
SmiloDan RPG Superstar 2012 Top 32 |

CULTIST
The cultist is a member of a secret society dedicated to a deity or ideal.
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge arcane, Knowledge dungeoneering, Knowledge history, Knowledge local, Knowledge planes, Knowledge religion, Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.
Skill Ranks Per Level: 6 + Intelligence modifier
Cultists are proficient in all Simple Weapons, plus the hand crossbow, rapier, sap, and shortsword, as well as the favored weapon of their deity. Cultists are proficient in Light Armor, but not shields.
Spellcasting. Cultists use the bard’s spells per day table and spells known table. In addition, cultists add the spells from their domains to the spells they know. Cultists cast divine spells, using the cleric spell list. Cultists must have a Charisma score of 10 + the spell level to cast a spell. The Save DC of a cultist’s spell is 10 + the spell level + his Charisma modifier.
LEVEL ABILITY
1. Aura, Channel Energy 1d6, Domains, Orisons
2. Sneak Attack +1d6
3. Channel Energy 2d6
4. Dark Secret
5. Channel Energy 3d6
6. Sneak Attack +2d6
7. Channel Energy 4d6
8. Dark Secret
9. Channel Energy 5d6
10. Sneak Attack +3d6
11. Channel Energy 6d6
12. Dark Secret
13. Channel Energy 7d6
14. Sneak Attack +4d6
15. Channel Energy 8d6
16. Dark Secret
17. Channel Energy 9d6
18. Sneak Attack +5d6
19. Channel Energy 10d6
20. Dark Secret
Aura. As the cleric ability of the same name.
Channel Energy (Su). As the cleric ability of the same name.
Domains. The cultist selects 2 domains of his deity.
Orisons (Sp). As the cleric ability of the same name.
Sneak Attack. As the rogue ability of the same name.
Dark Secret. At levels 4, 8, 12, 16, and 20, the cultist chooses one of the dark secrets listed below.
Dark Blooded. The cultist heals damage when subjected to negative energy.
Dark Channeling. The cultist gains one of the following as a bonus feat: Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Improved Channel, Selective Channeling, Turn Undead, or any other channeling feat he qualifies for.
Dark Defenses. The cultist adds his Charisma bonus to his AC when not wearing any armor or using a shield. For every Dark Power the cultist has, this bonus to his AC increases by +1.
Dark Energy. When the targets of his Channel Energy ability are flat-footed or otherwise denied their Dexterity bonus to AC against attacks made by the cultist, he adds his sneak attack damage to the damage his Channel Energy causes his enemies.
Dark Magic. The cultist chooses one sorcerer/wizard spell from the school of necromancy or with the darkness or shadow descriptor of a level he can cast. He adds that spell to his list of known spells, and can use it as a divine spell.
Dark Mystery. The cultist chooses one shadowcaster mystery of a level he can cast. He adds that mystery to his list of known spells, and can use it as a divine spell.
Dark Vengeance. When the cultist falls below 0 hit points, he can cast a single spell or use his channel energy ability as an immediate action.
Darkvision. The cultist gains darkvision with a range of 60 feet, or increases the range of any racial darkvision by 60 feet.
Dominion. The cultist gains a third domain.
Evasion.
Hide in Plain Sight.
Metamagic. The cultist gains 1 metamagic feat that he qualifies for as a bonus feat.
Mettle.
Sneaky Spell Power. When the targets of his spell are flat-footed or otherwise denied their Dexterity bonus to AC against attacks made by the cultist, the cultist adds the number of sneak attack dice he has to the Save DC and caster level checks of his spell.
Trapfinding.