Faction Higher Up
Some folks live and die based on their faction affiliation. The faction’s beliefs are their personal beliefs, and they unquestioningly accept the dogma and the orders given to them by the factol and other high-ups in the organization. But once the faction deems the ready factotum to become a factor, he becomes one of the higher ups. They help govern strongholds and oversee operations spawned by the factol’s policy. Factor councils often control most of a given faction’s affairs, especially day-to-day business. Few members attain this rank. Furthermore, some factors pretend to have a lower stature when such a subterfuge suits the faction’s (or factol’s) cause.
Hit Dice: d8
Requirments: Faction Higher Ups must follow their faction requirements and beliefs to attain these rank.
•	Feat: Leadership
•	Special: Faction members must have attained Factotum position before becoming Factors.
The Defiers
•	Athaons wanting to advance to factor rank must cause a significant victory over a power or its proponents. Routing a battalion of devas from Elysium or a legion of hell hounds dispatched by Hecate might do. Slaying a paladin of Ra? Definitely. For all too many factors, their first attempt at this requisite is also their last. See, when a body pushes a power too far, it pushes back – hard.
Godsmen
•	The candidate is presented to the other factors for evaluation. The candidate then undergoes a series of tests: unusual puzzles or challenging tasks, specifically tailored to probe his fears and limitations. ‘Course, the factors don’t measure prospects against perfection. They just try to gauge the malleability of a candidate in the multiversal forge. These tests are administered at Ambar’s Palace in the Ethereal plane.
Bleakers
•	A sod who make it through the initiation has to drop his last name or family name; all members of the Cabal are known only by their given name. It’s a sign of their willingness to give up a life of past “meaning”.
The Dead
•	Factotums who perform well go through a new initiation process of the third circle. Initiations are done in front of the Initiates of the First Circle and what tasks they can think of (usually dealing with death). 
Takers
•	Usually the Factol chooses those close around himself for this earned position. 
Guvners
•	Advancement to Bureau Chief naturally requires a test. However, bashers get promoted only when a Bureau Chief position is vacant. Only occasionally does the Factol create a new bureau that needs a chief; most A1s have to wait too many middle managers, especially ranks A3 to A1, ‘cause they have no place to advance. The factol assigns an A1 both knowledgeable and lucky to become chief of Bureau. The ranks of Bureau Chiefs start with B5 and work up to B1. B5s supervise lesser bureaus, many of which form parts of bigger bureaus. B1-level Bureau Chiefs run the Star Bureaus: Record-Keeping, Research, Internal Affairs, Planar Affairs, and Prime Affairs. These five bureaus have existed for hundreds of years.
Indeps
•	Candidates be warned, with no official factol the faction tends to have no voice. Yet charismatic folk tend to emerge from the ranks as leaders, when only freedom of the faction’s beliefs are at a threat.
Hardheads
•	Advancement above the rank of Measure, the Movers are the Harmonium’s factors. These high-ups select new additions to their ranks from among the Measure Five. Each Mover also holds a rank from One to Five. The factol himself decides who is worthy of promotion among the Movers, basing his decision on ability, length of membership, and outstanding service to the faction.
Anarchists
•	The leader of the cell comes closest to a factol, but the position rotates, so no one gets too used to the power. Each blood in this cell runs one or more other cells of factotums: those who’ve proven their devotion. In turn, each factotum runs one or more other cells of factotums and namers. Sometimes, a member of a cell recruit Anarchists to lead a new cell. Each cell’s leader always belongs to one other cell. 
Signers
•	A character must have reached 10th level to become a Factor. These Signers work as personal assistants to the factol, guard faction outposts, and supervise factotums involved in complex missions. As factors have worked tirelessly to improve their concentration abilities, they form the core of the Sing of One’s “think tanks.”
Sensates
•	Only other factors or the factol may decide if the applicant’s experiences are creative enough to allow him to become a factor. If the Sensate doesn’t think the initiate’s ready, he’ll tell the sod to go out and play a bit more in the multiverse, then return and try again.
Ciphers
•	A heart master of at least 7th level can spend three to four months in solitary training to become a master of the mind (a factor, to other groups). A group of all the Order’s masters promotes a basher to mind master when the masters think he’s honed his reflexes to the extend that his body and mind have become one, subject only to the movements of the multiverse. Masters of the mind stay in action trances for gradually longer periods. 
Chaosmen
•	As they grow more and more attuned to the chaos around them, some bosses eventually move up in the ranks. These folks become big bosses: more or less equivalent of factors in other factions. Big bosses really marshal the chaos around them. They act a lot like regular bosses, bringing groups Chaosmen together for specific purposes. But a perceptive cutter might tell that big bosses work with more skill in chaos than mere bosses, and that they get regular bosses to go out and gather groups together for particular tasks. Maybe a half-dozen bosses live in Sigil and elsewhere, like the town of Xaos on the edge of the Outlands. Some even held factor rank for months or years, others last only an honor or a week. Some prominent ones fill in when the Factol gets bored with being factol.  
Class Skills: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Knowledge: Faction Lore (Int), Knowledge: (any) (Int), Portal Feel (Int), Planar Sense (Wis), Profession (Wis), Read Lips (Int), and Sense Motive (Wis).
Skill Points at Each Level 4 + Int modifier.
Class Feature:
Weapon and Armor Proficiency: None.
Factor Benefits: by factions
The Lost
•	Factors learn a special obscurement technique that cloaks them from observation by powers and their minions. Priests, divine servants, and the powers themselves using spells or spell-like abilities to locate or discover information about an Athar factor can do so only after the Athar fails a Will saving throw vs. (DC +10 + ½ level or HD of the Priest or Divine Servant. Against Powers, it is always considered a DC 30.) Obscurement counters any divination spell or spell-like effects (including supernatural). 
Godsmen
•	The Godsman is able to use one chosen domain as per a cleric of his character class level. 
The Cabal
•	The Bleaker gains an ability that’s a natural extension of his own immunity: the power to absorb artificially induced madness in others. This power works on sods driven insane by spells or magical items, but not on those who’ve gone insane naturally. To use the power, a Bleaker must first meditate for one hour, cleansing his mind of all thoughts. (This is often impossible. A Bleaker’s got a 15% chance of failure; if he fails, he can try only one more time to cleanse his mind for the same victim.) The insane berk’s got to hold still, either voluntarily or otherwise, and the Bleaker then begins a ritualistic massage of the victim’s head. The massage must be kept up until the barmy’s body grows numb, at which point the insanity is absorbed by the Bleaker. The process is exhausting, taking 1d12+4 hours to complete. If the ritual is interrupted, the Bleaker must start over; otherwise, success is guaranteed and the victim regains full mental health immediately. However, the Madman’ll suffer mental anguish for two days afterward, during which time he sorts out the absorbed insanity. 
The Dead
•	When on a faction mission, an Initiate can request help from a group of undead (whose total Hit Dice equal no more than twice his own level). ‘Course, the Initiate first must convince his superiors he needs the help, then successfully command undead and reward them for their service. The DM determines undead availability and pay scale, but characters can’t attempt to muster undead allies from the faction more than once per adventure. Clever Dustmen don’t abuse this pact of service or let it hit the chant – a lot of bashers would inflict their anger on the faction as a whole if they saw droves of undead marching the streets. Dustmen guilty of such abuse might find they’ve suddenly joined the walking dead themselves.
Heartless
•	The Fated realize that a body’s got to know the dark of his environment if he wants to stay out of the dead-book. To that end, they gain a free class skill unique only to the faction.
Plane Knowledge (Int, Trained Only) 
The plane knowledge skill is a improved version of the Knowledge (Planar) skill and Wilderness Lore which lets a body get familiar with all the dangers, denizens, and refuges of a specific plane (of his choose). 
Check: He knows what the gates to neighboring planes look like, how to find them, and when to use them he’s familiar with the folks and creatures of the plane and knows how to talk to each. He’s got a good idea of the plane’s powers, where they’re located, and how to deal with them, if need be. And with a successful skill check, the Taker can: determine which way to go to find any portal or destination he’s heard of; recognize rare or uncommon residents of the plane; determine the purpose of any native he meets; or survive without food, water, or special equipment. DC is 15 for common information, DC 20 for uncommon information, DC 25 for rare information, DC 30 for secrets. Also if he can use this skill when dealing with that plane’s residents to gain a +1 bonus to Attack, Damage, and Dodge bonus as he learned the dark of that creature’s defenses with a successful DC of 20.
Retry: No. The check represents what you know, and thinking a topic a second time doesn’t let you know something you never learned in the first place. But they may retry when dealing with the plane’s inhabitant when trying to figure pass their defenses.
Special: Only Takers may have this skill.
Guvners
•	The Guvner gains a true understanding to the laws of the multiverse and can exploit those loopholes. Once per Faction-higher up level he gains a spell like ability of his chose that he can cast once per day. He may select arcane or divine spells up to 4th level that he casts as his character level (once chosen he may never replace it).
Indeps
•	An Indep has now access to the faction’s underground network of information; such contacts make him twice as likely to pick up important bits of the chant. This acts similar to the Bard’s bardic knowledge ability if the individual isn’t a bard. If the Indep is already a bard or loremaster, they gain a +2 circumstance bonus to their rolls. Also Indeps gain a 20% discount on all Market price values when buying equipment in Sigil at 5th level of the faction higher-up. 
Hardheads
•	A Hardhead applies his Charisma modifier (if positive) as a bonus to either his to AC or Attack (the Character must declare in the beginning of each round). This ability functions for 3 + Charisma modifier amount of rounds and may be used Once per level of the Faction High Up.
Anarchist
•	If an Anarchist can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the Anarchist’s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the Anarchist’s attack deals +1d6 points of damage like a sneak attack.
Signers
•	Signers of factor rank can take imagining to even greater heights. Factors who make their imagination checks can mimic divine and arcane spells up to 9th level. However, factors who fail the check lose their imagining powers until they gain a level. Rolling a “1” means the factor has imagined too well a multiverse without him: He ceases to exist. The only way he can return to the multiverse is through the use of a wish spell – or if another Signer imagines him back!
Sensates
•	Most Sensates have started to explore more than just their physical surroundings. They’ve built up an extensive store of experiences that often give them unusual insights into a problem. This experience translates into the fact that Sensate factors can use the bardic knowledge ability as if they were 1st-level bards. If the Sensate is already a bard or loremaster, they gain a +5 circumstance bonus to their rolls.
Ciphers
•	Improved Action Trance, the bonus is now +2 and the trance may now be invoked at will for a period not exceeding 10 rounds.
Chaosmen
•	Big bosses gain special abilities beyond those of regular bosses. The Dm determines this ability: the cutter might have the power of a rod of wonder once per day, find himself able to alter self three times per day, or even become subject to alter self at random times with no control. He might suddenly discover he can use a power similar to the spell item or shadow conjuration three times per day or gain a constant unseen servant (per the arcane spell). DMS should base abilities on a character’s personality and skills, taking care not to make the PC the center of power in a campaign. And change the ability from time to time. That’s the way chaos works: Nothing stays the same for long. 
Faction Influence: Faction High Ups generally gain a lot of respect from their own faction and from others (even rivals). When a Faction High Up speaks, everyone listens. You gain a +4 competence bonus to Diplomacy checks made to influence other faction members of your faction. This is a two-way street: You are expected to treat your faction members fairly.
Leadership Bonus: Faction High Ups earn bonuses to their leadership level (character level + Cha bonus), enabling them to attract more powerful cohorts and followers when they use the Leadership feat upon earning a new level. 
Direct Troops: As a full-round action, you can give compelling directions. You can bestow a +2 competence bonus on either attacks or skill checks to all members of your faction within 30 feet. This bonus lasts a number of rounds equal to your Charisma bonus.
Factol recommendation: You have gained the status where you may be the next in line to become the next Factol of the Faction, to direct it’s future. Of course depending on the Faction, the current Factol must step down when he/she/it believes their time is done.
You also must have to deal with the other Faction High-Ups who also seek the position. None the Less, certain Factions gain additional special abilities once they have reached this rank.
•	Athar: You have reached such a trust from the current Factol that they may allow you to pluck a fruit or a flower from the Bois Verduorous tree located in the Astral plane. The harvested blossom or fruit contains one of the tree’s stored spells that you may choose and can cast at will (one time use) from up to 9th level divine spells only (except Miracle).
•	Dustmen: The Factol invites promising Initiates to private conferences to “discuss their advancement.” After the ceremony, members of the First circle have joined the ranks of the undead, who continue to grow more powerful, just like a normal cutter gains experience and power. The factol tells them to hide their natures and their true rank. So, what looks like a normal Dustman (though that might stretch the use of the term) of the First Circle could be one of the walking dead. Outside the First Circle, no one knows the dark of it.
Rules on joining the Ranks of the Undead
 Undead Template: Dustmen undead can be any alignment but are normally neutral and may continue to gain levels like normal characters. Their new Hit Dice from now on are d12 (from this point on). Undead are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). Undead are not subject to critical hits, subdual damage, ability damage, ability drain or energy drain. They have no Constitution scores and are therefore immune to any effect requiring a Fortitude save (unless it affects objects). An Negative energy (such as inflict wounds) can heal undead creatures. The regeneration and fast healing qualities work regardless. An undead creature is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Most undead have darkvision of 60 feet. Undead cannot be raised. Resurrection can affect them, but since undead creatures are unwilling to return to life, these attempts generally fail. Also the other draw backs on being Undead is that they cannot create spawn (but are immune to turns, commands, and rebukes).
Ghast: Ability score remains as the base creature, except that the ghast has no Constitution score, and it’s Dexterity and Charisma score increases by +2.
Bonus feats: Multiattack, Weapon Finesse (bite which inflicts 1d8). Stench (ex): The stink of death and corruption surrounding these creatures is sickening. Those within 10 feet must succeed at a Fortitude save (DC 15) or be wracked with nausea, suffering a –2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes. Companions to the Ghast after traveling with it for a long amount of time become use to the stench and eventually are not effected by it. 
Paralysis (ex): Those hit by a ghast’s bite or claw attack must succeed at a Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis. 
Wight: Ability score remains as the base creature, except that the wight has no Constitution score, and it’s Charisma score increases by +5.
Energy Drain (su): Living creatures hit by a wight’s unarmed strike attack receive one negative level. The fortitude save to remove the negative level has a DC of 14.
Skills: Wights receive a +8 racial bonus to Move Silently checks.
Lich: Use the Lich template.
Ghost: Use the Ghost template.
Vampire: Use the Vampire template
*other sources of undead templates from alternate products (example: the crust) must be checked by the DM and with his approve. 
•	Cipher: Action trance save bonus is now +3, and you automatically enter the action trance a round before an encounter begins. Enabling the Cipher a +2 initiative bonus as a result.

Table 1-1: Faction High Up
Class Level   Base Attack Bonus      Fort Save Ref Save Will Save                   Special	
1                    +1                                  +2          +2             +2                 Factor Benefits, Leadership bonus +1
2                    +2                                  +2          +2             +2                 Faction Influence, Leadership bonus +2
3                    +2                                  +3          +3             +3                 Direct Troops, Leadership bonus +3
4                    +3                                  +3          +3             +3                 Leadership bonus +4
5                    +4                                  +3          +3             +4                 Factol recommendation, Leadership bonus +5 	

Justiciar
Ask a Mercykiller why he’s joined a faction that’s also called the Red Death and a berk’ll get one answer: Justice is everything. It’s absolute and perfect, but it’s got to be correctly applied if it’s to mean anything. When A Mecrykiller factotum shows an extreme aptitude for dispensing justice, he may be chosen by the factol to become a Justiciar. Only the most resolute responsible Mercykillers are picked, for Justiciars are the bloodhounds of the mutliverse, tracking down and brining to justice heinous criminals who somehow slip through the wheels of law. They’re excused from all other duties and assignments, and they can command any resources or assistance from other Mercykillers as necessary in pursuit of their prey. Even if the quest takes a lifetime, Justiciars are fanatically devoted to brining their quarry. Many have died in the attempt. Justiciars don’t chase everyday criminals like pick pockets; they’re sent after only the most dastardly villains that somehow give the Red Death the laugh. 
Hit Dice: D10
Requirements: Justiciar must follow their faction requirements and beliefs to attain this rank (retaining factotum rank.)
•	Alignment: Lawful
•	Base attack bonus: +6
•	Feat: Track
•	Special: Thieves and known criminals may not join.
Class Skills: Balance (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Knowledge: Law (Int), Move Silently (Dex), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features: 
Weapon and Armor proficiency: Simple and Martial weapons and all types of Armor or shields.
Code of Conduct: The Justiciar must be of a lawful alignment, and must adhere to the Eight tenets of Justice. (see below).
1.	I will uphold Justice before all else, purging the multiverse of those who break the law.
2.	In all situations I shall weight the rights and wrongs with a clear and impartial mind.
3.	I shall decide where Justice must fall under the law, and I will mete out that Justice with a firm and unyielding hand.
4.	I believe in the righteousness of my faction; we alone answer to the higher law of Justice.
5.	I will not pass judgment on good or evil, only on law-abiding and law-breaking, for therein lies wrongdoing.
6.	I will punish the guilty as the crime demands.
7.	I will be diligent in my pursuit of the guilty, and while so engaged I will remain innocent of any wrongdoing in the eyes of others.
8.	I will never release a lawbreaker until his sentence has been carried out.
The Hunting Ceremony (su): A mercykiller who’s chosen to become a Justiciar must undergo three steps. First, he swears an oath to pursue his assigned target, which he signs in blood. Second, he’s linked to his target by a magical binding ceremony. Finally, he’s equipped with a magical warrant of holding to serve his prey. The binding ceremony serves two purposes. First, it provides the Mercykiller with an innate sense of distance and direction regarding his opponent. Even the planes don’t distort this special sense; likewise, no spells or magical items can disguise or hide the target. Second, it announces to the quarry that the hunt is on, often saddling the criminal with a sense of impending doom. The material component of the binding ceremony is a piece of evidence from the crime, or something belonging to the criminal. The justiciar must keep this item on his person for his special sense to operate. 
Warrant (su): The warrant contains a highly specialized hold person spell that works only against the criminal named therein. Upon finding his prey, the Justiciar reads the scroll (regardless of his class); the spell imposes a Will save (DC 18 + level of Justciar + Charisma modifier). Even creatures normally immune to hold effects are subject to the power of the warrant; they must make a saving throw or be held. The warrant’s effects last for 5d4 rounds.
No Mercy (ex): The faction trains its Justiciars to fight with devotion. Every action when facing his intended prey, the Justiciar gains the extraordinary ability when inflicting his prey a bonus of 1d6 damage added to his normal damage roll. Every odd Justiciar levels gained thereafter, he increases the extra damage by +1d6.
Justice is Merciful (su): The Justiciar Mercykiller no longer takes half damage when inflicting a Justice Blow (an faction ability).
Aura of Righteous: The intended prey who has a line of sight of the Justiciar suffer a –2 morale penalty on all saving throws for as long as they remain within line of sight. This is a supernatural ability that is always constant.
Uncanny Dodge (ex): The Justiciar gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker (He still loses his Dexterity bonus to AC if immobilized.) At 5th level, the Justiciar can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the Justiciar. The exception to this defense is that a rogue at least four levels higher than the Justiciar can flank him (and thus sneak attack him). If a Justiciar already has a previous class that gave him Uncanny Dodge, then his Uncanny Dodge ability is considered one step higher.

Table 1-2: Justiciar
Level Base Attack    Fort save  Ref save  Will save                  Special	
1        +1                     +0           +2            +2                 Hunting Ceremony, Warrant, No Mercy +1d6
2        +2                     +1           +2            +3                 Justice is Merciful
3        +3                     +1           +3            +3                 No Mercy +2d6, Uncanny Dodge (Dex bonus to AC)
4        +4                     +2           +3            +4                 Aura of Righteous
5        +5                     +2           +4            +4                 No Mercy +3d6, Uncanny Dodge (Can’t be flanked)	

Champion of Entropy
Naturally enough, the Doomguard’s hierarchy is a loose one, despite its militaristic outlook. At the top are the factol and the Doomlords (the equivalent of factors), and below that is everyone else. But the faction’s not going to appeal to everyone, especially not cutters who like to collect and hoard treasure, land, or trinkets. None of that matters to the Doomguard; all that’s is focusing on the end.
To aid this cause, the Doomlords create champions of entropy – cutters charged with overcoming specific threats to the process of decay. For instance, a champion might oppose a priest who’s preventing a town from slipping off into the Ethereal. The Doomlords also give their champions blades of tremendous power – specially forged on the quasi elemental planes – each specifically designed to combat a single threat. Once the threat’s been negated, the blade turns to dust. ‘Course, disposing with a major threat may take considerable time; an entropy champion might spend his whole life trying to complete a mission, passing his blade on to a worthy successor if necessary. 
Hit Dice: d12

Requirement: A Champion must follow their faction requirements and beliefs to attain this rank (retaining factotum rank.)
•	Base Attack +6
•	Feats: Power Attack, Sunder, Improved Sunder
•	Special: Only the especially ruthless Sinkers in their pursuit in entropy, are chosen to become the entropy champion of a Doomlord. Once petitioned by a Doomlord – or even the Factol – the Sinker must first travel to the Doomlord’s citadel on the appropriate quasi-elemental plane. Once there, the basher undergoes a fasting and purification ritual for one week. Then, he brought to the stronghold’s forge, where the steel to be used for his new entropy blade lies in a molten pool. The Doomlord chains the Sinker to a table and peels away a layer of his skin equal to the surface area of the weapon to be made. The Doomlord forges the skin directly into the new weapon, casting various binding spells in the process. Then the new champion’s allowed 33 days to recover and sent on his mission. 
Class Skills: Intimidate (Cha), Knowledge: Faction lore (Int), Move Silently (Dex), Planar Sense (Wis), Portal Feel (Int), Profession (Int), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features:
Weapon and Armor proficiency: Any simple, martial weapons and all types of armor or shields.
Entropy Blade: The power of Entropy is imprinted into the chosen weapon of the Champion of Entropy. Granting the weapon an additional +1d6 damage per odd level of the Champion to a maximum of +3d6.
The blade is always considered a +4 for the purposes of hitting creatures requiring magical weapons.
When used against their intended threat, the blades have other powers, too, depending on the plane where they were forged: 
•	An ash blade protects the bearer like a ring of elemental fire resistance and can cause a chilling touch effect three times per day with no saving throw.
•	A dust blade protects the bearer against earth or stone based attacks and also disintegrates 10-ft cube of stone or earth by touch once per day, earth elementals and certain types of golems are destroyed instantly.
•	A salt blade provides the bearer with water resistance (per the ring of elemental fire resistance, though against water-based spells or attacks, including cold). The blade can also cast a Horrid Wilting (as 12th level spellcaster, DC 18 + Champion level) three times per day.
•	A vacuum blade makes the bearer immune to gas attacks, such as a green dragon’s breath or a stinking cloud spell. Moreover, it can enfeeble (as per Ray of Enfeeblement) three times per day with no saving throw.
Entropy Sense: Any Champion can sift through destroyed material and gain a psychic impression of what caused the destruction. He just picks up some broken rubble, charred wood, ground dust, or whatever. He then lets the material filter through his fingers while he spends a round in quiet meditation. Champion of first to second level can read the cause of destruction only if it happened in the last 10 ten years. Champions of third to fourth level can go back 500 years. And Champions of fifth level can read as far back as 1,000 years. What’s more, if the destruction occurred within the last century, fifth level Champions can actually experience parts of it. For every round spent in meditation and in contact with the rubble, Champions can relive five minutes of the disaster through sight and smell. 
•	If the Champion is a cleric, he can sift through deceased organic material and learn the cause of death. The mental images received are particularly vivid if the death was a violent one, or if the destroyed being was the same alignment as the cleric.
Painful Reckoning: If the Champion loses more than 50% of his normal hit-point total in the encounter, he gains this bonus to his AC, attack, and damage rolls until he is healed more then half of his normal hit-point total.
Damage Reduction: Starting at 3rd level, the Champion gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the Champion takes each time he is dealt damage. At 5th level this damage reduction rises to 5. This truly helps a Champion since his restriction of having to fail a saving throw (Fort save) to just to be healed! This reduction is stackable with the barbarian’s damage reduction.

Table 1-3: Champion of Entropy
Level   Base Attack  Fort Save  Ref Save  Will Save                      Special	
1          +2                    +2             +0                 +2               Entropy Blade, Entropy Sense, Painful Reckoning +1
2          +3                    +3             +0                 +3               Painful Reckoning +2
3          +4                    +3             +1                 +3               Damage Reduction 3/-, Painful Reckoning +3
4          +5                    +4             +1                 +4               Painful Reckoning +4
5          +6                    +4             +1                 +4               Damage Reduction 5/-, Painful Reckoning +5	

Factotum Rank [Special]
Prerequisite: Namer of a faction, Level 6+
Benefit: You up grade your membership in the factions, gaining unique additional abilities because of your fanatical belief.
Note: This is the prime requirement to join Justiciar, Faction-Higher Up and Champion of Entropy.