The Fraternity of Order lost much of it's prestige and power in the Faction
War. First off, it was proven that Factol Hashkar was a petitioner
when he was killed. Being lead by a deader truly showed the rest
of the factions and people of Sigil how boring the group actually was.
Their own members were shook and unable to deal with all of this with the
brutal assination of their leader. With the Lady's proclomation,
they receeded to the Fortress of Disciplined Enlightenment on Mechanicus
to start the lengthy process of electing a new leader.
Hit Dice: d4
Requirements:
* Alignment: Must be lawful
* Knowledge (the planes): 10 Ranks
* Knowledge (any other): 10 Ranks
* Must be able to cast arcane or divine spells
* Must have at least one metamagic feat
Class
Skills:
The class skills of the Guvner (with key attribute) are: Alchemy (Int),
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (any), Profession
(Wis), Scry (Int, exclusive), and Sense Motive (Wis). Guvners get
4 + Int Modifier per level.
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Class
Features:
All the following of the Guvner prestige class:
Weapon and Armor Proficiency: Characters who take a level
of Guvner gain no special proficiency with weapons, armor, or shields.
Comprehend Languages: Guvners, through their studies
of languages and books gain the ability to use this spell-like ability
as prescribed by their level (see above). This ability is identical
to the spell comprehend languages as cast by a spellcaster equal
to the Guvner's character level.
Loophole I: This ability signifies the Guvner's gift of exploiting
loopholes in the rules of the Multiverse. The guvner chooses one
zero level divine or arcane spell (whether or not she would have access
to that spell or not), fixed upon choice unless lost (see below).
She may use that spell once per day as a spell-like ability. She
may also use it a second time on a day, but there after the multiverse
notices the loophole and closes it, and the Guvner looses access for 6
months of game time, after which she may choose a new zero level spell
to replace the lost ability.
Manipulate Probability: Upon gaining 2nd level, the Guvner
gains insight on the rules of the Multiverse. The Guvner gains the
ability to change a roll before it has been made. This can
be a gain for himself or an ally, or a negative against an opponent.
As the Guvner gains in level, the modifier becomes greater, become +2 at
5th level, and +3 at 8th level.
Minor Creation: Guvners that are 3rd level or higher
gain the ability to use the loopholes of the multiverse and fabricate an
item that is identical to the spell minor creation used at a level
equal to the Guvner's character level. The Guvner gains the ability
to do this twice a day at 9th Guvner level.
Loophole II: At 4th level, the Guvner gains another loophole
power identical in use as Loophole I except the spell the ability emulates
can be a zero level or 1st level spell. It must be a different spell
than other Loophole powers. Loophole I does not change.
Major Creation: At 6th level, the Guvner gains the
ability to use the rules of the Multiverse to fabricate an item, identical
to the spell major creation used at the Guvner's character level.
This does not superseed the minor creation power (both are seperately useable).
Loophole III: When the Guvner gains 7th level, she finds
yet another loophole in the multiverse, and is identical to the other Loophole
# powers, except the new power can be equivilent to a zero through second
level spell. Other loophole power do not change when this new power
is added.
Loophole IV: At 10th level, the Guvner gains another Loophole
power, just like the others except that it can imitate any spell of zero
through third level that this character has not exploited before.
Spells: Guvners gain spellcasting abilities based upon their
previous spellcasting class. For the purpose of spell memorization/usage
and caster level, the Guvner can cast spells as if they gained a level
of that spell casting class. Spellcasters with multiple spellcasting
classes must choose which spellcasting class they wish to advance as.
Other benifits of level gains, such as bonus feats, turning checks, etc.
are not adjusted. For instance, a 7th level cleric/3rd level Guvner
cast spells in the same way as a 9th level cleric.
Any comments on the above would be appreciated: DUgorek@hotmail.com