'Those of the Balance' [Neutral Cultists]:
Description:
These cultists are focused on restoring a balance between the law and chaos.
1st Level Cultist of Order Receive:
Affiliation Modifier: Neutral + 10
Equipment: Symbol of the Balance, Cult Robes
Class Specific Bonuses per level:
Class Specific Bonuses per level:
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1 Title: [Initiate]
Affiliation Modifier: +10 Law AFF
Attributes: +1 CHA, +1 WIS
Bonus Skill 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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2 Title: [Initiate Ascendant]
Affiliation Modifier: +1D4 Law AFF
Attributes:
Bonus Skill Points: N/A
Class Abilities: Invoke Minor Miracles of the Balance, +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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3 Title: [Acolyte]
Affiliation Modifier: +1D6 Law AFF
Attributes: N/A
Bonus Skill Points: +2 skill points,
Class Abilities: Invoke Sanctuary,
Class Upgrades: +1 "Any Class Upgrade" (Not Balance 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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4 Title: [Acolyte Ascendant]
Affiliation Modifier: +1D6 Law AFF
Attributes: +1 INT,
Bonus Skill 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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5 Title: [Adept]
Affiliation Modifier: +1D6 Law AFF
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Dedication to Specific Lord of the Balance,
Class Upgrades: +1 "Balance 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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6 Title: [Adept Ascendant]
Affiliation Modifier: +2D4 Law AFF
Attributes: +1 to CON, STR or DEX (Choose One),
Bonus Skill Points: +2 skill points,
Class Abilities: Drive Back the Chaos, Re-Distribution of the Life Matrix, +1 Minor Miracle,
Class Upgrades: +1 "Any Class Upgrade" (Not Balance 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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7 Title: [Intercessor]
Affiliation Modifier: +2D4 Law AFF
Attributes: N/A
Bonus Skill 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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8 Title: [Great Intercessor]
Affiliation Modifier: +2D4 Law AFF
Attributes: +1 WIS,
Bonus Skill 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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9 Title: [Deacon]
Affiliation Modifier: +(1D4+1D6) Law AFF
Attributes:
Bonus Skill Points: +2 skill points,
Class Abilities: Conversions of the Holy Doctrine,
Class Upgrades: +1 "Any Class Upgrade" (Not Balance 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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10 Title: [Greater Deacon]
Affiliation Modifier: +(1D4+1D6) Law AFF
Attributes: +1 INT,
Bonus Skill Points: N/A
Class Abilities: Holy Hymns, +1 Minor Miracle,
Class Upgrades: +1 "Balance Cultist Class Ability" (Not "Any Class Upgrade"),
Combat: +1 DR,
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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11 Title: [Prelate]
Affiliation Modifier: +(1D4+1D6) Law AFF
Attributes: N/A
Bonus Skill 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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12 Title: [High Prelate]
Affiliation Modifier: +3D4 Law AFF
Attributes: +1 to CON, STR or DEX (Choose One),
Bonus Skill Points: +2 skill points,
Class Abilities: +1 Minor Miracle,
Class Upgrades: +1 "Any Class Upgrade" (Not Balance 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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13 Title: [High Priest]
Affiliation Modifier: +3D4 Law AFF
Attributes: +1 CHA,
Bonus Skill 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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14 Title: [Prophet]
Affiliation Modifier: +3D4 Law AFF
Attributes: N/A
Bonus Skill 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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15 Title: [Great Prophet]
Affiliation Modifier: +4D4 Law AFF
Attributes: +1 to CON, STR or DEX (Choose One), +1 CHA,
Bonus Skill Points: +2 skill points,
Class Abilities: The Great Journey,
Class Upgrades: +1 "Any Class Upgrade" (Not Balance Cultist Class Abilities),
+1 "Balance Cultist Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee to Hit, +1 Range to Hit, +1 DR,
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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1) 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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2) Clear & Cleansed by Order: (no roll required.)
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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3) 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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4) 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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5) 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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6) 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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7) 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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8) 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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9) Burn Lawful Affiliation: (No roll)
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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10) 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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11) 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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12) 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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13) 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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