Factions - Believers of the Source

Believers of the Source:
(The Godsmen)

"All life springs from the same divine source,
ascending and descending in form as it is tested."

  • Requirements: (150 cages) Serve as an apprentice in the Foundry (this lasts 3 months).
  • Organization: Like their allies the Athar, the Godsmen structure is not particularly rigid, and they tend to operate purely through level as a requirement for advancement. Promotions are usually handled by a faction member of one rank higher. 1st level Godsmen are called Namers, just as they are in most other factions. These individuals carry out the more mundane of the faction activities and typically toil away within the Foundry. At 7th level the Godsmen becomes a Journeymen, and he will usually take his craft, whatever it be, out of the faction headquarters and about the city. This tends to be a period of personal exploration and discovery for the Godsmen. This promotion typically entails him to more faction benefits, such as more powerful aid and access to many of the great weapons forged at the Foundry (for a price). At 11th level the character becomes a Trademaster. Here they usually take Namers of similar professional inclination under their wing and work with them. Many become foremen within the Foundry. Finally, Godsmen of 16th level and higher are referred to as Artisans and are among the best at their craft. Being factors, they plan most of the faction activities and go on the most dangerous and important missions. Many top-shelf Godsmen disappear for years at a time to perfect a particular piece of work, whether it be a weapon, a spell, or even a poem. They wish this craft to symbolize their readiness to ascend.
  • Skills: Gains 1 rank in one Craft they choose. In addition, they have a +2 bonus to all checks of Alchemy, Craft, Profession, and Knowledge when related to the making of things.
  • Lesser Faith (Ex): All Godsmen clerics (and druids, if they serve an specific deity) have the DC for saves against their divine spells reduced by 2.
  • Wheel of Life (Ex): All attempts to use Raise Dead, Resurrection, or True Resurrection spells on a Godsmen fails. Instead, every time any Godsmen dies, they are automatically Reincarnated, but the new race must be a playable one (the decision is normally up to the DM based upon the Godsmen previous actions).
  • Life Lessons (Ex): All Godsmen gain one additional skill point per level (not retroactive).
  • Self Improvement (Su): Once per day, the Godsmen is able to raise one of his physical stats by 1d4+1 points for an hour.
  • HQ: The Great Foundry in the center of the Lower Ward. Within the Planes at-large, their headquarters lies within multiple Ethereal demiplanes usually created by Godsmen wizards.
  • BUYABLE FEAT: Magical Artisan (Ex): (PQ: Godsmen) Choose one item creation feat. The costs associated with that feat are reduced to 75% of normal (gold and XP). This feat could be taken multiple times, every time for a different item creation feat.
  • BUYABLE FEAT: Fast Item Creation (Ex): (PQ: Godsmen) For every time the Godsmen picks this feat, they increase the daily rate at which he creates magical items by 1000gp.
  • BUYABLE FEAT: Harness Divinity (Sp): (PQ: Godsmen) Godsmen learn to harness their own innate divinity in their quest for perfection. Choose either Cure Light Wounds or Inflict Light Wounds. You may cast the chosen spell once per day for every four character levels you possess.
  • BUYABLE FEAT: Cumulative Life Experience (Ex): (PQ: Godsmen) Many Godsmen believe that your intuition is the sum of the lessons you have learned in previous lives. A number of times per day equal to your wisdom modifier, you may add a +2 bonus to any one skill check. This bonus represents the intuition you’ve gained from past lives. You must choose to use this feat before the roll is made.
  • BUYABLE FEAT: Disciple of the Foundry (Ex): (PQ: Godsmen) At the Great Foundry, Godsmen spend countless hours working the forges. You gain a +3 bonus to all craft checks.
  • BUYABLE FEAT: Imbue Crafted Weapons and Armor (Su): (PQ: Godsmen, Disciple of the Foundry, Harness Divinity) Many Godsmen learn to channel their blossoming divinity into the items they so lovingly craft. You may craft magical arms and armor as a cleric of the same level with the Craft Magical Arms and Armor feat. If knowledge of a spell is a prerequisite for an item, you must use a scroll of that spell, and it is consumed in the crafting. This feat may only be used on items that you yourself craft.
  • BUYABLE FEAT: What Kills You Makes You Stronger (Ex): (PQ: Godsmen, You must have died at least once) Godsmen believe that their soul becomes stronger through learning from past mistakes, even the deadly ones. If your last death was caused by something that allowed a save, you gain a +3 bonus to that saving throw. If your last death was due to damage, you gain a +3 bonus to your fortitude save.



  •      Melroch Eitheldor @ 2003 1 1