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The System is corrupt.  The governments, the Factions, even the gods themselves are corrupt, according to the Revolutionary League.  They've become entrenched in their power bases, and aren't interested in helping the masses find the truth of the multiverse.  They're only interested in maintaining their stranglehold on society.

Well, the Anarchists are ready for a change.  The only good government is no government at all.  All others become corrupt - it's simply the nature of the beast.  And only when you're free of The System can you really get on with discovering the True Dark of the multiverse.  Of course, shucking off the system isn't as simple as that.  Whether you want to be free of The System or not, the taxman is still going to come to your door every year, and the Hardhead is still going to arrest you for violating his precious rules.

No, the only way to be free of The System is to tear it down, and shatter it's foundations.  The Revolutionary League wants to throw down the factions, destroy the governments of the multiverse, and even end the reign of the lawful powers.  Of course, those that propagate The System don't want that - that'd be the end of their power!  So you've got to be real careful, and stay hidden.  

To that end the Anarchists infiltrate other factions constantly, operating as a "shadow faction," within Sigil.  Like the Indeps, they have no seat on the Hall of Speakers, but ironically they have more protection from the government since they generally pretend to belong to other factions.  Of course, if they're ever found out, it generally means death.  No faction suffers spies.

In Sigil, the Revolutionary League has no base, keeping their power spread out among individual "cells" of operatives.  On the planes, they can often be found in Carceri, where the exiles of that plane scheme to bring down their prisoners.




Deception [General, Anarchist]
Anarchists are skilled with those abilities that allow them to infiltrate other factions. 
Membership in the Revolutionary League
You gain a +1 bonus to Bluff, Disguise, Forgery, and Innuendo.  In addition, you may choose one to always be a class skill for you.
Special:  You may take this feat multiple times, each time you do, choose another skill to become a class skill for you.

Expert Infiltration [General, Anarchist]
You are an expert at infiltrating other factions
Prerequisite: Membership in the Revolutionary League
Benefit:  You gain a +4 bonus to Bluff, Disguise, Forgery and Innuendo checks when trying to convince someone you belong to a particular faction.






Faction Infiltrator

The Faction Infiltrators are possibly the most respected members of the Revolutionary League - both by those outside and inside the faction.  Each day, they risk life and limb pretending to belong to the very factions that they've sworn to bring down.  Discovery means death, so a relentless process of natural selection makes sure that only the best of the best remain.

But for those who succeed, the reward is immortality.  The most famous Infiltrator, a blood named Omar, managed to infiltrate the Harmonium, and get all the way to the top!  Once Omar was named Factol of the Harmonium, he tried to shut the whole thing down and disband their planar presence, but of course the Harmonium factors stopped him and had him arrested.  The trial was over quick, and Omar got sentenced to Death by the Wyrm.   

Still, the damage to the Harmonium infrastructure, ego, and most importantly, morale was done.  Today, the number of Infiltrators is kept very quiet (a question that keeps many factors and factols up at night), and each one trains an apprentice separately one at at time, to help avoid capture.

1 +0 +0 +0 +2   Cover Identity, Faction Knowledge
2 +1 +0 +0 +3 Change Self, Skill Focus
3 +2 +1 +1 +3   Sneak Attack +1d6
4 +3 +1 +1 +4 Emulate Faction Feat, Masquerade Alignment
5 +3 +1 +1 +4 Disguise Thoughts, Skill Focus
6 +4 +2 +2 +5   Alter Self, Sneak Attack +2d6
7 +5 +2 +2 +5 Slippery Mind
8 +5 +2 +2 +6   Skill Focus
9 +6 +3 +3 +6   Sneak Attack +3d6
10 +7 +3 +3 +7   Morph Self, Emulate Faction Feat, Skill Focus


To qualify as an Faction Infiltrator you must meet the following requirements
Feats:  Expert Infiltration
Sills:  Bluff 8+ ranks, Disguise 10+ ranks.

Class Skills
A Faction Infiltrator class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Cha), Intimidate (Cha), Jump (Str), Knowledge (all), Listen (Wis), Perform (Cha) Profession (Wis), Search (Int), Sense Motive (Cha), Spellcraft (Int), Spot (Wis)

    Skill Points at Each Level 8 + Int modifier.

Class Features
All of the following are class features of the Faction Infiltrator

Hit Die:  d6

Weapon and Armor Proficiency:  Faction Infiltrator gains no new weapon or armor proficiencies.

Cover Identity (Su):  An Infiltrator may adopt a "cover identity."  This cover identity includes a new name, humanoid race, and faction.  Spells or effects that detect for any of these effects now detect the Infiltrator as his cover identity instead of his real identity.  (Note that this does not change his actual appearance, however, so if he chooses a new race, he will still need to disguise himself to fool other people).  The infiltrator may have a number of cover identities equal to half his level, rounded down.  To create a cover identity, the Infiltrator must assume the identity for at least one week, and must generally go through the normal routine of joining a faction or organization.  As a full-round action, a Faction Infiltrator may switch which cover identity he detects as.

Skill Focus:  At second, fifth, and eight level, the Faction Infiltrator gains the feat Skill Focus for free, though he may only apply it to the following skills:  Bluff, Disguise, Diplomacy, Forgery and Innuendo.

Faction Knowledge:  A Faction Infiltrator must know everything there is to know about the factions if he wants to pass himself off as one of them.  Therefore, they know much about them that is not common.  A Faction Infiltrator may wish to make a special Faction Knowledge check with a bonus of his class level + his intelligence modifier to determine if he knows some relevant information regarding a faction.  The DC for knowing the information is determined using the table below.  Note that results returned may not always be correct, they represent the general faction knowledge, and the DM should make the roll to determine how much information the the Infiltrator knows.  For instance, if he wished to know if Hashkar was a petitioner or not, and the result of his check was a 15, then the answer would be "no," because most of the faction believes he is not, regardless of what the truth is.  Additionally, for the more difficult knowledge (DC 25+) the player will generally only learn rumors, which may or may not be true (but like most rumors, generally have a grain a truth).

DC Type of Knowledge Example
10 Common, Known by most of a faction's members.   The name of a faction's first Factol, common taverns that faction members can often be found at.
15 Uncommon, but known by a substantial minority of a faction's members The name of a faction's sixth Factol, the known vices of a current factor.
20 Uncommon, but available.  Known only by a few faction members.   The Harmonium's role in Menausus's slide to Mechanus.
25 Obscure or guarded knowledge, known by very few in the faction. The name Erin Montgomery's parents, whether Hashkar is a petitioner or not.
30 Extremely obscure, or fiercely protected faction secrets.  Known only by a faction's true high-ups.   The age of the Dustmen faction, the reason the Sensates ancient symbol looks much like the Lady of Pain.


Change Self (Su):  As a full-round action, the Faction Infiltrator may Change Self, as per the spell, except it's duration is permanent.

Masquerade Alignment (Su):  Once per day, the Faction Infiltrator may choose an alignment.  Until he chooses a new one, he is considered to have that alignment for the purposes of magical items and effects that depend on alignment.  If a spell is cast that detects alignment, he may make a will save.  If he fails, his true alignment is known to the caster, but if he succeeds the caster still believes he failed (or did not resist), though he detects the Infiltrator's chosen alignment. 

Sneak Attack (Ex):  Sometimes, despite his best efforts, Infiltrators are discovered, and need to take down their opposition quickly.  At third level, the Faction Infiltrator gains the ability to Sneak Attack, just as rogues do.  At sixth and ninth level, they gain additional sneak attack die.  Sneak Attack die gained from levels in Faction Infiltrator stack with sneak attack die from other classes.

Emulate Faction Feat:  At fourth level, Faction Infiltrators may emulate other faction's abilities.  They may select one other faction's feat as a free bonus feat for themselves so long as it is a faction feat for a faction that they have a cover identity for.

Alter Self (Su):  At fifth level, as a full-round action a Faction Infiltrator may Alter Self.  This functions exactly as the spell of the same name, except it's duration is permanent and is not detected by Detect Magic.

Disguise Thoughts (Su):  At sixth level, the Faction Infiltrator may disguise his thoughts from spells like Detect Thoughts and ESP.  If he passes his savings throw against such a spell, he may choose for the caster to believe that he failed (or did not resist), and may make up any thoughts or memories for the caster to detect

Slippery Mind (Ex):  At 7th level, the Faction Infiltrator gains the Slippery Mind ability.  This works exactly like the Rogue ability of the same name.

Morph Self (Su):  At 10th level, the Faction Infiltrator gains the ability to better alter his appearance.  Once per day, as a full-round action, he may use this ability to change his form as if Polymorph Other had been cast on him, except that he may not change his size category by more than one step, and the duration is Instantaneous instead of of Permanent, and he may only choose a humanoid race to Morph into.  If he is already not a humanoid, he may also choose a creature of that type to Morph Self into.  For instance, if the Infiltrator was a Vampire, he could Morph into an Undead of Humanoid type creature.  He may choose to Morph Self back into his original form (and regain his original stats) as well.




The Revolutionary League truly doesn't have any leaders.  Instead of a hierarchy, the faction works in mostly-independent cells that have almost no contact.  Therefore, if one member of the faction is caught, only the identities others in his cell are at risk.  Still, the faction does have high-ups.  The leaders of each cell keep their names and identities secret, even to other cell members, and cell leaders meet, coordinate, and pass on information to each other.  Of all the cell leaders, Beringe is one of the most successful and influential.  Of course, no one knows his real name except himself.  To everyone else he meets, he uses assumed names and identities - you can never be too careful, he says, and his paranoia borders on the psychotic.  Or maybe that's a cover for  his real personality.

Part of the reason Beringe is so influential is that he's recruited so much of the faction himself.  He often helps out bubbers, or just those down on their luck by giving taking them to the local tavern and buying them a bite to eat.  Then, he carefully introduces the idea that the factions are corrupt, or just uncaring.   Should the potential recruit show some promising sentiments, Beringe then still pretends to not be a member, but claims to "know someone" that thinks the same way. 

As a Faction Infiltrator, Beringe has three cover identities as per the class ability, and dozens of other mundane cover identities (indeed, he often adopts one of his Faction Infiltrator cover identities when posing as one of his mundane cover identities, to further confuse anyone attempting to use divinations).   One cover identity is that of Og Kirus, a LG Harmonium member.  As Og, Beringe has advanced all the way up to a Measure Four, and hopes to become a Mover soon.  And, eventually, maybe even Factol.  Perhaps the only thing that's not secret about Beringe is his admiration for Omar, the Anarchist who managed to become factol of the Harmonium.  Beringe's other two cover identities are is left to the DM, so that he can be used however the DM wishes.


Beringe, Male Human Fighter4/Rogue3/Faction Infiltrator6  CR 13; Size:M Type Humanoid; HD (4d10)+(3d6)+(6d6)+21; hp 82; Init +11; Spd Walk 20'; AC 25 (flatfooted 25, touch 15) Attack Longsword +3: +18/+13 (damage 1d8+9 19-20 x2) SA: Alter Self, Change Self, Cover Identity, Emulate Faction Feat (Command), Hide Thoughts, Masquerade Alignment, Faction Knowledge, Evasion, Skill Focus (Bluff, Disguise), Sneak Attack +4d6, Uncanny Dodge (Dex bonus to AC); Vision: Normal AL: NE; Sv: Fort +10, Ref +9, Will +10; Str 18, Dex 17, Con 16, Int 14, Wis 13, Cha 14

Bluff +24, Climb +9, Craft (Trapmaking) +11, Decipher Script +7, Disable Device +12, Disguise +24, Forgery +18, Gather Information +10, Hide +33, Innuendo +11, Move Silently +29, Read Lips +12, Search +12, Spot +3; Blind-Fight, Charlatan, Dodge, Improved Initiative, Expert Infiltrator, Weapon Focus (Sword (Long)), Weapon Specialization (Sword (Long))
     Possessions:   Long Sword +3 Full Plate +2 (Nimbleness/Medium),  Shield +2 (Large Steel),  Boots of Elvenkind,  Helmet of Persuasion (as Circlet), Cloak of Elvenkind,  Ring of Chameleon Power,  Amulet of Proof against Detection and Location,  Ring of Sneaking (+15 to Move Silently checks, and may cast Silence once per day)