ilovefire
2006-05-06, 10:32 PM
Allright, some o fyou may remember my old Cultist classes. First a base class, then a PrC... well, you can just forget the first base ever existed, and rename the PrC however you want, because now I've finally worked out, through a complete rewrite, most of the problems. I HOPE.
The Cultist (CLT)
Power flows through my body like blood, infuses my very bones. It comes at great cost to my body and mind: But what does not?
-- Ida Lorn, Cultist.
Cultists. The very word is enough to invoke fear and loathing into more traditional arcanists. And most traditional arcanists invoke pity and sympathy from cultists, who view them as misguided children. Cultists derive their power from their bodies, mystical energy that flows from open wounds. No one knows who will be a cultist, but one this is certain: they are the masters of their energies, for any purpose.
Alignment Restrictions: Any non-lawful. The Cultist’s self-destructive magics preclude them away from most lawful societies.
BAB: ½
Saves: Fortitude and Will: Good. Reflex: Bad.
HD: d6
Abilities By Level
1: Wound Burst 1, Magic of the Flesh
2: Heal Me Not
3:
4: DR 1/bludgeoning or piercing
5: Wound Burst 2
6:
7:
8: DR 2/bludgeoning or piercing
9:
10: Wound Burst 3, Magic of the Bone
11:
12: DR 3/bludgeoning or piercing
13:
14:
15: Wound Burst 4, Magic of the Blood
16: DR 4/bludgeoning or piercing
17:
18:
19:
20: Wound Burst 5, Magic of the Body, DR 5/Bludgeoning or Piercing
Class Skills: Concentration, Craft, Intimidation, Heal, Know: Arcana, Know: Religion, Know: The Planes, Profession, Spellcraft, Survival
Skill Points At First Level: (2+INT modifer) X 4
Skill Points Per Level: 2+INT modifier
Weapon/Armor Proficiencies: Cultists are Proficient with all simple weapons, the scythe, and the kukri. They are proficient with Light armor. Other armor and shields disrupt their spellcasting.
Spellcasting: Cultists cast Arcane spells by letting loose the natural forces of blood, bone, and flesh. Charisma determines what level spell a cultist can cast, and wisdom determines bonus spells and spell DCs. Upon casting a spell of any level, a cultist takes subdual damage equal to 1d4+1 per spell level of the spell. Spells modified by metamagic spells use the new spell level for damage purposes. This represents them cutting small wounds in their flesh. Cantrips, which require barely a prick of the skin deal only 1d2 damage on casting. This subdual damage cannot be prevented by any spell, supernatural ability, spell like ability, psionic power, psi-like ability, or extraordinary ability.
Magic of the Flesh (Su): At first level, the Cultist may, once per day, willingly sacrifice a spell to heal a number of HP equal to the spell level. The HP recovered may be actual damage or subdual, but not both. Cantrips only heal 1 point of subdual damage.
Wound Burst (Su): The Magical energy flowing through a Cultist’s body can burst forth in a blaze of damaging light when the Cultist is wounded. Any creature that deals damage to a Cultist with a non-reach melee weapon takes the specified amount of damage. The Damage counts as magic for purposes concerning DR.
Heal Me Not (Su): Starting at Level Two, a Cultist shrugs off magical healing, due to the unique methods of their magic. They are healed only half as much by any source of magical healing.
DR (Ex): Constant scarring of the flesh has resulted in skin that is resistant to slashing attacks. Damage done to cast spells always automatically passes DR.
Magic of the Bone (Su): Once per day, the Cultist may sacrifice a spell slot to add ½ the spell’s level to her DR for one round. Cantrips and first level spells do not cause any change in DR.
Magic of the Blood (Su): Once per day, the Cultist may sacrifice a spell slot to produce a number of pints of a blood like substance equal to the level of the spell sacrificed. This draught allows the imbiber to, within three rounds of drinking, cast Cure Light Wounds on themselves as a first level caster. Cantrips produce no draught.
Magic of the Body (Su): Once per day, the Cultist may sacrifice a spell slot to make herself stronger, tougher, and more resilient. Only ninth level spells have any effect. This is equivalent to Tenser’s Transformation.
Cultist Spells Known
As a Sorcerer of the Same Level
Cultist Spells Per Day
As a Wizard of the Same Level
The Cultist (CLT)
Power flows through my body like blood, infuses my very bones. It comes at great cost to my body and mind: But what does not?
-- Ida Lorn, Cultist.
Cultists. The very word is enough to invoke fear and loathing into more traditional arcanists. And most traditional arcanists invoke pity and sympathy from cultists, who view them as misguided children. Cultists derive their power from their bodies, mystical energy that flows from open wounds. No one knows who will be a cultist, but one this is certain: they are the masters of their energies, for any purpose.
Alignment Restrictions: Any non-lawful. The Cultist’s self-destructive magics preclude them away from most lawful societies.
BAB: ½
Saves: Fortitude and Will: Good. Reflex: Bad.
HD: d6
Abilities By Level
1: Wound Burst 1, Magic of the Flesh
2: Heal Me Not
3:
4: DR 1/bludgeoning or piercing
5: Wound Burst 2
6:
7:
8: DR 2/bludgeoning or piercing
9:
10: Wound Burst 3, Magic of the Bone
11:
12: DR 3/bludgeoning or piercing
13:
14:
15: Wound Burst 4, Magic of the Blood
16: DR 4/bludgeoning or piercing
17:
18:
19:
20: Wound Burst 5, Magic of the Body, DR 5/Bludgeoning or Piercing
Class Skills: Concentration, Craft, Intimidation, Heal, Know: Arcana, Know: Religion, Know: The Planes, Profession, Spellcraft, Survival
Skill Points At First Level: (2+INT modifer) X 4
Skill Points Per Level: 2+INT modifier
Weapon/Armor Proficiencies: Cultists are Proficient with all simple weapons, the scythe, and the kukri. They are proficient with Light armor. Other armor and shields disrupt their spellcasting.
Spellcasting: Cultists cast Arcane spells by letting loose the natural forces of blood, bone, and flesh. Charisma determines what level spell a cultist can cast, and wisdom determines bonus spells and spell DCs. Upon casting a spell of any level, a cultist takes subdual damage equal to 1d4+1 per spell level of the spell. Spells modified by metamagic spells use the new spell level for damage purposes. This represents them cutting small wounds in their flesh. Cantrips, which require barely a prick of the skin deal only 1d2 damage on casting. This subdual damage cannot be prevented by any spell, supernatural ability, spell like ability, psionic power, psi-like ability, or extraordinary ability.
Magic of the Flesh (Su): At first level, the Cultist may, once per day, willingly sacrifice a spell to heal a number of HP equal to the spell level. The HP recovered may be actual damage or subdual, but not both. Cantrips only heal 1 point of subdual damage.
Wound Burst (Su): The Magical energy flowing through a Cultist’s body can burst forth in a blaze of damaging light when the Cultist is wounded. Any creature that deals damage to a Cultist with a non-reach melee weapon takes the specified amount of damage. The Damage counts as magic for purposes concerning DR.
Heal Me Not (Su): Starting at Level Two, a Cultist shrugs off magical healing, due to the unique methods of their magic. They are healed only half as much by any source of magical healing.
DR (Ex): Constant scarring of the flesh has resulted in skin that is resistant to slashing attacks. Damage done to cast spells always automatically passes DR.
Magic of the Bone (Su): Once per day, the Cultist may sacrifice a spell slot to add ½ the spell’s level to her DR for one round. Cantrips and first level spells do not cause any change in DR.
Magic of the Blood (Su): Once per day, the Cultist may sacrifice a spell slot to produce a number of pints of a blood like substance equal to the level of the spell sacrificed. This draught allows the imbiber to, within three rounds of drinking, cast Cure Light Wounds on themselves as a first level caster. Cantrips produce no draught.
Magic of the Body (Su): Once per day, the Cultist may sacrifice a spell slot to make herself stronger, tougher, and more resilient. Only ninth level spells have any effect. This is equivalent to Tenser’s Transformation.
Cultist Spells Known
As a Sorcerer of the Same Level
Cultist Spells Per Day
As a Wizard of the Same Level