|
Home Page > Player's Guide > Character Generation > Classes > Cultist |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CultistThe cultist class is available in some areas, depending on
circumstances. Check with your gamemaster to determine the details.
Table: The Cultist
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th |
| 1 | - | - | - | - | - | - |
| 2 | - | - | - | - | - | - |
| 3 | - | - | - | - | - | - |
| 4 | - | - | - | - | - | - |
| 5 | 3 | 1+1 | - | - | - | - |
| 6 | 3 | 1+1 | - | - | - | - |
| 7 | 3 | 2+1 | - | - | - | - |
| 8 | 3 | 2+1 | 0+1 | - | - | - |
| 9 | 3 | 2+1 | 1+1 | - | - | - |
| 10 | 4 | 2+1 | 1+1 | - | - | - |
| 11 | 4 | 3+1 | 2+1 | - | - | - |
| 12 | 4 | 3+1 | 2+1 | 0+1 | - | - |
| 13 | 4 | 3+1 | 2+1 | 1+1 | - | - |
| 14 | 5 | 3+1 | 2+1 | 1+1 | - | - |
| 15 | 5 | 3+1 | 3+1 | 2+1 | - | - |
| 16 | 5 | 3+1 | 3+1 | 2+1 | 0+1 | - |
| 17 | 5 | 3+1 | 3+1 | 2+1 | 1+1 | - |
| 18 | 6 | 3+1 | 3+1 | 2+1 | 1+1 | - |
| 19 | 6 | 3+1 | 3+1 | 3+1 | 2+1 | - |
| 20 | 6 | 3+1 | 3+1 | 3+1 | 2+1 | 0+1 |
Spells: Starting at fifth level a cultist casts divine
spells. He is limited to a certain number of spells of each spell
level per day, according to his class level. Like a cleric, a
cultist may prepare and cast any spell on the cultist list, provided
he can cast spells of that level. Like a cleric, he prepares his
spells ahead of time each day. The DC for a saving throw against a
cultist's spell is 10 + spell level + the cultist's Charisma
modifier.
Cultists, unlike wizards, do not acquire their spells from books or
scrolls, nor prepare them through study. Instead, they meditate or
pray for their spells, receiving them as divine inspiration or
through their own strength of faith. Each cultist must choose a time
each day at which he must spend an hour in quiet contemplation or
supplication to regain his daily allotment of spells. Time spent
resting has no effect on whether a cultist can prepare spells.
When the cultist gets 0 spells of a given level, he gets only bonus
spells for that spell slot. A cultist without a bonus spell for that
level cannot yet cast a spell of that level. Bonus spells are based
on Charisma.
Each cultist has a particular holy symbol (as a divine focus)
depending on the cultist's object of veneration.
In addition to the standard cultist spells, each specific cult
grants access to certain domains. Upon reaching his fifth class
level a cultist much choose one domain, at which point he receives
access both to the domain spells and the domain power. A cultist may
not choose alignment domains contrary to his own alignment.
Skill Focus (bluff): At first level a cultist receives
Skill Focus (bluff) as a bonus feat.
Favored Weapon: At second level the cultist gains proficiency
in the cult's favored weapon.
Sneak Attack: Any time the cultist's target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity
bonus or not), or when the cultist flanks the target, the cultist's
attack deals extra damage. Should the cultist score a critical hit
with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is
within 30 feet. The cultist can't strike with deadly accuracy from
beyond that range.
With a sap (blackjack) or an unarmed strike, the cultist can make a
sneak attack that deals subdual damage instead of normal damage. The
cultist cannot use a weapon that deals normal damage to deal subdual
damage in a sneak attack, not even with the usual –4 penalty.
A cultist can only sneak attack a living creature with a discernible
anatomy. Any creature that is immune to critical hits is also not
vulnerable to sneak attacks. The cultist must be able to see the
target well enough to pick out a vital spot and must be able to
reach a vital spot. The cultist cannot sneak attack while striking a
creature with concealment or striking the limbs of a creature whose
vitals are beyond reach.
Leadership: The cultist gains the Leadership feat as a
bonus feat at sixth level. Additionally, cultists can attract other
cultists as followers.
At tenth, fifteenth, and twentieth levels the cultist gains bonuses
to his leadership score.
Orisons: cure minor wounds, daze, detect magic, detect
poison, ghost sound, guidance, inflict minor wounds, light, mending,
read magic, resistance.
1st-level: bane, bless, cause fear, command, cure light
wounds, disguise self, doom, hold portal, inflict light wounds,
magic weapon, message, obscuring mist, protection from good, shield
of faith, summon monster I.
2nd-level: alter self, animal messenger, augury, charm
person, darkness, death knell, desecrate, eagle's splendor,
enthrall, false life, hold person, inflict moderate wounds, lesser
restoration, misdirection, pyrotechnics, silence, sound burst,
spiritual weapon, summon monster II, summon swarm, undetectable
alignment, zone of truth.
3rd-level: animate dead, bestow curse, contagion, deeper
darkness, dispel magic, glyph of warding, helping hand, inflict
serious wounds, magic circle against good, magic vestment,
nondetection, prayer, secret page, slow, speak with dead, summon
monster III, tongues.
4th-level: black tentacles, death ward, dimensional
anchor, dimension door, divination, divine power, inflict critical
wounds, lesser planar ally, poison, polymorph, sending, status,
summon monster IV.
5th-level: commune, dream, greater command, insect plague,
lesser geas, mass inflict light wounds, mind fog, nightmare, plane
shift, slay living, squall, strangle, summon monster V, unhallow.
NOTE: The cultist class is copyright 2002 by Green Ronin
Publishing and is used under the Open Gaming License.
Midwrathe Copyright ©2003 Twilight Ink
Site Copyright ©2003 Eric D. Bailey
Part of the D20RPG.ORG Family
Questions / Comments? Ask the
Webmaster!