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<blockquote data-quote="EricNoah" data-source="post: 2363072" data-attributes="member: 4"><p>I was thinking about something like this for different "levels" of cultist (let's imagine a short prestige class here):</p><p></p><p>Level 0 -- Cult Prospect: You're not in the cult yet, but you've shown interest (or the cult has shown interest in you). You need to show what you're made of in order to be initated into the cult. </p><p></p><p>Level 1 -- Cult Initiate: You've been initiated into the cult, you know the secret handshake and one or two meeting locations, and you know the general mission of the cult (or so you think!). You can be commanded by higher level cultists to perform duties, and in fact your further career in the cult depends on it. You gain some minor mechanical benefits (let's say +2 to Bluff and Intimidate to start with, but here's where I could use some suggestions -- not ready to start doling out the magical abilities quite yet). In addition, you may be required to participate in cult magical rituals (yet to be detailed), which generally benefit a higher-level cultist or create some kind of large-scale effect that a normal spell can't do, but generally doesn't benefit you and in fact might be temporarily detrimental to you. You also have access to controlled amounts of illegal drugs (I'm thinking of the poison-style drugs like in Magic of Faerun, where they grant a temporary bonus, and then a longer-lasting drawback after the bonus is gone; this may or may not be appropriate to a particular cult or campaign). </p><p></p><p>Level 2 -- Cult Minion: You are further initiated into the cult and learn more of its secrets. You can order lower level cultists around a bit (usually in response to being given an order of your own from higher up). You gain a minor magical ability appropriate to the cult's mission/nature (example: Conceal Thoughts) which you can activate 1+ CHA mod per day -- OR, if you prefer, you gain +1 caster level (for cultists who are already spellcasters). In addition, you may be required to participate in cult magical rituals (yet to be detailed), which generally benefit a higher-level cultist or create some kind of large-scale effect that a normal spell can't do. </p><p></p><p>Level 3 -- Cult Lieutenant: You know most of the cult's major secrets, and can order lower-level cultists around. You can devise minor schemes/plots on your own, and you receive resources equal to X gp per month to further the cult's ends (not sure what X) is. You are still required to carry out orders from higher-level cultists, but most likely you'll turn around and order some of your underlings to take care of the job you were just given. You also get a choice of powers: another low-level spell-like ability, as outlined above; or +1 caster level in an existing class; or access to the appropriate training/feat/whathaveyou that allows you (if you're a spellcaster) to use your underlings as a source of magical power (to lead cult magical rituals, yet to be detailed). </p><p></p><p>Level 4 -- Cult Leader: Simliar to above, but you are one of the the only members of this rank in your town/city (there might be 1-6 or so cult leaders in a given region). You mastermind plots. You gain more magical power (a higher-level spell-like ability; or +1 caster level; or more access to the cult magical ritual feats/training, yet to be developed).</p></blockquote><p></p>
[QUOTE="EricNoah, post: 2363072, member: 4"] I was thinking about something like this for different "levels" of cultist (let's imagine a short prestige class here): Level 0 -- Cult Prospect: You're not in the cult yet, but you've shown interest (or the cult has shown interest in you). You need to show what you're made of in order to be initated into the cult. Level 1 -- Cult Initiate: You've been initiated into the cult, you know the secret handshake and one or two meeting locations, and you know the general mission of the cult (or so you think!). You can be commanded by higher level cultists to perform duties, and in fact your further career in the cult depends on it. You gain some minor mechanical benefits (let's say +2 to Bluff and Intimidate to start with, but here's where I could use some suggestions -- not ready to start doling out the magical abilities quite yet). In addition, you may be required to participate in cult magical rituals (yet to be detailed), which generally benefit a higher-level cultist or create some kind of large-scale effect that a normal spell can't do, but generally doesn't benefit you and in fact might be temporarily detrimental to you. You also have access to controlled amounts of illegal drugs (I'm thinking of the poison-style drugs like in Magic of Faerun, where they grant a temporary bonus, and then a longer-lasting drawback after the bonus is gone; this may or may not be appropriate to a particular cult or campaign). Level 2 -- Cult Minion: You are further initiated into the cult and learn more of its secrets. You can order lower level cultists around a bit (usually in response to being given an order of your own from higher up). You gain a minor magical ability appropriate to the cult's mission/nature (example: Conceal Thoughts) which you can activate 1+ CHA mod per day -- OR, if you prefer, you gain +1 caster level (for cultists who are already spellcasters). In addition, you may be required to participate in cult magical rituals (yet to be detailed), which generally benefit a higher-level cultist or create some kind of large-scale effect that a normal spell can't do. Level 3 -- Cult Lieutenant: You know most of the cult's major secrets, and can order lower-level cultists around. You can devise minor schemes/plots on your own, and you receive resources equal to X gp per month to further the cult's ends (not sure what X) is. You are still required to carry out orders from higher-level cultists, but most likely you'll turn around and order some of your underlings to take care of the job you were just given. You also get a choice of powers: another low-level spell-like ability, as outlined above; or +1 caster level in an existing class; or access to the appropriate training/feat/whathaveyou that allows you (if you're a spellcaster) to use your underlings as a source of magical power (to lead cult magical rituals, yet to be detailed). Level 4 -- Cult Leader: Simliar to above, but you are one of the the only members of this rank in your town/city (there might be 1-6 or so cult leaders in a given region). You mastermind plots. You gain more magical power (a higher-level spell-like ability; or +1 caster level; or more access to the cult magical ritual feats/training, yet to be developed). [/QUOTE]
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