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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 10-19-2012, 02:10 PM   Top  -  End  -  #1
CthulhuEatYou
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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


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
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Eldritch Cultist [3.5 Base Class]

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

Last edited by CthulhuEatYou : 11-19-2012 at 07:49 AM.
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Old 10-19-2012, 02:11 PM   Top  -  End  -  #2
CthulhuEatYou
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Default Re: Eldritch Cultist [3.5 Base Class]

Reserved for Sigils, Glyphs and Rituals.

Sigils
Spoiler


Cultist Ritual List
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Rituals
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Glyphs
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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

Last edited by CthulhuEatYou : 11-12-2012 at 09:38 AM.
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Old 10-19-2012, 02:13 PM   Top  -  End  -  #3
CthulhuEatYou
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Default Re: Eldritch Cultist [3.5 Base Class]

Reserved for Feats and Magic items.

Feats
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Magic Items
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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

Last edited by CthulhuEatYou : 10-19-2012 at 05:37 PM.
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Old 10-19-2012, 02:14 PM   Top  -  End  -  #4
CthulhuEatYou
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Default Re: Eldritch Cultist [3.5 Base Class]

Reserved for Prestige Classes, Alternate Class Feature and templates.

Spoiler
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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

Last edited by CthulhuEatYou : 11-09-2012 at 06:36 AM.
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Old 10-20-2012, 08:43 AM   Top  -  End  -  #5
CthulhuEatYou
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Default Re: Eldritch Cultist [3.5 Base Class] PEACH

Feel free to contribute, criticize, add suggestions or what ever :)
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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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Old 10-20-2012, 12:50 PM   Top  -  End  -  #6
ShadowFireLance
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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?
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Old 11-01-2012, 10:36 AM   Top  -  End  -  #7
CthulhuEatYou
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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
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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

Last edited by CthulhuEatYou : 11-01-2012 at 10:37 AM.
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Old 11-05-2012, 07:47 PM   Top  -  End  -  #8
Bhu
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Default Re: Eldritch Cultist [3.5 Base Class] PEACH

Quietly awaits the finishing with great interest.
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Old 11-12-2012, 03:21 PM   Top  -  End  -  #9
CthulhuEatYou
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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
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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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