Cultists believe in a false god, a pagan-god, a demi-god, a creature from another plane of existence, or even a god that has been destroyed. Some cultists even worship dragons or great creatures with enormous power (such as the Northern Leviathan). Whatever the case, cultist's are religious people who have forsaken their previous believe in favour of a new "god" which they believe is more powerful than others. Through their sheer force of will, they gain access to some rather limited divine powers. Cultists are often accused of being "False Prophets", and are often rogues, fallen paladins, disgraced clerics and other holy people who have lost their original faith. The most important ability of a Cultist is their ability to attract followers to believe in their strange god.
Hit Die: d10
Requirements: 9 Ranks in Knowledge Religion, Leadership feat, must be proficient in the chosen weapon of their "god" and must have met their "god" either in person, or in a dream, or even during a drunken stupor.
Class Skills: 6 Skill Points/level. Cultists have access to Rogue skills.
Weapon & Armour Proficiency: No new weapon or armour proficiency.
Spells per Day: Cultists gain access to cleric divine spells, but gain spells at the progression of a bard. Thus a 5th level Cultist would be able to cast clerical spells at the level of a 5th level bard. If they have forsaken their old god in the case of a cleric or paladin, then their spell casting levels stack with their new Cultist levels. For example: A 5th level ex-cleric, 1st level cultist would cast divine spells as if they were a 6th level bard, but LOSES all of their previous Divine abilities of their old god. A bard, ranger or druid who becomes a cultist retains their spell casting abilities and they do not stack.
Level Base Attack Bonus Fort Reflex Will Special Spells per Day
1st +1 +2 +0 +2 Bonus Followers +1 level
2nd +2 +3 +0 +3 Bonus Followers +1 level
3rd +3 +3 +1 +3 Bonus Followers +1 level
4th +4 +4 +1 +4 Bonus Followers +1 level
5th +5 +4 +1 +4 Bonus Followers +1 level
Bonus Followers: Because the Cultist already has the Leadership feat, every time they gain bonus followers it means that their Leadership score goes up by +2. Thus by 5th level Cultist, they have a Leadership bonus of +10 and wield a lot of power since they have a small army that follows them around. Many followers like to perform "miracles" and ramble about their god's superiority by giving public sermons. The Cult Leader sometimes has Cultist followers who leave them to start own Cult, but new followers always replace those who leave.
Special: If the "false god" in question ever does become a real god, the character loses all levels of Cultist (including special abilities) and becomes a Cleric of equal level, in worship of that god. If the god has been destroyed, the Rebirth of the God would also symbolize the Cultist becoming a Cleric. They do not lose their attack, save bonuses or hit points however, which stay the same. This has certainly happened before. The last time it was the Wolf-God (usually worshipped by rangers and even a few druids) who ascended to god-hood, roughly 200 years ago. Some NPCs and even Monsters have their own cults dedicated to them, adding to the chances of them becoming a new god. The Troll-King Zyguinas and the Northern Leviathan are the two creatures that are most argued by theologians that they might become gods. The Troll-King certainly has a large following of worshippers, and as a druid himself certainly has access to divine power.