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  1. - Top - End - #1
    Dwarf in the Playground
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    Default Eldritch Cultist [3.5 Base Class] PEACH

    Eldritch Cultist

    "Great power comes with great sacrifice."
    ~A Eldritch Cultist of Orcus

    Eldritch cultists are worshippers of ancient vile and cruel beings, whether demons, power full aberrations, elder evils, or worse. Cultists work in shadow societies and religious sects behind the scenes of society, constantly aiming to further the will of their masters and sacrificing hapless victims to empower their dark rituals. Cultists are shunned by most lawful and non-evil societies, and looked down upon as crazed fanatics and madmen.
    Adventures
    An Eldritch cultist might go on adventure to further their own ends or the ends of their sect or their masters. Often journeying to retrieve powerful relics or tomes of forbidden knowledge.
    Characteristic
    Eldritch cultists are secretive and introvert, preferring to keep their privacy for them selves. This is understandable as most societies and clerical orders hunt down and burn cultists on the stake.
    Alignment
    Cultists tend to be unlawful, working in areas where their worship is frowned upon. Both good and evil cultists exist, although the later is more common, while a good cultists might worship a good god or celestial being in an evil society.
    Religion
    Only a few cultists worship gods, the rest worship powerful demons, devils, aberrations, celestial or whatnot.
    Background
    Most cultists learn their craft through visions, ancient forbidden tomes or when they are introduced into a circle of other cultists. Some cultist traditions are inherited in the family, while others are recruited into a circle through promise of powers or change.
    Races
    Most cultists are humans, as the promise of power beyond imagination and immortality appeal more to the short-lived fortune hunting race. Other cultists are often half-orcs, or even halflings and gnomes. Only a select few elves and half-elves become cultists.
    Other Classes
    Cultists work well with clerics sharing their religious philosophies. They share the hunger for forbitten knowledge and strive for power many wizards do and may work well with people of this class. Evil or neutral cultists seldom get alone with paladins, as both classes share a fanatical view on the world that my very well intervene.
    Role
    A cultists may take the same role as a cleric or wizard, blasting spells, summoning monsters from beyond reality or sacrificing their own energy to heal or aid others.

    Game Rule Information

    Eldritch cultists have the following game rule statistics:
    Abilities: Cultists uses intelligence to cast rituals, and therefore need high intelligence scores to empower their spells. Likewise, many cultists need constitution so they have hit points to fuel their spells and give them high concentration scores. Depending on the setting and the focus of the cultist, they may need high charisma scores or strength scores as well.
    Alignment: Any non-lawful
    Hit Dice: d8

    Class Skills
    The cultist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The planes) (Int), Knowledge (Local) (Int), Move Silently (Dex), Spellcraft (Int) and Use Magic Device (Cha). See Chapter 4: Skills for skill descriptions.
    Skill Points at 1st Level: (2 + Int modifier) × 4.
    Skill Points at Each Additional Level: 2 + Int modifier.

    Class Features
    All of the following are class features of the eldritch cultist.
    Weapon and Armor Proficiency: A cultist is proficient with all
    simple weapons, plus the scimitar, scythe, sickle and whip. Cultists are proficient with light armor.
    Because the cultists does not cast arcane spells, they are not subject to arcane spell failure.

    Rituals
    All eldrith cultists get a number of sigils at each level. All rituals require a number of sigils, often in different combinations. There exist a lot of different seals, all with special descriptors which is required to cast rituals of the same descriptor.
    As long as a ritual is in effect, sigils used to cast that ritual is dormant. Dormant rituals cannot be used until the rituals duration ends.
    A cultist can choose to channel a ritual for additional rounds, every round paying the sacrifice again to maintain the ritual and adding a power point to it. Channelled rituals are stronger than those cast as a standard action and may last longer because of the additional power points added to it. For each round a ritual is channelled, the cultist must pay the sacrifice. You can however not take other actions while channelling a ritual and all adjacent enemies may take an attack of opportunity each round you choose to continue channelling it.
    If stricken while channelling the ritual, a cultist must succeed a concentration check or fail the casting, losing all added power points in the process. All sigils used in the ritual becomes dormant a number of rounds equal to the power points invested in the ritual. The concentration check is equal to 10 + damage dealt to the cultist.
    Instead of channelling, a cultist can choose just to cast the ritual as a standard actions, this however only gives the ritual a single power point, but still losing one round worth of sacrifice. This provokes an attack of opportunity from all adjacent enemies threatening the cultist’s square. If stuck by a weapon, the cultist must succeed a Concentration check with a DC of 10 + damage dealt, or fail the ritual. If the ritual is failed, all sigils used in the ritual become dormant for the next round.
    Other cultists can choose to aid in a channelled ritual by adding their own sacrifices. Each round an aiding cultist channels the ritual with the original cultist adds another power point to the ritual. A aiding cultist is forced to stop aiding a ritual once the original cultist stops channelling the ritual.
    The rituals sacrifice can come from three pools; the cultist himself, a willing sacrifice, or an unwilling sacrifice. All unwilling sacrifices only gives halve power points and must be helpless for the sacrifice to have any effect. A sacrifice must be at least within 10ft. of the cultist.
    To learn or cast a ritual, an eldritch cultist must have a Intelligence score equal to at least 10 + the spell level and have learned all sigils required to cast it.
    The DC required to resist a ritual is equal to 10 + spell level + ½ power points added rounded down.

    Sigils Three tiers of sigils exist, lesser sigils; sigils; and greater sigil. Rituals requiring sigils are more powerful than rituals requiring lesser sigils. Riturals requiring greater sigils are the most power full rituals the cultist can learn.
    Every-time a cultist learns a new sigil, he must choose a sigil of appropiate tier on Sigil list (See below).

    Glyphs
    Cultists can inscribe objects or areas with magic glyphs (See individual below). There exist two types of glyphs, touch glyphs and visual glyphs. To trigger a touch glyph, the subject must touch it or stand on a square with a touch glyph inscribed on it. To trigger a visual glyph is triggered if a character is within 60ft. and looks directly at it (Spot 16). All glyphs can only affect one creature at time.
    A cultist can inscribe a object or square with a glyph using three full round actions. This provoke attacks of opportunity, and the cultist mus succeed a concentration check with a DC of 10 + damage dealt if hit or fail the glyph and be forced to start over. A cultist can only inscribe a glyph per day per point of charisma modifier (Minimum 1).
    A cultist learn one glyph at level 1, and every 4 level thereafter.

    Cultist Focus: All cults worship certain creatures and entities, often with its own symbols and rituals. Depending on cultist, the cultist chooses a cultist focus fitting his alignment and belief. All cultist focuses gives the cultist access to certain glyphs and abilities related to focus. The cultist gains an ability at 2nd, 8th, 14th and 20th level.

    Cultist focuses:
    Spoiler
    Show


    Angelic Focus
    The atypical cultist, you worship an angel, celestial being or group. A cultist worshipping angelic creatures often resides in an area where evil deities are most prominent or areas where the worship of celestials instead of gods are looked down upon.
    Alignment: Any-good
    Glyphs: Glyph of Greater Protection, Glyph of Protection from Evil, Glyph of Sanctuary
    Abilities:
    2st level: When using Dark Summoning you can summon creatures from the Summon Creature table of the appropriate list with the celestial template.
    8th level: The Life Transference spell and Lesser Life Transference spell cures triple the amount of hit points when used on another creature.
    14th level: The Glyph of Protection and Glyph of Greater Protection ritual grants double the AC to creatures of good alignment.
    20th level: You gain the celestial template.


    Alien Focus
    You worship powerful aberrations. Aberration worship is forbidden almost anywhere on the material plane, however the chance of contacting an aberration is far bigger than that of contacting a celestial or fiendish being. However, such contract very rarely carries great results because of most aberrations alien agendas and unpredictable intent.
    Alignment: Any-chaotic
    Glyphs: Glyph of Alienation, Glyph of Protection from Law, Glyph of Mutation
    Abilities:
    2st level: Warped creatures and Aberrations summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds.
    8th level: Once a day per intelligence modifier the cultist can choose to add two rounds worth of power points to a rituals using Mutation Sigils and/or Greater Mutation Sigils.
    14th level: The Glyph of Alienation and Glyph of Mutation ritual last double as long on chaotic creatures.
    20th level: You gain the warped template.

    Cult of the Ego Focus
    Some cultists worship themselves, plain and simple; also called self worship. These cultists do not meet in groups like other cultists, but might have a shine to themselves or amulets with their own names engraved on them. These cultists are most often selfish and self-serving, furthering their own goals above everything else. A few cultists of the ego are even solipsists, regarding themselves as the only existing creatures and everybody else as mere fabrics of their own imagination.
    Alignment: Non-good
    Glyphs: Glyph of Egoism, Glyph of Solipsism, Glyph of Paranoia
    Abilities:
    2st level: You gain a +1 moral bonus to saves.
    8th level: All rituals using the Vigor or Greater Vigor sigils count as having been channeled for two additional rounds when cast on yourself.
    14th level: Glyph of Egoism and Glyph of Paranoia counts as Glyphs of Protection as well when you’re gaining their benefit.
    20th level: Once per day you can ignore attack or spell that would deal enough damage to kill you or ignore an death effect or similar effect that would otherwise kill you. This includes death from Coup-d’-Grace and death from massive damage.


    Cult of Personality Focus
    Some cultists worship people like clerics worship gods, such a cultist might worship a king, cult leader or other leader as if he was a god. Many evil dictators establish cults of personality around themselves, building an elite force of bodyguards and soldiers willing to die for them without hesitation. Cults of personality are considered heresy by most gods.
    Alignment: Sharing one alignment with the person worshipped
    Glyphs: Glyph of Patriotism, Glyph of Self Sacrifice, Glyph of Fanatics
    Abilities:
    2st level: You gain all the weapon proficiencies of the person worshipped.
    8th level: You gain the benefit of the Improved Toughness feat, even if you don’t meet the prerequisites.
    14th level: As long as you are in favor with the person you worship, you get a +1 morale bonus to AC, attack rolls and damage rolls.
    20th level: Once a day; you can channel as many power points into a ritual you choose as part of the initial standard action, as long as you don’t die; If the ritual is made to protect the worshipped person or further his goals (Ask your DM before using). You can only use this when channeling your own life force and not that of a willing or unwilling sacrifice.


    Demonic Focus
    A satanic cultist, you worship one or more creatures of the devil or demon type, either an single strong demonic being or whole specie of such. Demonic cults are taboo in most cities on the material plane, however are almost always present where the forces of light walk as an eternal counter to the gods of good. Demonic cults prefer unwilling sacrifices to willing sacrifices.
    Alignment: Any-evil
    Glyphs: Glyph of Pain, Glyph of Protection from Good, Glyph of Fire
    Abilities:
    2st level: Fiendish creatures and outsiders with the evil descriptor summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds.
    8th level: Sacrificing a helpless unwilling target gives normal power points instead of half.
    14th level: The Glyph of Pain and Glyph of Fire ritual deals double damage to creatures with good alignment.
    20th level: You gain the fiendish template.


    Divine Focus
    Like a cleric you worship a god; however a god unpopular or hated in the region you operate; in most occasion’s cultists with divine focus worship good gods because of this.
    Alignment: Same as worshipped god
    Glyphs: Glyph of Divinity, Glyph of the Heretic, Glyph of Inquisition
    Abilities:
    2st level: You gain proficiency with your god’s favored weapon, furthermore you gain the benefit of theWeapon Focus feat with that weapon, even if you don’t meet the prerequisites.
    8th level: You learn to cast two 1st level spells at will from any domains available to clerics of your god as spell like abilities.
    14th level: You gain immunity to all spells of up to level 3 from three domains of your choice available to clerics of your god.
    20th level: Once per day you call upon the aid of your god; you and all allies gets a +3 luck bonus on attack rolls, weapon damage rolls, saves, skill checks while all enemies gets a -3 to the same rolls. Otherwise this functions as a Prayer spell cast by a cleric of the same level as the cultist.

    Necrotic focus
    You worship a powerful undead being or a type of undead. You are hunted by most cities and populations worshipping good gods. Cultists with the necrotic focus often work with necromancers and clerics of deities with the death, undeath or similar portfolio.
    Alignment: Any Evil
    Glyphs: Glyph of Undeath, Glyph of Negative Polarity, Glyph of Immortality
    Abilities:
    2st level: You can cast Inflict Light Wound as a spell like ability any number of times per day as a cleric of your own level.
    8th level: You can rebuke and control undead as a cleric of four levels lower than you.
    14th level: Twice per day you can cast Greater Animate Dead as a spell like ability as a sorcerer of your level.
    20th level: You can cast a Pact of Return once a day without using the required Sigils. This casting count as having been channeled longer than the channeling time spend to cast it.


    {table=head] Level| Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Lesser Sigils | Sigil | Greater Sigil
    1st | +0 | +2 | +0 | +2 | Rituals, Glyph, Cultist Focus | 2 | - | - |
    2nd | +1 | +3 | +0 | +3 | Improved Cultist Focus | 3 | - | - |
    3rd | +1 | +3 | +1 | +3 | | 4 | - | - |
    4th | +2 | +4 | +1 | +4 | | 5 | - | - |
    5th | +2 | +4 | +1 | +4 | Glyph | 6 | - | - |
    6th | +3 | +5 | +2 | +5 | | 7 | 1 | - |
    7th | +3 | +5 | +2 | +5 | | 8 | 1 | - |
    8th | +4 | +6 | +2 | +6 | Improved Cultist Focus | 8 | 1 | - |
    9th | +4 | +6 | +3 | +6 | Glyph | 8 | 2 | - |
    10th | +5 | +7 | +3 | +7 | | 8 | 2 | - |
    11th | +5 | +7 | +3 | +7 | | 8 | 3 | 1 |
    12th | +6/+1 | +8 | +4 | +8 | | 8 | 3 | 1 |
    13th | +6/+1 | +8 | +4 | +8 | Glyph | 8 | 4 | 1 |
    14th | +7/+2 | +9 | +4 | +9 | Improved Cultist Focus | 8 | 4 | 2 |
    15th | +7/+2 | +9 | +5 | +9 | | 8 | 5 | 2 |
    16th | +8/+3 | +10 | +5 | +10 | | 8 | 5 | 2 |
    17th | +8/+3 | +10 | +5 | +10 | Glyph | 8 | 5 | 3 |
    18th | +9/+4 | +11 | +6 | +11 | | 8 | 6 | 3 |
    19th | +9/+4 | +11 | +6 | +11 | | 8 | 6 | 3 |
    20th | +10/+5 | +12 | +6 | +12 | Improved Cultist Focus | 8 | 6 | 4 |
    [/table]
    Last edited by CthulhuEatYou; 2012-11-19 at 07:49 AM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
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    Default Re: Eldritch Cultist [3.5 Base Class]

    Reserved for Sigils, Glyphs and Rituals.

    Sigils
    Spoiler
    Show
    Sigils
    {table=head] Sigil | Tier | Type
    Infernal Sigil | Lesser Sigil | Used in weak fire based rituals |
    Cryonic Sigil | Lesser Sigil | Used in weak cold based rituals |
    Keravic Sigil | Lesser Sigil | Used in weak electric based rituals |
    Geronic Sigil | Lesser Sigil | Used in weak earth based rituals |
    Aquatic Sigil | Lesser Sigil | Used in weak water based rituals |
    Arobic Sigil | Lesser Sigil | Used in weak air based rituals |
    Lesser Eldritch Sigil | Lesser Sigil | Used in weak summoning rituals |
    Potency Sigil | Lesser Sigil | Used in weak power increasing rituals |
    Lesser Mutation Sigil | Lesser Sigil | Used in rituals that change a characters features |
    Lesser Stigmata Sigil | Lesser Sigil | Used in rituals that transfer scratches and other minor ills |
    Greater Infernal Sigil | Sigil | Used in fire based rituals |
    Greater Cryonic Sigil | Sigil | Used in cold based rituals |
    Greater Keravic Sigil | Sigil | Used in electric based rituals |
    Greater Geronic Sigil | Sigil | Used in earth based rituals |
    Greater Aquatic Sigil | Sigil | Used in water based rituals |
    Greater Arobic Sigil | Sigil | Used in air based rituals |
    Eldritch Sigil | Sigil | Used in summoning rituals |
    Greater Potency Sigil | Sigil | Used in power increasing rituals |
    Mutation Sigil | Sigil | Used in rituals that change the form of the user |
    Force Sigil | Sigil | Used in rituals that use force energy |
    Sound Sigil | Sigil | Used in rituals that use sonic energy |
    Stigmata Sigil | Sigil | Used in rituals that that transfer life energy |
    Vision Sigil | Sigil | Used in rituals that view the future and determine random chance |
    Mótus Sigil | Sigil | Used in rituals that involving movement and speed |
    Greater Eldritch Sigil | Greater Sigil | Used in powerful summoning rituals |
    Greater Mutation Sigil | Greater Sigil | Used in powerful rituals that alter the caster or the nature or reality |
    Greater Force Sigil | Greater Sigil | Used in powerful rituals that create giant structures of force energy |
    Greater Sound Sigil | Greater Sigil | Used in powerful rituals that create waves of sonic energy |
    Greater Stigmata Sigil | Greater Sigil | Used in rituals that uses life energy to change the boundaries of life and death |
    [/table]


    Cultist Ritual List
    Spoiler
    Show

    Rituals requiring one lesser sigil
    {table=head] Name | Sigil(s) | Effect
    Awaken | 1 Potency Sigil | Target sleeping or unconscious creature wakes up. |
    Blacken | 1 Lesser Mutation Sigil | The target gets a +5 bonus to hide checks. |
    Dark Summoning I | 1 Lesser Eldritch Sigil | Summons an extraterrestrial being. |
    Elemental Blast | 1 elemental sigil | The target takes 1d4 elemental damage. |
    Gift of Brilliance | 1 lesser potency sigil | The target gets a +2 circumstance bonus to an abillity score for a short duration of time. |
    Life Transference, Lesser | 1 Lesser Stigmata Sigil | You transferee your own life force to target creature. |
    Shining Skull | 1 Infernal Sigil | You create a flying flaming skull that provides illumination. |
    [/table]

    Rituals requiring two or more lesser sigils
    {table=head] Name | Sigil(s) | Effect
    Cthathugar’s Mark | 2 elemental Sigils | Blast a target with elemental energy. |
    Dark Summoning II | 2 Lesser Eldritch Sigils | Summons an extraterrestrial being. |
    Dark Summoning III | 3 Lesser Eldritch Sigils | Summons an extraterrestrial being. |
    Life Transference | 3 Stigmata Sigils | You transferee a high quantity of your own life force to target creature |
    Prepare Sacrifice | 2 Stigmata Sigils | You paralyze a bound or shackled creature |
    [/table]

    Rituals requiring a sigil
    {table=head] Name | Sigil(s) | Effect
    Corpse Puppet | 1 Force Sigil | Animates a corpse as if it were a puppet and not an undead. |
    Dark Summoning IV | 1 Eldritch Sigil, 2 Lesser Sigils | Summons an extraterrestrial being. |
    Greater Gift of Brilliance | 1 Potency Sigil | The target gets a +6 circumstance bonus to an abillity score for a short duration of time. |
    Read Thoughts | 1 Vision Sigil | Read subject's surface throughts. |
    [/table]

    Rituals requiring two sigils
    {table=head] Name | Sigil(s) | Effect
    Cosmic Jump | 1 Mutation Sigil, 1 Môtus Sigil | Target gets +5 to jump for each power point. |
    Dark Summoning V | 2 Eldritch Sigils, 1 Lesser Sigil | Summons an extraterrestrial being. |
    Horrid Tentacles | 2 Mutation Sigils | Gives two tentacles that grant natural attacks and give a bonus to grapple |
    Itûm's Speed | 2 Môtus Sigils | Add 50 ft. to your movement speed |
    [/table]


    Rituals requiring three or more sigils
    {table=head] Name | Sigil(s) | Effect
    Dark Summoning VI | 3 Eldritch Sigils | Summons an extraterrestrial being. |
    Last Resort| 2 Greater Kevaric Sigils, 1 Stigmata Sigil | Reanimates you if you die with a duration of the spell, or damages a living target. |

    [/table]


    Rituals requiring a greater sigils
    {table=head] Name | Sigil(s) | Effect
    Dark Summoning VII | 1 Greater Eldritch Sigil, 2 Eldritch Sigils | Summons an extraterrestrial being. |
    Ender’s Blast | 1 Greater Force Sigil, 1 Force Sigil, 1 Mötus Sigil | Blasts every creature in a cone with force energy, dealing 4d6 points of force damage per point channeled |
    Pact of Return | 1 Greater Stigmata Sigil | Lets you return to life if you die under certain preset conditions. |
    [/table]


    Rituals requiring two greater sigils
    {table=head] Name | Sigil(s) | Effect
    Dark Summoning VIII | 2 Greater Eldritch Sigils, 1 Eldritch Sigil | Summons an extraterrestrial being. |
    Horn’s of Ibex | 2 Greater Mutation sigils, 1 Greater infernal Sigil | You grow two giant flaming horns from your forhead, each dealing bludgeoning and fire damage. |
    Siphon Life| 2 Greater Stigmata sigils | Increases the age of the subject and decreases your age. |
    [/table]


    Rituals requiring three or more greater sigils
    {table=head] Name | Sigil(s) | Effect
    Dark Summoning VIII | 3 Greater Eldritch Sigils | Summons an extraterrestrial being. |
    [/table]


    Rituals
    Spoiler
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    Rituals so far:

    Awaken
    Weak Ritual
    Sigils: 1 Potency Sigil
    Components: S
    Power Points: 1 hit point
    Range: Medium (100 feet + 10 feet per caster level)
    Target: One unconscious or sleeping creature
    Duration: Instantaneous
    Saving Throw: Will Negates (Harmless)
    Spell Resistance: -

    You mutter a word and the creature you preciously designated in your mind wakes up abruptly.

    This spell was wakes up a sleeping or unconscious creature of your choice.

    Blacken
    Weak Ritual
    Sigils: 1 Lesser Mutation Sigil
    Components: V, S
    Power Points: 1 hit point/channeling
    Range: Touch or personal
    Target: You or one touched creature
    Duration: 2 rounds/channeling
    Saving Throw: Fortitude Negates (Harmless)
    Spell Resistance: -

    You touch the target and it turns pitch black as night.

    The target creature, its clothing and equipment turns pitch black. The creature gets a +5 circumstance bonus to hide checks. This spell has no effect within the radius of a Day Light spell.


    Corpse Puppet
    Ritual
    Sigils: 1 Force sigils
    Components: V, S
    Power Points: 5 hit points/channelling
    Range: Medium (100 feet + 10 feet per caster level.)
    Target: A corpse
    Duration: Concentration
    Saving Throw: -
    Spell Resistance: No

    You animate and take control of a corpse as if it was a puppet and you were its puppet master. A puppeteered corpse is truly a horrid sight as the ritual does not require the corpse to be in any particulate shape, and a puppeteered corpse often will be just a floating bunch of entrails, disembodied body-parts and floating bones.

    You animate a corpse as if it were a doll. The corpse acts exactly as a zombie or skeleton of appropriate size, except it is not undead but just a puppet moved by force. It reacts exactly as you see fit as if you were linked by a telepathic bond. The “zombie” has Turn Immunity and is neither healed nor damaged by both positive and negative energy. In addition it has 5 hp per power point channeled into the spell, as it, unlike an undead, does not need a consistent body to function. It also gains a fly speed (Perfect) of 10 ft. as the powers animating it can also slowly lift it off ground. The ritual ends if the “zombie” is disintegrated or otherwise utterly destroyed. A corpse brought to 0 hit points kills it and ends the ritual, but the caster can reinitiate the ritual in the next round as the ritual does not require the corpse to be in any particulate shape when animated. The ritual ends if the corpse is moved outside range or it enters a Antimagic Field or is dispelled. This ritual can only animate subjects that would be viable subjects for the skeleton and/or zombie template.


    Cthathugar’s Mark
    Weak Ritual [Fire, Cold or electricity]
    Sigils: 2 Infernal Sigils, 2 Cryonic Sigils or 2 Keravic Sigils
    Components: V, S
    Power Points: 2 hit points/channelling
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature of your choice
    Duration: Instantaneous
    Saving Throw: Fort half
    Spell Resistance: Yes

    A brightly glowing mark appear over the subjects chest, dancing vividly for a few seconds before exploding in a bright burst of elemental energy.

    The target takes 2d6 +3 points of elemental damage plus +2 point of elemental damage per power point channelled into this ritual. The type of elemental damage, and the spells descriptor, is Fire if two infernal sigils was used to cast this ritual, cold if two Cryonic sigils was used, and lightning if two Keravic sigils was used.

    Cosmic Jump
    Ritual
    Sigils: 1 Mutation sigil, 1 Mötus Sigil
    Components: V, S
    Power Points: 4 hit points/channelling
    Range: Personal
    Target: Self
    Duration: 1 minute or until discharged
    Saving Throw: Will (Harmless)
    Spell Resistance: No

    Your legs grow and become tauric in nature

    You get a +5 bonus to you next jump check for each power point channeled into this spell. No more than a +5 bonus times the casters Intelligence modifier.


    Dark Summoning I
    Lesser Ritual
    Sigils: 1 Lesser Eldritch Sigils (See below)
    Components: V, S
    Power Points: 5 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 round/channelling
    Saving Throw: none
    Spell Resistance: No

    [I]Forth from the circle springs a horrific tentacle horror twice your size. The enemy cowers, and several flee before the might of your new ally.[/B]
    This spell summons an extraplanar creature (typically an outsider, aberration or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
    The spell conjures one of the creatures from the Dark Summoning I list on the accompanying Dark Summoning table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
    When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. If the spell summons a creature of either air, fire, earth, or water, the spell also costs a sigils of appropriate type (Arobic Sigil, Infernal Sigil, Geronic Sigil, Aquatic Sigil)

    Dark Summoning Lists
    Spoiler
    Show
    Summoning Ritual I monsters
    {table=head] Creature | Alignment
    Warped Dog | Chaotic Good |
    Warped Rat | Chaotic Evil |
    Warped Octopus | Chaotic Neutral |
    Warped Badger | Chaotic Neutral |
    Warped Owl | Chaotic Good |
    Fiendish Dire Rat | Lawful Evil |
    Fiendish Raven | Lawful Evil |
    Fiendish Monstrous Centipede, medium | Neutral Evil |
    Fiendish Monstrous Scorpion, small | Neutral Evil |
    Fiendish Hawk | Chaotic Evil |
    Fiendish Monstrous Spider, small | Neutral Evil |
    Fiendish Snake, small viper | Neutral Evil |
    [/table]

    Summoning Ritual II monsters
    {table=head] Creature | Alignment
    Warped Riding Dog | Chaotic Good |
    Warped Eagle | Chaotic Neutral |
    Warped Lemure Chaotic Neutral |
    Warped Squid | Chaotic Evil |
    Warped Wolf | Chaotic Neutral |
    Warped Fungus, Shreiker | Chaotic Neutral |
    Fiendish Squid | Lawful Evil |
    Fiendish Wolf | Lawful Evil |
    Fiendish Monstrous Centipede, large | Neutral Evil |
    Fiendish Monstrous Scorpion, medium | Neutral Evil |
    Fiendish Shark, medium | Neutral Evil |
    Fiendish Monstrous Spider, medium | Chaotic Evil |
    Fiendish Snake, medium | Chaotic Evil |
    [/table]

    Summoning Ritual III monsters
    {table=head] Creature | Alignment
    Warped Black Bear | Chaotic Good |
    Warped Bison | Chaotic Good |
    Warped Dire Badger | Chaotic Neutral |
    Warped Crocodile | Chaotic Evil |
    Warped Assassin Wine | Chaotic Neutral|
    Fihyr | Chaotic Evil|
    Meenlock | Lawful Evil|
    Fiendish Ape | Lawful Evil|
    Fiendish Dire Weasel | Lawful Evil|
    Hell Hound | Lawful Evil|
    Fiendish Snake, constrictor | Neutral Evil|
    Fiendish Boar | Neutral Evil|
    Fiendish dire Bat | Neutral Evil|
    Fiendish monstrous centipede | Chaotic Evil|
    Fiendish Crocodile | Chaotic Evil|
    Dretch | Chaotic Evil|
    Fiendish Snake, large viper | Chaotic Evil|
    Fiendish Wolverine | Chaotic Evil|
    [/table]

    Summoning Ritual IV monsters
    {table=head] Creature | Alignment
    Warped Giant Owl | Chaotic Good |
    Warped Giant Eagle | Chaotic Neutral |
    Warped Lion | Chaotic Evil |
    Warped Dire Wolf | Chaotic Neutral |
    Harpoon Spider | Chaotic Evil |
    Mephit | True Neutral |
    Carrion Crawler | True Neutral |
    Fiendish Dire Wolf | Lawful Evil |
    Fiendish Giant Wasp | Lawful Evil |
    Fiendish Giant Praying Mantis | Neutral Evil |
    Fiendish Snake, huge viper | Neutral Evil |
    [/table]

    Summoning Ritual V monsters
    {table=head] Creature | Alignment
    Warped Brown Bear | Chaotic Good |
    Warped Giant Stag Beetle | Chaotic Neutral |
    Warped See Cat | Chaotic Evil |
    Warped Griffon | Chaotic Neutral |
    Morkoth | Chaotic Evil |
    Cloaker | Chaotic Neutral |
    Devil, Bearded | Lawful Evil |
    Gibbering Mouther | Neutral |
    Fiendish Deinonychus | Lawful Evil |
    Fiendish Dire Ape | Lawful Evil |
    Fiendish Dire Boar | Neutral Evil |
    Fiendish Shark, huge | Neutral Evil |
    Fiendish monstrous scorpion, Large | Neutral Evil |
    Shadow Mastiff | Neutral Evil |
    Fiendish Dire Wolverine | Chaotic Evil |
    Fiendish Giant Crocodile | Chaotic Evil |
    Fiendish Tiger | Chaotic Evil |
    [/table]

    Summoning Ritual VI monsters
    {table=head] Creature | Alignment
    Warped Polar Bear | Chaotic Good |
    Warped orca Whale |Chaotic Neutral |
    Warped Dire Lion |Chaotic Evil |
    Hook Horror | Neutral |
    Mage Ripper Swarm | Chaotic Neutral |
    Rot Reaver | Neutral Evil |
    Will-o’-Wisp | Chaotic Evil |
    Devil, Chain | Lawful Evil |
    Xill | Lawful Evil |
    Fiendish monstrous centipede, gargantuan| Neutral Evil |
    Fiendish Rhinoceros| Neutral Evil |
    Fiendish Elasmosauros| Chaotic Evil |
    Fiendish monstrous Spider, Huge| Chaotic Evil |
    Fiendish snake, giant constrictor| Chaotic Evil |
    [/table]

    Summoning Ritual VII monsters
    {table=head] Creature | Alignment
    Chuul | Chaotic Evil |
    Warped Elephant | Chaotic Good |
    Warped baleen Whale | Chaotic Neutral |
    Invisible Stalker | Neutral |
    Devil, bone | Lawful Evil |
    Fiendish Megaraptor | Lawful Evil |
    Fiendish monstrous scorpion, huge | Neutral Evil |
    Babau (demon) | Chaotic Evil |
    Fiendish Giant octopus | Chaotic Evils |
    Fiendish Girallon | Chaotic Evils |
    Phasm | Chaotic Neutral |
    Stonesinger | Neutral Evil |
    Susurrus | Neutral |
    Umber Hulk | Chaotic Evil |
    [/table]


    Summoning Ritual VIII monsters
    {table=head] Creature | Alignment
    Atach | Chaotic Evil |
    Warped Dire Bear | Chaotic Good |
    Warped Cachalot Whale | Chaotic Neutral |
    Warped Triceratops | Chaotic Evil |
    Warped Giant Squid | Chaotic Evil |
    Fiendish Giant Squid | Lawful Evil |
    Hellcat | Lawful Evil |
    Fiendish monstrous centipede, colossal| Neutral Evil |
    Fiendish dire tiger | Chaotic Evil |
    Fiendish monstrous spider, gargantuan | Chaotic Evil |
    Fiendish tyrannosaurus| Chaotic Evil |
    Vrock| Chaotic Evil |
    [/table]

    Summoning Ritual IX monsters
    {table=head] Creature | Alignment
    Warped Roc | Chaotic Evil |
    Devil, Barded | Lawful Evil |
    Fiendish Dire Shark | Neutral Evil |

    Fiendish monstrous scorpion, gargantuan | Neutral Evil |
    Night Hag | Neutral Evil |
    Demon, Belilith | Chaotic Evil |
    Fiendish monstrous spider, colossal | Chaotic Evil |
    Demon, Hezrou | Chaotic Evil |
    Avolakai | Neutral Evil |
    Balhannoth | Chaotic Neutral |
    Seryulin, Greater | Neutral |
    Shrieking Terror: Five-headed Terror | Neutral Evil |
    [/table]


    Dark Summoning II
    Lesser Ritual
    Sigils: 2 Lesser Eldritch Sigils (See below)
    Components: V, S
    Power Points: 10 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning II list.


    Dark Summoning III
    Lesser Ritual
    Sigils: 3 Lesser Eldritch Sigils (See below)
    Components: V, S
    Power Points: 15 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning III list.


    Dark Summoning IV
    Ritual
    Sigils: 1 Eldritch Sigil, 2 Lesser Eldritch Sigils (See below)
    Components: V, S
    Power Points: 20 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning IV list.


    Dark Summoning V
    Ritual
    Sigils: 2 Eldritch Sigils, 1 Lesser Eldritch Sigils (See below)
    Components: V, S
    Power Points: 25 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning V list.


    Dark Summoning VI
    Ritual
    Sigils: 3 Eldritch Sigils (See below)
    Components: V, S
    Power Points: 30 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning VI list.


    Dark Summoning VII
    Ritual
    Sigils: 1 Greater Eldritch Sigil, 2 Eldritch Sigils (See below)
    Components: V, S
    Power Points: 35 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning VII list.


    Dark Summoning VIII
    Ritual
    Sigils: 2 Greater Eldritch Sigils, 1 Eldritch Sigil (See below)
    Components: V, S
    Power Points: 40 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning VIII list.


    Dark Summoning IX
    Ritual
    Sigils: 3 Greater Eldritch Sigils (See below)
    Components: V, S
    Power Points: 45 hit points/channelling
    Range: Point within 15 ft.
    Duration: 1 minute/channelling
    Saving Throw: none
    Spell Resistance: No

    This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning IX list.


    Elemental Blast
    Weak Ritual [Fire, Cold, Electicity, Earth or Water]
    Sigils: 1 Infernal sigil, 1 Cryonic Sigil, 1 Keravic Sigil, 1 Geronic sigil or 1 Aquatic Sigil
    Components: V, S
    [B]Power Points: [/B1 hit points
    Range: Close (25 ft + 5ft. per caster level)
    Target: One living shackled or bound creature
    Duration: Instantaneous
    Saving Throw: Ref halves
    Spell Resistance: -

    You point at the target and instantly a blast of elemental energy emits from his chest.

    The targets takes 1d4 elemental damage. The elemental damage and the spell descriptor is fire if a Infernal sigil were used, cold if a cryonic sigil was used, electricity if a keravic sigil was used, earth if geronic sigil was used, or water if a aquatic sigil was used. If the target succeeds a reflex save the damage is halved.


    Ender's Blast
    Powerful Ritual
    Sigils: 1 Greater Force Sigil, 1 Force Sigil, 1 Mötus Sigil
    Components: V, S
    Power Points: 10 hit points/channelling
    Range: 15ft. cone from originating from you
    Target: Creatures and objects within 15ft. cone
    Duration: Instantaneous
    Saving Throw: Reflex Halves
    Spell Resistance: Yes

    You point your finger and blast away everyone before you miles away.

    All targets must succeed a reflex save or take 4d6 force damage per power point channelled into the ritual (max 32d6 damage), if the targets succeed the save it only takes half damage. All creatures who fail the safe is blown 20 ft. away into an available square per power point channelled into the ritual. If the target is blocked by a object or creature on the way, it and the blocking creature/objects take 1d6 points of damage per each 10 ft. the target has flown.

    Gift of Brilliance
    Lesser Ritual
    Sigils: 1 Lesser Potency sigil
    Components: V, S
    Power Points: 5 hit points/channelling
    Range: Close (25 feet + 5 feet per two caster levels.)
    Target: Self or willing subject
    Duration: 1 minute/channeling
    Saving Throw: Will negates (Harmless)
    Spell Resistance: No

    You boosts the subjects essence, making him smarter, stronger, faster, or otherwise more competent.

    The subject gets a +2 circumstance bonus to an ability score of your choice for as long as the ritual lasts, adding the usual bonuses to attack rolls, attack damage, skill checks, save checks and hp.


    Gift of Brilliance, Greater
    Ritual
    Sigils: 1 Potency sigil
    Components: V, S
    Power Points: 10 hit points/channelling
    Range: Close (25 feet + 5 feet per two caster levels.)
    Target: Self or willing subject
    Duration: 1 minute/channeling
    Saving Throw: Will negates (Harmless)
    Spell Resistance: No

    You boosts the subjects essence, making him smarter, stronger, faster, or otherwise more competent.

    The subject gets a +6 circumstance bonus to an ability score of your choice for as long as the ritual lasts, adding the usual bonuses to attack rolls, attack damage, skill checks, save checks and hp.


    Horn’s of Ibex
    Powerful Ritual [Evil]
    Sigils: 2 Greater Mutation Sigils, 1 Greater Infernal Sigil,
    Components: V, S
    Power Points: 30 hit points/channelling
    Range: Personal
    Target: Yourself
    Duration: 3 rounds/channelling
    Saving Throw: Will (harmless)
    Spell Resistance: No

    Giant burning and smoking horns rise from your forehead.

    You gain a natural gore attack, dealing 2d10 bludgeoning and 2d6 fire damage plus strength with each strike. The gore attack deals double damage plus additional +2d6 fire damage on critical. You can use the gore attack instead of your normal attack actions. Furthermore you gain a +3 profane bonus to attack rolls as long as the ritual is in affect.


    Horrid Tentacles
    Ritual
    Sigils: 2 Mutation sigil
    Components: V, S
    Power Points: 15 hit points/channelling
    Range: Close (25 feet + 5 feet per two caster levels.)
    Target: Self or willing subject
    Duration: 3 rounds/channeling
    Saving Throw: Will negates (Harmless), Reflex negates (see below)
    Spell Resistance: No

    Deformed spiked black tentacles grow from the subjects shoulders, constantly moving and wriggling around.

    The subject gets two primary tentacle attacks dealing 2d4 piercing damage. Furthermore, any round the tentacles aren’t used as attack they deal 2d4 piercing damage to all creatures within 5ft unless they succeed a reflex save. The subject gets a +10 bonus to grapple checks, and furthermore can use the tentacles as if they were simple light weapons while grappled.


    Itûm's Speed
    Weak Ritual
    Sigils: 2 Mótus Sigils
    Components: V, S
    Power Points: 3 hit points/channelling
    Range: Touch or Personal
    Target: Self or one living creature touched
    Duration: 1 min/channelling
    Saving Throw: Will (Harmless)
    Spell Resistance: -

    The legs of the touched begins to vibrate and humm strangely.

    This spell increases the affected creatures base land speed by 50 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).


    Last Resort
    Greater Ritual
    Sigils: 2 Greater Keravic Sigils, 1 Stigmata Sigil
    Components: V, S
    Power Points: 30 hit points/channelling
    Range: Personal or Touch
    Target: Yourself or touched living Creature
    Duration: 24 hour/channeling or until discharged
    Saving Throw: Fortitude partial
    Spell Resistance: No

    You surround the target with an electric halo, ready to restart his heart if he were killed. However, unused, the energy erupts and potentially stop his heart.

    If the target dies within the spells duration he is instantly brought back to life with 2 hp per HD and the spell ends. However, if the target does not die within the duration, he must succeed a fortitude save or die. This is a death effect. If the subject succeeds or is immune to death effect it takes 2d6 electric damage per power point channeled into the spell instead. This spell brings back the subject even if the subjects body is destroyed and even if the soul is unwilling because the resurrection is Instantaneous. This cannot revive a person who has died of old age. This spell can only resurrect creatures with one or more hearts and a living anatomy, and therefore not undead, oozes, elements and plants.


    Life Transference
    Weak Ritual
    Sigils: 3 Lesser Stigmata Sigils
    Components: V, S
    Power Points: 4 hit points/channelling
    Range: Touch
    Target: One living creature of your choice
    Duration: Instantaneous
    Saving Throw: -
    Spell Resistance: -

    You touch the target and transfer your own life energy to him. From your stretched hand, blood red streams of magical energy flows into your target.

    The target is cured for 8 points of damage for each power point channelled to cast this ritual. This spell does not affect Undead, Constructs, Oozes and Elements. This counts as positive damage. If the target is blinded, dazed, dazzled, deafened, entangled, exhausted, fatigued, frightened, immobilized, shaken, stunned or wounded, your now are these things instead of the target for the remainder of that effects duration.

    Life Transference, Lesser
    Weak Ritual
    Sigils: 1 Lesser Stigmata Sigil
    Components: V, S
    Power Points: 2 hit points/channelling
    Range: Touch
    Target: One living creature of your choice
    Duration: Instantaneous
    Saving Throw: -
    Spell Resistance: -

    You touch the target and transfer your own life energy to him. From your stretched hand, blood red streams of magical energy flows into your target.

    The target is cured for 2 points of damage for each power point channelled to cast this ritual. This spell does not affect Undead, Constructs, Oozes and Elements. This counts as positive damage. If the target is dazed, dazzled, deafened, exhausted, fatigued or shaken, your now are these things instead of the target for the remainder of that effects duration.


    Siphon Life
    Greater Ritual
    Sigils: 2 Greater stigmata sigils
    Components: V, S
    Power Points: 25 hit points/channelling
    Range: Personal
    Target: Yourself
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: No

    You suck out the living life force of the helpless subject. He turns old, withers and die before your eyes and you body vigorously regaining the energy of its youth.

    The target age by 5 years per power point channeled into this spell, and advance in age categories accordingly, potentially dying of old age. Likewise, your age fall by the same amount of years. You can only cast this spell on helpless subjects. Sleeping subjects are instantly awakened by this. You can only cast this spell on creatures of the same types as you, usually humanoid. Creature that are immune to age effects and/or death effects is immune to this, likewise are outsiders, oozes and undead. If the subject dies of old age, you’re cured for 1d6 hp per 5 years removed by this spell.



    Pact of Return
    Ritual
    Sigils: 1 Greater Stigmata Sigil
    Components: V, S
    Power Points: 10 hit points/channelling
    Range: Personal
    Target: Self
    Duration: 3 hour/channelled
    Saving Throw: -
    Spell Resistance: No

    You make a pact with your master to return under certain circumstances

    This spell function as the Pack of Return spell (Heroes of Horrors), except as noted above.

    Prepare Sacrifice
    Weak Ritual [Evil]
    Sigils: 2 Lesser Stigmata Sigil
    Components: V, S, F
    Power Points: 3 hit points/channelling
    Range: Touch
    Target: One living shackled or bound creature
    Duration: 3 rounds/channeling
    Saving Throw: Will Negates
    Spell Resistance: -

    You touch the target, he stretches out and the ropes whirl around him like snakes. He loses all control of his body. You strike his chest with the sacrificial dagger, and with it draw power to your next ritual.

    This spell was created to prepare sacrifices, but has also seen its use in disabling pesky wizards and rogues that kept escaping their bounds. This spells strips its target of all control of its body, essentially paralyzing it and making it helpless so it can be used as a sacrifice in a ritual. This spell can only be casted on a shackled creature or a creature tied up in ropes. This spell automatically ends if the creature is untied.
    Focus: A set or shackles or ropes.


    Read Thoughts
    Ritual
    Sigils: 1 Vision sigil
    Components: V, S
    Power Points: 5 hit points/channelling
    Range: Long (400 feet + 40 feet per caster level.)
    Target: Intelligent creature
    Duration: 2 rounds/channeling
    Saving Throw: Will negates
    Spell Resistance: No

    You gain access to the brain waves of the subject and know all his thoughts ideas as if they were your own.

    You know the surface thoughts of the mind of the creature. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. This ritual does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.


    Shining Skull
    Weak Ritual
    Sigils: 1 Infernal Sigil
    Components: V, S, Focus
    Power Points: 2 hit points/channeling
    Range: Up to 100 ft.
    Duration: 1 minute/channeling
    Saving Throw: -
    Spell Resistance: -

    The skull starts burning and hover around, discovering small niches and details before hidden by the darkness

    You create a hovering flaming skull that illuminates the area like a torch. The skull can fly anywhere within 100 ft. of your choice with a fly speed of up to 20ft. per round. The skull cannot interact with objects and creatures. If the skull is affected by a spell with the water or air descriptor; or is targeted by a ritual using on or more aquatic sigils or greater aquatic sigils it is dispelled.
    Focus: A humanoid or animal skull from a small or medium creature



    Glyphs
    Spoiler
    Show

    Glyphs so far:

    Glyph of Protection
    Type: Touch
    Requirements: -
    Levels: 3
    Benefit: Creature affected by the Glyph of Protection gets a deflection bonus to AC and save checks equal to Glyph of Deflection's level.

    Glyph of Thorns
    Type: Touch
    Requirements: -
    Levels: 3
    Benefit: Melee attacks against affected creature deals force damage to attacking creatures equal to two times Glyph of thorn's level. This damage is dealt whether or not the creature's attack succeeds.

    Glyph of Concentration
    Type: Touch
    Requirements: -
    Levels: 1
    Benefit: Affected creature gets a +6 bonus to concentration checks.

    Glyph of Terror
    Type: Visual
    Requirements: -
    Levels: 3
    Benefit: Affected creature must succeed a will save with a DC equal to 15 + cultists cha modifier or become shaken. In level 2 the creature is instead frightened, and in level 3 the creature is instead panicked.
    Last edited by CthulhuEatYou; 2012-11-12 at 09:38 AM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Aug 2012
    Location
    Wherever Whenever

    Default Re: Eldritch Cultist [3.5 Base Class]

    Reserved for Feats and Magic items.

    Feats
    Spoiler
    Show

    Ritualistic Nature[General]
    You learn a new sigil.
    Prerequisites: Base Attack Bonus +1
    Benefit: You gain a lesser sigil of your choice which can be used to cast rituals. If you're a cultist, you add this sigil to the sigils you already have. If you're not, you can now cast rituals like a cultist using the sigil.

    Sigil-Bound Strike[General]
    You can imbue your weapon with the power of a elemental sigil.
    Prerequisites: Base Attack Bonus +2, Greater Infernal Sigil; Greater Cryonic sigil; or Greater Kevaric Sigil
    Benefit: Once a day you can imbue a strike with a weapon with the power of a sigil. You can use a sigil to make a weapon strike deals +2d4 elemental damage, if the used sigil is a Greater Infernal Sigil, the damage is of the fire type; if the used sigil is a Greater Cryonic sigil, the strike's damage is of the cold type; and if the sigil used is a Greater Kevaric Sigil, the damage dealt is of the electricity type. The used sigil becomes dormant for 10 minutes.

    Persistent Rituals[General]
    Your spells become more potent and harder to resist.
    Prerequisites: Cultist or able to cast and channel rituals
    Benefit: You get a +2 bonus on caster level checks (1d20 + caster
    level) made to overcome a creature’s spell resistance.



    Magic Items
    Spoiler
    Show

    Creating Magic Items:
    Spoiler
    Show

    Cultists, like other spell casters, can create magic items. To calculate a spells level for magic item creation, use the following:
    {table=head] |
    Spell Level | Take the lowest level that the number of sigils required to cast the ritual, add; +2 for each sigil of the same type of highest tier sigil; +1 for each sigil of same type that is not highest tier sigil needed for the ritual; +1 for each additional sigil of same level, +1 for each 2 sigil of lower tier rounded down of same tier level. Take the highest level spell available to a wizard of that level and use that to determine spell level.|
    [/table]
    Example 1:
    Horns of Ibex: 2 Greater Mutation Sigils, 1 Greater Infernal Sigil ,
    2 Greater sigils + 1 sigil: 14th level cultist.
    +2 levels because there is two greater sigils of the same type, +1 because there is 2 greater sigils, and +½ rounded down (+0) for the Greater Infernal Sigil = Level 17 cultist. A wizard of 17th level is able to cast level 9 spells. Therefore Horns of Ibex counts as a ninth level spell when it comes to crafting.

    Example 2:
    Cthathugar’s Mark: 2 Infernal Sigils, 2 Cryonic Sigils or 2 Keravic sigils
    A level 1 cultist is able to cast 2 lesser sigils, so therefore we start with level 1 cultist. Then we add +2 levels because two of the sigils share a type no matter what; thats level 3. Then we add +1 because there is two sigils (yes this stacks); that gives us a 4th level cultist. A 4th level wizard's highest level spell is 2. So Cthathugar’s Mark counts as a 2nd level spell for item creation.


    Strange Idol
    The strange idol help cultists add more power to their rituals.
    Lore: The strange idol is used by various obscure sects and cults as a religious figure that fuel their rituals.
    (Knowledge [religion] DC 25)
    Description: This greenish idol made of an undefined rock depicts a tentacled winged beast.
    Prerequisite: This item functions
    only if the user is a cultist with access to Sigils.
    Activation: As a free action as the cultist finishes a ritual.
    Effect: Once a day, a ritual of your choice, is empowered as if it was channelled three additional turns.
    Aura/Caster Level: Moderate conjuration. CL 11th.
    Construction: Craft Wondrous Item, 2 Greater Eldritch Sigil, 4500 gp, 1125 XP, 4 days.
    Weight: 1/2 lb.
    Price: 9000 gp.


    Last edited by CthulhuEatYou; 2012-10-19 at 05:37 PM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
    Aug 2012
    Location
    Wherever Whenever

    Default Re: Eldritch Cultist [3.5 Base Class]

    Reserved for Prestige Classes, Alternate Class Feature and templates.

    Spoiler
    Show
    Templates

    Warped Creature
    Warped creatures are creatures changed through foul rituals and or creatures imprisoned on many of the planes which the far realm leaks into.

    "Warped" is an inherited template that can be added to any corporeal animal, monstrous humanoid, magical beast, plant, or vermin (referred to hereafter as the base creature).
    A warped creature uses all the base creature's statistics and abilities except as noted here.
    Size and Type: The creature's type changes to aberration. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points. The creature gains the augmented subtype if necessary. Size is unchanged.
    Natural armor bonus improves by 2 (this stacks with any natural armor bonus the base creature has).
    Special Qualities: A warped creature has all the special qualities of the base creature, plus the following special qualities.
    Spell Resistance (Ex): A warped creature gains spell resistance equal to 5 + its Hit Dice. If the creature already has spell resistance, use the greater of the two values.
    Resistance: The warped creature gains resistance to one energy type based on HD. (acid, cold, electricity, fire, or sonic).
    Damage Reduction (Ex): Warped creatures have damage reduction based on HD.

    {table=head] HD | Resistance | Damage Reduction
    1-3 | 5 | - |
    4-7 | 5 | 5/magic |
    8-11 | 10 | 5/magic |
    12+ | 10 | 10/magic |
    [/table]

    Abilities: Increase from the base creature as follows: Str +2, Con +2, Wis -2, Cha -2.
    Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
    Alignment: Usually chaotic (any). Warped creatures are often chaotic and unpredictable.
    Level Adjustment: +2.

    Last edited by CthulhuEatYou; 2012-11-09 at 06:36 AM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

  5. - Top - End - #5
    Dwarf in the Playground
    Join Date
    Aug 2012
    Location
    Wherever Whenever

    Default Re: Eldritch Cultist [3.5 Base Class] PEACH

    Feel free to contribute, criticize, add suggestions or what ever :)
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

  6. - Top - End - #6
    Ogre in the Playground
     
    ShadowFireLance's Avatar

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    Default Re: Eldritch Cultist [3.5 Base Class] PEACH

    Might be useing This, once Its finished, Might I susggest a Glyph of Madness?

    Makes enimes Save or go insane for a few rounds, but hurts, or Some such to the Caster?
    Last edited by ShadowFireLance; 2012-10-20 at 12:51 PM.
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

  7. - Top - End - #7
    Dwarf in the Playground
    Join Date
    Aug 2012
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    Default Re: Eldritch Cultist [3.5 Base Class] PEACH

    Updated:
    Have added Cultist Focus class feature. Added more rituals; a ritual by sigil list; a Warped Creature template later to be used in the Dark Summoning ritual.

    Will be added next:
    Dark Summoning Ritual and Dark Summoning creature lists.
    New Cult Focus Glyphs
    More Rituals
    More Cult Focuses if I can think of any
    Last edited by CthulhuEatYou; 2012-11-01 at 10:37 AM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

  8. - Top - End - #8
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Eldritch Cultist [3.5 Base Class] PEACH

    Quietly awaits the finishing with great interest.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  9. - Top - End - #9
    Dwarf in the Playground
    Join Date
    Aug 2012
    Location
    Wherever Whenever

    Default Re: Eldritch Cultist [3.5 Base Class] PEACH

    Update:
    Dark Summoning Tables.
    New Rituals;
    • Dark Summoning
    • Last Resort
    • Siphon Life
    • Read Thoughts
    • Corpse Puppet
    • Gift of Brilliance
    • Gift of Brilliance, Greater
    • Horrid Tentacles



    Almost Done:

    Dark Summoning Monsters with Warped Template
    Cultist focus Glyphs
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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