: An adjacent enemy shifts away from you.
Effect: You may immediately move to any square adjacent to the target. Your target does
not get an opportunity attack against you, although other enemies may.
Attack: Dexterity or Wisdom vs. AC
Hit: 1[W] + Dexterity or Wisdom modifier damage.
Action Shift Master of the Mind Utility 12
You have improved to act without thought
Encounter ♦ Belief (Cipher)
No Action Personal
Requirement: You roll highest initiative (at least 20). Others Ciphers initiatives don’t count
for this.
Effect: you can shift as a minor action until the end of the encounter.
Ebb and Flow Master of the Mind Attack 20
Your spacial awareness allows you to direct your foes attacks to where it would most benefit
you.
Daily ✦ Belief (Cipher), Weapon
Standard Action Personal
Target: All foes that currently threaten with melee attacks
Hit: 2[w] + dexterity or wisdom modifier modifier damage.
Effect: All foes get to make a melee attack against you. Your AC increases by 5 and you do
not provide combat advantage during this attack.
Hit: You take normal damage and the enemy is knocked prone.
Enemy Miss: The target makes a melee basic attack as a free action against an adjacent
target other than you. You choose the target of its attack. The attack you redirect gains a
bonus to the attack roll and the damage roll equal to your dexterity or wisdom modifier.
Xaotic (XAOSMEN)
Prerequisite: Iniziate of the Chaosman, Induce Chaos.
It's said that no Chaosman plans to be a Xaotic - it just happens. When one becomes
enough with chaos for long enough, it becomes like an infection, a gift to be spread. Xaotics
are those who find the chaos in their souls and stoke it, bringing it forth for a variety of
effects. Whether they do it on purpose or incidentally varies, but all that really matters is
that they do it. As such, they make some of the most disruptive Xaositects, breaking down
order with their mere presence.
Of course, greybeards point out that Xaotics are a conundrum. While embodying chaos,
they all develop similar abilities, so obviously they aren't all that chaotic, are they? Other
greybeards point out in turn that even slaadi have their own order as well, divided into neat
color-coded subdivisions, so the following conclusion is achieved: it isn't so important,
despite the assumptions of many a prime, that chaotic be distinctive or individual in nature.
Rather, the Xaotics' spread of chaotic energy is proof enough of their lawless nature. But,
ultimately, trying to make sense of it is a fool's game.
Many bosses are Xaotics, or become Xaotics over time. After all, the pure quality of chaos in
a Xaotic is undoubtedly inspiring to those to aspire to loose themselves completely from
order, and the Xaotics lead by example (if not authority). While there's no true rank and file
to the Xaositects, the Xaotics serve as a guiding light for the faction. Naturally, they only do
so in spurts, though, often abandoning their followers just as often as they lead them.
XAOTIC PATH FEATURES
Tragic Event (11th level): When you roll the number prepared as for Unlikely Event you can
use Tragic Event or you can choose to use an healing surge. At 16th you can make both.
Tragic Event Xaotic Feature
You transform an opponent into a series of wildly different forms, preventing him from
adjusting long enough to get used to his new countenance.
At will ♦ Belief (Xaositects), Implement, Polymorph
Immediate Interrupt
Target: One random creature within 5
Attack: Intelligence, Charisma or Wisdom vs. Fortitude
Hit: Creature undergoes dramatic and continuous mutation while under the influence. He
suffers a penalty to all actions equal to your wisdom modifier and he gains an random effect
(save ends).
1-3: Target is slowed.
4-5: Target is weakened.
6-7: Target is blinded.
8-9: Target is deafened.
10: Target suffers from all four of these conditions.
Chance’s Friend (11th level): you can spend an action point to reroll one roll you just made.
You must use the result of the second roll. If the second roll is lower of the first you active
tragic event on yourself.
Chaotic Mind (16th level): The power of chaos infuses your mind. Whenever an enemy
successfully attacks your Will defense, that enemy takes 1d6 + your Wisdom modifier
psychic damage.
XAOTIC POWERS OF BELIEF
Improved Induce Chaos (11th level): This power swap with Induce Chaos.
Improved Induce Chaos Xaotic Attack 11
You know how to sow chaos in others, infecting them with raw randomness.
Encounter ♦ Belief (Xaositects) , Implement, Charm
Standard Action Area burst 3 within 10
Target: Each creature within burst
Requirement: Before the attack, you expend an healing surge.
Attack: Charisma or Wisdom or Intelligence vs. Will
Hit:: The target is dominated (save ends) but you don’t choice the action the character
takes. Instead you roll 1d10 each round in order to determine how the characters behave
while under the influence of this power.
1-3: Targets can act normally but are stilled dazed.
4-5: Targets take a move action away from you.
6-7: The targets stand around and take no actions.
8-9: Targets attack nearest creature
10: You can choose the action.
Divert Attack Xaotic Utility 12
Some wily Chaosmen learn to disrupt the patterns of combat training, fooling somebody
into making a major mistake or into accidentally striking a friend.
Encounter ♦ Belief
Immediate Interrupt
Trigger: You are target by an attack.
Effect: The attack is redirected to a random target within the reach. You include yourself
and any of your allies within range among the possible new targets.
Wildstrike Xaotic Attack 20
You surround a creature in an aura of chaotic arcane energy that twists any power he uses
to create unpredictable results
Daily ♦ Belief, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence, Charisma or Wisdom vs. Will
Hit: Until the end of your next turn, each time the target attack, he makes an immediate
saving throw. On a success, the power works normally. On a failure, roll a d6 to determine
what happens:
1 - Nothing happens and the action and use of the power are wasted.
2 - the power backlashes against the caster. Treat the caster as the target or his square as
the target square.
3 - the power hits a random target within range (other than the caster).
4 - the power is reshaped into a random effect. Randomly choose another power of the
same type (at-will, encounter or daily) and level from the same power source, and treat it
as if the caster had used that power instead.
5 - the power, inflict minimum damage.
6 - the power surges in power, automatically critting, as if the caster rolled a 20 on the die.
Sustain Minor: The wildstrike persists.

THE DREAMER ASLEEPED (SIGNERS)

Prerequisite: Iniziate of the Signers, Powers of imagination

While most folks know that the Signer’s philosophy is all about the self imagining the multiverse for the self, they fail
to realize the full impact of this statement. There’s a reason why the faction is called the Sign of One. See, the faction
really believes that there is exactly one being who is imagining the entire bulk of reality. While individual Signers
might be able to manipulate their own little piece, there’s still somebody (or something) else running the show. This
legendary path represents those Signers who put extra effort into discovering – or more accurately, becoming
Dreamers Asleeped.

THE DREAMER ASLEEPED PATH FEATURES


Action of the One (11th level): When you spend an action point to take an extra action to channel the Powers of
Imagination you are not dazed.
Shape Reality (11th level): Your transcendent understanding of the universe empowers you with the ability to bend
and warp your environment. You gain an aura 10 that allows you to reshape reality as you see fit. During your turn,
you can alter the environment in any of the following ways by spending a standard action:
✦ Change the temperature. Creatures that start their turns within your aura automatically take 10 cold damage or 10
fire damage (your choice). You can spend another minor action to return the temperature to normal, eliminating this
damaging effect.
✦ Permanently transform any squares of difficult terrain within your aura into normal terrain.
✦ Permanently transform any squares of normal terrain within your aura into difficult terrain.
✦ Create breathable air in any or all squares.
✦ Fill 9 unoccupied squares with a solid surface, such as stone or wood. If you fill a square with a solid surface that
is not attached to another surface (in other words, you create a stone slab 5 squares up in the air), the surface hovers
in place.
Improve Imagining (16th level): You gain +5 to all imagining ritual checks.

THE DREAMER ASLEEPED POWER OF BELIEF


Reimagine The Dreamer Asleeped Attack 11
You move the creatures as on a chessboard.
Encounter ✦ Belief (Signers), Implement, Special
Standard Action Close Burst 10
Target: creatures in the burst
Attack: Intelligence, Wisdom or Charisma vs. Will
HIt: You may immediately slide the target of your Intelligence, Wisdom or Charisma square.
Special: if you use an action point to make this attack you gain sustain minor 1 squares

Fast Imagininig The Dreamer Asleeped Utility 12


You imagine very fast.
Daily ♦ Belief (Signers)
No Action Personal
Effect: you can use your powers of imaginations as minor action for the rest of encounter.

Dream Conduct The Dreamer Asleeped Attack 20

Daily ✦ Belief (Signers), Implement, Special


Standard Action Close Burst 10
Target: All foes in the burst
Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: 10 ongoing psychic damage (save ends).
Effect: You gain +2 to all defenses until the end of the encounter.
Special: Whenever you are miss for the first time during this encounter by a creature under the effects of this power,
that creature is helpless (save ends).

6) Belief Systems, alternate Belief Systems


7) Missing Spells and Psionic Effects
8) Missing Equipment
9) Missing Monsters (generally non-PC races)

MISC:

While I think the recent article on Warforged & Genasi Origins in FR & Eberron sucked as
they were generally not that original or too heavy-handed in someway.
But it got me thinking what could the origins of Warforged in Planescape be beyond, "you
came from Eberron".
So I came up with a few ideas, and I generally don't want them limited to one plane or any
particular alignment either.
Mechanus
In the gears of Mechanus you were crafted by the Modrons as a being built for interactions
with non-Modrons where they could study more of the nature of other such strange
beings. While a creation of the Modrons you are by no means bound to the hive mind of
Primus.
Alternatively the Parai created you wanting to make a perfect creation, or perhaps you
come from a civilization of Warforged that live in Mechanus.
Acheron
War is eternal, and as armies fought on and on, they started to create soldiers of their own
to replace their diminishing numbers. Thus warforged soldiers started to appear all over
Acheron, on many battlefields nothing is left of some armies but Warforged.
Outlands
Deep in the Outlands away from the Gatetowns a small civilization of warforged exists,
trying to discover their true natures away from the influence of any outside forces. In their
findings it seems that across the planes lie many schema of Warforged, while all of them
have differences theres elements that are common to all. Thus leading to a theory that
there were progenitors to the Warforged race in the distant past, their secret somehow
spread through the planes. But are they truly gone?
Arborea
In the sands of pelion buried in time for an untold eternity, lies the ruins of many past
civilizations and secrets. You were one day awakened in the sands of Pelion left to wander
alone, until you were discovered. But what really happened in the ancient past, and what
do you remember of it.
Elysium
You were awakened in the wasteland of Belierin, part of an ancient project from the
celestials to make construct soldiers. Soldiers that you know would eventually become the
Quasar, being of radiant energy the celestials used in an ancient war. But were you part of
the template for the Quasar, or had something to do with their creation?
Sigil
Some spellslinger with a small factory hidden away in the Lower Ward creates warforged,
homunculi and golems for anyone who asks for the right price. You were sold to shortly
after your creation, but never was delivered to your destination and left to wander the
streets of Sigil. As to what happened and what you make yourself to be, it's a question you
need to know.
Limbo
Githzerai scientists after the creation of weapons such as the psi-bomb they unleased on
Athas, for centuries experimented on creating warriors who would be resistant to the
effects of the psi-bomb's energies. Your body was chaos-shaped by the Anarch's guild and
mind awakened by them. You're one of many of this secretive Githzerai project which they
hope to unleash against their Githyanki enemies.
Elemental Plane of Earth
The Dao in their dismal delves found that many of their slaves were too fragile in their
mines. After working many of them to death, and dealing with too many rebellions they
decided to create their own warforged slaves.

4E Devils

I was thinking I’d give it a shot and convert some missing baatezu to 4E, particularly two
missing classics: the hamatula (barbed devil) and cornugon (horned devil). My first attempt,
however, is the falxugon – my favorite devil from Fiendish Codex 2. To start off with, I set
up a table to compare levels between editions to help me decide where to put the missing
fiends:

Devil (4E level / 3E CR)


Imp (3/2)
Spinagon (spined devil) (6/4)
Falxugon (harvester devil) (8?/7)
Succubus (9/7)
Kyton (chain devil) (11/6)
Barbazu (bearded devil) (13/5)
Osyluth (bone devil) (17/9)
Hamatula (barbed devil) (18?/11)
Gelugon (ice devil) (20/13)
Malebranche (war devil) (22/14)
Cornugon (horned devil) (24?/16)
Pit Fiend (26 Elite / 20)
Harvester Devil (Falxugon) Level 8 Controller
Medium immortal humanoid (devil) XP 350
Initiative +7 Senses Perception +6; darkvision
HP 88; Bloodied 44
AC 22; Fortitude 17, Reflex 20; Will 22
Resist 20 fire
Speed 6
________________________________________
Tail Sting (standard; at-will)
+13 vs. AC; 1d8+2 damage.
Corrupt Soul (standard; at-will) * Necrotic
Ranged 10; +12 vs. Will; the target takes 1d8+5 necrotic damage and is weakened (save
ends).
Infernal Contract (standard; each contract once per encounter) * Charm, Psychic
Close burst 5, one creature within burst; +12 vs. Will; the target is fooled into believing it
has signed a contract with the devil. The target may choose not to follow the terms of the
contract, in which case it believes its soul is damned and takes 3d8+5 psychic damage. The
devil selects one of the following contracts, each useable once per encounter:
Contract of Treachery: The terms require the target to immediately shift 1 and make a basic
attack against an ally, if possible, with a +1d8 bonus to damage.
Contract of Submission: The terms require the target to drop and remain prone until end of
the devil’s next turn.
Contract of Cowardice: The terms require the target to not make an attack that includes the
devil until end of the devil’s next turn.
Soul Harvest (immediate reaction, when a creature within 10 squares of the harvester devil
dies; encounter)
The harvester devil regains 22 hit points and gains +2 to attacks until the end of its next
turn.
Change Shape (minor; at-will) * Polymorph
The harvester devil can alter its physical form to take on the appearance of any Medium
humanoid, including a unique individual (see Change Shape, page 280).
________________________________________

Alignment Evil Languages Common, Supernal


Skills Bluff +14, Diplomacy +14, Insight +11
Str 11 (+4) Dex 17 (+7) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 21 (+9)

Harvester Devil Tactics


Harvester devils generally avoid battle – they are manipulators and schemers, not warriors.
They typically travel with capable bodyguards and aid them when combat is forced upon
them. The devil uses change shape to take on the guise of its foes or bodyguards if such a
con seems viable, and uses one of its infernal contracts. When all contracts are exhausted
the devil relies on corrupt soul to finish the job, though if the battle has gone against it the
devil is quick to flee while abandoning allies to their fate.

Design Notes
I followed the guide on p184-185 of the DMG pretty closely, I think, with the supplementary
Damage by Level tables.
Ability scores were tricky – I looked mostly at differences between a 3E and 4E succubus to
guide me, since that’s a fiend close to the falxugon in focus, role, and power.
Tail Sting and Corrupt Soul should be on par with the Quarterstaff and Poison Ray,
respectively, of the Troglodyte Curse Chanter (a level 8 controller [leader]). Necrotic energy
is described as “wounding the soul” (PHB p55), so I thought that was fitting for Corrupt
Soul.
The Infernal Contracts are meant to capture the basic theme of the falxugon – a devil that
tricks mortals into signing a contract that damns their souls. Having this literally happen as
a combat power would have consequences well beyond what I think a creature of his level
should be able to, so I thought the next best thing would be imagined contracts with harsh
punishment for those who break it.
I thought Soul Harvest was fitting within the concept – the falxugon “harvests” the soul of a
dead being and becomes stronger for it. Change Shape seemed a no-brainer, when
compared to the succubus.

Very nice! It’s brief and simple, though the damage seems too low - as a recharge power I
believe it should use the Limited Damage values on the Damage by Level table. With a more
diverse version, I was thinking something like this, though:

Contract Violation (standard; recharge ) * Charm, Psychic


Ranged 5; +12 vs. Will; the target is fooled into believing it has signed a contract with the
devil. The devil chooses a term among the following: Attack an ally, hand over a wielded
item to the devil, or move adjacent to a creature of the devil’s choice. If the target has not
fulfilled the term by the end of its next turn, the target believes its soul is damned and
takes 3d10+5 psychic damage.

All of them feel really evil in my opinion; you tell the paladin to strike his friend, the cleric to
give up his holy symbol, or the wizard to get over to the nasty brute – or suck it. Because
the terms are so harsh, however, I’d peg damage at the medium value on the Damage by
Level table.
I realize the power may still be a bit more complex than the norm, but I don’t think it’s too
bad - the flavour could be cut from the power description, I suppose. On another note, I’m
considering renaming the power to “Read the Fine Print”.

4e 'Loths
Couldn't sleep, so I thought I'd give converting some of our old friends to 4th ed starting
with the Yugoloths. Just have one done so far, with others to follow. I wanted a bit of
criticism though before I continued with my conversions.
I decided to start with the Marraenoloth, my second favourite among the 'loths and the one
I've used in a game most recently.
Marraenoloth Controller Level 9
Medium Yugoloth XP: 350
Initiative: +8 Senses: Perception +14; Darkvision
Resist: Poison 20
Speed 6, Swim 10
*****************************
Claw (Standard; at-will)
+5 vs AC; 1d6 damage
-----------------------------------------
Staff (Standard; at-will)
+6 vs AC; 1d6 damage
--------------------------------------------
Fear Gaze (Standard; at-will) Fear, Psychic
Ranged 8; +10 vs Will; The target takes 1d6+4 psychic damage and moves its speed away
from the Marraenoloth by the safest route possible (Save ends).
------------------------------------------
Maeldur's Stride (Move; Recharge 5,6)
The Marraenoloth can teleport up to 10 squares
****************************************
Alignment: Neutral Evil Languages: Common, Yugoloth
Skills: Insight +14, Planes + 13
Str 10 (+4) Dex 14 (+6) Wis 20 (+9)
Con 16 (+7) Int 19 (+8 ) Cha 18 (+8 )
------------------------------------------
Equipment: Staff

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