Cultist

Level 1
Creature· humanMediumRemaster
AC 17
HP 20
Speed 25 ft.
Fort +7
Ref +8
Will +4
Perc +4
Size Medium
Common
Languages common
Skills stealth +6, occultism +4, society +4, deception +3, intimidation +3
Recall Knowledge society DC 15

Attacks

Melee Dagger +7/+3/-1(agile, versatile S)
Damage: 1d4+4 piercing
Melee Dagger +6/+2/-2(agile, thrown 10 ft., versatile S)
Damage: 1d4+4 piercing
Melee Fist +7/+3/-1(agile, nonlethal, unarmed)
Damage: 1d4+4 bludgeoning

Abilities

Will +2 vs. Higher Ranking Members of the Cultdefensive
Fanatical Frenzyoffensive

Requirements The cultist has taken damage and is neither Fatigued nor already in a frenzy

The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.

Description

Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.