The problem I see with this one is the Sanity effects. I'm not big on requring players to roll percentages for every day (unless they really want to). And those effects seem really rough. I don't think anyone would want to be a Bleak Cabal member if he has to deal with those effects....I know my player who belongs to that faction doesn't seem thrilled by it.
Bleak Cabal
Modifier Criterion
+1/2 PC's level Character level
+1 Levels in bleaknik
+1 per 2 Levels in bleaker
+1 Base Will save +6 or greater
+2 Base Will save +12 or greater
+2 Access to the Madness domain or mantle
+1 per Each Bleaker feat
+1 5 or more ranks in Heal
+2 10 or more ranks in Heal
-1 Untrained in Heal
+1 Able to cast crushing despair
+2 Volunteers at the Gatehouse (One day/week and 4 DC 15 Heal checks)
+1 Self-exiled member of another faction
+1 per 5,000 gp Donates to charity
+2 Cured someone of insanity
+2 Survived the Grim Retreat
+1 Successfully resisted a fear effect that would have resulted in death
+1 Visited Pandemonium
+1 per (maximum 1/month) Convinced someone of the pointlessness of life
+2 per Each successful mission undertaken for the Bleakers
Benefits
Rank Title Saves Sanity Special
4 or less Namer - - -
5 - 14 Factotum +2 Wisdom x 6 Potions, Stun to Fatigue
15 - 22 Madman +4 Wisdom x 5 Paralyze to Exhaust
23 - 29 Factor +6 Wisdom x 4 Take Madness
30 Factol +8 Wisdom x 3 Turn Madness
Saves: The Bleaker gains the listed bonus to saving throws against mind-affecting effects. This bonus applies to saves made to recover from the Grim Retreat, below.
Sanity: Beginning at Factotum level, the Bleaker has a Sanity score which is a multiple of his Wisdom score. At the beginning of each day, the Bleaker must roll his Sanity score or less on 1d100. On a failed roll, the Bleaker suffers a random insanity from the list below for 8 hours. On a roll of 1, the Bleaker succumbs to the Grim Retreat. His Intelligence, Wisdom and Charisma scores drop to 0 and he becomes comatose and unresponsive. The only treatment for the Grim Retreat is to be brought to the Gatehouse for reflection. Every 24 hours spent in a Gatehouse cell, the Bleaker may roll a Will save (DC 15 + character level) to recover from the Grim Retreat. On a roll of 1, the Bleaker loses the will to live, and dies.
Potions: At Factotum level the Bleaker may requisition a potion of lesser restoration once per week. At Madman or greater level, he may instead requisition a potion of restoration once per week.
Stun to Fatigue: Any time the Bleaker suffers the stunned condition, he can instead choose to be fatigued for twice the duration of the stun effect.
Paralyze to Exhaust: Any time the Bleaker suffers the paralyzed condition, he can instead choose to be exhausted for twice the duration of the stun effect.
Take Madness: Once per week the Bleaker can remove the effects of a lesser confusion, confusion or insanity spell with a touch.
Turn Madness: Once per day when the Bleaker would be the target of a mind-affecting effect, he can turn the effect back on its source as with spell turning, except that abilities which are not spells are also affected.
Insanity (1d10)
1. Apathetic: The Bleaker withdraws into himself, losing contact with the world. His Charisma and Wisdom are reduced by 2 for the duration.
2. Craven: The Bleaker becomes a lily-livered coward. When casting, he may only cast defensively. When attacking, he must fight defensively.
3. Enthralled: The Bleaker is drawn to and fascinated by death. He no longer has the will to resist it. When engaged in a deadly situation, he suffers a -4 penalty to Armor Class and skill checks.
4. Fatalistic: The Bleaker becomes oppressed by negative, defeatist thinking and believes there's nothing he can do to save himself from a horrible fate. He suffers a -3 penalty on all saving throws.
5. Hubristic: The Bleaker regards himself as superior to all things, even the gods. Divine healing has no effect on him.
6. Murderous: The Bleaker experiences irresistable murderous urges. If an opportunity to deliver a coup de grace is available, he must take this action. He cannot distinguish between an ally and an opponent- if anyone is helpless, he must deliver the coup de grace.
7. Paranoid: The Bleaker grows overly suspicious, even of his closest companions. In combat, he cannot avoid watching for signs of treachery. Whenever one of his allies engaged in combat makes an attack and fails to hit, he becomes suspicious that the ally is secretly a traitor to the party. He takes a -1 penalty to any rolls made during that turn, since some of his attention is focused on monitoring the suspected traitor's activities. If more than one ally fails to hit, the penalty is cumulative.
8. Severely Phobic: The Bleaker gains a severe phobia, which requires him to succeed on a Will save (DC 16 + the CR of the challenge) or become panicked when he encounters the object of his phobia. Roll 1d6 to determine the type of phobia. 1: Cramped quarters; 2: darkness; 3: fire; 4: heights; 5: magic; 6: water.
9. Unbalanced: The Bleaker's unstable mind makes him unpredictable, particularly in combat. He is automatically confused on his first turn in any combat.
10. Unresponsive: The Bleaker's senses are dulled and he loses the ability to discern the truth of the world around him. His Wisdom score is reduced by 4 for the duration.