(c) Jerry Harris, 2012
Published here as Open Game Content.
[I'll be posting some new NPC classes from the NPC doc for the next few days.]
The Urban Cultist
Level
|
Base Attack Bonus
|
Ref Save
|
Will Save
|
Cult Spell Level
Limit/Summon
|
|
1st Initiate
|
+1
|
+0
|
+0
|
+2
|
1
|
2nd Initiate
|
+2
|
+0
|
+0
|
+3
|
1
|
3rd Acolyte
|
+2
|
+1
|
+1
|
+3
|
2
|
4th Acolyte
|
+3
|
+1
|
+1
|
+4
|
2
|
5th Master 1st
Degree
|
+3
|
+1
|
+1
|
+4
|
3+Sum. 1 HD
|
6th Master 2nd
Degree
|
+4
|
+2
|
+2
|
+5
|
3
|
7th Master 3rd
Degree
|
+4
|
+2
|
+2
|
+5
|
4+Sum. 2 HD
|
8th Master 4th
Degree
|
+5
|
+2
|
+2
|
+6
|
4
|
9th Cult Lt.
|
+5
|
+3
|
+3
|
+6
|
5+Sum. 3 HD
|
10th Cult Leader
|
+6
|
+3
|
+3
|
+7
|
5+Permanent Sum.
|
Description: Cults form around charismatic
individuals, those keeping dangerous secrets, elite cliques of people seeking
influence and privilege, and other reasons.
Their intentions need not necessarily be malevolent, but they are all
discreet and hidden in their activities.
The first vow of any Cultist is secrecy.
Cultists gain their magical abilities via a Pact with an Occult
spirit. They are not skilled warriors,
but are well-trained in ambushing the unwary.
Hit Die: d6.
Prime Abilities: Dex, Int, Wis, Cha. (Note that in this case, a high Int and Wis
score does not necessarily imply they are truly smart and show wise
judgment. They are crafty fanatics and
quite self-righteous and dedicated to implementing their beliefs by any means
necessary, even if they are ultimately self-destructive.)
Subprime Abilities: Con, Str.
Weapon and Armor Proficiency: Cultists are
proficient with daggers, clubs, light crossbows, saps, darts, and blowguns (1
dam + Poison, S). Their daggers are
ceremonially significant to the group and identify them as members. (Other items could be used for such symbolic
purposes.) Cultists do not wear armor or
use shields.
Standard Starting Gear: 2 GP, 2
useful items, Thief tools, dagger, sap, 4 darts, 2 doses of sleep poison (1 rd
to apply, must be used within a turn/encounter).
Surprise Attack
● Requires that
the Cultist make a successful Stealth Check and a successful melee attack roll
on an unaware foe. Failing the
Stealth Check means that the attack is only a normal attack. A successful
Surprise Attack inflicts double maximum
damage.
● In general, the
DC for the stealth maneuver is DC 12 vs foes of equal or less HD than the
Cultist, DC 18 for higher HD. However, a lower HD creature with enhanced,
all-around senses might instead be DC 18. A higher HD person fighting three
other combatants or otherwise disadvantaged might be DC 12. The Surprise Attack
can be attempted on an opponent once
per encounter.
Knockout
A Cultist using a blunt melee weapon may opt to try to KO unaware human-ish foes of equal of less
HD instead of inflicting damage with a Surprise Attack. With a successful
attack, the victim must make a DC 12 Fort save to remain conscious, otherwise
they are out for 1 turn. The KO attack can be tried on an opponent once per encounter.
Poison (Optional
Rule)
● All Cultists
are skilled in the safe use of poison.
What Cultist doesn’t engage in assassinations and kidnapping drugged
victims? (Actually, minor Cults or
somewhat neutral or benevolent ones might not have this skill.) Short of mixing poison into someone’s food or
a poison needle ring handshake, a Cultist may use crossbow bolts, thrown darts,
and blowgun darts. Takes 1 rd to apply a
poison and must be used within a turn/encounter.
● Masters (5th
level and up) can brew 4 doses of lethal (DC 18 Skill Check) or sleep (DC 12)
poison in one hr with an Int Bonus + ½
level check and proper materials (100 gp lethal/50 gp stun at least). Roll for the actual effectiveness when
used.
● Lethal Poison:
DC 18 Con Sv or death in 1 + Victim Con Bonus hrs. Note that an ineffective lethal poison still
must be Saved against. Failure sickens
the individual and drops all stats to 0 Bonuses for 1 turn. Sleep Poison: DC 18 Con Sv or Knocked Out 1 hr
when used. Other effects can be
created. Cultists can also identify
poison (DC 12) and treat poisoning (DC 18), Int Bonus + ½ level.
Cultist Skills: The Cultist adds ½ level + ability bonuses to attempts. In general, figure DC 12 for difficult tasks
or against someone of equal or less HD; DC 18 for very hard tasks or higher
HD.
● (Int + Wis)/2:
Detection (Traps, ambushes), Detection (Trapped items), Find (Secret doors and items)
● (Dex + Int + Wis)/3:
Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Disarm Traps
● (Dex + Str)/2:
Acrobatics (Balancing, jumping), Climb
● (Cha + Wis)/2:
Charm, Intimidate (Psychologically),
Disguise
Demonic/Supernatural Servant
(Optional Rule)
● Cultists have an innate magical
ability to call upon a demonic servant (or alternately a supernatural force, if
not an evil cult). Minor Cults or
somewhat neutral or benevolent ones might not have this ability at all. (Perhaps they have special magic weapons
instead.)
● This ability is gained at 5th level and increases with every odd level. It is a full
rd action to summon this servant (success is automatic), and it will appear
the next rd. The creature will loyally
and fearlessly serve for 1
encounter/turn before disappearing.
Cultists may call their servant up to their (Int + Wis)/2 x a day, but only once per encounter/turn. Servants will also disappear if their summoner
is killed.
● The stats for this creature can
take the same form as a Summoned Monster.
1st Level Summoning: 1 HD, 8 hp, +1 to hit, 1d6+1 damage, Sv
Ftr 1; 2nd Level Summoning: 2 HD, 16 hp, +2 to hit, 1d6+2 damage, Sv
as Ftr 2; and so on up to 4 HD.
● Cult Leaders will have permanently Summoned
demons in their service equal to their Wis Bonus, instead of having to Summon
them. Their stats would be 4 HD, 32 hp,
+4 to hit, 1d6+4 damage, Sv as Ftr 4. If
killed, they can be Summoned again at the next midnight hour.
Spells
A Cultist is taught their spells from their superiors after
they have been found worthy. At every
odd level, after an appropriate trial, they are given instruction and practice
for week and gain all of the spells of that Cultist level. (The Cultist spell list follows this Class
description. These are the only spells they may cast.)
Spellcasting
Cultists may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 +
Spell Level. (Cantrips are DC
10.) With 2 cumulative failures in a turn/encounter, all magic use is
suspended pending 1 turn of rest. The Spell
Level Limit is the highest spell level that a Cultist cast and only from
their special spell list. A spellcaster
must roll to activate a spell, even if their Spell Check is greater than the
spell’s DC. A Natural 1 is a Botch, meaning all spellcasting is immediately
suspended until the caster has had 1 turn of rest. A Saving Throw against a spell has a DC of 12 + ½ caster level.
Cult Structure
This is
a cult after all. Members must initiated
into the group with a dangerous task and a series of vows, secrecy being the
most obvious one. Thereafter, members
must be further tried by a superior before attaining any odd level. After the trial, they are given a new group
of spells and told any further interesting secrets about life, the universe,
history, whatever.
The
spells and demon summoning are just the party favors. These secrets are the raison d’etre of the
group. Knowledge of the supernatural
entity granting them their magic powers is the first secret, and whatever
obligations that Pact creates. They, at
least, think they’re of extreme value and incredible importance. Perhaps they are, and all the trials simply
make sure the member is worthy of accepting them. Perhaps it’s all a scam and only the top guy
knows it. Either way, those who attempt to
leave the group will be stalked and killed to preserve this secret knowledge
(or somehow memory wiped by a more benevolent group). They will hire professional assassins if
necessary.
Cultist
can be a full-time job, with perhaps a part-time cover identity. If the group is instead a Secret Society,
they would be a “part-time” Cult, only gathering for meetings. Cults can be
cellular with members will only ever directly know lesser members under them,
and their direct superiors, never the leaders until they reach the highest
level. In a pure Cult, however, the
Supreme Grand Master will be a charismatic leader to well-known his followers.
There
will only be one Cult Leader and only one Cult Lieutenant, the leader’s trusted
enforcer (who is usually referred to by name, not title). The Leader makes all the decisions. Cult leaders and Lieutenants do not
necessarily have to be of the Cultist Class.
Fallen Paladins, Sorcerers, Warlocks, and Witch Covens could also be in
charge. In neutral and benevolent Cults,
the Masters are the ruling council. The
Leader and Lieutenant are the just the Elders of the group.
Full-time
Urban Cultists have a dedicated building, which presents a legitimate front for
activity (such as a business) or appears abandoned. There will be hidden underground areas
beneath the building for cult activities.
Entry is via some special means, such as a secret door, requiring a key
and magic words. The upper floors are
the cult leader’s quarters and also restricted.
A Secret Society Urban Cult would be even more paranoid with meetings
only taking place and hidden chambers, difficult to access, always changing
locations.
Other
character classes may be involved with the group, but they would likely be
mercenary guards (Fighters and Barbarians), who don’t really know who they’re
working for and don’t care. Unscrupulous
Wizards and Warlocks might do quid pro quo deals with a Cult, exchanging spell
work for Arcane knowledge.
Notes
The Urban Cultist is typically concerned
with learning or keeping secrets and controlling others. They use controlled individuals, undead, and
demons for defense and assassinations.
Kidnapped victims and delusional Initiates may be sacrificed to create
undead servants, cult leaders calling it “a path to immortality.” Brainwashing kidnapped officials to make them
pawns of the Cult is another favored tactic.
Of
course there could be more benevolent or neutral groups. Maybe they’re only dedicated to securing
secret and forbidden knowledge and subtly influencing local politics. Perhaps they are a charitable group that
includes a secret vigilante force that keeps neighborhoods safe and fights
organized crime. They would have a
different set of spells.
Cultist Spell List
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