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Cultist (Human Cleric 3)

Henry Fuseli (1741-1825) Title: Dante and Virgil on the Ice of  Kocythos Date 1774 Medium Pen and sepia, watercolour, Cultist
Henry Fuseli (1741-1825) Title: Dante and Virgil on the Ice of Kocythos Date 1774 Medium Pen and sepia, watercolour

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Cultists are members of secret societies, meeting hooded and masked in dark masses and unspeakable, blasphemous rites. They gather the lay cult members and lead them in their maledictions, channeling for them the shadowed powers of the nether planes.

Cultist CR 2
XP 600

Human cleric 3

NE Medium humanoid

Init +1; Senses Perception +3
DEFENSE
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dexterity, +1 shield)  

hp 16 (3d8+3)

Fort +4, Ref +2, Will +5
OFFENSE
Speed 20 ft.  

Melee mwk sickle +3 (1d6) Ranged dart +3 (1d4)

Special Attacks channel negative energy 6/day (DC 14, 2d6) Domain Spell-Like Abilities (CL 3rd; Concentration +5)

6/day, rebuke death (1d4+1), touch of evil (1 round)

Cleric Spells Prepared (CL 3rd; Concentration +5)

2nd – cure moderate woundsD, death knell (DC 14), hold person (DC 14)

1st – bane (DC13), cause fear (DC 13), cure light woundsD, doom (DC 13)

0 (at will) – bleed (DC 12), Guidance, light,resistance D domain spell; Domains Evil, Healing
STATISTICS
Strength 10, Dexterity 13, Constitution 12, Intelligence 8, Wisdom 15, Charisma 16

Base Atk +2; CMB +2; CMD 13

Feats Alignment Channel, Combat Casting, Selective Channeling

Skills Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +3, Sense Motive +6, Spellcraft +3

Languages Abyssal, Common, Infernal Combat Gear bloodroot poison (1 dose), vials of unholy water (2); Other Gear chainmail, light steel shield, darts (4), masterwork sickle, silver Unholy Symbol Boon A cultist can hide the PCs or others they designate within a secret cult sanctuary for up to 3 days. They could also plant false evidence implicating an NPC as a cult member.

Cultists can be found leading small cult cells or congregations of a half-dozen farmers, shipmates, bloodthirsty cannibals, or even misguided acolytes (CR 5). A pair of cultists might lead a larger cult of nine doomsayers or initiates (CR 8). Cultists might also serve as disciples of more powerful spellcasters. A pair of cultists can be acolytes of an evil medium (CR 6), three cultists might be apprenticed to a shaman (CR 7), four could follow a conjurist (CR 8), or up to a dozen cultists might follow a cult leader (CR 12).

Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide

Pathfinder
RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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