Wednesday, March 2, 2016

Fastasy Core RPG: The Urban Cultist

FANTASY CORE RPG
(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
Fort Save
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.     

(This class was not really designed for Player Characters, as the character’s motivations would not be their own, unless they were on the run from the Cult.  I suppose a player group could be running a benevolent secret society of vigilantes.  Cultists could be rather dangerous adversaries.  In a straight up fight, they might not be much, but mix in a few summoned demons, some undead, and an ambush and the Characters may be in trouble.  The Cultists will seek to escape any fight they can’t win, but they’ll be back when you least expect it or after they’re lured you into a trap.) 

Cultist Spell List

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