3.5 e Factions

Post/Author/DateTimePost
#1

zombiegleemax

Jan 29, 2006 20:21:21
Greetings:

I'm running a 3.5 Planescape campaign and I'd like to know how other PS DM's handle factions. I have numerous sources with some of the faction prestege classes, which are available to my players. However, I feel that some of the classes don't capture the spirit of the faction properly. I'm considering faction only feats as a way to deal with some of the faction abilities with out biasing the faction toward a specific class.

As an example, two of my players are Mercykillers. One is a War Cleric, the other a Monk/Mage. I don't think that a fighter based prestege class (say, the Justicar from Complete Warrior) would fit both characters.

One of the other PC's is a dustman mage. I haven't found any prestege class for him and am debating on creating a spellcasting oriented prestege class for that faction, or mearly handling the faction abilities through a series of feats. The player does an excellent job role-playing the character, but doesn't want to slow his advancement in spellcasting to pick up a new class. I understand his point-of-view and believe that the factions should be more about philosophy than a new set of combat abilities.

Any thoughts?

Thanks.
#2

ripvanwormer

Jan 29, 2006 23:32:20
Prestige classes can be good, but I think feats are a more versatile option.

http://www.kriegstanz.com/
Planewalker's official chapters
Planewalker feats
#3

factol_rhys_dup

Jan 29, 2006 23:49:18
Faction prestige classes aren't supposed to represent faction membership. At least, not the good faction prestige classes. Doomlord, for example, from the Planar Handbook, is just a prestige class designed for Doomguard characters. Clearly, not all Doomguard are Doomlords, but the class is thematically tied to the faction.

I prefer faction membership to come without any direct powers. Faction membership simply means that you've signed up with one of the recruiters. You're a namer once the faction recognizes you as one of its own. You could be a shopkeep who's a Harmonium namer. You like being part of an organization that keeps the streets safe for well-meaning citizens like yourself. But that doesn't mean that you can launch off a charm person spell once per day, as was the rule in 2e. Do all Sensate partygoers see in nightvision out to 60'?

I guess what I'm saying is that you can be in a faction without getting special powers. You can believe in a philosophy without believing so devoutly that your philosophy physically manifests itself through you. If you want to be able to channel your philosophy in a supernatural power, get a feat to represent the technique.

(So, I guess what I'm saying)^2 is that I like the way planewalker.com does factions.

If you're looking for some really cool faction feats, look for Nemui's on planewalker. He makes Bleakers cool.
#4

zombiegleemax

Jan 31, 2006 2:10:02
I prefer faction membership to come without any direct powers. Faction membership simply means that you've signed up with one of the recruiters. You're a namer once the faction recognizes you as one of its own. You could be a shopkeep who's a Harmonium namer.

I disagree. I have been eyeing the faction converstions for a while. Currently, my group and I still play 2nd, but to keep with the times, I realize that if I ever want to play PS with another group, I will have to learn this dastardly new edition.

It seems that 3rd has added a new level of faction membership. In 2nd there were Namers, Factotums, Factors and a Factol: all of which had special faction abilites and hinderences. In 3rd, you have members, which seem to be below namers. They are people who have simply signed up with a recruiter, put their name on a list, and given the faction their 'dmail' addresses so they can get the monthly news letters. They still call this level of membership 'namer', but it doesn't have the same meaning that it did in 2nd.

We always played that becoming a namer in a faction was a serious deal. Factions do want as many members as they can get, but they aren't going to sign up just any tom, dick and Shameska. To become a namer in any faction first required passing a series of tests. Then, it required months of training before you earned the right to wear the symbol. During this training is when you learned the special abilities associated with the faction, and had the philosophy beaten into your head. Thus, you would never find a simple shopkeeper who was a harmonum unless they were running a millitary surplus store, or was a retired soldier.

I don't like the idea that joining a faction doesn't initially give you an abillity. That's part of the fun of factions: when you join, you get benefits and hinderences. You get access to faction resources, but automatically get negative reactions from others in opposing factions. You get a special abillity and a special restriction.

Thus, I propose these levels of faction involvement:

1) Member - Members are cutters that have officially signed up with a faction by registering with a recruiter. They recieve limited access to faction resources and have access to faction feats. (They also get the monthly newsletter)

2) Namers - Namers are members who show real promise and a sincere belief in the faction philosophy. They are vigorously tested to insure they belong as commited members of the faction. Once they have passed the tests, they are enrolled in faction training. Once they complete their training (1-3 months) they recieve one faction feat, have access to the rest, and have access to the faction prestige classes. However, due to their strict adhearance to the their philosophy, also suffer the restriction as set forth in the Players Guide to the Planes (This restriction can be modified as nessesary for 3rd ed rules).

3) Factotums - Factotums are the first level of heirarchy in a faction. Mostly they are responsible for recriuting and training new members. In order to become a factotum, a namer must first have proved his worth and loyalty. Next, he needs the approval of a factor, or the Factol. Again, he must be vigourously tested, and then trained. Upon becoming a Factotum a cutter recieves an additional faction feat. However, a factotum is an officer in his faction, and the faction will require that his loyalty is with the faction above all other organizations. His primary duties are to the faction and he must actively be recruiting and training other members at all time.

4) Factors - Factors are the real powers in a faction. Though the the Factol is in charge, the Factors are responsible for insuring the day to day activities of the faction run smoothly. Though the different factions have slightly different ways of selecting their factors, mostly they are chosen by the Factol (or they are leftover from a previous Factol). They act as their factols representatives and as representatives of their faction. A factor gains an additional faction feat, but become one of the faces of their faction. Thus, they may become liable if their faction crosses the line with the lady. Furthermore, they are responsible for carrying out the instructions of their Factol.

5) Factol - ... this is just my humble opinion, but PC characters should probably not have the opportunity to become a Factol. However if they do, then additional abilities would be specific to their faction (i.e. Factol Daria's power to Imagine any spell).

This is how I would run things, or maybe slightly modified to compensate for the different faction philosophies (Xaositects a the different have way probably of factors their choosing).
#5

zombiegleemax

Feb 13, 2006 22:53:55
I use my own prestige classes for faction membership. In my campaign, Namers don't receive faction benefits. Basic faction benefits are received at 1st and 2nd level. Factotum benefits are gained at 4th or 5th and Factor abilities at 8th or 9th level. The faction PrC can be joined at 4th level by most characters.
#6

julescarv

Feb 14, 2006 0:54:50
I think one benefit dustmen clerics, wizards, and sorcerors should get fairly early in their faction membership should be that they should be able to remove the "evil" descriptor from all dark necromancy spells. A neutral good dustman shouldn't have a problem making zombies to help out with tasks, so long as the body's former person either agreed to have it used for that or is for some reason not entitled to have its wishes regarding its body respected.

Or, at least, I think so.