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Cultist

The cultist class is available in some areas, depending on circumstances. Check with your gamemaster to determine the details.

Alignment: Varies

Hit Die: d6

Skill Points: 1st Level: (4 + Int Modifier) x 4, Each subsequent level: 4 + Int Modifier

Class Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Divine Ritual (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).

Weapon and Armor Proficiency: Cultists are proficient with all simple weapons and light armor (but not shields).

Table: The Cultist

Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1 +0 +0 +0 +2 Skill Focus (bluff)
2 +1 +0 +0 +3 Favored Weapon
3 +2 +1 +1 +3 Sneak Attack +1d6
4 +3 +1 +1 +4 ---
5 +3 +1 +1 +4 ---
6 +4 +2 +2 +5 Leadership
7 +5 +2 +2 +5 ---
8 +6/+1 +2 +2 +6 Sneak Attack +2d6
9 +6/+1 +3 +3 +6 ---
10 +7/+2 +3 +3 +7 Leadership +2
11 +8/+3 +3 +3 +7 ---
12 +9/+4 +4 +4 +8 ---
13 +9/+4 +4 +4 +8 Sneak Attack +3d6
14 +10/+5 +4 +4 +9 ---
15 +11/+6/+1 +5 +5 +9 Leadership +4
16 +12/+7/+2 +5 +5 +10 ---
17 +12/+7/+2 +5 +5 +10 ---
18 +13/+8/+3 +6 +6 +11 Sneak Attack +4d6
19 +14/+9/+4 +6 +6 +11 ---
20 +15/+10/+5 +6 +6 +12 Leadership +6



Table: Spells per day

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.

Spell List:

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.

 

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