Factions - The Free League

The Free League:
(The Indeps)

"This ain't no faction, and nobody tells us what to do.
Keep your options open; nobody's got the key to the truth."

  • Requirements: You must be tolerant and open minded. This is harder than it sounds. A true Indep has no preconceptions, attitudes, or viewpoints that might cloud the matter of truth. You just have to prove you have this attitude to a current member and you’re in, after that the namer must spend at least 2 weeks making himself known around the Bazaar, visiting taverns, greeting merchants, and such.
  • Restrictions: Must be of a neutral alignment, and since they don’t are a legal faction they don’t have any special rights.
  • Organization: None. The faction operates through small groups of members that provide information, housing, and even supplies to one another, but there is no official structure.
  • Skills: Class: Appraise, Bluff, Profession (Merchant), Gather Information, Knowledge (Sigil). They also receive a +2 on Gather Information and Sense Motive checks.
  • Stubborn (Ex): +2 to saves vs. charm effects. In addition, gain a saving throw against such effects that wouldn’t normally allow one (without the bonus).
  • Slippery Mind (Ex): At 7th level, Indeps are highly resistant to charms and compulsions. They act as if they had the rogue ability at all times.
  • Merchant’s Friend (Ex): Indeps tend to be very familiar with the way of the marketplace. As such, they receive a 10% discount on any purchases and can charge up to 10% more for items of the same quality and receive it.
  • Freedom of Thought (Sp): Once per day, they can attempt to counterspell any spell-like ability of other factions, just as using a Dispel Magic. They don’t like to be imposed any belief.
  • BUYABLE FEAT: Know Faction (Sp): (PQ: Indep) The Indep can use this ability 1 + CHA modifier times per day. It has a range of 60 feet and lasts 1 round per CL (only 1 subject can be examined per round). The ability is considered “Harmless”, but the subject can make a saving throw if he wish (DC 11 + Indep CHA modifier). Members of the Revolutionary League receive a +4 to this roll. On occasion, this ability reveals a creature’s deep-rooted philosophical beliefs instead of a faction (a priest of death can be confused with a dustmen).
  • BUYABLE FEAT: Mercantile Familiarity: (PQ: Indep) +2 to all Appraise checks and any two Craft or Profession they choose (you can’t choose the same skill twice within each buying of this feat).
  • HQ: None. They have scattered meeting points throughout Sigil, but call the Great Bazaar (in the Market Ward) home. Within the Planes, the Free League calls the Outlands kip.



  •      Melroch Eitheldor @ 2003 1 1