Shipwrecked on Skull Island
Prime Requisite: Willpower
Requirements: Perception 11+, Willpower 12+
Hit Dice d6
Save: As a cleric
Advance: As a cleric
Maximum level 9
On of the most hated heretics of the Instrumentality were the worshipers of the Outer Darkness, and the witches that had dedicated themselves to the Demon cults. These were the primary targets for the Instrumentality’s purges. Once in the hands of the witch hunters, they were clothed in blinder helmets and gags. The cultists that survived the ship wreck begin the game without any possessions except their torn wet shifts. All their focus items were taken from them and destroyed. This means that starting cultists cannot use magic until they level up and gain a new patron.
Restrictions: Cultists use a six side die (d6) for their hit dice and are limited to ritual daggers, nets, and whips. They also eschew armor of any kind preferring flowing robes, especially magical robes. They can use any magical weapon or magical armor that they are given by their patron as a focus item.
Special Abilities: Each cultist has dedicated themselves to the service of one or more patrons. They have sworn a pact with the patron entity grants them the ability to call on lesser servitor creatures from the Outer Dark (aberrations), or the Lower Planes (outsiders). If they abide by the terms of their pact they may even command these creatures to do their bidding. Generally a patron requires some sort of ritual offering or action dedicated to it every month or it inflicts a disfavor point on the cultist. For instance, animal sacrifices bestow an XP reward onto the cultist equal to half the XP value of the sacrificed animal. In addition, each time a pact is sworn the patron bestows a focus item on the cultist, this item is usually also a magical wondrous item, magical weapon or rarely a magical armor. The pact can be broken at any time by the loss or destruction of the focus item which must be carried or worn by the cultist whenever he wishes to summon a servitor as well as in plain view when he attempts to command it.
A cultist can summon a servitor once a day per level he has as long as his Willpower is not exhausted. Once summoned a servitor creature is wild and uncontrolled unless the cultist succeeds on a command check as a spell casting action. Command checks require the cultist to spend 1 Willpower Point and roll a d20 with a bonus equal to the cultists level. The difficulty of the command check is equal to 10 + the current hit points of the servitor creature. If they fail this roll, the servitor creature remains uncontrolled acting as another monster under the DM’s control and the cultist gains a disfavor point from his patron. Disfavor points add to the difficulty of all command checks and when they equal or exceed the cultists Willpower score, their patron shows its disfavor by causing something bad to happen to the cultist, usually something that inflicts between 1-10 damage and reduces the total disfavor by ten. Disfavor can also be reduced by 1 point for each day the cultist makes offerings worth at least ten times his level in gold to appease his patron.
Once the servitor has been successfully commanded, it can fight for the cultist or even be sacrificed to heal the cultist and each his companions who partake of its flesh. They gain hit points equal to the hp lost by the servitor.
At first level, and again at each subsequent level whenever the cultist rolls his hit die to determine his hit points and rolls a 5 or less he gains one of the following special abilities in addition to the hp:
5. Each time the cultist rolls this result, he gains the ability to sacrifice up to 5 hp to improve one of his command checks by +1 for each hp lost this way. So the second time he scores this result he can sacrifice up to 10 hp for up to a +10 bonus on a command check.
4. Each time this result is rolled, the cultist gains the ability to cast a divination spell by spending 1 Perception Point and losing one of his servitor summonings for the day.
The cultist can cast any of the following divination spells: analyze, detect evil, detect hostile, detect invisible, detect magic, find traps, or locate object
3. The first time this result is rolled all summoned servitors belonging to the cultist’s patron refuse to attack the cultist unless the cultist attacks them first. Each additional time this result is rolled an additional kind of summoned monster or servitor will ignore the cultist until he attacks them. The difficulty of his control checks is also reduced by 2 for every type of monster that is bound to ignore him when attempting to control one of those servitors.
2. Each time the cultist rolls this result, he is contacted by another patron that offers him a pact. He may have as many pacts as he has levels and each pact is cemented by a focus item that the patron gives to the cultist.
1. Each time this result is rolled, the cultist patron bestows a boon upon them. Choose one of the following abilities it is permanent and always on: infravision with a range equal to the cultists Perception score, scaly flesh that provides a +1 bonus to AC, gills that provide water breathing, or some other altered anatomical feature that provides a +1 bonus to either Constitution, Dexterity, Intelligence, Perception or Strength. Finally, the last boon that his patron can bestow is the revelation of a servitors true name which provides a +10 bonus on command checks to control that one specific creature, and if that creature is ever slain it will reform on its home plane over the course of the next 10-100 years.
At 3rd level, the cultist gains the ability to cast 1st level spells by spending a WIllpower point. They can only cast the following spells: cause/remove fear, cause/cure light wounds, charm, detect magic, magic lantern, predict weather, protection from good/evil, unseen servant, and ventriloquism.
At 5th level, the difficulty of the command check is reduced to 10 + the hit dice of the servitor creature or 10 + its current hit points, whichever is less.
At 7th level, the difficulty of the command check is reduced to the hit dice of the servitor creature or current hit points, whichever is less.
At 9th level, a cultist becomes the leader of their cult, and can attract between 9 and 54 followers. They can also attempt to complete a doomsday prophecy culminating in the physical manifestation of one of their patrons who will wreck havoc on the world for a year and a day, and grant the cultist command of its armies during this time.
Titles by Level (needs work I know)
2. Initiate of First Mystery
3. Initiate of Second Mystery
4. Initiate of Third Mystery
9. Cult Leader