Cultist, Qwertyu63 (3.5e NPC Class)

This class is based on Paleomancer's Cultist (3.5e NPC Class).

Cultist
Cultists are members of a dark cult. Devoted to a dark master, they draw power from this devotion. However, this power comes at a terrible cost; cultists are slowly driven mad by their contact with their master.

Cultists in the Game: Cultists are not intended to be used as player characters. They have too few options to be entertaining. As minions or adversaries of player characters, the cultist can be used to great effect.

Abilities: Cultists are not dependant on any of their ability scores. Decent physical scores can be useful in combat, but outside of that cultists don't care about their ability scores. However, their growing madness reduces their wisdom score.

Races: Almost any race can become a cultist, but humanoids are the most likely to provide the devotiton required.

Alignment: Any evil or any chaotic.

Starting Age: Simple.

Class Features
All of the following are class features of the Cultist.



At first level, the cultist must choose a cult to be part of. Each cult has a secret language (similar to druidic); each cult also has a single cleric domain that represents their dark masters will.

This pact costs them all feats they would otherwise gain (excluding specific bonus feats). In return, the cultist gets benefits based on the number of feats taken away. The bonuses gained are as follows:


 * 1 or more: +1 bonus on Eldritch Bolt damage.
 * 2 or more: +1 bonus to saves and AC.
 * 3 or more: +1 bonus on attack and damage rolls.
 * 4 or more: +1 bonus to Insanity score.
 * 5 or more: +1 bonus to cultist spell save DC's.

In addition, this dark pact grants them increased vitality. All cultist hit dice are maximized.

The cultist has an Insanity score equal to their class level. This score increases the power of several cultist class features. However, being insane tends to impede common sense; the cultist takes an penalty to their Wisdom score equal to half their Insanity score (round up). Since he or she is already insane, the cultist is also immune to effects that cause confusion, but not other mind-affecting effects.

This is a ranged touch attack, with a range of 60 feet, and which has verbal and somatic components, but no arcane spell failure chance.

Starting at second level, the cultist can, when using their Eldritch Bolt, spend 1 Dark Power Point. If they do, the damage of that Eldritch Bolt is increased to 2d6 untyped damage plus the cultist's insanity score.

Starting at second level, the cultist has a pool of Dark Power points. The maximum size of this pool is equal to the cultist's Insanity score. Once per day, a cultist can fill this pool to its maximum value. Doing this takes 1 minute.

A cultist of at least third level can, as a standard action, spend 1 Dark Power point to create a shadowy barrier around themselves. This barrier lasts for 1 minute, and grants a +2 resistance bonus to saving throws and a +2 deflection bonus to AC for this duration.



Starting at 3rd level, a cultist can cast the first level spell of their cult's domain by spending 2 Dark Power points.

At 5th level, the cultist gains access to much more of their dark patron's power. By spending Dark Power points equal to double the level of the spell minus one, a cultist of at least 5th level can cast a spell. They may cast any spell from the cultist spell list, assuming the have the points to spend; additionally, they can cast the first, second and third level spells from their cult's domain.

The save DC of a cultists spells is 10 + the level of the spell + half the cultists Insanity score (round down). Cultist spells are treated as if cast by a cleric; using their cult symbol as a divine focus if needed.

At fourth level, the cultist gains a bonus feat (which is lost, increasing the power of Dark Pact).

A cultist of at least fifth level can spend the Dark Power points of other cultists in the same cult. To do this, the other cultist must be within 30 feet. The other cultist need not be willing; however, if the other cultist is not willing, the cultist spending the Dark Power points must be a higher level cultist.

Starting at sixth level, they may cast the fourth level spell of their cults domain using Eldritch Teachings. However, they can not spend more than 5 of their own Dark Power points on this spell; the remaining points required must be taken from other cultists via Cull Power.

Cultist spell list:
 * 1st: Lesser Confusion, Doom.
 * 2nd: Summon Monster II.
 * 3rd: Rage.

Cultist Loadouts: When making a cultist, give them the items listed with their level.


 * 1: Masterwork leather armor, dagger, cult symbol.
 * 2: Masterwork leather armor, masterwork dagger, cult symbol.
 * 3: Masterwork leather armor, masterwork dagger, magic cult symbol.
 * 4: +1 leather armor, masterwork dagger, magic cult symbol.
 * 5: +1 leather armor, +1 dagger, magic cult symbol.
 * 6: +2 leather armor, +1 dagger, magic cult symbol.

Cult symbol: necklace that identifies the wearer as part of the cult (1 gp). Magic cult symbol: Cult symbol that gives the wearer +1 Insanity (500 gp).