Cultist of the Zamonudi

      The cultist is any individual of any species and any class that willingly serves the desires of a zamonudi. Cultists come in many varieties, ranging from the casual aid to the blindly adoring zealot. Minor servants provide their master with entertaining shiny things, play music, sing songs or otherwise find someway to make the time of their master pass entertainingly. The other cultists, the ones reviled and despised universally, see to their masters dietary needs. Often offering up the females of their own people to their masters hunger these cultists are hunted for preying upon their own kind and bringing mothers, daughters and sisters to a horrendous fate. Each cultist, in their own way, with to please their master. Some do this to earn rewards while the truly fanatical only wish to serve without any regard for remuneration.
     Casual cultists usually do not go very far in earning their masters esteem, doing enough to keep their master happy but hardly keeping the pace of a true fanatic. The more "active" members feed their masters as often as they can manage, speak praise and admiration of their master, clean its scales with their tongues, drinking or lapping up fallen gleeah and at times offering their own lives to appease their masters appetite. It is these cultists that tend to earn more of their masters favour and in turn go farther, if they live long enough.
     As opposed to normal classes, the cultist does not count toward character level and does not require investiture of experience points. As such, a cultist gains no skill points, feats or other benefits upon gaining new levels unless otherwise specifically stated here. The cultist gains only in the favour of the bizarre creature they have come to serve, which is measured by how much they have pleased it. This favour is kept track of much like experience, but runs parallel to the characters current class rather than with it.

Requirements
     To qualify to become a cultist, a character must fulfill all the following criteria.
Alignment: Typically neutral to evil
Skills: Something of value to the zamonudi in question (e.g. Perform, Bluff)
Special: Have come into contact with an available zamonudi.

Class Skills
     None. Recommended skills are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sense Motive (Wis),.

 

Level

Favour

Special

Protective Favour

Dragon Souls

1st

500

Marked

+1

1

2nd

1,500

Azure Tongue

+2

2

3rd

3,000

Aura Sight, Devotion +1

+3

3

4th

5,000

Best wishes +1, Mental Link

+4

4

5th

7,500

Azure Gullet

+5

5

6th

10,500

Devotion +2

+6

6

7th

14,500

Mental Bond

+7

7

8th

19,000

Best Wishes +2

+8

8

9th

24,000

Devotion +3

+9

9

10th

29,500

Blue Blood

+10

10

Favour acts much like exp for other classes, tracking the favour the cultist has earned.

Class Features
All of the following are class features of the cultist.

Aura Sight (Su): You are able to see the spirit of other creatures, thus determining the strength of their life force. Both the colour and general strength of the target viewed are revealed to you. To enact this ability requires a full round action per target viewed and lasts so long as concentration is maintained.
     This ability is a side effect of consuming gleeah over a period as well as your masters influence.

Azure Gullet (Ex): Consuming gleeah so regularly has essentially replaced your saliva with it. Your smile has a blue tint and your breath smells of dish-soap. So long as you continue to include a good amount of fats in your diet, the gleeah will tend to stay and grow in volume. In addition to the effects of azure tongue, you may also spit gleeah as a ranged attack up to fifteen feet. A -1 penalty to hit is applied at 10 feet and -2 at 15 feet. A strike deals d12 corrosive damage to corporeal zelengorsk of negative polarization, and d6 essence damage to ghost type zelengorsk. To spit takes a full round action, and can typically be used three times before becoming depleted. You may replenish your gleeah by consuming fats or gleeah directly.

Azure Tongue (Ex): Consuming gleeah has tainted your own saliva with the substance, giving it a bluish tint. You start to crave foods with high fat content such as butter, milk, ice cream and many sorts of deserts and pastries (if you are female you might have already had this problem). As a side effect, with but a lick you can determine if an individual has a "sweet" spirit, being able to taste the quality of their life force, the stronger the better.
     The ability of gleeah to deal with dead flesh can aid you in treating wounds. When making a heal check, licking an open wound grants a +3 bonus to the check as the wound becomes sterilized and venerable dead flesh removed.

Best Wishes (Su): You have earned your masters attention and it thinks of you often. Wanting you to be well and to have good fortune your masters influence grants a luck bonus to AC, to hit rolls, saving throws, skill checks and other times where luck is a factor. The bonus is +1 at level four and +2 at level 8.

Blue Blood (Ex): Your consumption of gleeah has gone to far, and it has now invaded your blood, slowly replacing. The small veins in your eyes, the flesh of your mouth and other membranes gain a bluish hue, giving you a distinctly unhealthy look. You might be able to convince others that some of it is the effects of makeup, but an open wound from which blue slime flows will be hard to explain away.
     Although your natural blood is gone, the gleeah seems to act as a rather good substitute and gain the following benefits:

Endurance. If you already have Endurance you instead gain Diehard. If you have both then no further benefit is gained.
Great Fortitude. If you already have Great Fortitude you instead gain Toughness.
Fast Healing (Ex) 1 point per round.
Aura Sight (Su) can be used at will and upon as many targets as are within view.
Unpalatable. Carnivores or other eaters of flesh will find your meat very repulsive.
Immunity to normal poisons and disease.
Damage Reduction 1 against slashing attacks.
Damage Reduction 3 against blunt attacks.

Your appetite for foods high in fat grows stronger still as it becomes vital to your survival. If you do not consume the fat equitant of 1L of milk each day you suffer one point of temporary Constitution damage. This damage may be restored at a rate of one point per day if you continue to meet your dietary requirements.
     As your body literally flows with gleeah, should your master or another zamonudi decide to devour you how long you last will be measured in rounds rather than hours. This effect could make you a very fast and enjoyable source of essence or allow for very quick death and rebirth as a dragon born. If you do become dragon born, all the benefits you enjoyed from Azure Tongue, Azure Gullet and Blue Blood and your other cultist abilities remain with you in your new state.

Devotion (Ex): You have developed a deep devotion to your master and your service to it. Any action you take for your master, such as when hunting or in its defence, you gain a moral bonus to your rolls. This bonus applies to attack rolls, saving throws and skill checks.

Marked (Su): By licking gleeah into your fur with its tongue, your master places upon you its mark. This mark denotes you as its cultist, and if you are female that your life is already spoken for. Other zamonudi or cultists will thus tend to leave you alone so long as they see the mark. The mark can be seen by zamonudi and other marked creatures or by the use of see invisibility, true seeing, a gem of seeing, or a robe of the eyes and similar effects. The mark may be placed anywhere on the body desired but is usually placed upon the forehead in plane view of any who need to see it. This location is also easy to spot for those who would hunt cultists so at times more concealed places may be chosen.

Mental Bond (Su): Your mental tie to your master permeates your thoughts strongly and often. This allows you to know when your master is pleased or not, and vice versa. It also aids in breaking mental control or influences, granting a +4 to saving throws against mental influences.

Mental Link (Su): You may communicate telepathically with your master at any distance on the same plane, and vice versa.

Protective Favour (Su): The divine presence of the zamonudi upon you grants a bonus to saving throws.

Hosted by www.Geocities.ws

1