Raistlin1040
2007-02-12, 11:41 PM
Sorry if something like this has been made already. Anyway I'm bored. So I'm making a class.
Cultist
The laughing clerics of Pelor drunkedly skipped on down the road. Little did their little corrupt minds know, they were being followed by a real master of the gods. As they laughed and smiled and tried spreading their stupid faith throughout the land, the Cultist was after them. He smiled as he watched them. He crept up behind them and uttered a few words "Wrath of the True Ones!". A blazing bolt of energy skewered through the first cleric and the second was dispatched soon after. They were the first, but the other clerics would soon feel his hatred...
Adventures: The Cultist adventures to spread the "true" faith of the True Ones, elder gods that are so powerful they were locked up by the weaker gods in an attempt to contain their power. But the Cultist spreads faith in hope that the True Ones will awaken and tell him their secrets.
Characteristics: The Cultist mixes a good blend of Divine and Arcane abilities elements. He casts mostly divine spells but has arcane special powers like Wrath of the True Ones.
Alignment: Must be non-good. Many Cultists are also chaotic but that isn't a requirement.
Religion: The Cultist cannot worship a normal Deities and Demigods god. He may only worship one of the next 3 gods. Scrian, LE god, Janth, TN god, or Neglasia, CE god. Little is known about these gods and what is "known" is usually made up.
Backround: Many small cult churches form in towns and take in wounded travelers and convert them. These people make up the base of the churches but occasionally a person will seek out the church, the promise of limitless power ringing in their ears.
Races: Most Cultists are Humans, Half-Elves, or Elves. Gnome and Halfling Cultists are uncommen but not unheard of. Dwarves and Half-orcs rarely become Cultists.
Other Classes: The Cultist despises Clerics and to a lesser extent Paladins. They don't particularly like Druids but don't hate them either. They respect a wizard's dedication to his proffession and admire a sorcerer's supernatural talent. They get along well with monks,rogues, and fighters well. They find barbarians stupid but useful at times.
Role: A Cultist can fill the roll as a healer but is more commenly a backup healer, arcane user, and fighter. His best use is supporting the main fighters with spells and protecting the arcane casters.
GAME RULE INFORMATION
Cultists have the following game stats.
Abilities: Cultists need high Charisma for their spells and high Intelligence for their uses of forbidden attacks. Dexterity or Constitution is useful for a higher AC or more HP.
Cultist
The laughing clerics of Pelor drunkedly skipped on down the road. Little did their little corrupt minds know, they were being followed by a real master of the gods. As they laughed and smiled and tried spreading their stupid faith throughout the land, the Cultist was after them. He smiled as he watched them. He crept up behind them and uttered a few words "Wrath of the True Ones!". A blazing bolt of energy skewered through the first cleric and the second was dispatched soon after. They were the first, but the other clerics would soon feel his hatred...
Adventures: The Cultist adventures to spread the "true" faith of the True Ones, elder gods that are so powerful they were locked up by the weaker gods in an attempt to contain their power. But the Cultist spreads faith in hope that the True Ones will awaken and tell him their secrets.
Characteristics: The Cultist mixes a good blend of Divine and Arcane abilities elements. He casts mostly divine spells but has arcane special powers like Wrath of the True Ones.
Alignment: Must be non-good. Many Cultists are also chaotic but that isn't a requirement.
Religion: The Cultist cannot worship a normal Deities and Demigods god. He may only worship one of the next 3 gods. Scrian, LE god, Janth, TN god, or Neglasia, CE god. Little is known about these gods and what is "known" is usually made up.
Backround: Many small cult churches form in towns and take in wounded travelers and convert them. These people make up the base of the churches but occasionally a person will seek out the church, the promise of limitless power ringing in their ears.
Races: Most Cultists are Humans, Half-Elves, or Elves. Gnome and Halfling Cultists are uncommen but not unheard of. Dwarves and Half-orcs rarely become Cultists.
Other Classes: The Cultist despises Clerics and to a lesser extent Paladins. They don't particularly like Druids but don't hate them either. They respect a wizard's dedication to his proffession and admire a sorcerer's supernatural talent. They get along well with monks,rogues, and fighters well. They find barbarians stupid but useful at times.
Role: A Cultist can fill the roll as a healer but is more commenly a backup healer, arcane user, and fighter. His best use is supporting the main fighters with spells and protecting the arcane casters.
GAME RULE INFORMATION
Cultists have the following game stats.
Abilities: Cultists need high Charisma for their spells and high Intelligence for their uses of forbidden attacks. Dexterity or Constitution is useful for a higher AC or more HP.