Cultist

Summary
The devout usually fall into one of two categories - the ordinary worshiper, who worships their god(s) but receives not a drop of divine magic for it, and the clergy that wield divine power in their name. Sometimes, however, another kind of devotee appears, whose fanaticism and belief attracts the attention of someone or something that has use for neither. Existing in the shadows of mainstream religious callings, these Cultists are fanatics whose zeal and devotion discomforts even the true clergy... and oftentimes, frightens others with their unyielding certainty even as they attract followers to their beliefs.

Game Rule Information
Abilities: Charisma is the most important ability score for Cultists, as it empowers their magic, their followers, and makes their influence harder to dislodge. Many Cultists also rely on Dexterity to improve their defenses and accuracy with spells and weapons alike, but some trust instead to a strong sword arm and a hearty Constitution.

Alignment: Any; usually any neutral or any evil. Cultists that worship a deity must be within one step of their deity's alignment on either the law/chaos or good/evil axis.

Hit Die: d8

Class Skills
Cultist class skills (and key abilities for each) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion)(Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Skill Points per Level: 6+Int Modifier

Cultist Class Features
Weapon and Armor Proficiency: Cultists gain proficiency with all simple weapons. They also gain proficiency with light armors, and shields (but not tower shields).

Spells: A Cultist casts divine spells which are drawn from the Cleric spell list; unlike a Cleric, a Cultist has a limited number of spells known as indicated on Table: Cultist Spells Known above. The Cultist's alignment, however, may restrict the Cultist from casting certain spells opposed to his or her moral or ethical beliefs like Clerics. Unlike a Cleric, a Cultist does not prepare spells and may cast any Cultist spell known at any time so long as they have an available spell slot of that level remaining.

To cast a spell, a Cultist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cultist's spell is 10 + the spell level + the Cultist's Charisma modifier.

Like other spellcasters, a Cultist can cast only a certain number of spells of each spell level per day. The Cultist's base daily spell allotment is given on Table: Cultist Spells per Day above. In addition, the Cultist receives bonus spells per day if he or she has a high Charisma score.

Cultists meditate or pray for their spells. Each Cultist must choose a time when he or she must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. A Cultist does not change their spells known while meditating.

Trapfinding (Ex): Cultists are not trusting of the unfaithful by nature, and as such are talented in making traps. This same expertise grants the Cultist the ability to notice and disarm traps made by others. The Cultist adds 1/2 his or her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Cultist can use Disable Device to disarm magic traps.

Sneak Attack (Ex): Cultists are adept at ending the lives of the unfaithful in bloody and particularly violent ways. If a Cultist can catch an opponent when they are unable to defend effectively from his or her attack, the Cultist can strike a vital spot for extra damage.

The Cultist's attack deals extra damage anytime his or her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cultist flanks their target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every three Cultist levels thereafter; this damage stacks with any other sources of Sneak Attack damage. Should the Cultist score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Cultist can make a sneak attack that deals nonlethal damage instead of lethal damage. The Cultist cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Cultist must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Cultist cannot sneak attack while striking a creature with concealment.

Cultist Truth (Ex or Su): The eerie (some would say insane) faith and certainty of Cultists grants them strange insights that can grant them powers unknown to others. Starting at 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and 18th), the Cultist learns a Cultist Truth. The Cultist cannot choose a Cultist Truth more than once.

Truth of Arms (Ex): The Cultist gains proficiency with all martial weapons and medium armor.

Truth of Bloodlust (Su): The Cultist can inflict Sneak Attack damage on themselves in order to bypass the defenses of others. For every 1d6 damage dice dealt, the Cultist can apply 2d6 Sneak Attack damage to their next attack, regardless of whether or not Sneak Attack can normally apply. The Cultist cannot deal more Sneak Attack damage dice to themselves than they can inflict on a normal Sneak Attack.

Truth of the Blood Mage (Su): The Cultist can inflict Sneak Attack damage on themselves in order to increase the save DC of the next spell they cast. For every 2d6 damage dice dealt, the Cultist increases the save DC of the next spell by 1. The Cultist cannot deal more Sneak Attack damage dice to themselves than they can inflict on a normal Sneak Attack.

Truth of Charms (Su): The Cultist can use charm person once per day as a supernatural ability. This power has a save DC of 10 + 1/2 the Cultist's level + Cultist's Charisma modifier.

Truth of Domination (Su): The Cultist can use dominate person once per day as a supernatural ability. This power has a save DC of 10 + 1/2 the Cultist's level + Cultist's Charisma modifier. The Cultist must know Truth of Charms to select this Cultist Truth.

Truth of Evasion (Ex): The Cultist gains the Evasion special ability. This functions identically to the Rogue class feature of the same name.

Truth of the Familiar Divine (Ex): The Cultist gains the services of a Celestial or Fiendish animal as though they possessed the Nature Bond class feature of a Druid of the Cultist's level minus 3. This functions identically to the Druid class feature, except that the animal in question automatically gains the Celestial or Fiendish simple template. The Cultist must be 6th level to select this Cultist Truth.

Truth of Fervor (Ex): Choose one Teamwork feat (regardless of whether or not you yourself possess it). The Cultist's followers gain the benefits of the Teamwork feat so long as they are within line of sight of the Cultist. The Cultist must be 9th level to select this Cultist Truth.

Truth of Hidden Mystery (Su): Once per day, the Cultist may cast a known Cultist spell as though modified by the Still Spell, Silent Spell, and Eschew Materials metamagic feats without increasing either its casting time or its spell level. Additionally, the Cultist may make a Bluff check versus either Spellcraft or Sense Motive checks to conceal the fact that the Cultist is responsible for casting the spell. The Cultist must be 9th level to select this Cultist Truth.

Truth of Improved Evasion (Ex): The Cultist gains the Improved Evasion special ability. This functions identically to the Rogue Advanced Talent of the same name. The Cultist must be 12th level to select this Cultist Truth and must also know Truth of Evasion.

Truth of Life (Ex): The Cultist can withstand a surprising amount of pain and injury. The Cultist adds their Cultist level to their maximum hit points.

Truth of Magic (Ex): The Cultist gains a bonus Metamagic feat instead of a Cultist Truth.

Truth of Poison (Ex): The Cultist gains the Poison Use special ability. This functions identically to the Assassin ability of the same name. The Cultist never risks poisoning themselves when using poison or when applying poison to a weapon.

Truth of Untruths (Su): The Cultist becomes immune to effects that read thoughts, or attempts to discern the Cultist's alignment. The Cultist also adds one-half their Cultist level to Bluff checks. The Cultist must be 6th level to select this Cultist Truth.

Truth of Venom (Su): The Cultist's ire makes poisons they use supernaturally charged and dangerous. The Cultist adds their Charisma modifier to the save DC of any poisons they use. The Cultist must know Truth of Poison to select this Cultist Truth.

Truth of War (Ex): The Cultist gains a bonus Combat feat instead of a Cultist Truth.

Heredox Domain: At 4th level, the Cultist's fervent, possibly insane beliefs grants them access to a single divine domain. The Cultist may select any one domain (even one not normally available to a Cleric of the Cultist's deity), using their Cultist level minus 3 as their effective Cleric level for determining powers, uses per day, and saving throw DCs; you also substitute Charisma for Wisdom in determining these attributes. The Cultist adds the domain's spells to their list of spells known; this does not require the expenditure of any quantity of spells known, it is simply added on top of the spells the Cultist gains indicated on Table: Cultist Spells Known. The Cultist does not gain an additional spell slot for use with domain spells.

Cult of Personality (Ex): At 7th level, the Cultist gains the ability to attract a small following, as they once followed another themselves. The Cultist behaves as though they possess the Leadership feat; if the Cultist has or later gains the Leadership feat, the Cultist instead increases their Leadership score by one-half their Cultist level. Cultist followers or cohorts with levels of Cultist cannot themselves benefit from Cult of Personality or any abilities that apply to Cult of Personality.

Massive Following (Ex): At 10th level, the Cultist doubles the number of followers they possess. The new followers populate, defend, and create (if necessary) a stronghold on behalf of the Cultist and do not participate in adventures. The Cultist gains an effective amount of wealth to apply towards the cost of this stronghold equal to the Cultist's level squared multiplied by 500 gp; this wealth can only be used to build a stronghold, including traps, and to equip the Cultist's followers and may not be sold. As the Cultist continues to gain levels, the Cultist gains additional wealth equal to the difference between their new level squared x 500 and their old level squared x 500. For example, at 10th level the Cultist gains 50,000 (10 x 10 x 500) gp to build a stronghold. When the Cultist reaches 11th level, the Cultist would have 60,500 (11 x 11 x 500) gp to spend, minus the 50,000 gp gained at 10th level, for a result of 10,500 gp added to the funds with which to build or expand their stronghold. Funds that are not spent may be saved for later use, and the Cultist may choose to supplement this amount with funds out of their own pocket or from other sources.

Cult Leader (Ex): At 13th level, the followers gained by the Cultist add the Cultist's Charisma modifier to their attack rolls, damage rolls, and saving throws so long as they are within 60 feet of the Cultist and have line of sight to the Cultist. All followers of the Cultist also add the Cultist's Charisma modifier as temporary hit points once per day, regardless of range; these temporary hit points last for one hour. These benefits do not apply to the Cultist's cohort, nor to any other allies the Cultist may have.

Improved Cohort (Ex): At 16th level, the Cultist's cohort's maximum level is equal to one less than the Cultist's level (normally, a cohort's maximum level is equal to the leader's level minus 2).

Cult Master (Ex): At 19th level, the followers gained by the Cultist are immune to mind-affecting effects while standing within 60 feet of the Cultist. The benefits of Cult Leader now apply regardless of distance or line of sight.