Factions - The Sign of One

The Sign of One:
(The Signers)

"The planes exist because the mind imagines them.
Any Signer could be the one who creates the multiverse
through the power of thought."

  • Requirements: A prospective member has to go to the faction’s headquarters and register three predictions for future (relevant, significant, or otherwise unexpected) events. If these things happen, he’s accepted.
  • Restrictions: Lawful Good and Lawful Neutral alignments may find adhering to the order’s belief difficult at best.
  • Organization: The Signers aren’t very rigid in organization. Many of them imagine their own posts in order to fulfill their own personal multiverse (some take this literally and create their own demiplane). An envoy of Signer diplomats helps control the Hall of Speakers, and a number of lower-ranking members, usually Namers, tend to the needs of the various faction dignitaries. Higher ranking faction members tend to explore the multiverse they created, testing the power of their mind as they go. In order to join and to ascend, members must accurately predict future events, thus proving they can somehow shape the Planes with their minds.
  • Skills: Class: Concentration, Diplomacy, and Sense Motive. +2 to Scry and Search.
  • The Ego of One (Ex): Due to intense egocentrism, signers suffer a -2 on all charisma-based rolls skill checks against other planars.
  • Mind over Body (Ex): The character’s mind is strong enough to shape her physical being into a stronger entity. She may elect to use either Constitution, Intelligence, or Wisdom to determine bonus hit points per level. This is retroactive and affects all levels, past and future.
  • Resist Illusions (Ex): Gains an automatic save at +4 bonus against Illusions.
  • Minor Imaging (Su): A number of times equal to the Signer CHA positive modifier + 1, he’s able to use the following Cantrips: Dancing Lights, Ghost Sound, Mending, Open/Close. (A concentration check DC 10 is needed).
  • Reality Alteration: At 7th level, once per day, the character can alter reality to suit her will. She may re-roll any single die roll, though she must always take that second result. She can do this twice a day at 12th level.
  • HQ: Within the Hall of Speakers in the Clerk’s Ward. In the Planes, they have an outpost within the Beastlands and another in Gehenna (Force of Character, in Mungoth is a small Signer village).
  • BUYABLE FEAT: Improved Imaging (Su): (PQ: Signer, INT or WIS 12+) Once per day, they can imagine any Conjuration (Creation) spells, Transmutation spells, or Metacreativity Psionic Power. The level of the spell or power must be less than CL/2 (rounded down), and the signer must comply with any relevant ability requisite for the spell or power (e.g., a 4th level spell need a CL of 8 and INT 14). The concentration check is 10 + Spell Level.
  • BUYABLE FEAT: Imagine Object (Su): (PQ: Signer, INT or WIS 12+, Improved Imaging) Once per day, he can mimic the Major Creation Spell (Concentration DC 20). If a natural 1 is rolled, the Signer is imagined out of existence instead, and comes under the effect of a Shadow Conjuration spell – he’s just 20% real. He remains in this state until he or other Signer imagines him back into reality using this feat successfully.



  •      Melroch Eitheldor @ 2003 1 1