Cultists?

Don't know about the Freeport one but...

What is your definition of a cultist? Maybe if you can give us more to go on, some suggestions can be made regarding domains, spell selections, rituals, etc. :)
 

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Maladin Gate's Unearthed Adventurers volume 1 has a cultist core class as well, I believe.

From reviews it sounds interesting.
 

Mark said:
Don't know about the Freeport one but...

What is your definition of a cultist? Maybe if you can give us more to go on, some suggestions can be made regarding domains, spell selections, rituals, etc. :)


Basically in the campaign i'm working up all but one religion is outlawed in a large portion of the world. There for all clerics that don't worship the offical god are outlaws. I thought it would be cool to have a variant divine caster that reperesnted this kind of small scale "underground" worship. The name that sprung to mind for such a practice was cultist. I'd like to see reduced spellcasting ability, maybe in the form of delayed dom,ain aqusition, in exchange for better skill points and skill selection. I would think they'd have things like bluff, hide, move silent, disguise, ect. Also maybe an ability to prepare holy symbols of other gods to work for them. Something along those lines.

The freeport Cultist is cool, but they happer spellcasting too much, i don't see the need for backstab or leadership with what i have in mind, and they seem to be of a more evil bent. Basically i want soemthing a little more clericy.
 

Sir Osis of Liver said:
Anyone know if there's a Cultist core class floating around anywhere?

I don't know a specific cultist class, but you might be able to take some of the current ones and use them. For instance I think the adept with an altered spell list would be the simplist way, but it really depends on what abilities a cultist should have. I can easily see cultists getting no spellcasting abilities for instance.
 

Perhaps a forced multiclass? Cleric/rogue, with the cleric class level never being allowed to be higher than the rogue class. The rogue gets the sneaky-skills you seem to be after, and by switching a couple of the rogue core skills (ie the ones you want to be exclusively for rogues) for knowledge (religion), spellcraft, and concentration. First level could be approximated using the apprentice-level multiclass option in the DMG. If you wanted to take away the other rogue powers like evasion or sneak attack, you could give 'em improved hit point dice for the rogue levels, and maybe allow effective caster and turn undead level to be the sum of cleric and rogue levels.

Some work, I suppose, but has the advantage of not buying any new books, and using rules players are already mostly familiar with.
 

I liek the FF system, where the cultists are given powers temporarilly by the fiend... more interesting to me than any simple class. Otherwise I'd just use cleric with domains from BoVD or somethign similar...
 


You could try the Thaumaturge class from Armies of the Abyss. Just whip out the Demon aspect- maybe keep the mutation as punishments from the 'accepted' gods?
 

Would they be Chaotic due to their fanaticism or Lawful because of their strict adherence to their cult's code of bahavior?
 

Mongoose just released the 11th of their Power Classes booklets, The Cabalist, which you might find fits the bill, or at least has ideas. Cult information (how to run them with mechanics and power indexes), is in FFG's Path of Faith.
 

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