'The Path of Chaos' [Chaotic Cultist]:
Yowa'Sa Ekeza: Old Yhtillic for "Follower of Chaos, or the Chaotic Path".
Kaga,Na Kezu: Carcosan Black Man for "The Path of Chaos".
Description:
The Path of Chaos is for Initiates who wish to follow the Great Old Ones. At low levels it is assumed you have not dedicated to a specific deity yet. You may actively follow a cultural or local deity at the moment, but until you choose a specific deity ability (miracle) you are more flexible in your religious practices, as long as they lie within the realm of the Chaotic Affiliation.
Chaotic and Lawful Cultists in the same party should have a very good reason for traveling together. Conflicts between such characters should not be penalized or discouraged, as it is their nature.
Equipment: Symbol of Chaos, Cult Robes
Class Specific Bonuses per level:
Level: Bonuses:
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First Level:
1 Title: [Initiate]
Affiliation Modifier: +10 Chaos AFF
Attributes: +1 CHA, +1 WIS
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Blood & Souls, Burn Chaos Affiliation,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls,
Hit Points: 1D4+4+(CON modifier)
Power Points: +3 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Will Save,
Skills: +1 Arcane, +1 Influence, +1 Lore,
Specializations:
Weapon Proficiency: Dagger or Staff (Choose One)
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First Level ~ Cultist of Chaos Class Abilities:
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Second Level:
2 Title: [Initiate Ascendant]
Affiliation Modifier: +1D4 Chaos AFF
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Invocation of the Great Old Ones, +1 Minor Miracle,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Lore, +1 Influence,
Specializations:
Weapon Proficiency:
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Second Level ~ Cultist of Chaos Class Abilities:
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Third Level:
3 Title: [Acolyte]
Affiliation Modifier: +1D6 Chaos AFF
Attributes: N/A
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Disruption of Order,
Class Upgrades: +1 "Any Class Upgrade" (Not Chaos Cultist Class Abilities),
Combat: +1 Melee To Hit, +1 Range To Hit,
Hit Points: 1D4+4+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Arcane, +1 Craft,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Third Level ~ Cultist of Chaos Class Abilities:
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Fourth Level:
4 Title: [Acolyte Ascendant]
Affiliation Modifier: +1D6 Chaos AFF
Attributes: +1 INT,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Minor Miracle,
Class Upgrades: N/A
Combat: +1 to Parry, +1 to Dodge,
Hit Points: 1D4+4+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +2 Fortitude Save,
Skills: +1 Lore, +1 Influence,
Specializations: N/A
Weapon Proficiency: N/A
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Fourth Level ~ Cultist of Chaos Class Abilities:
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Fifth Level:
5 Title: [Adept]
Affiliation Modifier: +1D6 Chaos AFF
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Dedication to Specific Cult & God,
Class Upgrades: +1 "Chaos Cultist Class Ability" (Not "Any Class Upgrade"),
Combat: +1 DR, +1 Melee to Hit, +1 Range to Hit,
Hit Points: 1D4+4+(CON modifier)
Power Points: +3 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Arcane, +1 Perception,
Specializations: N/A
Weapon Proficiency: N/A
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Fifth Level ~ Cultist of Chaos Class Abilities:
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Sixth Level:
6 Title: [Adept Ascendant]
Affiliation Modifier: +2D4 Chaos AFF
Attributes: +1 to CON, STR or DEX (Choose One),
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Drive Back the Law, Sacrificial Healing, +1 Minor Miracle,
Class Upgrades: +1 "Any Class Upgrade" (Not Chaos Cultist Class Abilities),
Combat: N/A
Hit Points: 1D4+4+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Lore, +1 Influence,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Sixth Level ~ Cultist of Chaos Class Abilities:
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Seventh Level:
7 Title: [Intercessor]
Affiliation Modifier: +2D4 Chaos AFF
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Aberrations of the Flesh,
Class Upgrades: N/A
Combat: +1 Melee to Hit,
Hit Points: 1D4+4+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Arcane, +1 Craft,
Specializations: N/A
Weapon Proficiency: N/A
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Seventh Level ~ Cultist of Chaos Class Abilities:
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Eighth Level:
8 Title: [Great Intercessor]
Affiliation Modifier: +2D4 Chaos AFF
Attributes: +1 WIS,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Minor Miracle,
Class Upgrades: N/A
Combat: +1 to Parry, +1 to Dodge,
Hit Points: 1D4+4+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Lore, +1 Influence,
Specializations: N/A
Weapon Proficiency:
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Eighth Level ~ Cultist of Chaos Class Abilities:
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Ninth Level:
9 Title: [Deacon]
Affiliation Modifier: +(1D4+1D6) Chaos AFF
Attributes:
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Conversions of the Dark Doctrine,
Class Upgrades: +1 "Any Class Upgrade" (Not Chaos Cultist Class Abilities),
Combat: +1 Melee to hit,
Hit Points: 1D4+4+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Arcane, +1 Perception,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Ninth Level ~ Cultist of Chaos Class Abilities:
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Tenth Level:
10 Title: [Greater Deacon]
Affiliation Modifier: +(1D4+1D6) Chaos AFF
Attributes: +1 INT,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Unholy Hymns, +1 Minor Miracle,
Class Upgrades: +1 "Chaos Cultist Class Ability" (Not "Any Class Upgrade"),
Combat: +1 DR, +1 Melee Attack Action,
Hit Points: 2+(CON modifier)
Power Points: +3 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Lore, +1 Influence,
Specializations: N/A
Weapon Proficiency: N/A
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Tenth Level ~ Cultist of Chaos Class Abilities:
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Eleventh Level:
11 Title: [Prelate]
Affiliation Modifier: +(1D4+1D6) Chaos AFF
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: N/A
Class Upgrades: N/A
Combat: +1 Melee to Hit,
Hit Points: 2+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Arcane,+1 Craft,
Specializations: N/A
Weapon Proficiency: N/A
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Eleventh Level ~ Cultist of Chaos Class Abilities:
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Twelth Level:
12 Title: [High Prelate]
Affiliation Modifier: +3D4 Chaos AFF
Attributes: +1 to CON, STR or DEX (Choose One),
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: +1 Minor Miracle,
Class Upgrades: +1 "Any Class Upgrade" (Not Chaos Cultist Class Abilities),
Combat: +1 to Parry, +1 to Dodge,
Hit Points: 2+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Lore, +1 Influence,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Twelth Level ~ Cultist of Chaos Class Abilities:
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Thirteenth Level:
13 Title: [High Priest]
Affiliation Modifier: +3D4 Chaos AFF
Attributes: +1 CHA,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: N/A
Class Upgrades: N/A
Combat: +1 Melee to Hit,
Hit Points: 2+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Arcane,+1 Perception,
Specializations: N/A
Weapon Proficiency: N/A
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Thirteen Level ~ Cultist of Chaos Class Abilities:
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Fourteenth Level:
14 Title: [Prophet]
Affiliation Modifier: +3D4 Chaos AFF
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: +1 Minor Miracle,
Class Upgrades: N/A
Combat: N/A
Hit Points: 2+(CON modifier)
Power Points: +2 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: N/A
Skills: +1 Lore, +1 Influence,
Specializations: N/A
Weapon Proficiency: N/A
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Fourteen Level ~ Cultist of Chaos Class Abilities:
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Fifteenth Level:
15 Title: [Great Prophet]
Affiliation Modifier: +4D4 Chaos AFF
Attributes: +1 to CON, STR or DEX (Choose One), +1 CHA,
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: The Great Ascention,
Class Upgrades: +1 "Any Class Upgrade" (Not Chaos Cultist Class Abilities),
+1 "Chaos Cultist Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee to Hit, +1 Range to Hit, +1 DR, +1 Melee Attack Action,
Hit Points: 2+(CON modifier)
Power Points: +3 Power Points
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Arcane, +1 Craft,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
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Fifteen Level ~ Cultist of Chaos Class Abilities:
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Cultist of Chaos Abilities:
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Drive Back the Law:
(Difficulty: 18+, PP: 1)
Starting at 6th level, the cultist can inflict 1D6 x level damage to lawful affiliated creatures who are within 5' radius multiplied by cultist's level. This can be done once per day and cost one power points. All lawfuls in the area can make a WILL save to avoid the damage. The cultist can attempt this an additional time per day at levels, 9,12 & 15. Only one instance of this power can be done in the same area at the same time by similar affiliated cultists, defaulting to highest level. Visually this manifests as some ability or aspect of your deity.
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Invocation of the Great Old Ones:
At certain levels, the priest of the Old Ones can call upon a collective of supernatural minor "miracles" of a sort, similar to Sorcery. These can be any on the available list if the GM allows or he/she can limit the list for beginning characters as the GM sees fit. The character can only draw upon the abilities of the Great Old Ones (Chaos).
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Blood & Souls:
The cultist can claim the blood and souls of those he/she slays in the name of his/her deity. Any time the player remembers to declare this when they personally dealing the killing blow upon a victim/target, you recover 1D4 spent Power Points and gain a point of Chaos affiliation.
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Burn Chaos Affiliation:
Once per melee round you can burn a permanent Chaos Affiliation points for a +1 bonus to any one combat or skill roll. If this drops too far you risk losing your cult abilities until your Chaos Affiliation returns to appropriate levels.
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Disruption of Order:
(Difficulty: 16+, 2 PP)
The Cultist is able to inflict chaos upon any Lawful types within 10' radius per level of the cultist. If they fail a Will save they will be -1 to hit rolls & WILL saves (per level of the cultist) while apposing the Cultist. Cultist also receive a +1 to DR (per level) vs the affected target's attacks. At level three an ally will also receive the bonuses of this miracles if within range of cultist, as well as an additional ally at levels 6, 9, 12 & 15.
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Dedication to Specific Cult & God:
At fourth level, the cultist should begin searching for a specific cult to follow, for at fifth level (Adept) the Chaos Cultist must select a specific cult & god. (Unless he/she has also take Polytheist as a class advancement ability. In which you still must choose a primary cult & god, but can obtain other cult abilities as you progress.) If the character has not been officially initiated into a cult, the character can no longer gain levels or experience until that they
have dedicated themselves to a specific cult. Each cult will have it's own unique set of cult ritual secrets and skill bonuses. As the number of individual cults are too extensive to prepare in advance, the GM will decide details of each cult when needed. This should be discussed with the GM. Powers related to your God are different than the mentioned Cult related bonuses.
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Aberrations of the Flesh:
(Difficulty: 20+, 3 PP)
This miracle allows the cultist to attempt to inflict a negative mutation upon a target. This can only be attempted once per target within 24 hours. The target can attempt a WILL save to avoid. Lawful types will have a -1 penalty to their WILL saves for every three full levels of the Chaos Cultist. If the cultist succeeds by 10 more than required by the base difficulty check or rolls a Natural 20, he/she may choose the negative mutation that is inflicted upon the target. Otherwise the GM randomly rolls the mutation inflicted upon the target. If a Natural 20 is rolled, the target will also receive a permanent 1D4 penalty to a random attribute. If the cultist critically fumbles, he/she receives a random mutation and permanently loses 1 point from a random attribute.
Alternatively this power can be used to disrupt the affect of a recent mutation on a target, though must be performed within 1 hour (per level of the cultist) from when the initial mutation was afflicted.
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Sacrificial Healing:
(Difficulty: 18+, 2 PP)
This allows the Cultist to attempt to transfer life energies from a sacrificed victim, transferring some of the life energies to an injured comrade or him/herself. This cannot be done in the middle of combat and the intended sacrifice is restrained and this must be in a place that is considered defiled by chaos and/or the Great Old Ones. (This ritual covers the cultist defiling the place at the expense of an additional 2 PP if not defiled.) If the roll is successful, the target receives 1D4 hit points + 1D6 more hit points per three full levels of the cultist. This process involves the blood of the sacrifices flowing up the sacrificial instrument, across the body of the cultist performing the ritual and down into the wounds or afflicted areas of the target's body.
Affiliation adjustments for target of this Miracle: (if target is not the cultist performing it.)
Hightest Affiliation: Modifier:
Chaos +1 Chaos AFF
Neutral +1D4 Chaos AFF
Law +1D8 Chaos AFF
* NOTE: Cultist cannot claim "Blood & Souls" of a sacrifice used by this Miracle.
On a critical fumble, the deity takes offense to it's sacrifices being diverted and it drains 6D6 hit points from the Cultist, Sacrifice and Target. The Cultist and Target can attempt Will saves for half damage, though both are at -5 to the roll.
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Conversions of the Dark Doctrine:
(Influence Roll: 15+)
At 9th level, the Cultist, now at the Rank of Priest(ess) will be able to recite the Dark Doctrines of his/her god/cult and has a chance of swaying those who hear to your path. (This cannot be done in combat. For that see Unholy Hymns.) Any present who listen must make a WILL save. If failed consult below:
Affiliation adjustments for target of this Miracle:
Hightest Affiliation: Modifier: Insanity: Indoctrination (God/Cult)
Chaos +1 Chaos AFF +1D8
Neutral* +1D4 Chaos AFF +1D6
Law* +1D8 Chaos AFF +1D4
Note: Lawful & Neutral Cultists & Monks gain twice the Chaos AFF and may make a secondary saving throw to avoid the Insanity: Indoctrination (God/Cult).
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Unholy Hymns:
(Difficulty: 18+ ,1 PP)
At 10th level, the Cultist can begin to sing the Unholy Hymns in battle. This affects all that can hear within 10' radius of the Cultist, multiplied by his/her level. It only last one Melee Round and must be attempted each melee round to keep active. While performing the hymn, the cultist cannot be attacking, parrying or dodging, and must be moving at a standard pace or the benefit is lost that melee round. This affects as follows:
Cult/God: Modifiers:
* Same Chaos Cult/God +2 Morale Checks, Will saves, SAN checks, skill checks.
* Different Chaos Cult/God +1 Morale Checks, Will saves, SAN checks, skill checks.
* Neutral Cult & All non-cult -1 Morale Checks, Will saves, SAN checks, skill checks. (can resist with Will save at -1)
* Lawful Cult -2 Morale Checks, Will saves, SAN checks, skill checks. (can resist with Will save at -2)
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The Great Ascention:
At 15th level the Great Prophet of the cult/religion has a chance to become the living Avatar of his/her deity. This will effectively turn the character into an NPC monster run by the GM, though is a great goal for the a Chaotic cultist. [Details on how this is done will be revealed later...]
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Call Upon the Undedicated of Chaos/Law:
At level xxx the Cultists gains the ability to call upon those low level undedicated to a specific cult
within the allegience of Chaos/Law. These individuals levels and numbers are restricted by your level.
Calling Cultist Lvl: Maximum Level Minion Called: Total Levels Called:
3rd to 5th Level ~ 1st level Minions only Up to three total levels of minions combined.
6th to 8th Level ~ 2nd level or less Minions Up to six total levels of minions combined.
9th to 11th Level ~ 3rd level or less Minions Up to nine total levels of minions combined.
12th to 14th Level ~ 4th level or less Minions Up to twelve total levels of minions combined.
15th level ~ 5th level* or less Minions Up to fifteen total levels of minions combined.
* Such summoned 5th level minions are considered to have just reached 5th level and those that survive
your summoned purpose will automatically convert to your cult/god as their dedication.
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Invoke Avatar of your God:
At level 12, the Cultist gains the ability to attempt to call forth an Avatar manifestation of his/her
diety, which will NOT be under your cultist's control.
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Consecrate a Holy/Unholy Place:
At level xxx, the Cultist gains the ability to concecrate and dedicate a specially prepared statue,
shrine, alter, etc.. as a holy place for his/her diety. This will have an effect on other cultists
who enter such Holy/Unholy Places.
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Banishment:
At level Nine, the Cultist has developed the power of Banishment. You may banish a Cultist from your
cult for a time. During the time of this banishment, they will be filled with dread, regret and pain
as long as they stay within the area of effect of the Banishment. The center of such an area will be
any place of worship to the cult and/or the god of that religion. If the Cultist so banished was below
Fifth level and had not dedicated officially to your diety/cult yet, they will suffer the effect while
in the area of effect of ANY Chaotic/Lawful place of worship. The potential victim of this power may
make a Will save, but will have a penalty of one per three full levels of the inflicting Cultist.
In addition to the previously mentioned effects, the afflicted Cultist will lose access to any powers
and miracles of the Cultist class until the Banishment has ended.
Banisher Level: Time Banished: Penalties in Forbidden Areas: Area of Effect:
9th to 11th Level ~ One Week (or less) -2 to all Combat & Skill rolls One Sub-Hex
12th to 14th Level ~ One Month (or less) -4 to all Combat & Skill rolls Ten Sub-Hexes
15th Level ~ One Years (or less) -6 to all Combat & Skill rolls One Ten Mile Hex
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Cull Sorcerous Apocolypse:
Arcane Difficulty: (30+)
Time to Perform: One Action
At level Thirteen, the Cultist can attempt to not only neutralize but divert the energy of a Sorcerous
Mishap (The Big Ones) into energy for your god to feed upon.
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Creation of the Holy/Unholy Weapon:
At level Twelve, the Cultist has the ability to once per month attempt to create a Holy/Unholy Weapon
that has a number of bonuses in the hands of one dedicated to your God and/or Cult and the potential to
cause harm and/or curse upon those who are opposed to your God and/or Cult.
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Aura of Divine Influence:
At level Fourteen, the Cultist by default creates an area of effect similar to being within the presence
of a Holy/Unholy location of your Cult and/or God. This means those aligned with your faith will find
they recover power points and find their powers enhanced within your presence. This also means that
those under the effect of "Banishment" will suffer while within range of you.
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Cultist Advancement Abilities: (Choose one at levels 5, 10 and 15.)
* Choose one starting ability of another character class:
instead of choosing a Cultist advancement ability, you can choose a starting ability of another class. Must be verified with the DM as being appropriate and learn-able by your character.
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* Choose a power from your specific chosen God/Cult:
Link to Cult Miracles: Please note that once you choose your cult, you can only select Miracles from that deity, unless you later take the Polytheist ability.
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* Favored One:
This advantage allows the cultist to ignore the adverse affects of critical fumbling his/her cult related powers. Any such roll will have the effect of losing 1D4 Chaos Affiliation points instead.
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* Polytheist: (Requirement: Other cult ability must be taken first.)
This advantage allows the cultist to select a cult power from another god/cult as long as it's within his/her affiliation's sphere of influence. (Great Old Ones)
Link to Cult Miracles: The drawback being that the selected ability will have a difficulty rating five point higher than normal and cost twice the PP to use. The cultist's rank in the secondary cult will be one title lower than his/her primary cult. If you have the "God Marked" advantage, you can apply it to abilities of
both deities.
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* God Marked:
With this advantage the cultist has a universally recognized mark that will identify them to other worshipers of that god. This gives a +10 to influence checks with those friendly to your race & god and +5 to influence to those even openly hostile to your race even if they follow the same deity. Despite the xenophobia, the fear of your god will in most cases stay their hand...or tentacles... This will also make you easily identifiable to those who oppose your cult/god, giving you a -10 to influence rolls with such individuals. Anytime you use a miracle that assists another follower of your god, they receive a +1 (for every three full levels you possess.) to any of the bonuses affecting them, if applicable. (Example: A fellow follower of your god being healed by a 12th level cultist with "Sacrificial Healing" would get an additional +4 hit points beyond what was rolled.)
If multiple cultists of same god have God Marked, allies in range of both do not stack bonuses. They take the highest bonus available and ignore the rest.
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* :