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Planescape campaign setting 4E

fACTIONS & SECTs

ATHAR (Defiers, the Lost) Effect: When successfully attacked by a divine power
or by immortal creatures, you can cause the attacker to
reroll the attack.
They don't believe gods are divine. Powers are just
beings with a lot of power to throw around.
BELIEVERS OF THE SOURCE
(Godsmen)
INIZIATE OF THE ATHAR[Belief]
Prerequisite: join the Athar, cannot be a cleric of a
They believe every being can be elevated to the status of
specific deity.
the divine beings, or even higher.
Skills: Intimidate and religion are your class skill. You
gain +2 bonus to these skills.
INIZIATE OF THE
Faithless Blessing: +1 to Fort/Ref/Will Defenses against
GODSMEN[Belief]
a Divine attack or from one made by an Immortal
Prerequisite: join the Godsmen.
creature.
Skills: Diplomacy and Endurance are your class skill.
Power of Banishment: A group of Athar can add their
You gain +2 bonus to these skills.
total level to cast the ritual Banishment. One for day they
Imbue Equipment: You can construct your own
can cast it without to expend the component cost as if
implements, weapons and armor, and wondrous items,
you had the Ritual Caster feat.
given proper tools and raw materials as if you had the
Heretic: They are very reluctant to be aided by one and
Ritual Caster feat. Making an implement or a weapon
clerics are reluctant to aid them back. They can worship
takes two days, and making a wondrous item and
the Great Unknown.
armour takes four days. It confers an economic
advantage, however. The item ultimately costs is 4/5 of
Banishment Ritual Level 18
it would if you’d purchased it directly.
You send a supernatural creature back to the plane that
Complete the Cycle: If a Godsmen is killed, under no
spawned it.
Category: Binding circumstances whatsoever can he be brought back to
Component Cost: 6,800 gp + 2 healing surges or 1 belief life. Upon death, you may choose to be reincarnated by
point the Reincarnate ritual. One hour after your death, you
Time: 1 minute are reborn at a random location on a plane of your
Market Price: 17,000 gp
choice where your new race is considered native. This
Duration: Instant
plane becomes your new home plane.
Key Skill: Arcana
Effect: You make an Arcana vs. target’s will +10 to send Little Faith: Priests of specific Deities cannot take deity
an extraplanar creature back to its home plane. feats (except for those of the Great Unknown), because
they do not have the unwavering faith required.
Faithless Miracle [Belief]
Prerequisite: Initiate of the Athar Reincarnate Ritual Level 6
Benefit: You can invoke the power of your belief to use You bring back a dead creature in another body.
Faithless Miracle Category: Restoration
Channel Belief : Faithless Miracle Power of Belief Component Cost: 160 gp
Your denial of the powers is such that you can completely Time: 2 hours
disregard divine magic. Market Price: 420 gp
Encounter ♦ Belief (Athar) Duration: Instantaneous
Immediate Interrupt Key Skill: Nature
Target: Personal 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 morning. If it fails he receive a randomly rolled
body still exists, it can be reincarnated, but the portion condition on the madness table. For each continuous
receiving the ritual must have been part of the failed save he gains a madness rank that is a -2
creature’s body at the time of death. The ritual of the
cumulative penalty to the next save.
spell creates an entirely new young adult body for the
soul to inhabit from the natural elements at hand. The Madness Table(d20)
1: Deeply Depressed:
subject returns to life as if he or she had taken an
2-3: Apathetic
extended rest. The subject is freed of any permanent
4: Enthralled
conditions suffered at death. 5: Fatalistic:
The subject’s soul must be free and willing to return to 6: Craven:
life. Some magical effects trap the soul and thus prevent 7-8: Fobic: save -5 vs. fear.
Reincarnate from working, and the gods can intervene 1-2. Dark
to prevent a soul from journeying back to the realm of 3. Heights
the living. In all cases, death is less inclined to return 4-5. Fire
6-7. Cramped quarters
paragon and epic heroes; the component cost is 2,000
8-9. Magic
gp for paragon tier characters and 20,000 gp for epic tier
10. Water
characters. 11 -12 Blood
13. Aberrations, Vermin, & Snakes
Harness Divinity [Belief] 14. Undead
15. Being touched
Prerequisite: Initiate of the Godsmen 16.Noise
Benefit: You can invoke the power of your belief to use 17.Diseases
Harness Divinity 18.Xenofhobia
19.Photomania
Channel Belief : Harness Divinity Power of Belief
20. Choose
In studying the doctrine of the Believers of Source you have
9-11 Degenerations
come to recognize divine potential within yourself, and have
1 Accidental Prone
even begun to access your latent power. How you perceive it 2 Amnesia
is up to you; many view it as a spark of divine flame that can 3 Backpack Vortex
be channeled while others simply manifest their desires on the 4 Delusion
multiverse through force of will. 5 Hypochondriac
Encounter ♦ Belief (Godsmen) 6 Forgetful
Minor Action Melee touch 7 Hallucinations
8 Multiply personality
Target: You or a Creature
9 Mistaken identity
Requirement: you expend an healing surge.
10 Mute
Effect: The target regains hit points as if it had spent a 11 Narcolepsy
healing surge. 12 No sense of direction
13 Possessed
14 Visions
BLEAK CABAL (Bleakers, the Cabal, 15 Stunned
16 Pacing
Madmen)
17 Howling, Barking, Foreign Accent (1d3)
18 Dancing Mania
The universe just IS, there is no grand scheme or 19 Conspiracy Nut
purpose. It's all rather depressing really. 20. Choose
12-14 Manias
1 Kleptomania
INIZIATE OF THE 2.Sharpening
BLEAKERS[Belief] 3.Pyromania
4.Nudist
Prerequisite: join the Bleakers.
5.Nervs
Skills: Healing and Insight are your class skill. You 6.Neatness
gain +2 bonus to these skills. 7.Compulsice Liar
The dark in the Mind: +1 to all defenses vs. powers 8.Laughs too much
9.Racist
with the psychic or charm keyword (You don't want to 10.Talker
see into their heads). 11. Rabid Pessimism
Absorb Madness: you can cast the ritual Absorb 12.Rabid Optimism
13. Contrariness
Madness as if you had the Ritual Caster feat.
14. Fussy
Fragile Sanity: Each member of the faction must make 15. Obsessive
a saving throw with Wisdom modifier bonus every 16. Permanent Cynicism
17. Seizures Time: 1 minute or 10 minutes
18.‛Animal senses‛ Market Price: not On Sale
19.Messiness Duration: 1 minute or more
20. Choose.
Key Skill: Arcana
15:Paranoid
Effect: When using the Sift ritual, you perceive the
16: Messiah Complex
17: Sadic Tendencies
object's destruction as if you were there by making a
18: Hyperactive successful Arcana check (DC 15 + one per month that
19: Deranged has passed). If you succeed, you can witness the events
20: Mad Genius prior to the destruction of the object for one minute
plus an additional minute for every two points by
“TOUCHED” [Belief] which your check result exceeds the DC. If you wish to
witness the destruction of an object that occurred years
Prerequisite: Initiate of the Doomguard
or centuries ago, you must spend ten minutes
Benefit: You can invoke the power of your belief to use
concentrating on the object and make a Arcana check as
‚Touched ‚
before, except the DC increases by one per century that
Channel Belief : “Touched “ Power of Belief
has passed since the object’s destruction. This is a
Your close relationship to the madness of the universe makes
supernatural ability.
you immune against the madness of magic.
Encounter ♦ Belief (Bleakers)
Immediate Reaction Personal ENTROPIC BLOW [Belief]
Trigger: You are affected by a power with the psychic Prerequisite: Initiate of the Doomguard
or charm keyword that causes some condition that can Benefit: You can invoke the power of your belief to use
be ended with a saving throw. Entropic Blow
Effect: You can immediately make a saving throw with Channel Belief : Entropic Blow Power of Belief
a +5 bonus. If you are successful you ignore the Most Sinkers learn sooner or later how to bring entropy to
condition completely. If you fail you are not considered their enemies with a single blow, making Doomguard
to have used this power and can retain its use for later. members some of the most feared warriors in the multiverse
Encounter ♦ Belief (Doomguard), Weapon
Standard Action Melee Attack
Target: One creature
DOOMGUARD (Sinkers, Destroyers) Requirement: Before the attack, you expend an unused
daily power, and an healing surge or take damage
Entropy is the nature of the universe, and we'll help it equal to your healing surge value.
along. Attack: Strength, Constitution or Charisma vs.
Fortitude (critical 18-20).
INIZIATE OF THE Hit: You deal damage based on the level of the daily
power you expended:
Doomguard[Belief]
1st level 3[W] + Str., Con. or Cha. modifier
Prerequisite: join the Doomguard. 5th level 4[W] + Str., Con. or Cha. modifier
Swordmanship: You gain proficiency with heavy 9th level 5[W] + Str., Con. or Cha. modifier
swords and the brutal 1 property. 15th level 6[W] + Str., Con. or Cha. modifier
Entropic Understanding: Roll twice and use the higher 19th level 7[W] + Str., Con. or Cha. modifier
result to break organic material. 25th level 8[W] + Str., Con. or Cha. modifier
29th level 9[W] + Str., Con. or Cha. modifier
Sift: you can cast the ritual Sift as if you had the Ritual
The target is considered bloodied also if his hit points
Caster feat.
are more of ½ until the end of the encounter. You and
Healing resistence: They hate supernatural healing. all allies score critical hits against the target on rolls of
When a cleric or Warlord uses a power granting a 18 or higher until the end of your next turn.
healing surge on them, Doomguard do not gain the Sustain free: You lose a healing surge or take damage
extra healing normally associated with it (in other equal to your healing surge value when you sustain
words, they get a normal healing surge). If a and you and all allies score critical hits against the
target on rolls of 18 or higher until the end of your next
Doomguard is a petitioner, they gain a -1 to the result.
turn.
Miss: No damage and no effects, but you regain your
Sift Ritual Level 6 daily power expended. The healing surges expended
Your connection to the forces of entropy is so strong you can are lost.
witness the events leading to a target’s destruction.
Category: Scrying
Component Cost: 2 healing surges or 1 belief point
The DUSTMEN (The Dead) Prerequisite: join the Fated.
Skills: You gain +2 to untrained skill checks.
Life is a lie, an ever repeating cycle of coming back and Survivor: You gain +2 to all death saving throws.
disappearing into the depths. Only by slipping into the Each has what deserves him: As a Fated you cannot
state known as True Death is the only way out. willingly accept or give out charity.

INIZIATE OF THE DEAD [Belief] SELF-RELIANCE [BELIEF]


Prerequisite: join the Dustmen. Prerequisite: Initiate of the Fated
Yearning for Death: You can master and perform Benefit: You can invoke the power of your belief to use
rituals of your level or lower if it involves the Death, Self-Reliance.
undead or the dead as if you had the Ritual Caster feat. Self-Reliance Power of Belief
Face it, the only way to survive in the multiverse is by being
Roll twice and use the higher result to skills and rituals
able to take care of yourself. You’ve realized that you can
check if it involves the Death, undead or the dead.
never truly depend on anyone else, so you’ve learned to be
Numb: You gain a +2 bonus to saving throws against much more self-sufficient.
charme and fear effects. Encounter ♦ Belief (Fated)
Dead Truce: The faction has a very deep understanding Minor Action Personal
of and relationship with the forces of death. As a result, Effect: You choose a skill. You gain a +5 power bonus to
all members of the faction benefit from the something your next skill check during this encounter. If you
succeded you can roll twice and use the higher result to
known as the Dead Truce. In a nutshell, as long as the
all skill checks for the this skill until the end of the
Dustman doesn’t harm the undead, the undead won’t
encounter. If you fail you roll twice and use the worst
harm him. One should note that this isn’t restricted to result to all skill checks for the this skill until the end of
just physical harm. This means that a Dead can’t just the encounter.
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 The Fraternity of Order
basher. (Guvners)
Born Dead: Dustmen don't want to come back if they
die. They have -2 penalty to all death saves. To returns The universe works on rules. Learn the rules, and
to life a dustmen with any ritual, you must succeded a everything else will click into place.
Religion check vs. target’s will +10.
INIZIATE OF THE GUVNERS
GREATER DEAD tRUCE [BELIEF] [Belief]
Prerequisite: join the Guvners, cannot be chaotic.
Prerequisite: Initiate of the Dustmen
Benefit: You can invoke the power of your belief to use Skills: All Knowledge skills are your class skill. You
Greater Dead Truce. gain +2 bonus to these skills. You gain the legalspeak as
Channel Belief : Greater Dead Truce Power of Belief bonus language.
Your soothing words keep undead from attacking you. Bookworm: Roll twice and use the higher result to
Encounter ♦ Belief (Dustmen) , Zone skills check if it involves research in libraries.
Minor Action Intuit Pattern: You can perform the ritual Comprehend
Target: Close Burst 20
Language and Create Item as if you had the Ritual Caster
Effect: Intelligent undead within range cannot attack
feat. One for day you can cast Comprehend Language
you as long you have attacked none of the undead
creatures in this encounter. without to expend the component cost.
Sustain Minor Law Rules: As a Guvner, you cannot knowingly break
any law.

FATED (Takers, the Heartless) Probability Manipulation


[Belief]
The strong rule. Take what's yours, and be as self-
Prerequisite: Initiate of the Guvners or Initiate of the
reliant and prosperous as possible.
Mathematicians
Benefit: You can invoke the power of your belief to use
INIZIATE OF THE FATED[Belief] Probability Manipulation.
Channel Belief : Probability Manipulation Power of Belief Prerequisite: join the Harmonium, Cannot be chaotic.
In your quest to understand the intrinsic laws of the Skills: Intimidate is your class skill. You gain +2 bonus
multiverse, you have learned how to ‚bend‛ the laws
to the skill.
affecting an outcome.
Hardheaded: save +2 vs. charme and fear.
Encounter ♦ Belief (Guvner, Mathematicians)
Immediate Interrupt Lockdown: +2 to grab attack. You can to restrain a
Target: You or one Creature grabbed creature (through restraining device such as
Effect: add a +2 or -2 to any attack roll, damage roll, or manacles or collar) as minor action.
skill check. United for the cause: Aid in combact another
Harmonium as minor action.
Rigid Codex: You must follow all the orders and
FREE LEAGUE (Indep) decrees of the Harmonium, and uphold their beliefs.

Not really a faction, just a group of people getting Authority[Belief]


together for protection. Independence is the most Prerequisite: Initiate of the Harmonium
important thing here. Benefit: You can invoke the power of your belief to use
Autorithy
INIZIATE OF THE INDEP[Belief] Channel Belief : Authority Power of Belief
The authority put forth by your faction has become an almost
Prerequisite: join the Indep.
supernatural ability to bellow a command and see it
Skills: Streetwise is your class skill. You gain +2 bonus
immediately obeyed.
to this skill. Encounter ♦ Belief (Harmonium) , Implement, Charm
Faction Knowledge: Roll twice and use the higher Minor Action Area burst 2 within 10
result to skills check if it reguards factions. Target: Each creature within burst
Slippery: +2 bonus to saves vs. charm or enthralling Attack: Charisma vs. Will
effects. Hit:: The target is immobilized until the end of your
next turn. If you choose to attack one single creature in
Price Discounted: When buying items, you only pay
the burst you gain +4 bonus to the attack.
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
Mercykillers (Red Death)
a situation where you are completely subservient.

Justice is absolute. Everyone must be punished if they


Independent Mind [Belief] commit a crime. You are judge, jury, and executioner.
Prerequisite: Initiate of the Indep
Benefit: You can invoke the power of your belief to use
Independent Mind INIZIATE OF THE RED
Channel Belief : Independent Mind Power of Belief DEATH[Belief]
Your stubbornness makes you resistant to attacks against Prerequisite: join the Mercykillers, cannot be chaotic.
your will. Skills: Intimidate and Insight are your class skills. You
Encounter ♦ Belief (Indep) gain +2 bonus to these skills.
Immediate Interrupt
Executioner: Roll twice and use the higher result to
Target: Personal
Effect: When successfully attacked by a power coups de grace and versus immobilized targets.
targeting will, you can cause the attacker to reroll the Eye for Injustice: as standard action you may spend an
attack. 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
The Harmonium (Hardheads) was committed). If the criminal is actively trying to
hide their crime from you, use his bluff check for the
Further the Harmonium goal of bringing order to the the DC. This check does not reveal the exact crime, but
multiverse . . . by any means necessary! it does reveal its magnitude, allowing you to
differentiate between a petty thief and a murder with
INIZIATE OF THE some accuracy.

HARMONIUM[Belief]
Mercykiller Code: A Mercykiller must give into Channel Belief : Point the Finger Power of Belief
punishment if they have committed any crime except You are a master of verbal deception, and can make others
crimes done in the course of bringing another criminal seem dishonest or inept with your quick wit.
Encounter ♦ Belief (Anarchist)
to justice. They cannot release a lawbreaker who has
Free action Close Burst 10
not been punished..
Target: one Creature in the burst
Trigger: you succeded in a Bluff check opposed by the
BLOW FOR JUSTICE [BELIEF] target’s Insight check.
Prerequisite: Initiate of the Red Death Effect: the target has -5 to the next charisma based
Benefit: You can invoke the power of your belief to use ability roll. You gain a power bonus to Bluff checks
Blow for Justice. equal to your Intelligence modifier until the end of the
Channel Belief : Blow for Justice Power of Belief encounter.
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 The SIGN OF ONE (Signers)
endure great pain to achieve this end, the satisfaction of
destroying criminals is justification enough. Belief shapes the world. Maybe we are all the product of
Encounter ♦ Belief (Mercykiller) one guys twisted dreams, maybe we all share one,
Minor Action Personal large, collective dream. Who is to know?
Target: One Creature
Effect: If your next attack hits the target is a critical hit
INIZIATE OF THE
and you lose three healing surges. If you have fewer
than three healing surges when you use this power, you SIGNERS[Belief]
take damage equal to your healing surge value for each Prerequisite: join the Sign of One, Intelligence or
healing surge you don’t lose. Wisdom 13
Illusion Perception: Roll twice and use the higher to
Insight check to determine if you notice the telltale
Revolutionary league signs of an illusion effect.
(Anarchists) Imagining: you can cast the ritual Imagining as if you
had the Ritual Caster feat.
Society is corrupt. Sneak into the cracks, then crack it Egocentric: Signers are usually pretty aloof and,
open! Rebuild it from the ground up! because of their nature, they often wax philosophical
and are rarely down to earth. Thus, they suffer -2
INIZIATE OF THE penalties to diplomacy when not talking about
ANARCHISTS[Belief] philosophy, or similarly heady subjects.
Prerequisite: join the Revolutionary League.
Skills: Bluff and Stealth are your class skill. You gain +2 Imagining Ritual Level 6
bonus to the skills. You can manipulate your surroundings to a greater degree,
Infiltrator: Roll twice and use the higher result to bluff using only your force of will.
checks to pass off a disguise as a factioneer. Category: Special
Anarchist Craftsman: One for day, you can make Component Cost: 1 belief point.
Time: Special
alchemical items of your level or lower as if you had the
Market Price: not On Sale
Alchemist feat without to expend the component cost.
Duration: Special
You must have the correct formula and an appropriate Key Skill: Special
skill. Effect: you may attempt to imagine the effects of any
Revolutionary Cause: An Anarchist can never truly ritual of your level. If you succeded in the ritual’s key
hold a public office or business (though he can pose as skill check you can cast the ritual without to expend the
one for a while). Is expected to give some proceeds to components cost (DC 10 + ritual’s level). If you roll a
natural 1 you believe yourself imaginary! You become
help their cause.
shadow monster versions of yourself; Roll two times for
each attack, save and ability check and choose the lower
POINT THE FINGER [BELIEF] result.
Prerequisite: Initiate of the Anarchists You can to make a successful imagining ritual check
Benefit: You can invoke the power of your belief to use and return to reality.
Point the Finger.
If you roll a natural 1 to imagine a ritual’s effect of 11th Benefit: You can invoke the power of your belief to use
level or more you are also bloodied as max hit points Sensory Touch.
and -5 to AC and to all defenses. Channel Belief : Sensory Touch Power of Belief
If you roll a natural 1 to imagine a ritual’s effect of 21th Sensates are taught how to feel the pain of others in exchange
level or more means you have imagined too well a for their own wellbeing.
multiverse without him: You cease to exist. The only Encounter ♦ Belief (Sensates) , Healing
way you can return to the multiverse is through the use Minor Action
of a wish ritual - or if another Signer imagines you Target: One Creature melee touch
back! 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
POWERS OF
damage as one healing surge or take his condition.
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 The Trancendent order
Powers of Imagination. (Ciphers)
Channel Belief : Powers of Imagination Power of Belief
You can manipulate your surroundings to a greater degree, Don't, think, DO. The only way to attain
using only your force of will. enlightenment is to let the universe FLOW threw you,
Encounter ♦ Belief (Signers, Will of the One) thinking will only bog you down.
Standard action Personal
Requirement: you expend an unused daily power, and
INIZIATE OF THE
an healing surge or take damage equal to your healing
surge value. ciphers[Belief]
Effect: You gain a daily power of any arcane, psionic Prerequisite: join the Trascendent Order, You must be
and shadow class until the end of the encounter or for 5 partially neutral.
minutes. After you cast the power you are dazed (save Skills: Acrobatics and Athletics are your class skill. You
ends). Each save failed you loose an healing surge or
gain +2 bonus to the skills.
take damage equal to your healing surge value.
Action without Thought Roll twice and use the higher
result to initiative checks
The Society of Cadence Whispers: you can cast the ritual Cadence
Sensation (Sensates) Whispers as if you had the Ritual Caster feat.
To think is to Fail: Because Ciphers act unhesitatingly,
The Multiverse has no true, overarching scheme other in play, as soon as an action is stated for a Cipher
than to EXPERIENCE it. Go out, see the different player character, that cutter is committed to the action.
sights, feel them. SEE what an infinite infinities have You can't say, "Oh, wait, I changed my mind!" Bashers
to offer. who pause to consider or debate pending actions are
failing to adhere to the philosophy.
INIZIATE OF THE
SENSATES[Belief] Cadence Whispers Ritual Level 6
Prerequisite: join the Society of Sensation. To be a member of the Transcendent Order is to open oneself
up to the grand design of the multiverse. While the method
Skills: Perception and Streetwise are your class skill.
and extent to which Ciphers do so varies, those that
You gain +2 bonus to the skills.
surrender themselves to the Cadence of the Planes are rarely
See the Dark: You gain low- light vision. without knowledge of the best course of action to pursue..
Multiclass Versatility: You can choose multiclass feats Category: Divination
from several classes. Component Cost: 1 belief point.
Exceptional Immunity: +2 to saves versus poison and Time: 1 minute
endurance checks to resist disease. Market Price: not On Sale
Duration: Instantaneous
Joy de Vivre: A sensate will not say no to a new
Key Skill: Religion
sensation that poses no obvious, damaging threat.
Effect: you may attempt to gain some insight into the
course of action the Cadence of the Planes requires you
SENSORY TOUCH [BELIEF] to take. While it does not reveal secret information, it
Prerequisite: Initiate of the Sensates should be enough to provide a push in the right
direction. ‚Shemeska the Marauder may have relevant 19 Gain an temporary daily power.
information‛ and ‚You should make sure there’s 20 Extraordinary effect.
nothing hidden behind that dresser‛ are both viable
instructions. Nothing is lost: Xaositects, with their inner sense of
chaos, know where the whole multiverse keeps
Master of the Heart[Belief] everything. If a body loses something, he could do
Prerequisite: Initiate of the Cipher worse than ask a Xaositect where it is. You can roll an
Benefit: You can invoke the power of your belief to use insight check to know where is any item lost. Still,
Master of the Heart characters seeking information on lost items might not
Channel Belief : Master of the Heart Power of Belief
get exactly the answers they expect from a Chaosman.
You have learned to act without thought
Sometimes, a faction member rattles off an object‘ s
Encounter ♦ Belief (Cipher)
No Action Personal exact location: ‚It’s five feet directly in front of the side
Requirement: You roll highest initiative (20 or plus). door of the Black Sails, in the Lower Ward in Sigil.‛
Others Ciphers initiatives don’t count for this. Other times, the Xaositect gives only the amount of
Effect: You can spent unlimited action points in this detail needed (‚It’s behind your washbasin‛) or offers
encounter but only one for round. just a general answer (‚It’s near a tree‛). The Xaositect
You can do it to take a single action as immediate
can decide himself how accurate to make his response,
reaction.
or the DM might base the accuracy and depth of the
answer and the DC’s difficult on the character’s rank in

XAOSITECTS (Chaosmen)
the faction.
Unreliability: In addition to acting as barmy as you
possibly can, you can never be a part of long-term
The nature of the universe is pure, unadulterated chaos
plans, own a business or practice law.
. . . act accordingly . . . or don't.

INIZIATE OF THE INDUCE CHAOS [BELIEF]


Prerequisite: Initiate of the Chaosman
CHAOSMAN[Belief]
Benefit: You can invoke the power of your belief to use
Prerequisite: join the Xaositects, cannot be lawful. Induce Chaos.
Uncomprensible: Insight check versus you take -5 Channel Belief : Induce Chaos Power of Belief
penality. You gain Scramblespeak language, where You know how to sow chaos in others, infecting them with
words are hopelessly transposed so as to confuse the raw randomness.
listner. Encounter ♦ Belief (Xaositects) , Implement, Charm
Standard Action Area burst 1 within 10
Unlikely Event: Every morning you roll 1d20.
Target: Each creature within burst
Whenever any d20 you roll unmodified comes up that
Requirement: Before the attack, you expend an healing
number during the day, and you gain an action point or surge.
another chaotic benefits: then reroll and use the second Attack: Charisma or Wisdom or Intelligence vs. Will
result. A DM could choose various benefits like an Hit:: The target is dominated until the begin of your
temporary arcane power or an istant extraordinary next turn but you don’t choice the action the character
effect. DMs should base abilities on a character’s takes. Instead you roll 1d10 each round in order to
determine how the characters behave while under the
personality and skills, taking care not to make the PC
influence of this power.
the center of power in a campaign. And change the 1-3: Targets can act normally but are stilled dazed.
ability from time to time. That’s the way chaos works: 4-5: Targets take a move action away from you.
Nothing stays the same for long. 6-7: The targets stand around and take no actions.
Optional Random Power Table (1d20): 8-9: Targets attack nearest creature
1-5 Gain an action point. 10: You can choose the action.
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.
POST FACTION WAR AND OTHERS

ASHERS (Preservers, Regolators) Skills: Diplomacy and History are your class skills. You
gain +2 bonus to these skills.
These are the rare Doomguard that have dedicated their Improved Aid: When you use the aid another action to
lives to slowing entropy - or at the very least, placing it improve an ally’ s skill checks, attack bonus your bonus
where they think it belongs. provides a bonus +1 higher than normal.
Support of the comrades: the Communals can always
INIZIATE OF THE count on help from their Comrades. Services from the
ASHERS[Belief] headquarters are always cheaper than for members of
Prerequisite: join the Ashers. other factions or sects, and often favours are asked
Skills: Healing and Perception are your class skills. You instead of jink.
gain +2 bonus to these skills. But the best benefit of pooling resources is that all
Entropic Understanding: Roll twice and use the higher members can borrow things the faction itself owns.
result to break organic material. True, there may be a waiting list for some heavily-
Sift: you can cast the ritual Sift as if you had the Ritual demanded items or funds, but if a body's patient he'll
Caster feat. get what he wants in the end. This could be the use of a
Healing resistence: They hate supernatural healing. magic item, some cash if the blood is really on hard
When a cleric or Warlord uses a power granting a times, or just something as simple as information.
healing surge on them, Doomguard do not gain the Nothing possessions: Communals are required to give
extra healing normally associated with it (in other all of their possessions to the sect, where they're
words, they get a normal healing surge). If a redirected to the most needy. Whenever a body picks
Doomguard is a petitioner, they gain a -1 to the result. up something useful, be it an item, the dark on
something useful or whatever, they're supposed to take

DIVERT ENTROPY [BELIEF] it to the Comrades. If nobody needs the item


immediately, they're likely to get it back, but if there's
Prerequisite: Initiate of the Ashers
Benefit: You can invoke the power of your belief to use someone waiting, then they're expected to lend it to
Divert Entropy. them. Its only fair, after all.
Channel Belief : Divert Entropy Power of Belief
By destroying one thing, the ash watchman can satisfy the COMMUNAL sTRENGHT [BELIEF]
force of entropy in order to protect something else. Prerequisite: Initiate of the Communals
Encounter ♦ Belief (Ashers) Benefit: You can invoke the power of your belief to use
Immediate Reaction Personal Communal Strenght.
Trigger: You reduce an enemy or an object to 0 hit Channel Belief : Communal Strenght Power of Belief
points If we are united we can save us.
Effect: The enemy is slayed and you or an ally within 5 Encounter ♦ Belief (Comunals)
gain a healing surge. Standard Action
Requirement: You and one ally adiacent to you are
target of an effect with save ends
COMMUNALS (Comrades, the Effect: Everyone rolls a save and both use the best of
Brotherhood) two rolls.

Everything belongs to everyone. Nobody's got the right Craftsmens Guild


to deny another basher the use of something.
From the disintegration of the Believers of the Source
INIZIATE OF THE an organization and rallying point with which to
COMMUNALS[Belief] advertise their services, and a place to learn from more
Prerequisite: join the Communals. talented members to better their skills in their own and
other areas.
Expandend repertoire: Choose one utility power of
INIZIATE OF THE CRAFTMENS every level you know. Add this power to your list. Each
GUILD[Belief] time you gain a new level of utility power, you learn
Prerequisite: join the Craftmens Guild. one extra power of that level (in other words, add two
Skills: Endurance is your class skill. You gain +2 bonus powers to your list instead of only one). After an
to the skill. extended rest, you can prepare a number of utility
Toughness: You substitute your highest ability score powers according to what you can have per day for
for Constitution to determine your initial hit points. your level. This doesn’t change the number of utility
Imbue Equipment: You can construct your own power you can prepare each day..
implements, weapons and armor, and wondrous items, Quantity is better than quality: The Growers try to
given proper tools and raw materials as if you had the learn as much as they can as quickly as they can, but
Ritual Caster feat. Making an implement or a weapon rarely take the time to learn anything very well.
takes two days, and making a wondrous item and Quantity is definitely more important than quality, as
armour takes four days. It confers an economic they are never satisfied with what they have and where
advantage, however. The item ultimately costs is 4/5 of they are. Therefore, they have a -2 penalty to all trained
it would if you’d purchased it directly. 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
DUSTERS (Self-Destroyers) invite the Lady's wrath.

Their belief is that entropy should be internalized.

INIZIATE OF THE GODSLAYERS (Godless)


DUSTERS[Belief]
Prerequisite: join the Dusters.
A splinter group of the Athar, the Godslayers hold
Skills: Insight and Perception are your class skills. You much the same beliefs of their former faction, but take
gain +2 bonus to these skills. them to a further extreme.
Insight Understanding: Roll twice and use the higher
result to insight checks to know internal sorrows . INIZIATE OF THE GODSLAYERS
Painful Ecstasy: +1 to all die rolls when you are [Belief]
bloodied. Prerequisite: join the Godslayers, Cannot be a cleric of
No Armors: Can't use armour, magical items, or any a specific deity, cannot be good.
other type of equipment that lowers AC. Skills: Intimidate and religion are your class skill. You
gain +2 bonus to these skills.
Divine Hunter: Divine user and immortal creatures
eXPANSIONISTS (Growers) within 2 squares of you receive a -1 penalty to all
defense and saving throws.
Everything worthwhile in the multiverse grows. An Power of Banishment: A group of Athar, Godslayers
acorn expands into a tree. A tree expands into a forest. and Seekers of the Unknown can add their total level to
cast the ritual Banishment. One for day they can cast it
INIZIATE OF THE without to expend the component cost as if you had the
EXPANSIONISTS[Belief] Ritual Caster feat.
Prerequisite: join the Expansionists. Divine Foe: every divine user and immortal creature
see you as the worst foe.
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 INCANTERIUM (Incantifiers)
attackers are still considered to be flanking.
They believe that magic is the true form of power.
INIZIATE OF THE Illusion Perception: Roll twice and use the higher to
INCANTIFIERS[Belief] Insight check to determine if you notice the telltale
Prerequisite: join the Incantifiers, any arcane class. signs of an illusion effect.
Arcane Essence: Roll twice and use the higher result to Seekers Perseverance: +1 to saving throws.
arcane checks. Sense of Direction: You can perform the Know direction
Arcane Diet: Incantifiers no need to consume food or and location as if you had the Ritual Caster feat. One for
water. They require a regular diet of magic spells and day you can cast it without to expend the component
items to sustain their powerful forms. They must cost.
absorb a number of arcane power levels equal to their Nomad Life: Even if you don't share the arrogance
level every day or take -1 cumulative penalty to each your faction in known for, it's a reputation. You take a -
die rolls for every day they haven’t consumed. Any 2 to Diplomacy checks. The Visionaries cannot be
arcane power which miss an incantifier's defence married and cannot to stay in any site for more of 6
counts as "absorbed", providing spell levels equal to its months.
spell level. In place of arcane powers, incantifier may
consume a magical item, draining the magic of it to CLEANSE IMPURITY [BELIEF]
sustain himself. This provides a number of spell levels Prerequisite: Initiate of the Mind’s Eye
equal to the item’s level. The process of consuming a Benefit: You can invoke the power of your belief to use
magical item takes a minute for every spell level it Cleanse Impurity.
Channel Belief : Cleanse Impurity Power of Belief
provides, and requires the incantifier to touch the item
All Seekers must be at their best if they are to face every
in question. The incantifier may not drain artifacts dry
challenge before them, and thus it is a necessity to wipe away
in this manner. any damage done to body or soul that could hamper your
Chilling Demeanor: As time goes on, the incantifier quest. You have learned to use some of your inner divinity to
grows detached from humanity and social graces, and do just that.
the power he gains with time twists his body, making it Encounter ♦ Belief (Mind’s Eye)
appear older and weaker. Upon becoming an Immediate Interrupt
Target: You or any creature
incantifier, he gains a -2 penalty to any based strenght
Effect: Reroll a failed save.
and constituion ability check.

Absorb spells [BELIEF]


Prerequisite: Initiate of the Incantifiers RING-GIVERS (Bargainers, Beggars)
Benefit: You can invoke the power of your belief to use
Absorb Spells. For whom a lifestyle of generosity and poverty is the
Absorb Spells Power of Belief way to be free of the world's traps.
The Incantifier can absorb a arcane spell and heal his
wounds.
Encounter ♦ Belief (Incantifier) INIZIATE OF THE
Immediate Reaction Personal BEGGARS[Belief]
Trigger: You are missed by an arcane power. Prerequisite: join the Ring-givers.
Effect: You take no damage and you can use an healing
Skills: Bluff and Diplomacy are your class skills. You
surge.
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
THE MIND’S EYE (Seekers, a fraternal friend giving +10 bonus to all charisma
Visionaries) based checks versus him until the gift or the favor is
returned.
Find yourself in the multiverse. Return of the favors: you can cast the ritual Return of
the favors as if you had the Ritual Caster feat.
INIZIATE OF THE Mind’s Ascetic Life: Ring-givers never own anything; they
eye[Belief] accept gifts and wealth but always pass them on. They
Prerequisite: join the Mind’s Eye. 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 Power of Banishment: A group of Athar, Godslayers
they make them for themselves. Evil bargainers never and Seekers of the Unknown can add their total level to
give gifts without claiming favors later. cast the ritual Banishment. One for day they can cast it
without to expend the component cost as if you had the
Return of the favors Ritual Level 6 Ritual Caster feat.
The Ring-Givers don’t make it through the multiverse merely Heretic: They are very reluctant to be aided by one and
on the good will of others, they have the Unity of Rings on clerics are reluctant to aid them back. They can worship
their side to ensure that even the most selfish individuals the Great Unknown and to revere other cosmic and
tend to feel that they owe the Beggars for any favors given. non-anthromorphized forces (Good, Evil, Death, etc).
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 Sodkillers (Minders)
Component Cost: 1 belief point.
Time: 1 minute
Chaos wins if we permit free thinking and subversive
Market Price: not On Sale
Duration: Instantaneous ideas.
Key Skill: Religion
Effect: you can ask for a creature the return of favors. INIZIATE OF THE
The creature in question must repay the favor or gift
receipt with at least something of equal value. If he sodkillers[Belief]
cannot or don’t know how you will be repaid to you Prerequisite: join the Sodkillers, cannot be good.
please ask him what you need. Skills: Intimidate and Perception are your class skills.
You gain +2 bonus to these skills.
Bear the Burden [BELIEF] Kill Count: +2 bonus to all the attacks rolls until the
Prerequisite: Initiate of the Beggars end of your next turn after you reduce an enemy to 0
Benefit: You can invoke the power of your belief to use
hit points.
Bear the Burden.
Brawn over Brains: When you roll an Intimidate check,
Channel Belief : Bear the Burden Power of Belief
You are a truly rare breed, one willing to take the burdens of roll twice and use either result.
others onto yourself, believing that doing so is in the best Bad reputation: your faction is known for the bad
interests of everyone in the end. reputation. You take a -2 to Diplomacy and Bluff
Encounter ♦ Belief (Ring-Givers) checks.
Immediate Interrupt Close burst 1
Trigger: A melee attack targets an ally in the burst
KILL Resource [BELIEF]
Effect: You and the target swap places, and you are
now the target of the triggering attack. You gains a +4 Prerequisite: Initiate of the Sodkillers
power bonus to all defenses until the start of their next Benefit: You can invoke the power of your belief to use
turn. Kill Resource.
Channel Belief : Kill Resource Power of Belief
Most Sodkillers measure their own worth by their prowess in
Seekers of the Unknown combat, finding inner resource when they defeat a worthy
opponent.
(Seekers of the Divine)
Encounter ♦ Belief (Sodkillers)
Immediate Reaction Personal
A group of Athar that have found the existing Powers Trigger: You reduce an enemy to 0 hit points
in the Multiverse to be not worthy of worship. Effect: The enemy is slayed and you gain a healing
surge.
INIZIATE OF THE Seekers of
the Unknown [Belief]
Prerequisite: join the Athar, cannot be a cleric of a Sons of Mercy (Martyrs)
specific deity.
Skills: Diplomacy and religion are your class skill. You Justice exists in order to hold the greater good.
gain +2 bonus to these skills.
Slippery: +2 bonus to saves vs. charm or enthralling
INIZIATE OF THE
effects.
martyrs[Belief]
Prerequisite: join the Sons of Mercy, cannot be evil. Sift: you can cast the ritual Sift as if you had the Ritual
Skills: Diplomacy and Insight are your class skills. You Caster feat.
gain +2 bonus to these skills. Healing resistence: They hate supernatural healing.
Protection from evil: +1 to all the the defenses versus When a cleric or Warlord uses a power granting a
attacks of evil immortals and undead. healing surge on them, Doomguard do not gain the
Know the Guilty Heart: as standard action you may extra healing normally associated with it (in other
spend an healing surge to make a insight check to hear words, they get a normal healing surge). If a
whispers of the dark deeds that weigh on their mind Doomguard is a petitioner, they gain a -1 to the result.
(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
Wild union (Believers of the Wild)

different; you merely hear the underlying guilt as a soft


The Wild Union is the child of a faction and a sect: the
voice while they speak. This ability only reveals the
two groups found a common cause in the wake of the
crimes that the subject believes to be wrong; an extreme
Faction War, and decided to form a new union to
Anarchist would not necessarily reveal horrible acts
strengthen their cause.
committed as part of the revolution because they
believe them to be just acts, but most evil individuals INIZIATE OF THE Wild union
would reveal their crimes because they know them to
[Belief]
be wrong and for whatever reason simply don’t care.
Prerequisite: join the Wild Union.
Martyr Code: A martyr cannot to attack first and
Skills: Nature and Endurance are your class skill. You
cannot to hit a foe who is completely defenseless. If you
gain +2 bonus to the skills.
ever are given a choice, you must always pick the
Animal’s Mask: Through means not yet explained by
option that serves the greater good.
those who have attempted to reveal the secret (most of
whom have been Guvner researchers), completion of
Merciful Strike [BELIEF] the mask grants its owner the ability to speak with the
Prerequisite: Initiate of the Martyrs
type of animal the mask depicts. As the masks are
Benefit: You can invoke the power of your belief to use
almost certainly made in a variety of ways, this ability
Merciful Strike
Channel Belief : Merciful Strike Power of Belief must be conferred on the mask when the owner is
You are capable of putting your very soul into a single strike inducted fully into the Guild. This power can only be
in order to subdue your opponent. used by the person who made the mask (i.e. another
Encounter ♦ Belief (Sons of Mercy), Weapon person cannot speak with animals using a mask, even
Standard Action with the owner's permission), and can only be used
Target: a creature
when the mask is being worn.
Attack: Strenght or Wisdom vs. AC
Animal Defender: Aid in combact any animals as
Hit: no damage but whenever the target deals damage,
it takes 5+ half your level damage (save ends). minor action.
Pure Form: If a member is killed, under no
circumstances whatsoever can he be brought back to
vOIDS(Guardians of Entropy) life. Upon death, you may choose to be reincarnated in
an animal by the Reincarnate ritual.
They think that entropy is right on schedule, and that
Doomguard should act to speed or slow it on a case-by-
case basis. WILL OF THE ONE
INIZIATE OF THE VOIDS[Belief] Not all of the Sign of One turned over to the Mind‘s
Prerequisite: join the Voids. Eye, but those that remained true to their ways are
Swordmanship: You gain proficiency with heavy more extreme - one might even say megalomanical -
swords and the brutal 1 property. compared to their former faction.
Entropic Understanding: Roll twice and use the higher
result to break organic material. 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, unplayable. Suggestions include alcohol or other drugs,
Groundsmen) sexual activity, gluttonous behaviour, or gambling.

The truth about the multiverse can only be learned by The Converts (Chamaleons,
traveling it, as each and every plane holds a small part Turncoats)
of the great secret.
They believe that any belief held too long becomes

INIZIATE OF THE ANARCH’S rhetoric, and that nobody knows how anything works.

guild[Belief]
Prerequisite: join the Anarch’s Guild. INIZIATE OF THE
Skills: You gain +2 bonus to all knowledge skills about CHAMALEONS[Belief]
Limbo. Prerequisite: join the Chamaleons.
Improved Control: Roll twice and use the higher result Everchanging Faction: A Chamaleon can belong to
to Influence Unstable Plane checks another faction, as long as he meets the prerequisites.
Ritual Control: You can perform any ritual to Influence He gains all the benefits and restrictions of that faction.
Unstable Plane as if you had the Ritual Caster feat. One When he change to a different faction, he loose all the
for day you can cast one without to expend the benefits and restrictions of the first and gain those of
component cost. the new faction. He can do this any number of times
Groundsman: You can't leave Limbo. If you're a but he can never return to a abbandoned faction.
Groundsman, you are expected to help maintain or
defend the city or fortification you are assigned to.
DAUGHTERS OF LIGHT (Word-
Keepers)
CHILDREN OF THE VINE
(Revellers, Carpet Knights) A mysterious group based out of Sigil, the Daughters
of Light went on a purge shortly after the Faction War,
They believe in celebrating today and ignoring rooting out subtle remainders of faction influence in a
tomorrow.
subtle but violent fashion.

INIZIATE OF THE
INIZIATE OF THE DAUGHTERS
REVELLERS[Belief]
Prerequisite: join the Children of the Vine.
OF LIGHT[Belief]
Prerequisite: join Daughters of Light.
Skills: Insight and Perception are your class skills. You
Skills: Intimidate is your class skill. You gain +2 bonus
gain +2 bonus to these skills.
to this skill.
Exceptional Immunity: +2 to saves versus poison and
Faction Knowledge: Roll twice and use the higher
endurance checks to resist disease.
result to skills check if it reguards factions.
Addicted: All Revellers have some form of addiction to
Factions Hunter: Factioneers within 2 squares of you
a pleasurable activity. The player of a Reveller character
receive a -1 penalty to all defense and saving throws.
must choose some vice that the character will seek out
Faction war: every factioneers see you as his foe.
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 DISPOSSESSED (Chippers, Exiles)
be sufficiently debilitating as to make this an actual
weakness, but not enough to make the character
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 THE GUARDIANS (Caretakers,
Protectors)
power and respect despite the bad hand given to them.

Inspired by the race of celestials known as the


INIZIATE OF THE guardinals, The Guardians strive to protect good and
dISPOSSESSED[Belief] to defend the defenseless.
Prerequisite: join the Dispossessed.
Skills: Endurance is your class skill. You gain +2 bonus
INIZIATE OF THE
to this skill.
Mental Strenght: +2 to saves vs. charme and fear
GUARDIANS[Belief]
effects. Prerequisite: join the Guardians, cannot be evil.

Toughness: You substitute your highest ability score Skills: Endurance and Perception are your class skill.

for Constitution to determine your initial hit points. You gain +2 bonus to these skill.
Annoying presence: the Exiles view themselves as the Aspect of the Guardinals:

strong, and are determine to prove this to the rest of the Reputation: Roll twice and use the higher result to

multiverse, but to do so, they often annoy (at least) the Diplomacy checks among the good-aligned planes. Roll

rest of the multiverse. Apart from other sect members, twice and use the worst result to Diplomacy checks

Exiles suffer a -2 penalty to all charisma based checks among the evil-aligned planes

from the people they meet. 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
Exile’s Toughness [BELIEF]
must constantly strive for the higher good. A Defender
Prerequisite: Initiate of the Dispossessed
Benefit: You can invoke the power of your belief to use must always strive for the greater good, and cannot

Exile’s Toughness. dedicate themselves to any of good's "alternate" forms


Channel Belief : Exile’s Toughness Power of Belief
Exiles are tough people, they are hardened against what life
can throw against them. HIDDEN HAND (Merkhants, Misers,
Encounter ♦ Belief (Dispossessed) Gold-Hounds)
Immediate Interrupt Personal
Trigger: you take the second wind action or any other Money is the purest form of power, and thusly
effect you spend an healing surge
gathering money makes one powerful.
Effect: you can spend one additional healing surge.

INIZIATE OF THE
ESCHATON (Naysayers, Apocalypticals) MERKHANTS[Belief]
Prerequisite: join the Merkhants.
Prey for the end of the times. Skills: Bluff and Insight are your class skill. You gain +2
bonus to these skill.
INIZIATE OF THE Appraise: All Merkhants gain the ability to appraise the
ESCHATON[Belief] value of any gem or work of art both instantly, and

Prerequisite: join the Eschaton. accurately. What they do with that information is up to

Skills: Diplomacy and History are your class skill. You them, but they usually use it to try and con someone

gain +2 bonus to these skill. else

The end inevitable: Bloodied foes within 2 squares of Bargainer: Roll twice and use the higher result to all

you receive a -1 penalty to all defense and saving skill checks if it involves bargaining.

throws. Great Profit: Merckhants never do anything where they

No Tomorrow: You have no future projects, you can cannot see how they will profit from it.

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.
HUNTERS OF THE VILE (Vile
Hunt) INIZIATE OF THE
MATHEMATICIANS[Belief]
They believe in affirming their humanity by killing Prerequisite: join the Matematicians, cannot be chaotic.
'lesser beings Skills: All Knowledge skills are your class skill. You
gain +2 bonus to these skills. You gain the legalspeak as
INIZIATE OF THE VILE bonus language.
Bookworm: Roll twice and use the higher result to
HUNT[Belief]
skills check if it involves research in libraries.
Prerequisite: join the Hunters of the Vile, cannot be
Intuit Pattern: You can perform the ritual Comprehend
good.
Language and Create Item as if you had the Ritual Caster
Skills: Perception and Nature are your class skill. You
feat. One for day you can cast Comprehend Language
gain +2 bonus to these skill.
without to expend the component cost.
Kill Count: +2 bonus to all the attacks rolls until the
Communal Knowledge: The only disadvantage to
end of your next turn after you reduce an enemy to 0
being a Mathematician is that you must share your
hit points.
findings with your brethren, and you can't tell outsiders
Expert Tracker: Roll twice and use the higher result to
about what the Mathematicians are doing. Ha! Like
Perception checks to find tracks. In addition, add 5 to
outsiders would even understand, anyway.
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
Probability Manipulation
from you. [Belief]
Enemies of the Good: Roll twice and use the lower Prerequisite: Initiate of the Guvners or Initiate of the
Mathematicians.
result to all charisma checks vs. good creatures.
Benefit: You can invoke the power of your belief to use
Probability Manipulation.
Channel Belief : Probability Manipulation Power of Belief
ILLUMINATED (The Great Eye)
In your quest to understand the intrinsic laws of the
multiverse, you have learned how to ‚bend‛ the laws
Rule what we can. Control what we can’t rule. Destroy affecting an outcome.
what we can’t control. Encounter ♦ Belief (Guvner, Mathematicians)
Immediate Interrupt
INIZIATE OF THE Target: You or one Creature
Effect: add a +2 or -2 to any attack roll, damage roll, or
ILLUMINATED[Belief]
skill check.
Prerequisite: join the Illuminated, cannot be good.
Skills: Bluff and Intimidate are your class skill. You
gain +2 bonus to the skills. THE OPPOSITION (Opposers)
Infiltrator: Roll twice and use the higher result to bluff
checks to pass off a disguise as a factioneer. Opposers believe that strength comes from conflict.
Survivor: You gain +2 to all death saving throws. They believe that opposition and adversity breeds
Secret Cause: An Illuminated can never truly hold a power.
public office or business (though he can pose as one for
a while). INIZIATE OF THE
OPPOSERS[Belief]
Prerequisite: join the Primals.
MATHEMATICIANS (01001101 Skills: Intimidate and Endurance are your class skill.
01000001 01010100 01001000 01000101 0100110 You gain +2 bonus to the skills.
01000001 01010100 01001001 01000011 01001001
True Opposition: Roll twice and use the higher result
01000001 01001110 01010011)
to each to oppose any action or opposed checks.
Contradict: An opposer contradicts and verbally
They believe that numbers can be used to find or challenges others, making him socially unpopular.
discover everything. Talking to an opposer can vexing, since black is white,
unless someone says it’s white, in which case it is black. Planarist presence: Primes within 2 squares of you
Thus, he suffers -2 penalty to diplomacy skill checks. receive a -1 penalty to all defense and saving throws.
Unfriendly Ground: You can't go to any prime material
planes.
The Order of Planes-
Militant (Children of Heaven,
Brethren, Faithful) The PROLONGERS (Cheaters)

As militant as their name, the Brethren defend the They exist at others' expense, with Death at their
mighty fortress of Mount Celestia at all costs. They backs, they're wise to be tense.
believe the seduction of evil, chaos, doubt, avarice, and
evil are forever striving to undermine what is right and INIZIATE OF THE
good and pure. PROLONGERS[Belief]
Prerequisite: join the Prolongers, cannot be good.
INIZIATE OF THE Skills: Bluff and History are your class skill. You gain
+2 bonus to these skill.
FAITHFUL[Belief]
Channel Vital Linfh: You can perform the ritual
Prerequisite: join the Order of the Planes-Militants,
Channel Vital Linfh as if you had the Ritual Caster feat.
cannot be chaotic.
One for day you can cast TranferVital Linfh without to
Skills: Endurance and Diplomacy are your class skill.
expend the component cost.
You gain +2 bonus to these skill.
Secular Knowledge: Roll twice and use the higher
United for the cause: Aid in combact another Faithful
result to any knowledge checks
as minor action.
Fast Aging: they age 10-times fast then the average
Support of the Brethren: the Breathrens can always
mortal.
count on help from their allies.
Oaths of fealty: The Order requests that all members
swear oaths of fealty, chastity and poverty, similar to
PLANEWALKER’S GUILD
the oaths sworn by paladins. A member of the Order
(Wanderers, Homeless)
may never disobey a superior, no matter what. Unless
the mission assigned to you is obviously evil or chaotic,
The truth about the multiverse can only be learned by
you must complete it. In the event that an order is in
traveling it, as each and every plane holds a small part
someway evil, a Brethren must report this to his
superior's superior. Also, a Faithful may only keep as
of the great secret.
much jink as he needs to maintain a moderate standard
of living, as well as other necessities, such as a horse, INIZIATE OF HOMELESS[Belief]
armour, weaponry, etc. The rest should be donated to Prerequisite: join the Planewalker’s Guild.
some worthy cause (although preferably to the Order). 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
The PLANARISTS (Anti-primes) Portal as if you had the Ritual Caster feat. One for day
you can cast Analyze Portal without to expend the
They believe that the Prime Material Plane should component cost.
serve the Planars, not the other way around. Homeless: Must not stay in any place for more than a
year. Must help others Guildmembers by providing

INIZIATE OF THE directions, information about portals and other minor


favors.
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. PRIMALS
They coy about what they believe, But it's likely Wylders (The Verdant Guild)
they've got some weird tricks up their sleeve. Know
the elemental forces and a body will know everything. We must act to protect nature from the ravages that we
would, in our foolishness, impose upon her.
INIZIATE OF THE
PRIMALS[Belief] INIZIATE OF THE Wylders
Prerequisite: join the Primals. [Belief]
Skills: Arcane and Bluff are your class skill. You gain Prerequisite: join the Wylders.
+2 bonus to the skills. Skills: Nature and Endurance are your class skill. You
Infiltrator: Roll twice and use the higher result to bluff gain +2 bonus to the skills.
checks to pass off a disguise. Animal’s Mask: Through means not yet explained by
Harden Body: When you are bloodied you gain +1 to those who have attempted to reveal the secret (most of
all the difenses. whom have been Guvner researchers), completion of
Elemental Home: Members can never leave the inner the mask grants its owner the ability to speak with the
planes. 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
RAGERS (The Brotherhood of Glory) inducted fully into the Guild. This power can only be
used by the person who made the mask (i.e. another
They believe in being stronger than everyone else, and person cannot speak with animals using a mask, even
proving it one man at a time. with the owner's permission), and can only be used
when the mask is being worn.
INIZIATE OF THE Animal Empathy: While you are riding an animal, you
RAGERS[Belief] gain access to any special abilities that creature
Prerequisite: join the Ragers. possesses. In addition, every friendly animal can make
Skills: Intimidate and Endurance are your class skill. any skill checks using your base skill check bonus
You gain +2 bonus to the skills. rather than its own if yours if higher.
Die Hard: When your hit points drop to 0 or fewer, you Wild Approach: the intimacy with which Wylders live
don’t fall unconscious until you failed a death saving with nature, and the amount a time they tend to spend
throw. in wild areas, has its drawbacks. Although they are
To live is to fight: A rager will not say no to a fighting comfortable in isolated dwellings, anything larger than
challenge. Always is good to fight. 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.

TACHARIM (“the Knighthood”) Optionally, in very large places (and Sigil certainly
counts as this), Wylders may find that the lack of space

They believe in augmenting the self through the causes them great mental distress. Such Wylders would
grafting of more reliable body parts. panic easily, and could behave quite irrationally, and
may decide at any time that they have to return to the
INIZIATE OF THE TACHARIM calming influence of wide open spaces at once.

[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.
FACTIONS LEGENDARY PATHS
Defiant Soul (athar)
The young man stared up at Jaya in disbelief as his healing Faithless ward Defiant Soul Utility 12
You quickly adapt to the energy your divine enemy is using
spell fizzled. ‚Allow me,‛ the defier said as she laid hands
against you.
upon the injured boy. ‚I told you the Powers were
Encounter ✦ Belief (Athar)
fakes…only acceptance of the truth can grant you access to Immediate Interrupt Personal
the Great Unknown.‛ Trigger: You take damage of a specific type, such as
radiant or fire by a divine user or an immortal creature
Prerequisite: Iniziate Of The Athar, Faithless Miracle, Effect: You gain resist 10 against damage of that type or
Charisma or Wisdom 17 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
Defiant souls are members of the Athar who or types until the end of your next encounter.
demonstrate the tenets of their faith to the masses. They
openly challenge the clerics of gods, defeating them in Punish the Divine Defiant Soul Attack 20
battle whether by deeds or words, showing there is no The defiant soul can reflect a divine spell back at the caster.
Daily ✦ Belief (Athar), Implement, Reliable
need for someone to worship a deity in order to gain
Immediate Reaction;
the divine power many seek. They preach the
Trigger: You or an ally is the target of a divine or
supremacy of a force they call the Great Unknown, immortal attack that miss
which transcends the gods and grants defiant souls and Target: a divine user or an immortal creature
other Athar the ability to resist divine magic. Ex- Attack: Charisma or Wisdom vs. Will
paladins and disillusioned clerics are obvious choices Hit: The divine user or the immortal creature is the new
for this legendary path, but self-reliant classes like the target of the effect.
monk, rogue and warlock as well as those who worship
natural powers, are also attracted to the philosophy. Disciple of the Cycle
(godsmen)
DEFIANT SOUL PATH FEATURES
Blasphemous Presence (11th level): Once per turn as a
Prerequisite: Iniziate Of The Godsmen, you have to be
minor action, you can place a mark against a divine
dead and reincarnated at least once.
user or immortal creature.
Blasphemous Action(11th level): When you spend an
Some Godsmen have died so many times they barely
action point to take an extra action, if you use your
remember what race they started out as. These cutters
action to make an attack against a divine user or an
delve into the depths of the Cycle of Testing, trying
immortal creature roll twice and use the higher result.
new forms each time they die, and learning from each.
Deny Edict (16th level): You gain a +5 bonus to saving
Though they do not seek death, they understand that
throws against divine or immortal effects.
death is merely a setback, and another step on the road
towards divinity.
DEFIANT SOUL POWERS OF BELIEF
Heretic’s Strike Defiant Soul Attack 11
DISCIPLE OF THE CYCLE PATH FEATURES
Your confidence in the flaws of the powers enables you to
Influence New Form (11th level): Each time the
bypass whatever protections of divine agents
Encounter ✦ Belief (Athar), Weapon Disciple dies, he may choose his new reincarnation
Standard Action Melee weapon from the list of possibilities on the Reincarnation.
Target: One creature Memory of the Past (11th level): (when makes an
Attack: Charisma vs. Will attack roll, saving throw, a skill check, or an ability
Hit: 2[W] + Charisma modifier damage, and the target check). You can spend an action point to roll 1d6 and
is slowed until the end of your next turn.
add the result to the triggering roll.
If the target is a divine user or immortal creature, it
Shapes of the Past (16th level): A Disciple of the Cycle
takes 4[W] + Charisma modifier damage, and it is
immobilized until the end of your next turn. This may shift into any other race or animal that has
damage ignores all resistances. previously been one of the Disciple's incarnations
during his deaths and rebirths. When he does so, he is This spell enables you to channel the screaming winds of
considered to completely loose his previous race and Pandemonium through your body and out through a
acquire the new one, and any equipment carried or numbing howl that incapacitates anyone nearby.
Encounter✦Belief (Bleak Cabal), Psychic, Implement
worn resizes to fit the new form. There is no time limit
Standard Action Close Burst 5
to how long he can stay in this form, but if a Disciple of
Target: All the creatures within the burst
the Cycle stays shifted for more than 1 hour in a day, Attack: Charisma, Intelligence or Wisdom vs. Will
his experience gain for that day is halved. Additionally, Hit: slitta il bersaglio di 5 ed effettua un attacco basilare
if he spends more than four hours in a day shifted, he contro una creatura adiacente a tua scelta. Se
looses all special abilities from his Disciple of the Cycle impossibilitato subisce 1d8 + Saggezza, Intelligenza o
class, and may not gain any more levels in any class Carisma danni psichici.
Effect: il bersaglio è assordato fino alla fine del tuo
until he receives an atonement spell. Disciples should
prossimo turno.
learn mainly from their current forms, so as to
experience events from all possible angles, and not rely Assorb Madness Divulger of
on their past forms. Forgetfulness Utility 11
Some Bleakers learn special techniques to relieve others
DISCIPLE OF THE CYCLE POWERS OF BELIEF mentally, but at the cost of their own psyche.
Encounter✦Belief (Bleak Cabal), Special
At 11th level, you can choose to replace one of your at-
Immediate Interrupt Close Burst 5
will powers with an at-will power from a past life class.
Trigger: any creatures hit by a psychic attack or under
At 11th level, you can select any encounter power of 7th
the influence of any temporary mental effect
level or lower from your past life class.
Effect: You are the target of the effect but you can
At 12th level, you can select any utility power of 10th
expend an healing surge or regain an encounter power.
level or lower from your past life class.
Special: If you expend an action point to use this power
At 20th level, you can select any daily power of 19th
you gain an extra free healing surge.
level or lower from a past life class.

Despair Divulger of
Forgetfulness Attack 20
Divulger of The divulger of forgetfulness share his world view with
Forgetfulness(bleak cabal) others
Daily ✦ Belief (Bleak Cabal), Psychic, Implement
"Hear the barmies howling in the Mazes? If you're here Standard Action Close Burst 5
to learn the secrets of the multiverse, you might as well Target: All the creatures within the burst
save yourself some time and go join 'em, 'cause that's Attack: Charisma, Intelligence or Wisdom vs. Will
all it means--that and nothing else." Hit: 2d8 + Charisma, Intelligence or Wisdom psychic
--Factol Lhar of the Bleak Cabal damage, 10 ongoing psychic damage, and the target is
dazed (save ends all). If the target fails the first save it is
Prerequisite: Iniziate of the Bleakers, ‚Touched‛ helpless (save ends all).
Miss: ½ damage and 5 ongoing psychic damage

DIVULGER OF FORGETFULNESS PATH


FEATURES
ENTROPOMANCER
Incomprensible Mind (11th level): You gain 5 +1/2
level resistance to psychic damage.
(doomguard)
Aurea of Delusion (11th level): you can spend an
action point to make reroll one roll succeded within 5. Prerequisite: Iniziate of the Doomguard, Charisma or

The target must use the result of the second roll. Wisdom 17
Share Madness (16th level): One for enconunter you
can transfer any psichic effect assorbed by Assorb ENTROPOMANCER
Madness by an attack power. PATH FEATURES
Sinker Swordsmanship (11th level):: A light or heavy
DIVULGER OF FORGETFULNESS POWERS OF sword functions as a implement, adding its
BELIEF enhancement bonus to attack rolls and damage rolls for
Howling Winds of Pandemonium Divulger of your powers that use implements.
Forgetfulness Attack 11
Steady Decay (11th level): You have resist necrotic and Hit: 2d10 + Charisma or Wisdom modifiers necrotic and
radiant 5 + one-half your level. radiant damage or pull 6.
Distructive Action (11th level): When you spend an Sustain Minor
action point to take an extra action, if you use your
action to make an attack that hits, that hit deals ongoing Doomguard Marauder (Revised
necrotic damage equal to ½ your level (save ends). Version from the Manual of the Planes)
Control Sphere (16th level): The entropomancer has (doomguard)
the ability to control a sphere of annihilation as if he
were using a talisman of the sphere, and the Prerequisite: Iniziate of the Doomguard, Entropic
entropomancer is personally unaffected by a sphere of Blow, Strenght 17
annihilation, which passes through him as if his square
was completely empty. High-level entropomancers are DOOMGUARD MARAUDER
often obsessed with acquiring spheres of annihilation.
PATH FEATURES
Ruin’s Reward (11th level): Whenever you score a
ENTROPOMANCER POWERS OF BELIEF critical hit, you regain hit points equal to your
Ecstatic Decay Entropomancer Attack 11
Constitution modifier.
This spell rapidly decomposes a creature’s body while
Destructive Action (11th level): When you spend an
overwhelming them with exquisite pleasure unlike anything
else in the multiverse. action point to take an extra action, you deal 1d12 extra
Encounter ✦ Belief (Doomguard), Implement, damage on attacks made before the end of your turn.
Necrotic, Radiant The damage increases to 2d12 at 21st level.
Standard Action Range 10 Inevitable Doom (16th level): When you miss with a
Target: one creature melee weapon attack, you gain a +2 bonus to your next
Attack: Charisma or Wisdom vs. Will (critical 19-20)
melee attack roll against that creature.
Hit: 2d10 + Charisma or Wisdom modifiers necrotic and
radiant damage and the target is immobilized until the
end of your next turn. DOOMGUARD MARAUDER POWERS OF
Sustain free: Spend an healing surge and you can roll a BELIEF
new attack vs. the target.
Devasting Blow Doomguard Marauder Attack 11
You swing with a devastating strike that leaves you and the
Entropic Field Entropomancer Utility 12
enemies around you open to attack.
You conjure a field of invisible, entropic energy, strong Encounter ✦ Belief (Doomguard), Weapon
enough to warp the laws of probability. Standard Action Melee weapon
Daily ✦ Belief (Doomguard) Target: One creature
Standard Action Close Burst 5 Attack: Strength vs. AC
Effect: All the healing powers fails in the burst until the Hit: 3[W] + Strength modifier damage, and you and
end of the next turn. One for round, as immediate each enemy adjacent to you takes a –2 penalty to AC
interrupt you can force a creature in the burst to reroll until the end of your next turn.
an attack, ability check or save.
Sustain free: Spend an healing surge and the zone Strike of Unmaking Doomguard Marauder Utility 12
persists. Your attack puts your foe on the path to destruction.
Encounter ✦ Belief (Doomguard), Weapon
Shard of Entropy Entropomancer Attack 20
Free Action Melee weapon
You conjure a small black a chunk of absolute blackness of Trigger: You hit an enemy with a melee attack
entropy. Effect: The target loses all resistances until the end of
Daily ✦ Belief (Doomguard), Implement, Necrotic, your next turn.
Zone
Standard Action Range 1 Arm of Dissolution Doomguard Marauder Attack 20
Effect: you can create a small black chunk of entropy in Your attack resounds with a chord of dissolution, and your
a square. Creatures that enter the zone or start their foe crumbles under the power of entropy.
turns adiacents to the shard are dazed and take ongoing Daily ✦ Belief (Doomguard), Weapon
10 necrotic damage (save ends). As a move action, you Standard Action Melee weapon
can move the zone up to 6 squares and attack all the Target: One creature
targets or pull every target in close burst 6 to the shard. Attack: Strength vs. AC
Attack: Charisma or Wisdom vs Reflex or Charisma or Hit: 3[W] + Strength modifier damage, and ongoing 10
Wisdom vs Fortitude (pull attack).
damage (save ends). Each time the target takes the Trigger: You or an ally in the burst are hit by a melee,
ongoing damage, you gain a +1 power bonus to melee ranged or area attack
attack rolls until the end of your next turn. Effect: The target falls prone and gains resist 10 all until
Miss: Half damage, and ongoing 5 damage (save ends). the start of its next turn or until it makes an attack. It is
You gain no power bonus from the ongoing damage nearly impossible to distinguish from death by normal
means.
Sustain minor
THE “BORN DEAD” (dUSTMEN)
Death Wish The ‚Born Dead‛ Attack 20
Truly exemplifying a disdain for life, a few Dustmen seem to
Prerequisite: Iniziate of the Dustmen, Greater Dead
appreciate (as much as they appreciate anything) making
Truce, Wisdom or Charisma 17 victims bring about their own death prematurely.
Daily ✦ Belief (Dustmen), Necrotic, Psychic,
THE “BORN DEAD PATH FEATURES Implement
Standard Action Area Burst 1 within 10
Expanded Dead Truce (11th level): you can extend the
Target: Creatures in the burst
benefits of the Dead Truce to a number of creatures Attack: Charisma or Wisdom vs. Will
within 20 equal to 1 + your Charisma or Wisdom Hit: 2d8 + Wisdom or Charisma modifier necrotic
modifier. damage, and ongoing psychic 10 damage (save ends). If
Negative Energy Affinity (11th level): You have resist the target is bloodied is immobilized (save ends). If the
necrotic 5 + one-half your level. bloodied target fails its first save against this power, the
target becomes unconscious (save ends). If the total hit
Deathly Action (11th level): When you spend an action
points drops to 0 or lower for this effect the target dies.
point to take an extra action, if you use your action to
Miss: Half damage, and ongoing 5 psychic damage
make an attack that hits, that hit deals ongoing necrotic (save ends).
damage equal to ½ your level (save ends). If the attack
kills the person you are attacking, that person may not
be resurrected. FATEMAKER (FATED)
Numb (16th level): You gain a +5 bonus to saving
throws against charme and fear effects.
‚Don‟t do me any favors.‛ Parlo walked away from the
woman offering to bind his wounds. ‚I have
THE “BORN DEAD POWERS OF BELIEF
learned to take care of myself.‛
Aura of the Dead Power of Belief
Your visage strikes fear into the hearts of your opponents,
Prerequisite: Initiate of the Fated, Self Reliance,
causing them to attack clumsily and without conviction.
Encounter ♦ Belief (Dustmen), Fear, Implement, Charisma 15
Psychic, Special, Zone
Standard Action Close Burst 1 FATEMAKER PATH FEATURES
Attack: Charisma or Wisdom vs. Will Fatemaker Stamina (11th level): Each time you reach a
Hit: 1d8 + Wisdom or Charisma modifier psychic
milestone, you regain an healing surge.
damage and the target is immobilized (save ends). The
Aura of Confidence (11th level): When you spend an
burst creates a zone that lasts until the end of your turn.
Any enemy that enters the zone or starts its turn within action point to take an extra action, all the allies within
the zone is subject to another attack. 5 gain a bonus to next die roll as your Charisma
Special: Whenever you are struck for the first time modifier.
during this encounter by a creature under the effects of Unwritten Destiny (16th level): You are immune to
your aura, that creature takes 1d8 + charisma or
geas/quest and lesser geas, as well as other spells and
wisdom modifier psychic damage.
effects that would force you into a magical contract,
Sustain Standard
including the Ring-giver ritual Return of Favors.
Feign Death The ‚Born Dead‛ Utility 12 Furthermore, attempts to divine your future, such as
This power puts any living creature into a cataleptic state, through commune or contact other plane, always return
which is nearly impossible to distinguish from death by inconclusive answers.
normal means.
Encounter ✦ Belief (Dustmen), Illusion
FATEMAKER POWERS OF BELIEF
Immediate Reaction Close Burst 5
Fatemaker Appeal Fatemaker Attack 11
. one daily power of the same level or lower. You may
Encounter ✦ Belief (Fated), Implement develop up to your intelligence modifiers loopholes at
Standard Action Close burst 1 one time.
Target: Each enemy in burst
Improved Probability Manipulation (11th level):
Attack: Charisma vs. Fortitude
When you channel your power of belief probability
Hit: 1d8 + Charisma modifier and you push the target 1
square and it is knocked prone. manipulation add a +3 or -3 to any roll. At 16th level you
Effect: Allies in the burst can slide 1. 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
Nine Lives Fatemaker Utility 12 action point to gain a new use of probability
. manipulation.
Daily ✦ Belief (Fated), Healing
Structured Mind (16th level): +5 bonus to saves vs.
Immediate Interrup Personal
Trigger: You are reduced to 0 hit points or fewer psychic effects.
Effect: You can use an healing surge.
AXIOMIST POWERS OF BELIEF
Ego Manifestation Fatemaker Attack 20 Exhausting monologue Axiomist Attack 11
. It’s just a few seconds you talk but it seems an eternity.
Daily ✦ Belief (Fated), Implement, Polimorph, Stance Encounter ✦ Belief (Guvner), Psychic
Immediate Reaction Close burst 1 Standard Action Close burst 5
Trigger: an attack take you bloodied Target: any creature in the burst
Target: Each enemy in burst Attack: Intelligence vs. Will
Attack: Charisma vs. Fortitude Hit: 2d6 + Intelligence modifier psychic damage, targets
Hit: 1d8 + charisma modifier are dazed until the end of your next turn.
Effect: You become Large, occupying 4 squares instead
of 1. Any creatures in the squares that you come to Evaluating the Outcome Axiomist Utility 12
occupy are pushed 1 square. You also gain reach 2 and While all Guvners agree there is a rule to determine every
a +5 bonus to its melee damage rolls. You remain Large outcome, no one goes their life without encountering a
until the stance ends. 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.
AXIOMIST (GUVNERS) Encounter ✦ Belief (Guvner)
Immediate Interrupt Personal
Trigger: you miss an attack or a skill check
Prerequisite: Initiate of the Guvners, Probability
Effect: The attack or the skill check doesn’t occur, as if
Manipulation, Intelligence 17 the you chose to do nothing with its action. You cannot
repeat the same action vs. the same target until the end
Most Guvners do at least some research into the of the encounter.
phenomena known has loopholes. The axiomist, on the
other hand, dedicates his life to unraveling the Axioms, Dimensional Loophole Axiomist Attack 20

and gathering the power such knowledge provides. Soon or later the enemy understand that it was better to keep
away.
Practically all factols and other high-ups of the faction
Daily ✦ Belief (Guvner), Teleport, Psychic
are axiomists, and it‘s the dominant goal of most Standard Action Range 20
Guvners to become one. Though this path is no longer Target: one creature
quite as prestigious as it used to be, most that seek it do Attack: Intelligence vs. Will
so for power rather than admiration. And, indeed, the Hit: 3d8 + Charisma modifier psychic damage
power it unlocks is raw and potent, easily worth the Miss: Half damage
Effect: Every time the target moves, you can
time and effort to develop.
immediately teleport of a number of squares the target
moves as a free action.
AXIOMIST PATH FEATURES Sustain Minor: When you sustain this power, you can
Loopholes (11th level): You can break one rule to the repeat the attack against the target. If you miss, you can
powers structure of your character. You can spend an no longer sustain the power.
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 ANTI-PHILOSOPHER (INDEPS)
Sustain minor: you can roll a new attack vs. a faction
Prerequisite: Initiate of the Indep, Indipendent Mind, member.
Charisma or Intelligence 17
Chainbreaker (INDEPS)
ANTI-PHILOSOPHER PATH FEATURES
Mock factioneers (11th level): Once per turn as a minor Prerequisite: Initiate of the Indep, Indipendent Mind
action, you can place a mark against a faction member.
Anti-philosopher Action (11th level): When you spend Slavery on the Planes. It’s a given for most Planars. The
an action point to take an extra action, if you use your closer you live to the Lower Planes the more likely you
action to make an attack against a faction member roll or a relative is or used to be a slave. The trade is active
twice and use the higher result. through many a gatetown, Curst in particular. There
Deny Philosophy (16th level): You gain a +5 bonus to are Indeps who take ‚Live free or die‛ as advice to
saving throws against powers of belief. apply to all. These Indeps aggressively take on the slave
trade of the Planes to free others. Of course they often
ANTI-PHILOSOPHER POWERS OF BELIEF make interesting friends and powerful enemies along
Insult Philospher Anti-Philosopher Attack 11 their quest – but to most the freedom of another is well
Your knowledge of the factions provides you with a brilliant worth it.
repertoire of witty and insulting comments that will get the
attention of the most hardheaded faction member.
CHAINBREAKER PATH FEATURES
Encounter ✦ Belief (Indep), Charm, Implement,
Psychic Chainbreaker’s wrath (11th level):
Standard Action Close blast 5 Chainbreaker Action (11th level): When you spend an
Target: One creature action point to take an extra action, you do not grant
Attack: Charisma or Intelligence vs. Will combat advantage to any enemy for any reason and
Hit: 2d8+ Charisma or Intelligence modifier psychic cannot be grabbed until the end of your next turn.
damage an you pull your target up to 3 squares toward
Chainbreaker’s Resolve (16th level): You gain a +5
you. Until the end of your next turn, your target is
bonus to saving throws against charm and fear effects.
marked. If the target is a factioneer you sustain this
power.
Sustain Minor: You pull the target 1 square and your CHAINBREAKER POWERS OF BELIEF
target is marked until the end of your next turn. Instant Escape Chainbreaker Utility 12
You know how to slip out of an unwanted embrace.
Unnecessary Fanatism Anti-Philosopher Utility 12 Encounter✦ Belief (Indep)
Your will is stronger than belief. Immediate Interrupt Personal
Daily ✦ Belief (Indep), Healing Trigger: You are grabbed.
Immediate Reaction Close burst 20 Effect: You escape the grab and shift 2 squares.
Trigger: An enemy reduces an ally within 20 squares of
you to 0 hit points or fewer
Break the Chains Chainbreaker Attack 20
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In Wild energy plays along your blade. The strike of your sword
disrupts the enchantments used to enslave creatures to their
addition, if the attacking is a factioneer it takes a –5
will.
penalty to all the attacks until the end of your next turn. Daily ✦ Belief (Indep), Reliable, Weapon
Standard Action Melee weapon
Disenchant Philosophers Anti-Philosopher Attack 20 Target: One creature
You know enough about the factions that you can find logical Attack: Strength vs. Reflex
holes in their beliefs that will shake the faith of all but the Hit: 4[W] + Strength modifier damage, and any allies
wisest members. within 10 squares of you under the influence of a charm
Daily ✦ Belief (Indep), Charm, Implement, Psychic or fear effect created by the target can make a saving
Standard Action; Close Burst 5 throw, even if the effect is not normally one that a save
Target: Creatures in the burst can end.
Attack: Charisma or Intelligence vs. Will
Hit: 2d8+ Charisma or Intelligence modifier psychic
damage. CHAMPION OF THE HARMONIUM
Effect: until the end of the encounter, every power of
(HARDHEADS)
belief fails in the burst.
CHAMPION OF HARMONIUM POWERS OF
Prerequisite: Iniziate of the Harmonium, Authority, BELIEF
Smite Chaos; Champion of Harmonium Attack 11
Strength and Charisma 15
You invoke order through your weapon, causing it to glow as
you deliver a punishing blow against your enemies.
Though many join the Harmonium, unifying with your Encounter ✦ Belief (Harmonium), Weapon
fellow members can be far from an easy task. Though Standard Action; Close burst 1
they all seek to create peace, most members of the Target: Each enemy in burst
Harmonium are still wholly individual. And since their Attack: Strength vs. AC, one attack per target
Hit: 1[W] + Strength modifier damage + Charisma
passion to unite worlds and planes burns brightly,
modifier damage.
disagreements can drive even those of higher measure
Effect: Each target is dazed until the beginning of your
apart. A rare few, however, build a rare gift, one that next turn.
lets them lead by example. Their presence brings the If the target was chaotic, it takes 2[W] + Strength
disparate elements together, granting them inspiration modifier damage + Charisma modifier damage and it is
and drive. Champions of the Harmonium are just that, stunned until the end of your next turn.
becoming one with the purpose of their faction.
Order's Calm; Champion of Harmonium Utility 12
Those that become champions are typically well-rooted
The calming effect of order helps release you from dangerous
within the faction, often achieving the rank of Measure
perils
before showing the exceptional talent for leadership Encounter ✦ Belief (Harmonium)
that marks them. While occasionally a Notary has Free Action; Area burst 5
suddenly struck by inspiration and develops this sort of Targets: Yourself and each ally in burst
talent, it is most often honed over years. Surprisingly, Effect: Targets may make a saving throw against any
few factols have been champions. Champions seem ongoing effect and add your Charisma modifier to the
roll. In addition, targets may also spend a healing
better suited to the field, after all, where their word has
surge.
a positive effect on Harmonium members engaged in
missions. Behind a desk or behind the front lines, their
inspiring qualities often languish in disuse. Die for the Faction Champion of Harmonium Attack 20
As the Harmonium champions martial prowess with Your blow inspires his troops to make the ultimate sacrifice
which to enforce peace, the champion is often a warrior for the cause.
Daily ✦ Belief (Harmonium), Weapon
as much as a leader. After all, even the Harmonium
Standard Action; Melee weapon
admits that force is needed to impose change. Though it
Target: One creature
may be loathe to use it unecessarily, a champion learns Attack: Strength vs. AC
to face violence - and to become very, very good at it. Hit: 4[W] + Strength modifier damage (Critical 19-20).
Not all that become champions are of a warlike Effect: until the end of the encounter, when the allies
persuasion, however. It's simply that once they embody are reduced to 0 hit points or fewer, they gain an
the Harmonium, skill in combat is only natural. immediate extra action.
Sustain standard: you can roll a new attack You gain a
cumulative penalty -1 to all defenses for every round
CHAMPION OF HARMONIUM PATH FEATURES
you sustain.
Smite Anarchy (11th level): Your basic class feature
(Divine Challenge, Combat Challenge, Hunter’s Quarry
Sneak Attack or Warlock curse) deals an additional 2 JUSTICIAR OF THE RED DEATH
damage to chaotic creatures. As the damage increases (MERCYKILLERS)
by level, add an additional 2 damage per tier.
Awareness: (11th level): Can make an opportunity grab
Prerequisite: Strength and Charisma 15, Iniziate of the
attack against an adjacent enemy that shifts.
Red Death, Blow for Justice and one of these: Hunter's
Aura of Law (16th level): When you first become
Quarry, Combat Challenge, Divine Challenge, or
bloodied, you emit a lawful aura 3. Allies within the
Warlock's Curse Ability. (Most abilities involve setting
aura gain a +2 power bonus to attacks and immunity to
your enemy as your mark, quarry, or cursed target.
Fear and Psychic damage. This effect ends when you
Any enemy falling under this is described as "prey")
are no longer bloodied, drop to 0 hit points or more, or
become unconscious.
JUSTICIAR OF THE RED DEATH PATH Son of Mercy (Revised Version from the
FEATURES Dragon 370) (MERCYKILLERS, SONS OF
Last Warning (11th Level): when you hit with an MERCY)
attack that inflicts the immobilize condition (save ends)
the target cannot save against it on the first turn. Prerequisite: Iniziate of the Martyrs, Strenght and
Focus on the Prey (11th Level): When you spend an Wisdom 15.
action point to take an extra attack against your prey,
you deal an extra die worth of damage to that foe.
SON OF MERCY PATH FEATURES
Lawbreaker’s Doom (11th level): You can use
Indomitable Justice (16th Level): You are immune to
lawbreaker’s doom as an encounter power.
fear and charm effects from your prey. Yourself and
Lawbreaker’s Doom Son of Mercy Feature
allies adjacent to you enjoy a +2 bonus to saving throws
You designate one enemy as the target of your attention. This
against all fear and charm effects. evildoer will not escape justice.
Encounter ✦ Belief(Sons of Mercy), Special
JUSTICIAR OF THE RED DEATH POWERS OF Free Action
BELIEF Target: One enemy you just marked.
Headsman’s Sweep Red Death Attack 11 Effect: Until the end of the encounter, whenever you hit
There can be no justice without order, and your strike drives the target with an attack, you deal extra damage equal
home this point. to your Wisdom modifier and the target is slowed until
Encounter ✦ Belief(Mercykillers), Fear, Weapon; the end of your next turn.
Standard Action Close burst 1 Special: When the target is reduced to 0 hit points, you
Melee weapon regain the use of this power.
Target: Each enemy in burst
Attack: Strength or Charisma vs. AC Immobilizing Action (11th level): Whenever you
Hit: 1[W] + Strength modifier damage, and the target is spend an action point to make an extra attack against
immobilized until the end of your next turn. If the the target of your lawbreaker’s doom power, on a hit
target is your prey is immobilized (save ends). with that attack the target is also immobilized until the
Miss: the target falls prone.
start of your next turn.
Strength of Conviction (16th level): Whenever you
Bloody Example Red Death Utility 12
Your lethal strike causes gore to erupt forth. The blood reduce the target of your lawbreaker’s doom power to 0
sustains you and causes your foes to recoil. hit points, you gain temporary hit points equal to 10 +
Encounter ✦ Belief(Mercykillers), Fear your Strength modifier.
Immediate Reaction Personal
Effect: You may immediately use a healing surge
SON OF MERCY POWERS OF BELIEF
Trigger: You reduce an enemy to 0 hit points
Dispensed Justice Son of Mercy Attack 11
Target: All foes within burst 2 of the triggering creature
There can be no justice without order, and your strike drives
Attack: Strenght or Charisma vs. Will
Effect: The target moves its speed away from you for. home this point.
Encounter ✦ Belief (Sons of Mercy), Fear, Weapon;
The fleeing target avoids unsafe squares and difficult
Special
terrain if it can. This movement provokes opportunity
Standard Action Melee weapon
attacks.
Target: One creature
Attack: Strength vs. AC
Mercykiller’s Kiss Red Death Attack 20
Hit: 2[W] + Strength modifier damage, and the target
In the name of the law, I mark you as a lawbreaker! When
takes a –2 penalty to attack rolls until the end of your
time permits, you shall be hunted unto the corners of the
next turn.
multiverse for the crimes you have perpetrated!
Special: You can instead use this power as an
Daily ✦ Belief(Mercykillers), Fear, Weapon
immediate interrupt with the following trigger.
Standard Action Melee Weapon
Trigger: The target of your lawbreaker’s doom power is
Target: your prey
Attack: Strength or Charisma vs. Fortitude adjacent to you and makes an attack that does not
include you.
Hit: 5[W] + Strength modifier damage, and the target is
Target: The triggering creature.
knocked prone and immbolized (save ends).
Miss: Half damage.
Red Death Son of Mercy Utility 12
You’re all lawbreakers!
Encounter ✦ Belief (Sons of Mercy), Special
Minor Action Close burst 1 action to make an attack that hits, you can also choose
Target: Each enemy in burst an enemy within 5 squares of you. That enemy takes
Effect: The target is marked and is subject to your ongoing psychic damage equal to ½ your level (save
lawbreaker’s doom power until the end of your next
ends). If you use your action to use an healing surge,
turn.
you can also choose an ally within 5 squares of you.
Blood Oath Fulfilled Son of Mercy Attack 20 That ally can use an healing surge as immediate
Crimes have been committed, and it’s up to you to make sure interrupt.
these criminals pay the price. Perfect Senses (16th level): Roll twice and use the
Daily ✦ Belief (Sons of Mercy), Fear, Weapon; Special higher result to all perception skill checks.
Standard Action Close burst 1
Target: Each enemy in burst
SENSORY ADEPT POWERS OF BELIEF
Special: You can shift 1 square before the attack.
Attack: Strength vs. AC Sensory Light Sensory adept Attack 11
Hit: 3[W] + Strength modifier damage, and the target is You have learned to commune your sensations to your allies.
knocked prone and cannot stand (save ends). Encounter ✦ Belief (Sensates)
Miss: Half damage. Standard Action Close burst 5
Lawbreaker’s Doom: If the target is also the target of Target: any creature in the burst
your lawbreaker’s doom power, you gain a bonus to Attack: Intelligence, Wisdom or Charisma vs. Will
attack rolls against it equal to your Wisdom modifier. Hit: Targets are dazed. Invisible or concealed targets
are now perceiveble from all until the end of your next
turn.
SENSORY ADEPT (SENSATES)
Reveal the Dark Sensory adept Utility 12
Prerequisite: Iniziate of the Sensates, Sensory touch. You tap your belief and gain a piercing vision.
Daily ✦ Belief (Sensates)
Minor Action Personal
Only when a body's experienced the whole universe
Effect: Until the end of the encounter, you gain the
does the great dark of it all finally get revealed. It may
ability to perceive invisible creatures and objects as if
seem like an impossible task, but there just might be a they were visible.
way to bob the problem - cheat the multiverse, as it
were. It just might be that the multiverse doesn't exist Mirrored Pain Sensory adept Attack 20
beyond what a body can sense. You gather the Belief around yourself like a cloak, it strikes at
- The Planescape boxed set the minds of foes around you and punishes those that attack
you.
Daily ✦ Belief (Sensates), Psychic, Implement
The Sensory Adept is an individual who has devoted Standard Action Close Burst 1
their life towards the single goal of refining his senses. Target: Each creature in burst
Through this they hope to develop an understanding of Attack: Intelligence, Wisdom or Charisma vs Will
the darks behind the multiverse. What these darks are Hit: 2d10 + Intelligence, Wisdom or Charisma modifier
none can say, for when a cutter finally realizes them psychic damage.
Effect: Until the end of the encounter or for five
they seem to transcend to another level of existence,
minutes, any foe that hits you with a ranged or melee
leaving the material world behind them. Whether it is
attack is subject to another attack from this power as
truly enlightenment that the Sensory Adepts find upon immediate interrupt with the following differences; the
completion of this path is still a matter of debate, attack only hits the triggering creature, it deals 1d20
though many Sensory Adepts seem to show a level of psychic damage (no attribute modifiers) and does not
clarity that none to date have been able to attribute to draw attacks of opportunity. You reduce as the damage
another cause. Sensory Adepts spend most of their lives you inflicted. This triggered attack may only be used
once per round.
training, gradually perfecting each sense one at a time
as they proceed towards their ultimate goal.
MASTER OF THE MIND (CIPHERS)
SENSORY ADEPT PATH FEATURES
Sensory improvement (11th level): You gain Prerequisite: Iniziate of the Cipher, Master of the Heart,
Darkvision. Dexterity and Wisdom 15.
Expand Sensations (11th level): When you spend an
action point to take an extra action, if you use your MASTER OF THE MIND PATH FEATURES
Extra Cipher Action (11th Level): After an extendend Prerequisite: Iniziate of the Chaosman, Induce Chaos.
rest you have 2 action points instead of one.
Moment's Grace (11th Level): When you spend an It's said that no Chaosman plans to be a Xaotic - it just
action point to take an extra action, roll twice and use happens. When one becomes enough with chaos for
the higher result any rolls of this action. long enough, it becomes like an infection, a gift to be
Cadence Strike (16th Level): When you spend an spread. Xaotics are those who find the chaos in their
action point to take an extra action, if your two rolls hits souls and stoke it, bringing it forth for a variety of
the target is a critical hit. effects. Whether they do it on purpose or incidentally
varies, but all that really matters is that they do it. As
MASTER OF THE MIND POWER OF BELIEF such, they make some of the most disruptive Xaositects,
Fluid Strike Master of the Mind Attack 11 breaking down order with their mere presence.
You take advantage of your foe repositioning itself, and move Of course, greybeards point out that Xaotics are a
in for a strike. conundrum. While embodying chaos, they all develop
Encounter ✦ Belief (Cipher), Weapon similar abilities, so obviously they aren't all that chaotic,
Immediate Reaction Melee Attack
are they? Other greybeards point out in turn that even
Target: a creature
slaadi have their own order as well, divided into neat
Trigger: An adjacent enemy shifts away from you.
Effect: You may immediately move to any square color-coded subdivisions, so the following conclusion is
adjacent to the target. Your target does not get an achieved: it isn't so important, despite the assumptions
opportunity attack against you, although other enemies of many a prime, that chaotic be distinctive or
may. individual in nature. Rather, the Xaotics' spread of
Attack: Dexterity or Wisdom vs. AC
chaotic energy is proof enough of their lawless nature.
Hit: 1[W] + Dexterity or Wisdom modifier damage.
But, ultimately, trying to make sense of it is a fool's
Action Shift Master of the Mind Utility 12 game.
You have improved to act without thought Many bosses are Xaotics, or become Xaotics over time.
Encounter ♦ Belief (Cipher) After all, the pure quality of chaos in a Xaotic is
No Action Personal undoubtedly inspiring to those to aspire to loose
Requirement: You roll highest initiative (at least 20). themselves completely from order, and the Xaotics lead
Others Ciphers initiatives don’t count for this.
by example (if not authority). While there's no true rank
Effect: you can shift as a minor action until the end of
and file to the Xaositects, the Xaotics serve as a guiding
the encounter.
light for the faction. Naturally, they only do so in
Ebb and Flow Master of the Mind Attack 20 spurts, though, often abandoning their followers just as
Your spacial awareness allows you to direct your foes attacks often as they lead them.
to where it would most benefit you.
Daily ✦ Belief (Cipher), Weapon
XAOTIC PATH FEATURES
Standard Action Personal
Tragic Event (11th level): When you roll the number
Target: All foes that currently threaten with melee
attacks prepared as for Unlikely Event you can use Tragic Event
Hit: 2[w] + dexterity or wisdom modifier modifier or you can choose to use an healing surge. At 16th you
damage. can make both.
Effect: All foes get to make a melee attack against you. Tragic Event Xaotic Feature
Your AC increases by 5 and you do not provide combat You transform an opponent into a series of wildly different
advantage during this attack. forms, preventing him from adjusting long enough to get
Hit: You take normal damage and the enemy is used to his new countenance.
knocked prone. At will ♦ Belief (Xaositects), Implement, Polymorph
Enemy Miss: The target makes a melee basic attack as a Immediate Interrupt
free action against an adjacent target other than you. Target: One random creature within 5
You choose the target of its attack. The attack you Attack: Intelligence, Charisma or Wisdom vs. Fortitude
redirect gains a bonus to the attack roll and the damage Hit: Creature undergoes dramatic and continuous
roll equal to your dexterity or wisdom modifier. 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).
Xaotic (XAOSMEN) 1-3: Target is slowed.
4-5: Target is weakened.
6-7: Target is blinded.
8-9: Target is deafened. 1 - Nothing happens and the action and use of the
10: Target suffers from all four of these conditions. power are wasted.
2 - the power backlashes against the caster. Treat the
Chance’s Friend (11th level): you can spend an action caster as the target or his square as the target square.
point to reroll one roll you just made. You must use the 3 - the power hits a random target within range (other
result of the second roll. If the second roll is lower of than the caster).
4 - the power is reshaped into a random effect.
the first you active tragic event on yourself.
Randomly choose another power of the same type (at-
Chaotic Mind (16th level): The power of chaos infuses
will, encounter or daily) and level from the same power
your mind. Whenever an enemy successfully attacks source, and treat it as if the caster had used that power
your Will defense, that enemy takes 1d6 + your instead.
Wisdom modifier psychic damage. 5 - the power, inflict minimum damage.
6 - the power surges in power, automatically critting, as
if the caster rolled a 20 on the die.
XAOTIC POWERS OF BELIEF
Sustain Minor: The wildstrike persists.
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: