CthulhuEatYou
2012-10-19, 02:10 PM
Eldritch Cultist
"Great power comes with great sacrifice."
~A Eldritch Cultist of Orcus
Eldritch cultists are worshippers of ancient vile and cruel beings, whether demons, power full aberrations, elder evils, or worse. Cultists work in shadow societies and religious sects behind the scenes of society, constantly aiming to further the will of their masters and sacrificing hapless victims to empower their dark rituals. Cultists are shunned by most lawful and non-evil societies, and looked down upon as crazed fanatics and madmen.
Adventures
An Eldritch cultist might go on adventure to further their own ends or the ends of their sect or their masters. Often journeying to retrieve powerful relics or tomes of forbidden knowledge.
Characteristic
Eldritch cultists are secretive and introvert, preferring to keep their privacy for them selves. This is understandable as most societies and clerical orders hunt down and burn cultists on the stake.
Alignment
Cultists tend to be unlawful, working in areas where their worship is frowned upon. Both good and evil cultists exist, although the later is more common, while a good cultists might worship a good god or celestial being in an evil society.
Religion
Only a few cultists worship gods, the rest worship powerful demons, devils, aberrations, celestial or whatnot.
Background
Most cultists learn their craft through visions, ancient forbidden tomes or when they are introduced into a circle of other cultists. Some cultist traditions are inherited in the family, while others are recruited into a circle through promise of powers or change.
Races
Most cultists are humans, as the promise of power beyond imagination and immortality appeal more to the short-lived fortune hunting race. Other cultists are often half-orcs, or even halflings and gnomes. Only a select few elves and half-elves become cultists.
Other Classes
Cultists work well with clerics sharing their religious philosophies. They share the hunger for forbitten knowledge and strive for power many wizards do and may work well with people of this class. Evil or neutral cultists seldom get alone with paladins, as both classes share a fanatical view on the world that my very well intervene.
Role
A cultists may take the same role as a cleric or wizard, blasting spells, summoning monsters from beyond reality or sacrificing their own energy to heal or aid others.
Game Rule Information
Eldritch cultists have the following game rule statistics:
Abilities: Cultists uses intelligence to cast rituals, and therefore need high intelligence scores to empower their spells. Likewise, many cultists need constitution so they have hit points to fuel their spells and give them high concentration scores. Depending on the setting and the focus of the cultist, they may need high charisma scores or strength scores as well.
Alignment: Any non-lawful
Hit Dice: d8
Class Skills
The cultist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The planes) (Int), Knowledge (Local) (Int), Move Silently (Dex), Spellcraft (Int) and Use Magic Device (Cha). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the eldritch cultist.
Weapon and Armor Proficiency: A cultist is proficient with all
simple weapons, plus the scimitar, scythe, sickle and whip. Cultists are proficient with light armor.
Because the cultists does not cast arcane spells, they are not subject to arcane spell failure.
Rituals
All eldrith cultists get a number of sigils at each level. All rituals require a number of sigils, often in different combinations. There exist a lot of different seals, all with special descriptors which is required to cast rituals of the same descriptor.
As long as a ritual is in effect, sigils used to cast that ritual is dormant. Dormant rituals cannot be used until the rituals duration ends.
A cultist can choose to channel a ritual for additional rounds, every round paying the sacrifice again to maintain the ritual and adding a power point to it. Channelled rituals are stronger than those cast as a standard action and may last longer because of the additional power points added to it. For each round a ritual is channelled, the cultist must pay the sacrifice. You can however not take other actions while channelling a ritual and all adjacent enemies may take an attack of opportunity each round you choose to continue channelling it.
If stricken while channelling the ritual, a cultist must succeed a concentration check or fail the casting, losing all added power points in the process. All sigils used in the ritual becomes dormant a number of rounds equal to the power points invested in the ritual. The concentration check is equal to 10 + damage dealt to the cultist.
Instead of channelling, a cultist can choose just to cast the ritual as a standard actions, this however only gives the ritual a single power point, but still losing one round worth of sacrifice. This provokes an attack of opportunity from all adjacent enemies threatening the cultist’s square. If stuck by a weapon, the cultist must succeed a Concentration check with a DC of 10 + damage dealt, or fail the ritual. If the ritual is failed, all sigils used in the ritual become dormant for the next round.
Other cultists can choose to aid in a channelled ritual by adding their own sacrifices. Each round an aiding cultist channels the ritual with the original cultist adds another power point to the ritual. A aiding cultist is forced to stop aiding a ritual once the original cultist stops channelling the ritual.
The rituals sacrifice can come from three pools; the cultist himself, a willing sacrifice, or an unwilling sacrifice. All unwilling sacrifices only gives halve power points and must be helpless for the sacrifice to have any effect. A sacrifice must be at least within 10ft. of the cultist.
To learn or cast a ritual, an eldritch cultist must have a Intelligence score equal to at least 10 + the spell level and have learned all sigils required to cast it.
The DC required to resist a ritual is equal to 10 + spell level + ½ power points added rounded down.
Sigils Three tiers of sigils exist, lesser sigils; sigils; and greater sigil. Rituals requiring sigils are more powerful than rituals requiring lesser sigils. Riturals requiring greater sigils are the most power full rituals the cultist can learn.
Every-time a cultist learns a new sigil, he must choose a sigil of appropiate tier on Sigil list (See below).
Glyphs
Cultists can inscribe objects or areas with magic glyphs (See individual below). There exist two types of glyphs, touch glyphs and visual glyphs. To trigger a touch glyph, the subject must touch it or stand on a square with a touch glyph inscribed on it. To trigger a visual glyph is triggered if a character is within 60ft. and looks directly at it (Spot 16). All glyphs can only affect one creature at time.
A cultist can inscribe a object or square with a glyph using three full round actions. This provoke attacks of opportunity, and the cultist mus succeed a concentration check with a DC of 10 + damage dealt if hit or fail the glyph and be forced to start over. A cultist can only inscribe a glyph per day per point of charisma modifier (Minimum 1).
A cultist learn one glyph at level 1, and every 4 level thereafter.
Cultist Focus: All cults worship certain creatures and entities, often with its own symbols and rituals. Depending on cultist, the cultist chooses a cultist focus fitting his alignment and belief. All cultist focuses gives the cultist access to certain glyphs and abilities related to focus. The cultist gains an ability at 2nd, 8th, 14th and 20th level.
Cultist focuses:
Angelic Focus
The atypical cultist, you worship an angel, celestial being or group. A cultist worshipping angelic creatures often resides in an area where evil deities are most prominent or areas where the worship of celestials instead of gods are looked down upon.
Alignment: Any-good
Glyphs: Glyph of Greater Protection, Glyph of Protection from Evil, Glyph of Sanctuary
Abilities:
2st level: When using Dark Summoning you can summon creatures from the Summon Creature table of the appropriate list with the celestial template.
8th level: The Life Transference spell and Lesser Life Transference spell cures triple the amount of hit points when used on another creature.
14th level: The Glyph of Protection and Glyph of Greater Protection ritual grants double the AC to creatures of good alignment.
20th level: You gain the celestial template.
Alien Focus
You worship powerful aberrations. Aberration worship is forbidden almost anywhere on the material plane, however the chance of contacting an aberration is far bigger than that of contacting a celestial or fiendish being. However, such contract very rarely carries great results because of most aberrations alien agendas and unpredictable intent.
Alignment: Any-chaotic
Glyphs: Glyph of Alienation, Glyph of Protection from Law, Glyph of Mutation
Abilities:
2st level: Warped creatures and Aberrations summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds.
8th level: Once a day per intelligence modifier the cultist can choose to add two rounds worth of power points to a rituals using Mutation Sigils and/or Greater Mutation Sigils.
14th level: The Glyph of Alienation and Glyph of Mutation ritual last double as long on chaotic creatures.
20th level: You gain the warped template.
Cult of the Ego Focus
Some cultists worship themselves, plain and simple; also called self worship. These cultists do not meet in groups like other cultists, but might have a shine to themselves or amulets with their own names engraved on them. These cultists are most often selfish and self-serving, furthering their own goals above everything else. A few cultists of the ego are even solipsists, regarding themselves as the only existing creatures and everybody else as mere fabrics of their own imagination.
Alignment: Non-good
Glyphs: Glyph of Egoism, Glyph of Solipsism, Glyph of Paranoia
Abilities:
2st level: You gain a +1 moral bonus to saves.
8th level: All rituals using the Vigor or Greater Vigor sigils count as having been channeled for two additional rounds when cast on yourself.
14th level: Glyph of Egoism and Glyph of Paranoia counts as Glyphs of Protection as well when you’re gaining their benefit.
20th level: Once per day you can ignore attack or spell that would deal enough damage to kill you or ignore an death effect or similar effect that would otherwise kill you. This includes death from Coup-d’-Grace and death from massive damage.
Cult of Personality Focus
Some cultists worship people like clerics worship gods, such a cultist might worship a king, cult leader or other leader as if he was a god. Many evil dictators establish cults of personality around themselves, building an elite force of bodyguards and soldiers willing to die for them without hesitation. Cults of personality are considered heresy by most gods.
Alignment: Sharing one alignment with the person worshipped
Glyphs: Glyph of Patriotism, Glyph of Self Sacrifice, Glyph of Fanatics
Abilities:
2st level: You gain all the weapon proficiencies of the person worshipped.
8th level: You gain the benefit of the Improved Toughness feat, even if you don’t meet the prerequisites.
14th level: As long as you are in favor with the person you worship, you get a +1 morale bonus to AC, attack rolls and damage rolls.
20th level: Once a day; you can channel as many power points into a ritual you choose as part of the initial standard action, as long as you don’t die; If the ritual is made to protect the worshipped person or further his goals (Ask your DM before using). You can only use this when channeling your own life force and not that of a willing or unwilling sacrifice.
Demonic Focus
A satanic cultist, you worship one or more creatures of the devil or demon type, either an single strong demonic being or whole specie of such. Demonic cults are taboo in most cities on the material plane, however are almost always present where the forces of light walk as an eternal counter to the gods of good. Demonic cults prefer unwilling sacrifices to willing sacrifices.
Alignment: Any-evil
Glyphs: Glyph of Pain, Glyph of Protection from Good, Glyph of Fire
Abilities:
2st level: Fiendish creatures and outsiders with the evil descriptor summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds.
8th level: Sacrificing a helpless unwilling target gives normal power points instead of half.
14th level: The Glyph of Pain and Glyph of Fire ritual deals double damage to creatures with good alignment.
20th level: You gain the fiendish template.
Divine Focus
Like a cleric you worship a god; however a god unpopular or hated in the region you operate; in most occasion’s cultists with divine focus worship good gods because of this.
Alignment: Same as worshipped god
Glyphs: Glyph of Divinity, Glyph of the Heretic, Glyph of Inquisition
Abilities:
2st level: You gain proficiency with your god’s favored weapon, furthermore you gain the benefit of theWeapon Focus feat with that weapon, even if you don’t meet the prerequisites.
8th level: You learn to cast two 1st level spells at will from any domains available to clerics of your god as spell like abilities.
14th level: You gain immunity to all spells of up to level 3 from three domains of your choice available to clerics of your god.
20th level: Once per day you call upon the aid of your god; you and all allies gets a +3 luck bonus on attack rolls, weapon damage rolls, saves, skill checks while all enemies gets a -3 to the same rolls. Otherwise this functions as a Prayer spell cast by a cleric of the same level as the cultist.
Necrotic focus
You worship a powerful undead being or a type of undead. You are hunted by most cities and populations worshipping good gods. Cultists with the necrotic focus often work with necromancers and clerics of deities with the death, undeath or similar portfolio.
Alignment: Any Evil
Glyphs: Glyph of Undeath, Glyph of Negative Polarity, Glyph of Immortality
Abilities:
2st level: You can cast Inflict Light Wound as a spell like ability any number of times per day as a cleric of your own level.
8th level: You can rebuke and control undead as a cleric of four levels lower than you.
14th level: Twice per day you can cast Greater Animate Dead as a spell like ability as a sorcerer of your level.
20th level: You can cast a Pact of Return once a day without using the required Sigils. This casting count as having been channeled longer than the channeling time spend to cast it.
{table=head] Level| Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Lesser Sigils | Sigil | Greater Sigil
1st | +0 | +2 | +0 | +2 | Rituals, Glyph, Cultist Focus | 2 | - | - |
2nd | +1 | +3 | +0 | +3 | Improved Cultist Focus | 3 | - | - |
3rd | +1 | +3 | +1 | +3 | | 4 | - | - |
4th | +2 | +4 | +1 | +4 | | 5 | - | - |
5th | +2 | +4 | +1 | +4 | Glyph | 6 | - | - |
6th | +3 | +5 | +2 | +5 | | 7 | 1 | - |
7th | +3 | +5 | +2 | +5 | | 8 | 1 | - |
8th | +4 | +6 | +2 | +6 | Improved Cultist Focus | 8 | 1 | - |
9th | +4 | +6 | +3 | +6 | Glyph | 8 | 2 | - |
10th | +5 | +7 | +3 | +7 | | 8 | 2 | - |
11th | +5 | +7 | +3 | +7 | | 8 | 3 | 1 |
12th | +6/+1 | +8 | +4 | +8 | | 8 | 3 | 1 |
13th | +6/+1 | +8 | +4 | +8 | Glyph | 8 | 4 | 1 |
14th | +7/+2 | +9 | +4 | +9 | Improved Cultist Focus | 8 | 4 | 2 |
15th | +7/+2 | +9 | +5 | +9 | | 8 | 5 | 2 |
16th | +8/+3 | +10 | +5 | +10 | | 8 | 5 | 2 |
17th | +8/+3 | +10 | +5 | +10 | Glyph | 8 | 5 | 3 |
18th | +9/+4 | +11 | +6 | +11 | | 8 | 6 | 3 |
19th | +9/+4 | +11 | +6 | +11 | | 8 | 6 | 3 |
20th | +10/+5 | +12 | +6 | +12 | Improved Cultist Focus | 8 | 6 | 4 |
[/table]
"Great power comes with great sacrifice."
~A Eldritch Cultist of Orcus
Eldritch cultists are worshippers of ancient vile and cruel beings, whether demons, power full aberrations, elder evils, or worse. Cultists work in shadow societies and religious sects behind the scenes of society, constantly aiming to further the will of their masters and sacrificing hapless victims to empower their dark rituals. Cultists are shunned by most lawful and non-evil societies, and looked down upon as crazed fanatics and madmen.
Adventures
An Eldritch cultist might go on adventure to further their own ends or the ends of their sect or their masters. Often journeying to retrieve powerful relics or tomes of forbidden knowledge.
Characteristic
Eldritch cultists are secretive and introvert, preferring to keep their privacy for them selves. This is understandable as most societies and clerical orders hunt down and burn cultists on the stake.
Alignment
Cultists tend to be unlawful, working in areas where their worship is frowned upon. Both good and evil cultists exist, although the later is more common, while a good cultists might worship a good god or celestial being in an evil society.
Religion
Only a few cultists worship gods, the rest worship powerful demons, devils, aberrations, celestial or whatnot.
Background
Most cultists learn their craft through visions, ancient forbidden tomes or when they are introduced into a circle of other cultists. Some cultist traditions are inherited in the family, while others are recruited into a circle through promise of powers or change.
Races
Most cultists are humans, as the promise of power beyond imagination and immortality appeal more to the short-lived fortune hunting race. Other cultists are often half-orcs, or even halflings and gnomes. Only a select few elves and half-elves become cultists.
Other Classes
Cultists work well with clerics sharing their religious philosophies. They share the hunger for forbitten knowledge and strive for power many wizards do and may work well with people of this class. Evil or neutral cultists seldom get alone with paladins, as both classes share a fanatical view on the world that my very well intervene.
Role
A cultists may take the same role as a cleric or wizard, blasting spells, summoning monsters from beyond reality or sacrificing their own energy to heal or aid others.
Game Rule Information
Eldritch cultists have the following game rule statistics:
Abilities: Cultists uses intelligence to cast rituals, and therefore need high intelligence scores to empower their spells. Likewise, many cultists need constitution so they have hit points to fuel their spells and give them high concentration scores. Depending on the setting and the focus of the cultist, they may need high charisma scores or strength scores as well.
Alignment: Any non-lawful
Hit Dice: d8
Class Skills
The cultist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The planes) (Int), Knowledge (Local) (Int), Move Silently (Dex), Spellcraft (Int) and Use Magic Device (Cha). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the eldritch cultist.
Weapon and Armor Proficiency: A cultist is proficient with all
simple weapons, plus the scimitar, scythe, sickle and whip. Cultists are proficient with light armor.
Because the cultists does not cast arcane spells, they are not subject to arcane spell failure.
Rituals
All eldrith cultists get a number of sigils at each level. All rituals require a number of sigils, often in different combinations. There exist a lot of different seals, all with special descriptors which is required to cast rituals of the same descriptor.
As long as a ritual is in effect, sigils used to cast that ritual is dormant. Dormant rituals cannot be used until the rituals duration ends.
A cultist can choose to channel a ritual for additional rounds, every round paying the sacrifice again to maintain the ritual and adding a power point to it. Channelled rituals are stronger than those cast as a standard action and may last longer because of the additional power points added to it. For each round a ritual is channelled, the cultist must pay the sacrifice. You can however not take other actions while channelling a ritual and all adjacent enemies may take an attack of opportunity each round you choose to continue channelling it.
If stricken while channelling the ritual, a cultist must succeed a concentration check or fail the casting, losing all added power points in the process. All sigils used in the ritual becomes dormant a number of rounds equal to the power points invested in the ritual. The concentration check is equal to 10 + damage dealt to the cultist.
Instead of channelling, a cultist can choose just to cast the ritual as a standard actions, this however only gives the ritual a single power point, but still losing one round worth of sacrifice. This provokes an attack of opportunity from all adjacent enemies threatening the cultist’s square. If stuck by a weapon, the cultist must succeed a Concentration check with a DC of 10 + damage dealt, or fail the ritual. If the ritual is failed, all sigils used in the ritual become dormant for the next round.
Other cultists can choose to aid in a channelled ritual by adding their own sacrifices. Each round an aiding cultist channels the ritual with the original cultist adds another power point to the ritual. A aiding cultist is forced to stop aiding a ritual once the original cultist stops channelling the ritual.
The rituals sacrifice can come from three pools; the cultist himself, a willing sacrifice, or an unwilling sacrifice. All unwilling sacrifices only gives halve power points and must be helpless for the sacrifice to have any effect. A sacrifice must be at least within 10ft. of the cultist.
To learn or cast a ritual, an eldritch cultist must have a Intelligence score equal to at least 10 + the spell level and have learned all sigils required to cast it.
The DC required to resist a ritual is equal to 10 + spell level + ½ power points added rounded down.
Sigils Three tiers of sigils exist, lesser sigils; sigils; and greater sigil. Rituals requiring sigils are more powerful than rituals requiring lesser sigils. Riturals requiring greater sigils are the most power full rituals the cultist can learn.
Every-time a cultist learns a new sigil, he must choose a sigil of appropiate tier on Sigil list (See below).
Glyphs
Cultists can inscribe objects or areas with magic glyphs (See individual below). There exist two types of glyphs, touch glyphs and visual glyphs. To trigger a touch glyph, the subject must touch it or stand on a square with a touch glyph inscribed on it. To trigger a visual glyph is triggered if a character is within 60ft. and looks directly at it (Spot 16). All glyphs can only affect one creature at time.
A cultist can inscribe a object or square with a glyph using three full round actions. This provoke attacks of opportunity, and the cultist mus succeed a concentration check with a DC of 10 + damage dealt if hit or fail the glyph and be forced to start over. A cultist can only inscribe a glyph per day per point of charisma modifier (Minimum 1).
A cultist learn one glyph at level 1, and every 4 level thereafter.
Cultist Focus: All cults worship certain creatures and entities, often with its own symbols and rituals. Depending on cultist, the cultist chooses a cultist focus fitting his alignment and belief. All cultist focuses gives the cultist access to certain glyphs and abilities related to focus. The cultist gains an ability at 2nd, 8th, 14th and 20th level.
Cultist focuses:
Angelic Focus
The atypical cultist, you worship an angel, celestial being or group. A cultist worshipping angelic creatures often resides in an area where evil deities are most prominent or areas where the worship of celestials instead of gods are looked down upon.
Alignment: Any-good
Glyphs: Glyph of Greater Protection, Glyph of Protection from Evil, Glyph of Sanctuary
Abilities:
2st level: When using Dark Summoning you can summon creatures from the Summon Creature table of the appropriate list with the celestial template.
8th level: The Life Transference spell and Lesser Life Transference spell cures triple the amount of hit points when used on another creature.
14th level: The Glyph of Protection and Glyph of Greater Protection ritual grants double the AC to creatures of good alignment.
20th level: You gain the celestial template.
Alien Focus
You worship powerful aberrations. Aberration worship is forbidden almost anywhere on the material plane, however the chance of contacting an aberration is far bigger than that of contacting a celestial or fiendish being. However, such contract very rarely carries great results because of most aberrations alien agendas and unpredictable intent.
Alignment: Any-chaotic
Glyphs: Glyph of Alienation, Glyph of Protection from Law, Glyph of Mutation
Abilities:
2st level: Warped creatures and Aberrations summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds.
8th level: Once a day per intelligence modifier the cultist can choose to add two rounds worth of power points to a rituals using Mutation Sigils and/or Greater Mutation Sigils.
14th level: The Glyph of Alienation and Glyph of Mutation ritual last double as long on chaotic creatures.
20th level: You gain the warped template.
Cult of the Ego Focus
Some cultists worship themselves, plain and simple; also called self worship. These cultists do not meet in groups like other cultists, but might have a shine to themselves or amulets with their own names engraved on them. These cultists are most often selfish and self-serving, furthering their own goals above everything else. A few cultists of the ego are even solipsists, regarding themselves as the only existing creatures and everybody else as mere fabrics of their own imagination.
Alignment: Non-good
Glyphs: Glyph of Egoism, Glyph of Solipsism, Glyph of Paranoia
Abilities:
2st level: You gain a +1 moral bonus to saves.
8th level: All rituals using the Vigor or Greater Vigor sigils count as having been channeled for two additional rounds when cast on yourself.
14th level: Glyph of Egoism and Glyph of Paranoia counts as Glyphs of Protection as well when you’re gaining their benefit.
20th level: Once per day you can ignore attack or spell that would deal enough damage to kill you or ignore an death effect or similar effect that would otherwise kill you. This includes death from Coup-d’-Grace and death from massive damage.
Cult of Personality Focus
Some cultists worship people like clerics worship gods, such a cultist might worship a king, cult leader or other leader as if he was a god. Many evil dictators establish cults of personality around themselves, building an elite force of bodyguards and soldiers willing to die for them without hesitation. Cults of personality are considered heresy by most gods.
Alignment: Sharing one alignment with the person worshipped
Glyphs: Glyph of Patriotism, Glyph of Self Sacrifice, Glyph of Fanatics
Abilities:
2st level: You gain all the weapon proficiencies of the person worshipped.
8th level: You gain the benefit of the Improved Toughness feat, even if you don’t meet the prerequisites.
14th level: As long as you are in favor with the person you worship, you get a +1 morale bonus to AC, attack rolls and damage rolls.
20th level: Once a day; you can channel as many power points into a ritual you choose as part of the initial standard action, as long as you don’t die; If the ritual is made to protect the worshipped person or further his goals (Ask your DM before using). You can only use this when channeling your own life force and not that of a willing or unwilling sacrifice.
Demonic Focus
A satanic cultist, you worship one or more creatures of the devil or demon type, either an single strong demonic being or whole specie of such. Demonic cults are taboo in most cities on the material plane, however are almost always present where the forces of light walk as an eternal counter to the gods of good. Demonic cults prefer unwilling sacrifices to willing sacrifices.
Alignment: Any-evil
Glyphs: Glyph of Pain, Glyph of Protection from Good, Glyph of Fire
Abilities:
2st level: Fiendish creatures and outsiders with the evil descriptor summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds.
8th level: Sacrificing a helpless unwilling target gives normal power points instead of half.
14th level: The Glyph of Pain and Glyph of Fire ritual deals double damage to creatures with good alignment.
20th level: You gain the fiendish template.
Divine Focus
Like a cleric you worship a god; however a god unpopular or hated in the region you operate; in most occasion’s cultists with divine focus worship good gods because of this.
Alignment: Same as worshipped god
Glyphs: Glyph of Divinity, Glyph of the Heretic, Glyph of Inquisition
Abilities:
2st level: You gain proficiency with your god’s favored weapon, furthermore you gain the benefit of theWeapon Focus feat with that weapon, even if you don’t meet the prerequisites.
8th level: You learn to cast two 1st level spells at will from any domains available to clerics of your god as spell like abilities.
14th level: You gain immunity to all spells of up to level 3 from three domains of your choice available to clerics of your god.
20th level: Once per day you call upon the aid of your god; you and all allies gets a +3 luck bonus on attack rolls, weapon damage rolls, saves, skill checks while all enemies gets a -3 to the same rolls. Otherwise this functions as a Prayer spell cast by a cleric of the same level as the cultist.
Necrotic focus
You worship a powerful undead being or a type of undead. You are hunted by most cities and populations worshipping good gods. Cultists with the necrotic focus often work with necromancers and clerics of deities with the death, undeath or similar portfolio.
Alignment: Any Evil
Glyphs: Glyph of Undeath, Glyph of Negative Polarity, Glyph of Immortality
Abilities:
2st level: You can cast Inflict Light Wound as a spell like ability any number of times per day as a cleric of your own level.
8th level: You can rebuke and control undead as a cleric of four levels lower than you.
14th level: Twice per day you can cast Greater Animate Dead as a spell like ability as a sorcerer of your level.
20th level: You can cast a Pact of Return once a day without using the required Sigils. This casting count as having been channeled longer than the channeling time spend to cast it.
{table=head] Level| Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Lesser Sigils | Sigil | Greater Sigil
1st | +0 | +2 | +0 | +2 | Rituals, Glyph, Cultist Focus | 2 | - | - |
2nd | +1 | +3 | +0 | +3 | Improved Cultist Focus | 3 | - | - |
3rd | +1 | +3 | +1 | +3 | | 4 | - | - |
4th | +2 | +4 | +1 | +4 | | 5 | - | - |
5th | +2 | +4 | +1 | +4 | Glyph | 6 | - | - |
6th | +3 | +5 | +2 | +5 | | 7 | 1 | - |
7th | +3 | +5 | +2 | +5 | | 8 | 1 | - |
8th | +4 | +6 | +2 | +6 | Improved Cultist Focus | 8 | 1 | - |
9th | +4 | +6 | +3 | +6 | Glyph | 8 | 2 | - |
10th | +5 | +7 | +3 | +7 | | 8 | 2 | - |
11th | +5 | +7 | +3 | +7 | | 8 | 3 | 1 |
12th | +6/+1 | +8 | +4 | +8 | | 8 | 3 | 1 |
13th | +6/+1 | +8 | +4 | +8 | Glyph | 8 | 4 | 1 |
14th | +7/+2 | +9 | +4 | +9 | Improved Cultist Focus | 8 | 4 | 2 |
15th | +7/+2 | +9 | +5 | +9 | | 8 | 5 | 2 |
16th | +8/+3 | +10 | +5 | +10 | | 8 | 5 | 2 |
17th | +8/+3 | +10 | +5 | +10 | Glyph | 8 | 5 | 3 |
18th | +9/+4 | +11 | +6 | +11 | | 8 | 6 | 3 |
19th | +9/+4 | +11 | +6 | +11 | | 8 | 6 | 3 |
20th | +10/+5 | +12 | +6 | +12 | Improved Cultist Focus | 8 | 6 | 4 |
[/table]