The World Born Dead
Alignment: Any non good.
Hit Die: d8
Class Skills: A cultist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier
Saves and Base Attack Bonus
A cultist has a good fortitude, poor reflex, poor will saves and a poor Base Attack Bonus much like a wizard
The following are class features of the cultist.
Weapon and Armor Proficiency: Cultists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not, however, interfere with a cultist’s divine spellcasting.
Spells: A cultist casts divine spells, which are drawn from the cultist spell list. A cultist can spontaneously cast a certain number of spells per day.
To learn or 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 sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Her base daily spell allotment is the same as a cleric’s number of spells per day (not including domain spells).
However, the cultist’s selection of spells known is limited. At 1st level, the cultist begins play knowing four 0-level spells and two 1st-level spells of his choice, plus one 1st-level domain spell for whichever domain he has chosen.
A cultist accumulates taint for casting any spell with the [Corrupt], [Dread], [Evil], [Fear], or [Mind Affecting] descriptor. When attempting to cast a tainted spell she must make a Fortitude save (DC 10 + spell level) or increase her taint score by 1.
When her taint score reaches 10, her alignment shifts to Evil, if was not already and she gains the Tainted Spellcaster class feature.
Tainted Spellcaster (Su): Rather than using a key ability score for spellcasting, a cultist with a taint score of 10 or higher must use her taint score. Even if she is able to somehow reduce her taint score she doesn’t lose the Tainted Spellcaster supernatural ability.
To cast a spell, a cultist must have a taint score at least equal to the spell’s level. Cultist bonus spells are based on a number equal to the character’s taint score + 10, and saving throws against cultist spells have a DC of 10 + spell level + the cultist’s taint score.
Her base daily spell allotment increases as he gains one spell per day of each spell level he can cast.
Component Cost Damage Dealt 50 gp or less.......5 51 gp-300 gp.......11 301 gp-750 gp......17 751 gp or more.....23
A cultist must use blood in place of any spell’s material component (if the spell has no material component, ignore this cost). She has two choices for a source of blood: herself or someone else.
If she uses her own blood, the minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the cultist, but the character does not need to make a Concentration check to successfully cast the spell, despite the wound.
Substituting blood for a costly material component requires drawing a greater amount of blood. A cultist deals more damage to herself when drawing a large amount of blood. Also, when using blood to replace a costly component in this way, the cultist must make a Concentration check (DC 10 + damage taken + spell level) to successfully cast the spell.
If the cultist draws someone else’s blood to use as a material component, the rules given above generally apply. If the source of blood is willing (or helpless) and is adjacent to the cultist, she can make a minor knife cut to obtain a small amount of blood as a free action during the casting of the spell. (If the source is not willing or helpless and not adjacent, how long it takes to draw blood depends entirely on the circumstances.)
No single source of blood can be used to replace a costly material component unless the character or creature’s current hit point total is high enough to absorb all the damage without falling below -10. For example, the blood of an lizardfolk with 6 hit points remaining is not sufficient to replace a component that costs 301 gp or more, because the lizardfolk cannot take the necessary 17 points of damage before it is dead.
Taint Suppression: While a cultist is likely to accumulate a high taint score over the course of her life, this taint is not immediately obvious to onlookers. A cultist’s taint manifests in mental effects—insanity, rage, and nightmares—and in internal physical effects. If a cultist is split open, the character’s internal corruption is obvious: Her body is full of bloody pus and strange growths, even internal limbs. If a cultist enters a tainted area, her corruption immediately manifests externally as well. Barring these two conditions, it is impossible to detect a cultist based on appearance.
A cultist no longer applies her taint score as a penalty to her Constitution, and only applies one-half her taint score as a penalty to her Wisdom.
Tainted Metamagic: A cultist who learns metamagic feats can apply them by paying an additional cost in blood. By draining blood, a cultist can enhance her spells without using a higher-level spell slot. The cost is a number of points of Constitution damage equal to the spell slot adjustment of the metamagic feat. Thus, casting an empowered vampiric touch spell costs a cultist 2 points of Constitution damage, because an empowered spell uses up a spell slot two levels higher than normal. A cultist cannot enhance a spell to a level higher than she can cast by this means. For example, a cultist must be at least a 10th-level caster to cast an empowered vampiric touch spell since the empowered spell requires a 5th-level spell slot.
A cultist without a Constitution score cannot use this ability.
Deity, Domains, and Domain Spells: Cultists tend to venerate a pantheon of deities, not mention demons, however many cultists also worship one deity before all others. This patron deity influences what magic he can perform, his values, and how others see him. A cultist must choose a domain from among those belonging to his patron deity. A cultist can select an alignment domain (Chaos, Evil, or Law) only if his alignment matches that domain.
The chosen domain gives the cultist access to the domain’s first level spell as well as the granted power.
Undead Minion (Su): At second level, a cultist gains the power to animate a single undead minion. The minion is treated as a medium sized human zombie. Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.
This creature is a loyal servant that follows the cultist’s commands and accompanies her on adventures if desired. If the undead minion is destroyed, the cultist suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At first, the minion is completely typical, but it gains power as the cultist gains levels. The minion has a number of Hit Dice equal to the cultist’s class level.
At third level, the cultist gains the ability to see but not hear through its minion’s senses at a range of up to 100 feet + 10 feet per cultist class level, and every three levels after that, the cultist can share another of the minions senses, until at 18th level the cultist gains the ability to cast spells through its minion by accepting wisdom damage equal to the spell level.
At fifth level, the minion grows to large size and increases a size category every five levels after that (to a maximum of gargantuan at 15th level), each size increase also increases the minions strength by 8, constitution by 4, and natural armor by 3 while decreasing its armor class by 2.
Level Advancement: The power of taint is seductive. Once a character has tasted its attractions, it is hard to resist. Whenever a cultist gains a new level and wishes to advance a level in some other class, she must succeed on a Will saving throw (DC 10 + taint score). If she fails the saving throw, she must advance her cultist level. If she succeeds on this saving throw, she can advance a level in some other class.
Ex-Cultists: A cultists whose alignment becomes good loses all spells, and cultists abilities.