Faction Guide Factions
This is an ongoing project for adapting the factions and sects of Planescape to the Pathfinder mechanics presented in the Faction Guide. Some of these materials are reproduced from the Faction Guide.
General Faction Rules
The following resources and benefits apply to all factions. A character gains prestige award (PA) by accomplishing the faction's goals. Depending on the significance of a goal, it will be worth between 1 PA (for a minor, but still meaningful task) to 5 PA (for an extremely difficult or significant act that advances the faction's interests). PA can also be lost if the character acts significantly against the faction: revealing secrets, betraying fellow members, allying with an enemy faction, and the like.
Each character simultaneously has two scores: Total PA (TPA) and Current PA (CPA). TPA represents a character's current standing in a faction, while CPA represents favors or markers the character can call in. TPA requirements merely represent minimum values, while CPA is spent when used on a benefit. When a character gains PA, both scores increase by that amount; CPA spent cannot otherwise be regained.
Beyond all other benefits, for every 10 points of TPA, the character gains a +1 Diplomacy bonus for all interactions with their faction. In dealing with allied factions, a character gains this benefit as if their TPA score was half, and may buy and sell goods through that faction as if their TPA score was half. If a character's faction allegiance is public, then the initial attitude of a member of the enemy faction starts one step worse than normal, and for every 10 points of TPA the character gains a -1 Diplomacy penalty to interactions with members of enemy factions.
10 TPA: Acquire the position of factor within the faction.
When in Sigil or a faction stronghold, the following sorts of equipment can always be purchased from a character's faction regardless of TPA: equipment from the Equipment chapter of the Pathfinder RPG Core Rulebook (including equipment made from special materials, such as mithral); +1 weapons, armor, and shields; and 0- or 1st-level oils, potions, and scrolls at caster level 1.
For any other equipment, the player must have a certain minimum TPA to purchase it from the faction.
|1||Mounts (light riding horse, camel, mule, or pony) for the PC and up to one companion per level|
|1||Work detail of 50 1st-level commoners|
|1||Skilled craftsman (expert of ½ the faction member’s level)|
|2||Bodyguard (warrior of 1/2 the faction member’s level)|
|2||Caravan travel (crossplanar transport for the PC and up to 20 others; includes a crew of 10 1st-level experts)|
|2||Squad of 10 1st-level warriors|
|2||Combat trained ground mounts (light or heavy warhorses or riding dogs) for the PC and up to one companion per level|
|4||Combat trained unusual mounts (flying or swimming animals) for the PC and up to one companion per level|
Services requiring NPCs or animals include appropriate gear for their class and level and all living expenses for them. For double CPA cost, these NPCs serve for up to 1 month. The character is expected to return any NPCs or mounts and their gear to the faction when finished with them. If the PC returns less than 50% of the mounts, gear, or NPCs acquired, she loses 1 TPA (and 3 TPA if none are returned).
|1||dispel magic, gentle repose, lesser restoration, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis, sending|
|2||atonement (8 CPA to restore cleric/druid powers), break enchantment, cure critical wounds, divination, greater dispel magic, neutralize poison, overland flight, restoration (4 CPA to dispel a permanent negative level), scrying|
|4||analyze dweomer, greater scrying, regenerate|
|5||commune, contact other plane, legend lore|
|7||teleport object, vision|
|16||greater restoration, raise dead|
- 1 CPA: +4 to one skill check
- 1 CPA: Purchase a single item worth 375 gp.
- 1 CPA: Wealthy cost of living for 1 month - The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
- 2 CPA: Purchase a single item worth 750 gp.
- 2 CPA: Extravagant cost of living for 1 month - The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.
- 5 CPA: Retrieval of a dead body to a faction-controlled location; this cost may be increased depending on the location of the body.
Items in excess of 750 gp cannot be purchased with CPA unless explicitly mentioned in the faction description.
Joining the Mercykillers is a simple matter. Enlistment is held at the Prison once a fortnight, with applicants only needing to present themselves. After a day of discussion of the Eight Tenets, and a brief check to ensure the applicant has no criminal history, the applicant must swear to each of the Tenets. After this, they are officially considered a Mercykiller.
Tracking down or capturing criminals and enforcing justice is key to assent in the Mercykillers, and anything that advances these can give a character prestige in the faction. In addition, each fortnight's work on duty at the Prison earns 1 PA, as well as each level gained in paladin, antipaladin, or inquisitor.
Though the Mercykillers have a heavy Sigilian presence, the majority of their duties are focused outside the faction. Their largest stronghold outside Sigil is the city of Vorkehan in the plane of Acheron, but they have many small fortresses and outposts throughout the lawful planes, as well as a few dotting the Outlands. Most large cities outside the Chaotic planes have at least some Mercykiller presence.
- 1 TPA: Study with one of the Mercykiller's spellcasters to add to a character's repetroire. This counts as library access with regard to learning spells with the electricity or law descriptors.
- 1 TPA: Gain access to the faction's law libraries; with one hour of research, gain a +4 bonus to one Knowledge check with regard to a question of the laws of some society.
- 15 TPA: Gain the option of taking the title of Justicar. She must take on a quest to track down and capture or slay a significant criminal. The character also gains a warrant of binding, which functions as a hold monster spell that bypasses SR against the target when the Justicar is within 20 feet. A Justicar gains Diplomacy bonuses as if their TPA score is double, and all CPA costs related to finding her quarry are reduced by 1. If her target is captured, she must choose a new target or relinquish the title, and if she ever fails in her task by some means, she immediately loses 5 PA.
- 15 TPA, 1 CPA: Gain one dose of blood of justice.
- 15 TPA, 2 CPA: Transcribe an uncommon or rare spell with the electricity or law descriptor to the character's spellbook or formula book.