Bleak Cabal -
Apathy
Bleakers don't believe that anything really matters, and because of that believe things do matter less to them.
Prerequisite: Membership in the Bleak Cabal
Benefit: You gain damage reduction equal to 1 plus your character level divided by five. This does not stack with any other form of damage reduction.
Addled Mind
Your natural insanity inhibits additional clouding of your mind, as your madness provides a more compelling distraction.
Prerequisite: Membership in the Bleak Cabal
Benefit: You gain a +2 bonus on Will saves.
Hyperactive
Those that achieve the proper level of mania may be far from sane, but they can react with frightening speed.
Prerequisite: Membership in the Bleak Cabal, base Reflex save +4.
Benefit: Once per day, you gain the benefits of the spell Haste for 10 rounds.
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Doomguard -
Destruction Embraced
Many members of the Doomguard opt to deny magical healing, choosing not to stave off their own internal entropy. Some even believe that they gain some sort of karma by doing so, and manage to avoid additional entropy. Those who "heal" themselves on a regular basis only invite entropy to grind harder against them, much like building a sandcastle against the waves.
Prerequisite: Membership in the Doomguard.
Benefit: You gain a bonus equal to 1 + 1 per four character levels that is added to your saving throws and your Armor Class (dodge bonus). You must make a Will save for heal spells (and beat your spell resist if you have any) to affect you and you may not cast heal spells upon yourself.
Steady Decay
Your refusal to tamper with the natural progression of decay likewise ensures that your fate is not ended prematurely by less enlightened individuals.
Prerequisite: Membership in the Doomguard. Destruction Embraced feat, character level 6.
Benefit: You become immune to all death spells, energy drain, and negative energy effects. However, you also gain a bonus to saving throws to resist healing spells equal to half your character level.
Entropic Understanding
Everything has a weak point - not that most bashers outside of the doomguard have figured that out yet. Many Sinkers realize this, though, and figure out how to hit even amorphous creatures effectively.
Prerequisite: Membership in the Doomguard. Int 13, Power Attack, BAB +5.
Benefit: You may now inflict critical hits on undead and are granted the Death's Ruin feat.
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Dustmen -
Oblivion Awaits
Some Dustmen have spent so much time considering Final Death that it is reflected in their eyes. Those meeting the gaze of such Dustmen are unnerved and frightened, and later say the Dustmen's eyes imparted a great desire for death, while others whisper they saw their own fate in the next life reflected, and it was terrifying.
Prerequisite: Membership in the Dustmen. Wis 13, Iron Will, Intimidate 9, Spot 9, Dead Inside.
Benefit: You may focus your gaze on one enemy as though a Fear spell were cast against them (DC 15 + Charisma modifier).
Undead Visage
The Dustmen see the emotionless undead as something to emulate.
Prerequisite: Membership in the Dustmen.
Benefit: The character can cause the skin and flesh of his body to tighten and appear desiccated gaining a +4 bonus to Intimidate and a -2 penalty to Diplomacy. This ability can be turned on and off at will.
Dead Inside
By letting go of emotions, the Dead believe that they can achieve True Death.
Prerequisite: Membership in the Dustmen.
Benefit: You gain a +4 bonus to saves vs. fear effects.
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Harmonium -
Authority
The authority put forth by your faction has become an almost supernatural ability to bellow a command and see it immediately obeyed.
Prerequisite: Membership in the Hormonium. Cha 11, Intimidate 3.
Benefit: You gain the spell-like ability <i>command</i> once a day as a cleric of your character level. The spell DC is Charisma-based.
Special: If you have a Cha 15 and Intimidate 6, you gain the spell-like ability <i>greater command</i> instead of <i>command</i>.
Command
Leaders are trained to magically enhance their voices so that others obey.
Prerequisite: Membership in the Harmonium, Authority.
Benefit: You gain the spell-like ability <i>dominate</i> twice a day as a cleric of your character level. The spell DC is Charisma-based.
Seasoned Officer
Those that dedicate their lives to the Harmonium cause establish a level of respect with their faction that many would envy, and serve as a shining example to those who follow.
Prerequisite: Membership in the Harmonium. Cha 13, Leadership.
Benefit: Allies within 30' of you gain a +2 bonus to attack rolls and Will saving throws if they are members of the Harmonium (+1 if not).
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Mercykillers -
Love Thy Weapon
The majority of Mercykillers see their weapons not only as extensions of themselves, but as their most valuable feature. Your belief in your weapon's worth and knowledge of its capabilities has made it an exceptional weapon for its kind.
Prerequisite: Membership in the Mercykillers. Str 13, Cha 13, Power Attack, Weapon Focus, BAB +8.
Benefit: You gain the spell-like ability greater magic weapon 3/day as a sorcerer of your character level.
Natural Alpha
Your physical strength combined with your self-confidence lends weight to your words, and it is clear to all that you were born to lead.
Prerequisite: Membership in the Mercykillers. Str 13, Cha 13.
Benefit: You gain a bonus to Intimidate equal to your base Str modifier.
Brawn over Brains
Strength and power are the true measurements of one's position in the multiverse, and you don't believe some bookworm mage can ever pose a threat to your superiority.
Prerequisite: Membership in the Mercykillers. Str 13, Cha 13, Great Fortitude, Natural Alpha, Fort +4
Benefit: If your Will save is lower than your Fort save, you gain a bonus to your Will save such that your Will save will be the same as your Fort save.
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Sensate -
Sensorium Scholar
You have spent many long hours sampling every sensorium made available. This supplies you with a wealth of knowledge not your own.
Prerequisite: Membership in the Society of Sensation.
Benefit: You gain a +1 bonus with all skills.
Broad Experiences
In their quest to experience everything, Sensates often learn at least a little bit on a broad range of subjects.
Prerequisite: Membership in the Society of Sensation.
Benefit: If you do not have the Bardic Knowledge ability, you gain a bonus to Lore equal to half your character level. If you do have Bardic Knowledge, you gain a +4 bonus.
Sensory Touch
Experience is not a one-way path; we all open ourselves to new states of being through interaction with one another. Thus, most Sensates are taught how to feel the pain of others in exchange for their own wellbeing.
Prerequisite: Membership in the Society of Sensation.
Benefit: Once per day you may heal wounds equal to twice your character level. As part of the experience, you suffer half of the damage healed.
***
Godsmen -
Cumulative Life Experience
Many Godsmen believe that your intuition is the sum of the lessons you have learned in previous lives.
Prerequisite: Membership in the Godsmen.
Benefit: You gain a +1 bonus to all skills.
Harness Divinity
In studying the doctrine of the Believers of the Source you have come to recognize divine potential within yourself, and have even begun to access your latent power.
Prerequisite: Membership in the Godsmen. Wis 11.
Benefit: You gain the ability to Cure Light Wounds once per day for every four character levels you possess.
Cleanse Impurity
All seekers must be at their best if they are to face every challenge before them, and thus it is a necessity to wipe away any damage done to body or soul that could hamper your quest. You have learned to use some of your inner divinity to do just that.
Prerequisite: Membership in the Godsmen. Wis 15, Harness Divinity
Benefit: You gain the spell-like ability <i>greater restoration</i> usable on yourself once a day as a cleric of your character level.





