* Cultist of Order

'Those that Divine the Order' [Lawful Cultists]:

Yowa'Sa Vamuur: Old Yhtillic for "Follower of Order, or the Lawful or Orderly Path".

Kaga,Na Vulon: Carcosan Black Man for "The Path of Order".

Ahn'Aht Vulon Sa'Seki: Carcosan Black Man for "Those that Divine the Order".

Description:

These are the rare Lawful type of Cultist. These individuals worship strange Computer Intelligences, Crystalline Star Gods, Cybernetic Hive Minds, or creatures such as Yag-Kosha from the Conan story 'The Tower of the Elephant'. In all cases these individuals oppose the Great Old Ones and their Kin. In most cases they work well with 'Restorative Order' types, such as Reclaimers. (Thanks to Eric Fabiaschi for help with this class & Crusssdaddy of 'Doomed World of Carcosa' blog who created the 'Restorative Orders' for Carcosa. Restorative Orders are discussed here: RESTORATIVE ORDER (Link to another blog) )

1st Level Cultist of Order Receive:

Affiliation Modifier: Law + 10

Equipment: Symbol of Order, Cult Robes

Class Specific Bonuses per level:

Level: Bonuses:

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First Level:

1 Title: [Initiate]

Affiliation Modifier: +10 Lawful AFF

Attributes: +1 CHA, +1 WIS

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Clear & Cleansed by Order, Burn Lawful 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 Order Class Abilities:

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Second Level:

2 Title: [Initiate Ascendant]

Affiliation Modifier: +1D4 Lawful AFF

Attributes:

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Invoke Minor Miracles of the Elder Gods, +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 Order Class Abilities:

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Third Level:

3 Title: [Acolyte]

Affiliation Modifier: +1D6 Lawful AFF

Attributes: N/A

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: +3

Class Abilities: Invoke Sanctuary,

Class Upgrades: +1 "Any Class Upgrade" (Not Lawful 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 Order Class Abilities:

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Fourth Level:

4 Title: [Acolyte Ascendant]

Affiliation Modifier: +1D6 Lawfuls AFF

Attributes: +1 INT,

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Invoke Minor Elder Sign, +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 Order Class Abilities:

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Fifth Level:

5 Title: [Adept]

Affiliation Modifier: +1D6 Lawful AFF

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Dedication to Specific Cult & God,

Class Upgrades: +1 "Lawful 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 Order Class Abilities:

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Sixth Level:

6 Title: [Adept Ascendant]

Affiliation Modifier: +2D4 Lawful 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 Chaos, Re-Distribution of the Life Matrix, +1 Minor Miracle,

Class Upgrades: +1 "Any Class Upgrade" (Not Lawful 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 Order Class Abilities:

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Seventh Level:

7 Title: [Intercessor]

Affiliation Modifier: +2D4 Lawful AFF

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Harmony of the Morphic Field,

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 Order Class Abilities:

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Eighth Level:

8 Title: [Great Intercessor]

Affiliation Modifier: +2D4 Lawful 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 Order Class Abilities:

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Ninth Level:

9 Title: [Deacon]

Affiliation Modifier: +(1D4+1D6) Lawful AFF

Attributes:

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: +3

Class Abilities: Conversions of the Holy Doctrine,

Class Upgrades: +1 "Any Class Upgrade" (Not Lawful 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 Order Class Abilities:

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Tenth Level:

10 Title: [Greater Deacon]

Affiliation Modifier: +(1D4+1D6) Lawful AFF

Attributes: +1 INT,

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Holy Hymns, +1 Minor Miracle,

Class Upgrades: +1 "Lawful 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 Order Class Abilities:

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Eleventh Level:

11 Title: [Prelate]

Affiliation Modifier: +(1D4+1D6) Lawful AFF

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Invoke Greater Elder Sign,

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 Order Class Abilities:

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Twelth Level:

12 Title: [High Prelate]

Affiliation Modifier: +3D4 Lawful 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 Lawful 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 Order Class Abilities:

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Thirteenth Level:

13 Title: [High Priest]

Affiliation Modifier: +3D4 Lawful 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 Order Class Abilities:

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Fourteenth Level:

14 Title: [Prophet]

Affiliation Modifier: +3D4 Lawful 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 Order Class Abilities:

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Fifteenth Level:

15 Title: [Great Prophet]

Affiliation Modifier: +4D4 Lawful 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 Journey,

Class Upgrades: +1 "Any Class Upgrade" (Not Lawful Cultist Class Abilities),

+1 "Lawful 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 Order Class Abilities:

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Drive Back the Chaos:

(Difficulty: 16, 1 PP)

Starting at sixth level, the cultist can inflict 1D6 x level damage to chaotic affiliated creatures who are within 10' radius per level. This can be done once per day and cost one power points. All chaotics 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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Clear & Cleansed by Order:

By converting another to your cult, slaying a Shub-Spawn, Chaotic Cultist or other servant of the Great Old Ones, you bring harmony & order to the universe, as well as cleaning the Chaotic energies from your soul. By stating 'Clear & Cleansed by Order' or another equally crazy quote, when converting or slaying a Chaotic, you recover 1D4 spent Power Points (PP) & gain a points of Lawful Affiliation.

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Invoke Minor Miracles of the Elder Gods:

At certain levels, the priest of the Elder Gods 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 Elder Gods (Law).

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Dampening the Chaotic Element:

(Difficulty: 16, 2 PP)

The Cultist is able to impose restriction & penalties upon any Chaotic 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 (per level) vs the affected target's attacks. At levels, 3,6,9,12 & 15 an ally will also receive the bonuses of this miracles if within range of cultist. This can be performed once for every three full levels of the cultist.

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Re-Distribution of the Life Matrix:

(Difficulty: 15, 2 PP)

Via this Miracle the cultist can transfer life energies from one target to another, using the cultist as a bridge. If successful one living target takes hp damage which is transferred to heal another target. Unwilling participants make Will saves at -1 per three full levels of the cultist. The transfer is 1D4 hp per level of the cultist. On a Natural 20, the target receives twice the transferred energies. On a Natural 1, all targets including the take cultist, take 6D6 damage as the god is offended.

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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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Invoke Sanctuary:

(Difficulty: 18, 2 PP)

This in a somewhat universally recognized ritual of the forces of order. If properly invoked it forces the followers of another Lawful Affiliated Cult or Lawful Monastery to recognize this plea of Sanctuary. It can be ignored at a cost to those who chose to ignore it, unless the individuals/cult are in no positions to offer appropriate sanctuary. (This cost is usually a lack of influence from the appropriate god or penalties to powers for a duration. Varies on situation.)

The Invocation can only be done once per game session, though any failed rolls can be re-attempted until it is successful.

If the Invoke Sanctuary is recognized by those you make the plea to, you must agree to a set of conditions. This is a kind of like a psychic contract. If they break it, they suffer the results of ignoring your plea and the same goes to you as well as any companions with you who enter into this contract. You cannot demand Sanctuary for any longer than one day per level of your cultist. At the end of that time the contract is fulfilled and those who have offered you sanctuary are under no obligation to protect you or even let you live. Please note that breaking your end of the contract will afflict the cultist with 6D6 Chaos Affiliation and any companions with you will suffer 3D4 Chaos Affiliation.

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Harmony of the Morphic Field:

(Difficulty: 20, 2 PP)

This miracle allows the cultist to attempt to remove a recent mutation, disease, poisoning or other affliction in a target. It must not have occured 24 hours (1 day) per level of the cultist. The affliction will have a penalty to the skill roll, determined by the GM. On a Natural 20 the affliction is completely removed with no harmful side effects, scars, etc... On a Natural 1 the cultist takes on the same affliction of the target.

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Burn Lawful Affiliation:

Once per melee round you can burn a permanent Lawful Affiliation points for a +1 bonus to any one combat or skill roll. Bonus last one melee round or time it takes to perform the skill check. Note: If your Lawful Affiliation drops to far, you risk losing your cult abilities until it is restored.

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Conversions of the Holy Doctrine:

(Influence Roll: 15+)

At 9th level, the Cultist, now at the Rank of Priest(ess) will be able to recite the Holy 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 Holy 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)

Law +1 Law AFF +1D8

Neutral* +1D4 Law AFF +1D6

Chaos* +1D8 Law AFF +1D4

Note: Chaotic & Neutral Cultists & Monks gain twice the Law AFF and may make a secondary saving throw to avoid the Insanity: Indoctrination (God/Cult).

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Elder Sign:

Starting at level four the Cultist can Invoke the Minor Elder Sign: Any mythos servitor race, such as Shub-Spawns, the main six, such as Mi-Go, Primordial Ones, Yithians, Byakhee and other things such as Undead (Mummies, Disease Guardians) and other supernatural creatures must make saving throws at -1 per three full levels of the cultist or it cannot stay within 5' per level of the cultist. The creatures can attempt to resist the Minor Elder Sign each melee round. Though even if they succeed one melee, if it is still active, they must save again the next round or be driven back once again. The Minor Elder Sign does not damage but holds such creatures back. Such creatures can only use ranged attack or spells/psionics on any action they are held back from the cultist. While held back any such attacks will have a -1 penalty to hit and -5 skill check penalty (per three full levels of the cultist) against the cultist while they are blocked by the Minor Elder Sign. (The Cultist also get a +1 to save per three full levels, if applicable.) Any Great Old One or creature who has an active cult can ignore a Minor Elder Sign.

Starting at level eleven the Cultist can Invoke the Greater Elder Sign: As above but double all penalties to targets and cultist save bonuses double. The Greater Elder Sign will protect the Cultist against Great Old Ones and other Chaos Gods. Such entities have the same penalties that the servitor races had listed in Invoke Minor Elder Sign, though any attacks inflicted upon the Cultist from the Great Old One or God will do minimum damage while the Greater Elder Sign is in effect.

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Holy Hymns:

(Difficulty: 18+ ,1 PP)

At 10th level, the Cultist can begin to sing the Holy 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 Law Cult/God +2 Morale Checks, Will saves, SAN checks, skill checks.

* Different Law 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)

* Chaos Cult -2 Morale Checks, Will saves, SAN checks, skill checks. (can resist with Will save at -2)

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The Great Journey:

At 15th level the Great Prophet of the cult/religion has a chance to become the living Avatar of his/her deity after ascending to a higher plane or world. This will effectively turn the character into an NPC "Angel" of sorts run by the GM, though is a great goal for the a Lawful 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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* :