The Guvner
The Elite Among the Fraternity of Order

        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.
 

Level
Attack
Fortitude
Reflex
Will
Special
Spells
1
+0
+0
+0
+2
comprehend languages (1/day), Loophole I
 +1 caster level
2
+1
+0
+0
+3
manipulate probability +1 (1/day)
+1 caster level
3
+1
+1
+1
+3
minor creation (1/day)
+1 caster level
4
+2
+1
+1
+4
comprehend languages (2/day), Loophole II
 +1 caster level
5
+2
+1
+1
+4
manipulate probablity +2 (1/day)
+1 caster level
6
+3
+2
+2
+5
major creation (1/day)
+1 caster level
7
+3
+2
+2
+5
comprehend languages (3/day), Loophole III
 +1 caster level
8
+4
+2
+2
+6
manipulate probability +3 (1/day)
+1 caster level
9
+4
+3
+3
+6
minor creation (2/day)
+1 caster level
10
+5
+3
+3
+7
comprehend languages (at will), Loophole IV
 +1 caster level

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 LanguagesGuvners, 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 CreationGuvners 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

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