Planescape Campaign
Fraternity of Order Prestige Class

The Praetor

  • The most powerful and influential brothers within the Fraternity of Order tend to be wizards. And most of these wizards eventually elect to become Praetors, singular walking bodies of law within Sigil.
  • On a hierarchal level, the Praetors within the Fraternity are those that gain the most stature. They serve as judges within the Courthouse, lawmakers and law-interpreters within the Council, and traveling regulators as they make their way about the Cage. On a personal level, Praetors learn to master the elements of order in existence and can bend those elements to their own will, even more than a standard faction member. There are only about a hundred Praetors within Sigil at any given time, and the highest-ranking ten determine faction policy.
  • Parading about the streets in flowing purple robes lined with golden sashes, their heavily armed Praetorian standing guard, the Fraternity's Praetors are a walking menace to those who would defy the law.
  • To qualify to become a Praetor, a character must fulfill the following criteria:
  • Spellcasting: Able to cast 5th level arcane spells as a wizard.
  • Skills: Diplomacy 4+ ranks, Knowledge (Law) 12+ ranks, Profession (Advocate) 6+ ranks.
  • Special: Must be a member of the Fraternity of Order in good standings.
  • Class Level
    BAB
    Fort Save
    Ref Save
    Will Save
    Special, Spells per day
    1
    +0
    +0
    +0
    +1
    Praetorian, Discovery, +1 spellcasting level
    2
    +1
    +0
    +0
    +2
    Spell Control +1, +1 spellcasting level
    3
    +1
    +1
    +1
    +2
    Bonus Feat, +1 spellcasting level
    4
    +2
    +1
    +1
    +3
    Spell Control +2, +1 spellcasting level
    5
    +2
    +1
    +1
    +3
    Bonus Feat, +1 spellcasting level
    6
    +3
    +2
    +2
    +4
    Spell Control +3, +1 spellcasting level
    7
    +3
    +2
    +2
    +4
    Bonus Feat, +1 spellcasting level
    8
    +4
    +2
    +2
    +5
    Spell Control +4, +1 spellcasting level
    9
    +4
    +3
    +3
    +5
    Bonus Feat, +1 spellcasting level
    10
    +5
    +3
    +3
    +6
    Imperium, +1 spellcasting level

  • The following skills are considered class skills for a Praetor.
  • Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (All, Int), Profession (Wis), Speak Language (Int), Spellcraft (Int).
  • Skill Points at Each Level: 4 + Intelligence Bonus.
  • All of the following are features of the Preator prestige class.
  • Hit Die: d4
  • Weapon and Armor Proficiency: None.
  • Spells per Day: As normal.
  • Praetorian: Once initiated into the ranks of the Praetor, the character is immediately assigned a cohort (see DMG) as if she had the leadership feat. This cohort is always a warrior of some kind (possibly multi-classed) with the Fraternity of Order template. In addition to this cohort, the character receives other followers as with the leadership feat; the highest ranking of these followers fill out the character's Praetorian (personal guard), while the lower-level ones round out her staff within the Courthouse.
  • Bonus Feat: The Praetor may choose a feat from the bonus wizard feat list.
  • Discovery (Ex): The character has unlocked new magical spells. From the 1st to 9th level, he may cast an additional spell per day at a level equal to it's Praetor level.
  • Spell Control (Ex): The character's master of the laws of the Art allows her spells to become more potent. Add this value to save DC of all spells and to caster level checks versus spell resistance. This stacks with other similar abilities.
  • Imperium (Su): The most potent and feared of the Praetor's abilities is that of the Imperium. It allows the Praetor to instantly and spontaneous declare a law when confronted with any situation in Sigil. Thus, if she witnesses an individual commit an act she believes should be outlawed, she may declare the power of Imperium, apprehend the criminal, and hand him over to the Harmonium in preparation for trial. In this case, the target(s) chosen by the edict make all rolls (attack, damage, saves, save DC, skill checks, etc) at a -4 penalty until apprehended or until they have eluded the Praetor. If the target returns to confront the Praetor, he suffers the same penalty every time until his is apprehended or the charges are dropped. The charges are subject to debate once brought before the Court, so the guilty party may still go free. Despite the incredible power this conveys, most Praetor are loathe to use it in this manner, for if often brings serious inspection down upon their logical capacity if the charges are dismissed in court.



  •      Melroch Eitheldor @ 2003 1 1