Any pre Faction War factol 3.5 conversions?

Post/Author/DateTimePost
#1

zombiegleemax

Mar 23, 2006 18:55:14
Does anyone know where I can find a 3.5 conversion of pre-Facion War factols? Thanks
#2

ripvanwormer

Mar 23, 2006 20:28:53
Some of them here: http://www.kriegstanz.com/

Here's Skall
#3

kwint_pendick

Mar 23, 2006 22:50:34
Here's a write-up of Rhys on Planewalker.com...
Kwint
#4

ripvanwormer

Mar 24, 2006 12:10:15
This rendition uses the Chaositician class from the Planar Handbook (I was going to give him a planar substitution fighter level too, but it was more interesting to make sure he had Whirlwind Attack). It uses the Finder and Riot Leader feats and the Control skill from planewalker.com's Chapter 4. I also made reference to the Vile Ki Strike feat and the god Karaan from the Book of Vile Darkness.

Rather than fully statting him, I gave his bonuses and feats at a variety of levels. I listed the skills he had to have, but left his other slots open.

Factol Karan of the Xaositects
Male githzerai, Chaotic Neutral

Fighter 4: BAB+4. Fort +4, Ref +1, Will+1, Finder, Combat Expertise, Dodge, Mobility, +1 Int
Fighter 4, Ex-Monk 1: BAB+4, Fort+6, Ref+3, Will+3, Improved Grapple, Flurry of Blows, Unarmed Strike
Fighter 4, Ex-Monk 1, Chaositician 4: BAB+8, Leadership, Riot Leader, Fort+7, Ref+7, Will+4, Chaotic contagion, scofflaw, anarchic grace 2/day, babble, clarity of confusion, +1 Int

Fighter 4, Ex-Monk 1, Chaositician 5:
BAB+9, Destiny's Arbiter
Fighter 8, Ex-Monk 1, Chaositician 5: BAB +12/+7/+2, Fort +9, Ref+8, Will+5, Spring Attack, Whirlwind Attack, +1 Int

Feats: Finder, Leadership, Riot Leader, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Skills: Control +7, Bluff +7, Diplomacy +7, others as needed by the DM
Abilities (at first level): Int 13, Cha 18, Dex 22, Str 18, Con 18, Wis 18

Skill points:
1st level: 12
2nd level: 3
3rd level: 3
4th level: 4
5th level: 6
6th level: 4
7th level: 4
8th level: 4
9th level: 4
10th level: 4
11th level: 4
12th level: 5
13th level: 5
14th level: 5

Equipment: Karan has mastered no particular weapon. When he thinks to carry a weapon at all, he'll be armed with a variety of entirely random armaments. His mismatched armor is roughly equivalent to chain mail, most of the time.

Chaotic Contagion (Su): Karan can attempt to infect a target with chaotic impulses. If he makes a successful melee touch attack against the target, the target creature takes -2 penalty to its Armor Class against attacks made by Karan, a -2 penalty on saves made to resist spells or abilities of Karan, and a -2 penalty against skill checks made by Karan. A successful Will save (DC 10+ Karan's class level +Karan's charisma modifier) negates the effect and gives the target immunity to similar attacks by Karan for 24 hours. This effect lasts 1 hour per class level. Karan can use this ability a number of times per day equal to his class level.

Scofflaw (Su): This ability functions much like a nondetection spell, except that it is useful for shielding a chaotician only against creatures of lawful alignment. Such creatures must succeed on a caster level check agains ta a DC of 15 + Karan's class level + his charisma bonus to successfully employ a divination against him. This ability can be suppressed or resumed as a free action.

Anarchic Grace (Su):
Once per day, Karan can tap into the randomness that underlies all reality to make his movements and posture unpredictable. This effect results in attackers having a 50% miss chance on all their attacks. Even true seeing and similar effects can't offset this ability. Activating the effect is a free action, and it lasts for a number of rounds equal to Karan's class level. When it ends, Karan becomes fatigued for 1 minute. Karan can use this ability twice per day.

Babble (Su): Once per day, Karan can generate a 10 foot radius emanation that causes all sounds in the area to turn into garbled, cacophonous, and unintelligable noise. Spells and magic items with verbal components do not function. Sonic damage has no effect.

Clarity of Confusion (Su):
This ability gives Karan a +2 insight bonus against mind-affecting or lawful effects.

Destiny's Arbiter (Su):
This ability gives Karan the power to reroll any roll once per day, or force another character to reroll one

Githzerai abilities (Sp): At will: daze, feather fall, shatter. Inertial armor gives him a +4 to his armor class while he's conscious. At 11th level, he can plane shift once per day.

Spell resistance (Ex):
Karan has a spell resistance of 5 + his character level.

Description:
You see a tall, fidgity githzerai with an impatient expression on his face. He wears shabby clothes and mismatched armor. His head is shaved except for a long black topknot and a long droopy Fu Manchu mustache. He has several prominent tattoos, including a crude, obviously homemade Xaositect symbol on the side of his shaven scalp and several others of varying subject and sophistication, including a writhing depiction of raw Chaos that could only have been made by the rogue dabus Fell. His darting eyes seem to see beyond the apparent solidity of the world into some mad kaleidoscope of constant change.

Background:
Karan was born in the Hive Ward to a family of stern, traditionalist githzerai immigrants. It's not entirely clear whether Karan was the name he was born with, or whether it was a nickname he acquired later on (some have suggested he was named by fellow Hivers after Karaan, a vile god of beasts). Wild and unruly by githzerai and even human standards, his family despaired of the feral child of the Hive ever becoming a rrakkma warrior.

There was that one time when he surprised an illithid merchant at its home with a pasta dish, claiming the noodles were elf brains. The mind flayer wasn't amused, but it wasn't really the same thing as rrakkma.

He fell in with the Xaositects almost from the first. Even as a small githling he could often be spotted running on walls, eating the streets, and painting peoples' meals orange. By the time he grew into his spots he was the boss of several crews, wreaking both havoc and hygiene on the denizens of the Hive and beyond..

That's when he was sent to a monastery in Limbo in the hope that they could install some of the legendary githzerai determination into his wayward mind. They weren't impressed with his suggestion of a "rrakkma foe of the month." "Why not rrakkma against halflings this time?" he would suggest innocently. "It might make a nice change." He was disparaged for his "weak" control of Chaos. "Why would anyone want to control Chaos?" he would ask before being smacked by the sensei's walking stick.

It turned out, he knew enough of Chaos to survive in the wilds of Limbo for several years after the monks finally turned him out on his ear. It has been suggested that Karan is a natural anarch - he isn't. Chaosfire can still burn him; Chaosearth can still crush him; Chaoswater can still drown him. He is simply so "in tune" with Chaos that he is able to avoid these hazards, which never seem to touch him (this talent, more acute now even than it was then, is a combination of his high dexterity and wisdom, his Finder and Dodge feats, and his Anarchic Grace and Destiny's Arbiter abilities). His aimless wanderings through the Soup came to an end when he discovered a tower built by Xaositects, and through them he came back to Sigil, aflame with new ideas for bringing Chaos to the cage.

Karan soon rose to become the closest thing the lawless Xaositects have to a factol, as he had more entertaining and chaotic ideas for things to do than anyone else; he isn't factol all the time, of course, just when he feels like it. Often, someone else will be factol. Sometimes they'll call themselves Karan, too. Still, the real Karan feels like being factol more often than he doesn't, and he's by far the best at encouraging many wild Xaositects to do the same thing at the same time. Not that he has to encourage them; he just does whatever occurs to him at the moment, and most of the time a lot of Chaosfolk are eager to do it too.

Today, Karan rarely thinks of his past. Some believe he hasn't bothered to remember it. He still remembers the skills he's developed over the years, however, and he maintains a few regular connections (at least, as regular as anything can be for Karan).

Thrruppt (hermaphroditic death slaad, CN) is a death slaad who has been Karan's ally for over a decade now, even when it has been Karan's foe. They share ideas about Chaos, and though the slaad may harry and bedevil the githzerai more often than not, ultimately they are on the same side.

Karan's primary sidekick in Sigil is Rimifred Humm (male human, expert 5, NG), an unwilling accomplice who was randomly chosen by Karan one day to be his partner in crime. Over the years he has grown to like Karan in spite of himself, and has begun to gain a bewildered sense of enjoyment on those times when Karan declares him factol and he ends up in the Hall of Speakers advocating this or that insane bit of policy. The other representatives in the Hall of Speakers generally see these times as a welcome relief - if his policy proposals make no sense, at least he does.

Karan has an older brother, Gerzok (male githzerai, ex-monk 4/rogue 5, Dex 25, Intelligence 16, Wisdom 7, Vile Ki Strike feat, CE, Free League), who calls himself Dicefreak. Where Karan became firmly aligned with the Xaositects, Dicefreak fell into organized crime and the trade of illicit substances like the blood of celestials and fiends. He's become an addict (DC 25 to resist), dependent on celestial blood to live. Karan goes to him occasionally when he wants to stir things up with or in the criminal underworld, but generally they avoid one another. Gerzok and Karan look nearly identical in appearance, which adds to Karan's amusement when he does decide to do something with his brother.