TEXT: Esoteric Orders
  The Cultist
  Alex Riggs
  Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, is part of the product identity. With the exception of the page backgrounds and the 
  Necromancers of the Northwest logo, the art in this book is the work of Phill Simpson.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Artist
  Phill Simpson
  
  Unlikely Allies
   
  Lydia bristled, silently fuming to herself as she sat in 
  the garish and opulent carriage, doing her best not to enjoy 
  any of the comfort or finery that it offered her on behalf of her 
  travelling companion. He was the source of her anger, though if 
  he was aware of that fact, he didn’t show it, lounging as he was 
  on the cushioned bench, idly running his thick, dwarven fingers 
  through his fastidiously-trimmed red beard as he stared vaguely 
  at the carriage ceiling, a permanent smirk plastered on his face.
   
  I guess condescending expressions are part of the 
  uniform of the Hermetic Order of the Infernal Crown, she 
  thought darkly. The dwarf, who went by the name of Menadros, 
  was, in fact, a member of that particular devil worshipping 
  cult, and, through absolutely no kind of coincidence, Lydia was 
  certain, also the secretary of the local banker’s guild. She wasn’t 
  sure whether he had used connections in the devil-worshipping 
  cult in order to secure his position, or if he had been recruited 
  by the cult because of his prominence, but either way, it was an 
  open secret that he used his position to steer the guild towards 
  policies that Hell found favorable, while ensuring that loans 
  and credit were always there for prominent diabolists. Plus, like 
  many members of his foul cult, he was an enthusiastic slaver.
   
  In short, he was the opposite of everything that Lydia 
  stood for, and was precisely the kind of scum that she had joined 
  the Army of the Heavens in order to combat. The Army of the 
  Heavens was a militia—she refused to accept the term “cult,” 
  even though many of the organization’s detractors called it 
  that—devoted to protecting the innocent from the predations 
  of evil, and enacting the will of the angels in the mortal realm. 
  Under any other circumstances, Lydia and the devil-worshipping 
  dwarf Menadros would have been bitter enemies, but today, her 
  superiors had decided that the Hermetic Order of the Infernal 
  Crown was the lesser of two evils, and had ordered her to accept 
  Menadros’s offer of help—the slimy bastard!—in dealing with 
  an even greater threat: the Brotherhood of Blissful Slaughter, 
  a cabal of deranged, violence-worshipping demoniacs, which 
  had set up shop in town, and had begun their usual pattern of 
  kidnappings and murders.
   
  “I still think it would be a lot easier if you just told 
  me where their hideout is,” Lydia grumbled aloud as the coach 
  continued on its path. “It’s not like you to insist on coming along 
  in a dangerous situation, anyway.” She may have been ordered to 
  work with Menadros, but she didn’t have to like it.
   
  “On the contrary, my dear,” the dwarf didn’t even glance 
  her way as he spoke. “If I don’t go myself, how can I ensure that 
  the job is done properly? As much as I enjoy watching you run 
  about town playing soldier, you just don’t understand what these 
  people are capable of. If I let you go alone, it wouldn’t just be like 
  sending a lamb to the slaughter.”
   
  “How kind of you,” Lydia replied sarcastically, wishing 
  she had something more clever to retort, then, clenching her 
  jaw, she reminded herself that she was a professional, and that it 
  was time for her to put her feelings aside. “What can we expect, 
  then?”
   
  Menadros finally sat up, his detached superiority fading 
  along with Lydia’s anger. “They’re operating out of a bookstore, 
  of all places. The owner was an elderly sort, not well-liked, kept 
  to himself. Apparently they burst in one night, killed the old 
  man, and have been operating out of it ever since.”
   
  “That’s horrible,” Lydia exclaimed.
   
  “I thought we had already established that these are 
  not nice people, my dear. My source tells me that they have 
  turned the cellar into some sort of fighting arena. Most likely 
  you’ll find your kidnapping victims there, or whatever’s left of 
  them, after they’ve been made to fight to the death.” He shook 
  his head slightly and made faint clicking sounds with his tongue. 
  “Wasteful, really.”
   
  Lydia bit back a retort, not allowing the diabolist to 
  goad her. “You never did mention who your source was.”
   
  “No, I suppose I didn’t,” Menadros responded coyly as 
  the coach came to a gentle stop. “But I’m afraid there’s no time 
  for that. We’ve arrived.”
  *****
   
  “You want us to take them down to the pit with the 
  others, boss?” Darrick vaguely heard Farlo, one of his fellow 
  Brothers of Blissful Slaughter ask him. He was dimly aware that 
  Farlo was repeating himself, that this was at least the third time 
  now that he’d asked the question, as he waited for Darrick to 
  snap out of the battle haze. It always took Darrick a little time 
  to come back to his senses after a good fight. Once the blood 
  got pumping, he just wanted to keep hacking, and stabbing, and 
  screaming. He was always a little sad when he finally killed the 
  last foe, and that rush of adrenaline began to slowly fade, the 
  color fading from the world—especially that bright, warm, blood 
  red—as everything melted back into drab shades of grey.
   
  “Yeah, yeah, chain ‘em up, we’ll make ‘em fight later,” 
  he eventually managed to say. The woman with the black hair 
  had barged into their base with her sword already drawn, 
  brandishing it right in Farlo’s face, as he sat behind the counter 
  disguised as the old shopkeep they’d killed to get the place. Farlo 
  did his job well. He’d become a lot craftier in the last few days, 
  since taking over this place. Darrick had to admit that he’d taken 
  to the job of decoy surprisingly well, especially since no one had 
  wanted to do it, and he only got it because he drew the short 
  straw.
   
  The pair had known exactly what was up, and the 
  woman in black had spelled out just about everything but their 
  names, and Farlo was never going to convince her, but he did 
  make her doubt herself long enough for Darrick and three of 
  his brothers to get into position. The black haired woman had 
  fought well, with zeal that almost matched Darrick’s, but she 
  fought predictably, and, outnumbered, was never a real threat. 
  The dwarf had taken them by surprise with that whip—what 
  kind of dwarf uses a whip, anyway?—and between them, the pair 
  put up a good fight, and even managed to kill Sima. Oh, well. 
  It’s no great loss, Darrick thought to himself. Sima was weak, 
  anyway.
   
  By the time Farlo came back up from the basement, 
  still in that ridiculous old man outfit, Darrick had finally gotten 
  his head together. “We need to  find a new base, and figure out 
  how those two knew what we were doing. We’re not ready for 
  heat, and I’m betting they probably told all their friends before 
  coming.”
   
  “Smart. I guess that’s why you’re the boss. I heard about 
  a good place down by the docks. Abandoned, big basement, it’ll 
  be even better than here.” Yes, playing the old man was definitely 
  doing Farlo a world of good. Darrick had half been expecting 
  Farlo to dig his heels in over having to move. Farlo had always 
  hated all of the skulking and hiding and secrecy, had always 
  wanted to just run outside and paint the town red with blood 
  
  and entrails. Of course, so did Darrick, but he wanted to be sure 
  he’d survive at the end of the day. Farlo not as much.
   
  “Good. Spread the word. I’ll go get our prisoners ready 
  for one last bout of sport before we leave this hole behind.”
  *****
   
  Lydia’s head hurt. No, scratch that. Lydia’s everything 
  hurt. What had happened? She remembered fighting strange 
  figures, with black robes, stained with blood, and bright red 
  masks. And then...what? She opened her eyes, but it didn’t do 
  much good. She was somewhere dark. She heard a low, pained 
  moan, and, after a moment, realized it was her own.
   
  “So you are alive,” came the sullen voice of Menadros, 
  from somewhere in the darkness, “what a pity.”
   
  There was a rattling of chains as Lydia struggled to 
  stand, only to have her movement brought to a sudden halt 
  by the manacles binding her hand and foot to the wall. “You 
  betrayed me! I knew this was a trap! If you think you can enslave 
  me like those other poor souls...”
   
  “You must have been hit harder than I thought, my 
  dear. For one, you betrayed yourself, charging in and waving your 
  sword around like a cudgel, instead of the more disciplined and 
  subtle approach I had wanted. For another, we both know you’re 
  not my type.”
   
  She grimaced, the knowledge that the dwarf was right 
  tasting like bile in her throat. “Where are we?”
   
  “Their holding pen, I suppose. As I said before, we’re 
  dealing with violent, fanatical demon worshippers. Most likely, 
  they will make us fight one another. The winner may get a chance 
  to join their little ring, provided he shows enough enthusiasm. 
  The loser will, of course, die.”
   
  “Hmph. As though I would ever join a bunch of demon 
  worshippers!”
   
  “All the more reason not to squander the victory on you, 
  then. I hope you don’t hold it against me if I don’t hold back, 
  when the time comes. You can rest assured that once I have 
  gained their trust, I’ll destroy each and every one of them.” The 
  dwarf said it in such a calm, matter-of-fact way, that it sent a 
  little chill down Lydia’s spine. She didn’t know how to respond to 
  that.
   
  Luckily, before she had to, a door opened, revealing that 
  they were in a small, underground room, chained to opposite 
  sides of the wall. One of the robed and masked figures stood 
  against the doorway, reduced to a silhouette by the flickering 
  torchlight behind him. As he stepped silently into the room, he 
  was followed by first one, then another, and ultimately no less 
  than eight others, all in identical masks and robes. Two of the 
  figures began to unlock the chains binding Lydia and Menadros, 
  while the others simply stood, waiting, blood-soaked blades 
  in their hands. The message was clear; resistance was futile. If 
  either of them had any hopes of leaving that place alive, they 
  would need to play along.
   
  Lydia and Menadros were half led, half carried into the 
  main chamber. A crude circle had been drawn on the floor in 
  blood, but there were bloodstains all over the floor and walls. 
  Various weapons lay strewn about the floor within the circle, 
  dull, rusty, and just as stained as everything else.
   
  The pair were shoved into the circle, and Lydia scraped 
  her palms as she tried to stop herself from falling face-first on 
  the stones, only just now realizing that she had been stripped 
  of her armor, and her standard issue Army of the Heavens 
  longsword. The demon cultists took up positions around the 
  outside of the blood circle.
   
  “Welcome to the circle of blood,” called out one of the 
  masked figures, his voice deep and somber. “Tonight, you are 
  guests of the Brotherhood of Blissful Slaughter, and through 
  us, of the awesome powers of the Abyss! You have transgressed 
  in the eyes of the unholy, but we offer you now the chance to 
  cleanse yourself in blood, to show your devotion throught the 
  heat of battle, and to transcend the world of mortals in favor of 
  the world of demons! This is a battle to the death. Only one can 
  walk away.”
   
  Menadros moved to pick up a weapon, opting for a rusty 
  sickle a few inches from his feet. Fine, Lydia thought, I’d rather 
  get rid of him, anyway. And if he doesn’t care about betraying me, 
  then I guess I don’t have to care, either.
   
  No sooner had her hands wrapped around the handle of 
  a curved dagger, however, than an elderly voice rang out through 
  the room, as one of the figures removed his mask, revealing...the 
  old man from when she first entered the bookstore?
   
  “I think this has gone on quite long enough,” the old 
  man said to Lydia and Menadros.
   
  “Farlo? What the blazes are you doing? Why are you 
  still disguised as that old man,” one of the figures asked.
   
  “No, no, my friend. I am Remnos, of the Order of the 
  Rainbow Veil, and owner of this establishment. I’m afraid your 
  friend Farlo never killed me at all. In fact, he decided to rethink 
  his life...after some magical encouragement, that is.” The old 
  man turned to Lydia and Menadros. “Come now, if we work 
  together, we can stop him.”
   
  “Ha! You think so? You’re outnumbered eight to three,” 
  the masked figure crowed, but his triumphant crowing was 
  cut short as the remaining figures crumpled into nothingness, 
  masks and robes falling empty to the ground.
   
  “Oh, no, my friend,” the old man continued, “I’m afraid 
  that your companions have already gone ahead. They have quite 
  a surprise waiting for them, let me tell you! But, right now, it’s 
  just the four of us, and, unless the young lady and the dwarf have 
  decided to fight each other anyway, I think you’re unfortunately 
  outnumbered.”
   
  Lydia cast a glance at Menadros, but he was already 
  circling the demon cultist. Perhaps he really wasn’t planning to 
  betray her after all.
   
  “If you think the three of you are a match for me, 
  you’ve got another thing coming,” boasted the cultist, letting 
  out a bestial scream as his hands transformed, with the audible 
  cracking of bone, into fearsome claws.
   
  It seemed he wasn’t going to go down easy. Lydia 
  clenched her jaw, raising her weapon and readying herself for his 
  berserk attack. They never go down easy.
  
   Table of Contents
  Unlikely Allies......................................................................................................................................................2
  Cultist.......................................................................................................................................................................5
  Cults.........................................................................................................................................................................10
   
  Army of the Heavens...................................................................................................................................10
   
  Brotherhood of Blissful Slaughter...............................................................................................................12
   
  Brothers of Bone...........................................................................................................................................13
   
  Cabal of the Ebon Void...............................................................................................................................15
   
  Children of the Emerald Lady....................................................................................................................16
   
  Cult of the Dragon........................................................................................................................................18
   
  Daugthers of the Raging Storm...................................................................................................................19
   
  Fellowship of the Ruby Feather..................................................................................................................21
   
  Guardians of the Eternal Flame...................................................................................................................22
   
  Hermetic Order of the Infernal Crown.....................................................................................................24
   
  Inheritors of the Ancient Wave.................................................................................................................25
   
  Knights of the Green Void.........................................................................................................................27
   
  Order of the Rainbow Veil.........................................................................................................................28
   
  Servitors of the Divine Judges...................................................................................................................30
   
  Sisterhood of Perfect Steel..........................................................................................................................32
  OGL.........................................................................................................................................................................34
  References to Other Products
   
  Several places in this book refer to one or more classes, feats, spells, items, or other content found in other books, 
  either other books published by Necromancers of the Northwest, or, more commonly, books published by Paizo. Any content that can be found in  the 
  Pathfinder Roleplaying Game Core Rulebook or Pathfinder Bestiary are not specially noted as such. Any content that cannot be found in either this book or one 
  of those two books will have a superscript denotation, indicating what book it can be found in. These notations are abbreviated. The following list explains 
  what book each abbreviation is associated with.
  AA1: Advanced Arcana Volume 1
  AA2: Advanced Arcana Volume 2
  AA3: Advanced Arcana Volume 3
  AA4: Advanced Arcana Volume 4
  ACG: Advanced Class Guide
  APG: Advanced Player’s Guide
  ARG: Advanced Race Guide
  B2: Bestiary 2
  B3: Bestiary 3
  B4: Bestiary 4
  LV: Liber Vampyr
  NA12: Necromancer’s Almanac 2012
  NA13: Necromancer’s Almanac 2013
  UC: Ultimate Combat
  UM: Ultimate Magic
  
  Cultist
   
  Generally drawing their ranks from the dispossessed 
  and the downtrodden, cultists throw in their lots with 
  powerful (and often evil) outsiders in exchange for secret 
  knowledge, magical power, and the promise of great rewards 
  at a future date. The motives behind joining a cult vary 
  widely; some become cultists to fulfill a dark lust for revenge 
  against wrongs real or imagined. Others seek great wealth 
  and power to sate their greed or pride. A small handful 
  become cultists from idealism and a genuine, if slightly naïve, 
  desire to create a positive change in the world around them. 
  Whatever their reasons, becoming a cultist is often an act of 
  desperation, a final choice for those who feel they have no 
  other options. 
   
  Role: Cultists fulfill a similar role to wizards, 
  providing a wide variety of magical support. Though they 
  draw from the same spell list, their spellcasting progression 
  is slower than wizards, but they help make up for this by 
  being more effective combatants, allowing them to help serve 
  in that capacity, if needed. Though their healing ability is 
  limited, cultists are capable of providing a certain amount of 
  healing, especially depending on the cult that they choose, 
  and can serve in that capacity, as well.
   
  Alignment: Any, although certain cults are only 
  available to cultists of certain alignments.
   
  Hit Die: d8
   
  Starting Wealth: 3d6x10 (average 105 gp). In 
  addition, each character begins play with an outfit worth 10 
  gp or less.
  Class Skills
   
  The cultist’s class skills are Appraise (Int), Bluff 
  (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (religion) (Int), 
  Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), 
  Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use 
  Magic Device (Cha).
   
  Skill Ranks per Level: 4 + Intelligence modifier.
  Class Features
   
  The following are class features of the cultist.
  	
  Weapon	and	Armor	Proficiency: Cultists are 
  proficient with all simple weapons, plus the kukri, sap, 
  scimitar, and starknife. A cultist is also proficient with light 
  armor and shields (except for tower shields). He can cast 
  cultist spells while wearing light armor without incurring 
  the normal arcane spell failure chance. Like any other arcane 
  spellcaster, a cultist wearing medium armor, heavy armor, or 
  a shield incurs a chance of arcane spell failure if the spell in 
  question has a somatic component. A multiclass cultist still 
  incurs the normal arcane spell failure chance for arcane spells 
  received from other classes.
   
  Spellcasting: A cultist casts arcane spells drawn 
  from the sorcerer/wizard spell list. His choice of cult, 
  however, can restrict him from casting certain spells opposed 
  to the moral and ethical views of his cult; see the Restricted 
  Spells section. A cultist must choose and prepare his spells in 
  advance.
   
  A cultist’s highest level of spells is 6th. Sorcerer/
  wizard spells of 7th level and above are not on the cultist class 
  spell list, and a cultist cannot use spell completion or spell 
  trigger magic items (without making a successful Use Magic 
  Device check) of sorcerer/wizard spells of 7th level or higher.
   
  To prepare or cast a spell, a cultist must have a 
  Charisma score equal to at least 10 + the spell’s level. The 
  saving throw DC against a cultist’s spell is 10 + the spell’s level 
  + the cultist’s Charisma modifier.
   
  Like other spellcasters, a cultist can cast only a 
  certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table: The Cultist. In 
  addition, he receives bonus spells per day if he has a high 
  Charisma score.
   
  A cultist may know any number of spells. He must 
  choose and prepare his spells ahead of time by getting 8 
  hours of sleep and spending 1 hour studying his spellbook. 
  While studying, the cultist decides which spells to prepare.
  Starting Spells (see Spellbooks, below): A cultist begins 
  play with a spellbook containing eight 0-level wizard 
  spells of his choice, plus three 1st-level spells of his 
  choice. At each new cultist level, he gains two new spells 
  of any spell level or levels that he can cast (based on his 
  new cultist level) for his spellbook. At any time, a cultist 
  can also add spells found in other cultists’ spellbooks 
  (or the spellbooks of characters of other classes, such as 
  wizards) to his own.
  Restricted Spells: Certain cults may bar the cultist from 
  casting certain spells that conflict with the goals, beliefs, 
  or tastes of that cult. If a cult has such restrictions, it 
  will be listed in its individual entry. The cultist is unable 
  to prepare or cast such spells, unless he is able to do so 
  from abilities gained in another class, or from some other 
  source.
   
  Cantrips: Cultists can prepare a number of cantrips, 
  or 0-level spells, each day, as noted on Table 1: The Cultist. 
  These spells are cast as any other spell, but aren’t expended 
  when cast, and can be used again.
   
  Cult: At 1st level, a cultist must select a specific cult 
  to which he devotes himself in exchange for power and the 
  promise of future rewards. These cults are generally devoted 
  to powerful entities from other planes of existence, or groups 
  of such entities. The cultist’s cult determines a number of the 
  class features that he gains. Two cults are presented at the 
  end of this section.
  Sidebar: Cult Origins
   
  The cultist class was originally presented on our 
  website, www.necromancers-online.com, with two cults. 
  This book contains an updated version of the class and 
  those cults, as well as 13 brand new cults, never seen 
  before.
  5
  
   
  Secret of the First Circle: At 1st level, the cultist 
  gains access to a special ability known only to members of his 
  chosen cult. The exact nature of the ability depends on the 
  chosen cult, and is included in the cult’s description.
   
  Hex: At 2nd level, and every 4 levels thereafter, the 
  cultist learns a hex, which grants him powers or weakens his 
  foes. The cultist can select from any of the following hexes, or 
  from any of the hexes listed in the description of his chosen 
  cult. A cultist cannot select a hex more than once unless 
  noted otherwise.
   
  Unless otherwise noted, using a cultist secret is a 
  standard action that doesn’t provoke attacks of opportunity, 
  and the DC of any saving throw made to resist a cultist 
  secret’s effects is equal to 10 + 1/2 the cultist’s class level + the 
  cultist’s Charisma modifier.
  Blight (Su): The cultist can curse an animal, plant 
  creature, or plot of land, causing it to wither and die. 
  Blighting an area takes 1 round, during which time the 
  cultist and his familiar must be in contact with the target. 
  If it’s used on a plot of land, the land begins to wither 
  the following day, and over the next week all plants in 
  the area die. Nothing will grow in that area so long as the 
  curse persists. A cultist can affect an area with a radius 
  equal to his class level x 10 feet. Blighting a creature is 
  a standard action that requires a melee touch attack. 
  If used on a creature of the animal or plant type, the 
  creature gains the following curse:
  Blight	Hex—type curse; save Will negates; 
  frequency 1/day; effect 1 Con damage.
  Table 1: The Cultist
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Level
  Special
  0th 1st 2nd 3rd 4th 5th 6th
  1st
  +0
  +0
  +0
  +2
  Cantrips, cult, secret of the first circle
  3
  1
  ‐
  ‐
  ‐
  ‐
  ‐
  2nd
  +1
  +0
  +0
  +3
  Hex
  4
  2
  ‐
  ‐
  ‐
  ‐
  ‐
  3rd
  +2
  +1
  +1
  +3
  Maddened mind
  4
  3
  ‐
  ‐
  ‐
  ‐
  ‐
  4th
  +3
  +1
  +1
  +4
  Channel energy 2d6
  4
  3
  1
  ‐
  ‐
  ‐
  ‐
  5th
  +3
  +1
  +1
  +4
  Familiar
  4
  4
  2
  ‐
  ‐
  ‐
  ‐
  6th
  +4
  +2
  +2
  +5
  Hex
  5
  4
  3
  ‐
  ‐
  ‐
  ‐
  7th
  +5
  +2
  +2
  +5
  Spread the faith
  5
  4
  3
  1
  ‐
  ‐
  ‐
  8th
  +6/+1
  +2
  +2
  +6
  Channel energy 3d6
  5
  4
  4
  2
  ‐
  ‐
  ‐
  9th
  +6/+1
  +3
  +3
  +6
  Secret of the second circle
  5
  5
  4
  3
  ‐
  ‐
  ‐
  10th
  +7/+2
  +3
  +3
  +7
  Hex
  5
  5
  4
  3
  1
  ‐
  ‐
  11th
  +8/+3
  +3
  +3
  +7
  Cooperative spellcasting
  5
  5
  4
  4
  2
  ‐
  ‐
  12th
  +9/+4
  +4
  +4
  +8
  Channel energy 4d6, gatewatcher
  5
  5
  5
  4
  3
  ‐
  ‐
  13th
  +9/+4
  +4
  +4
  +8
  Death curse
  5
  5
  5
  4
  3
  1
  ‐
  14th
  +10/+5
  +4
  +4
  +9
  Hex
  5
  5
  5
  4
  4
  2
  ‐
  15th
  +11/+6/+1
  +5
  +5
  +9
  Sacrifice
  5
  5
  5
  5
  4
  3
  ‐
  16th
  +12/+7/+2
  +5
  +5
  +10
  Channel energy 5d6, gatekeeper
  5
  5
  5
  5
  4
  3
  1
  17th
  +12/+7/+2
  +5
  +5
  +10
  Secret of the third circle
  5
  5
  5
  5
  4
  4
  2
  18th
  +13/+8/+3
  +6
  +6
  +11
  Hex
  5
  5
  5
  5
  5
  4
  3
  19th
  +14/+9/+4
  +6
  +6
  +11
  Gatemaster
  5
  5
  5
  5
  5
  5
  4
  20th
  +15/+10/+5
  +6
  +6
  +12
  Ascension, channel energy 6d6
  5
  5
  5
  5
  5
  5
  5
   
  Both types of curse can be removed with a remove 
  curse or similar magic, using the save DC as the DC to 
  remove the curse. A cultist can only have one blight in 
  effect at a time. If another blight hex is made, the first 
  immediately ends.
  Chant (Ex): A cultist can chant as a move action. Any 
  creature that is within 30 feet that is under the effects of 
  the cultist’s charm, evil eye, fortune, fury, or misfortune 
  hex has that effect’s duration extended by 1 round. A 
  cultist cannot select both this hex and the witch’s cackle 
  hex.
  Charm (Su): A cultist charms an animal or humanoid 
  creature within 30 feet by beckoning and speaking 
  soothing words. This improves the attitude of an animal 
  or humanoid creature by 1 step, as if the cultist had 
  successfully used the Diplomacy skill. The effect lasts 
  for a number of rounds equal to the cultist’s Charisma 
  modifier (minimum 1). A successful Will saving throw 
  negates this effect. Whether or not the save is successful, 
  the creature cannot be the target of this hex again for 24 
  hours. At 8th level, this effect improves the attitude of 
  the creature by 2 steps. This is a mind-affecting charm 
  effect.
  Disguise (Su): A cultist can change his appearance 
  for a number of hours per day equal to his class level, 
  as if using disguise self. These hours do not need 
  to be consecutive, but they must be spent in 1-hour 
  increments.
  Evil Eye (Su): The cultist causes doubt to creep into the 
  mind of a foe within 30 feet that she can see. The target 
  takes a –2 penalty on one of the following (cultist’s 
  6
  
  choice): ability checks, AC, attack rolls, saving throws, 
  or skill checks. This hex lasts a number of rounds equal 
  to 3 + the cultist’s Charisma modifier. A successful Will 
  saving throw reduces this to just 1 round. At 8th level, the 
  penalty increases to –4.
  Fetish (Ex): The cultist receives Craft Wondrous Item as 
  a bonus feat and gains a +4 insight bonus on Spellcraft 
  checks to identify magic items permanently.
  Fortune (Su): The cultist grants a creature within 30 feet a 
  bit of good luck for 1 round. The target can call upon this 
  good luck once per round, allowing it to roll any ability 
  check, attack roll, saving throw, or skill check twice and 
  take the better result. The target creature must to decide 
  to use this ability before the first roll is made. At 8th and 
  16th levels, the duration of this hex increases by 1 round. 
  Once a creature has benefited from the fortune hex, it 
  cannot benefit from it again for 24 hours.
  Fury (Su): A cultist incites a creature within 30 feet into 
  a primal fury. The target receives a +2 morale bonus on 
  attack rolls and a +2 resistance bonus on saving throws 
  against fear for a number of rounds equal to the cultist’s 
  Charisma modifier. At 8th and 16th levels, these bonuses 
  increase by 1. Once a creature has benefited from the fury 
  hex, it cannot benefit from it again for 24 hours.
  Healing (Su): A cultist soothes the wounds of those he 
  touches. This acts as cure light wounds, using the cultist’s 
  caster level. Once a creature has benefited from the 
  healing hex, it cannot benefit from it again for 24 hours. 
  At 5th level, this acts as cure moderate wounds.
  Misfortune (Su): The cultist causes a creature within 30 
  feet to suffer grave misfortune for 1 round. Anytime the 
  creature makes an ability check, attack roll, saving throw, 
  or skill check, it must roll twice and take the worse result. 
  A successful Will saving throw negates this hex. At 8th 
  level and 16th level, the duration of this hex is extended 
  by 1 round. This hex affects all rolls the target must make 
  while it lasts. Whether or not the save is successful, the 
  creature cannot be the target of this hex again for 24 
  hours.
  Scar (Su): This hex curses a single target touched 
  with horrible scars of the cultist’s choosing, whether 
  something as simple as a single letter on the target’s 
  forehead or blotchy, burn-like scars on her body. The 
  target may make a Will save to resist this hex. These scars 
  do not interfere with the target’s senses or prevent it from 
  using abilities, but may affect social interactions. The 
  cultist can use his hexes on the scarred target at a range 
  of up to 1 mile, and he is considered to have a body part 
  from the target for the purpose of scrying and similar 
  divination spells. They persist through disguises and 
  shapechanging.
   
  The cultist can withdraw this hex from a target as a 
  move action at any range. The number of supernatural 
  scars the cultist can maintain at once is equal to his 
  Charisma bonus; once he reaches this limit, he must 
  remove the scar from a current victim in order to mark 
  another. Effects that remove curses can remove the scar.
  Secret (Ex): The cultist receives one metamagic feat as a 
  bonus feat. The cultist must meet the prerequisites for 
  the feat.
  Tongues (Su): The cultist understands any spoken 
  language for a number of minutes per day equal to his 
  level, as comprehend languages. This duration does not 
  need to be consecutive, but it must be spent in 1-minute 
  increments. At 5th level, a cultist can use this ability to 
  speak any language, as tongues.
  Ward (Su): The cultist places a protective ward over one 
  creature. The warded creature receives a +2 deflection 
  bonus to AC and a +2 resistance bonus on saving 
  throws. This effect lasts until the warded creature is hit 
  or fails a saving throw. A cultist knows when a warded 
  creature is no longer protected. A cultist can have only 
  one ward active at a time. If the cultist uses this hex 
  while a previous ward is still active, that previous ward 
  immediately ends. A cultist cannot use this ability on 
  himself. At 8th and 16th levels, the bonuses provided by 
  this ward increase by 1.
   
  Maddened Mind (Ex): By 3rd level, the cultist’s 
  dabbling into the occult and meddling with otherworldly 
  forces has taken a toll on his mind, though by now he hardly 
  even notices, and rather than interfere with his affairs, it only 
  serves to strengthen his resolve. The cultist becomes immune 
  to the confused condition, and gains a +2 bonus on saving 
  throws made to resist compulsion effects.
  7
  
   
  Channel	Energy	(Su):	Beginning at 4th level, a 
  cultist can release a wave of energy by channeling the power 
  of his otherworldly patron. This energy can be used to cause 
  or heal damage, depending on the type of energy channeled 
  and the creatures targeted.
   
  A cultist will channel either positive or negative 
  energy depending on his choice of cult. A cultist who 
  channels positive energy can choose to deal damage to 
  undead creatures or to heal living creature. A cultist who 
  channels negative energy can choose to deal damage to living 
  creatures or to heal undead creatures.
   
  Channeling energy causes a burst that affects all 
  creatures of one type (either undead or living) in a 30-foot 
  radius centered on the cultist. The amount of damage dealt 
  or healed is equal to 2d6 points of damage, plus an additional 
  1d6 points of damage for every four cultist levels beyond 
  4th (3d6 at 8th, 4d6 at 12th, and so on). Creatures that take 
  damage from channeled energy receive a Will save to halve 
  the damage. The DC of this save is equal to 10 + 1/2 the 
  cultist’s level + the cultist’s Charisma modifier. Creatures 
  healed by channel energy cannot exceed their maximum hit 
  point total—all excess healing is lost. A cultist may channel 
  energy a number of times per day equal to 1/2 his class level. 
  This is a standard action that does not provoke an attack of 
  opportunity. A cultist can choose whether or not to include 
  himself in this effect.
   
  Unlike a cleric, a cultists does not need to present a 
  holy symbol to use this ability.
   
  Familiar: At 5th level, a cultist’s patron sends him 
  a familiar, who both aids him in his endeavors, and keeps an 
  eye on him to ensure that he is following his cult’s wishes. 
  The cultist gains the Improved Familiar feat as a bonus 
  feat, even if he does not meet the prerequisites, and gains a 
  specific type of improved familiar, determined by his choice 
  of cult.
   
  Spread the Faith (Ex): By 7th level, a cultist is 
  well-established enough that he is well-suited to training 
  followers and creating his own branch of his chosen cult. The 
  cultist gains a +2 bonus on Bluff, Diplomacy, and Intimidate 
  checks made against characters that know of his status as a 
  cultist. Additionally, if the cultist takes the Leadership feat at 
  any time, he is automatically treated as having great renown 
  and a special power, and does not suffer any penalties to his 
  leadership score for having a reputation for cruelty, or for 
  causing the deaths of cohorts or followers. Finally, all of the 
  cultist’s followers have levels in PC classes (typically cultists, 
  devoted to the same cult).
   
  Secret of the Second Circle: At 9th level, the cultist 
  gains access to a special ability known only to followers of his 
  chosen cult who have proven themselves worthy of it. The 
  exact nature of the ability depends on the chosen cult, and is 
  included in the cult’s description.
   
  Cooperative Spellcasting (Su): Beginning at 11th 
  level, a cultist learns secrets of cooperative spellcasting, 
  allowing him to join forces with like-minded individuals to 
  improve their magic. Whenever the cultist casts a spell, any 
  ally within 30 feet can expend a prepared spell or unused 
  spell slot of the same spell level or higher in order to provide 
  magical energy to further fuel the spell that the cultist casts. 
  Doing so is an immediate action that does not provoke 
  attacks of opportunity. This can have any of the following 
  effects:
  •	
  Increase the spell’s saving throw DC by +1 (multiple 
  instances stack, to a maximum of +5)
  •	
  Increase the spell’s caster level by +2 (multiple 
  instances stack, to a maximum of +10)
  •	
  Apply the effects of the Enlarge Spell metamagic feat 
  to the spell
  •	
  Apply the effects of the Extend Spell metamagic feat 
  to the spell
   
  The spell’s caster chooses which effect to apply for 
  each ally who expends spell energy in this way. Additionally, 
  whenever one of the cultist’s allies within 30 feet casts a spell, 
  the cultist can expend a prepared spell or unused spell slot in 
  the same way, to provide one of these benefits to the caster.
   
  Gatewatcher (Sp): At 12th level, a cultist adds 
  the spells lesser planar ally and lesser planar binding to his 
  spellbook. He treats these as 4th-level sorcerer/wizard spells.
   
  Death Curse (Sp): By 13th level, a cultist learns 
  the secrets of leveling a powerful death curse, allowing him 
  to strike back at his foes in the moment of his death. If the 
  cultist would die for any reason, he can unleash a death curse 
  as a free action that he can take even if it is not his turn. The 
  cultist must choose a single spell that he had prepared that 
  day. The chosen spell can be of any spell level, and can even 
  be a spell that has been expended and is no longer available 
  for him to cast normally. The death curse replicates the 
  effects of that spell, except that the spell’s range changes to 
  close (25 ft. + 5 ft./2 levels), and its saving throw DC, if any, 
  changes to be equal to 13 + 1/2 the cultist’s class level + the 
  cultist’s Charisma modifier. If the chosen spell was prepared 
  with metamagic, the metamagic applies.
   
  Any effect that would prevent the cultist from dying 
  also prevents the death curse from being used—once the 
  death curse takes place, the cultist dies instantly, with no 
  time for others to intervene between the two events. A death 
  curse can be countered, but only with dispel magic or similar 
  effects (even if the spell it is mimicking could normally be 
  countered by specific spells, such as daylight and darkness), 
  and the DC of the caster level check to dispel it increases by 
  +5. A cultist can only use his death curse once per day; if he 
  is resurrected and slain again on the same day, he cannot use 
  the death curse ability again.
   
  Sacrifice	(Su):	By 15th level, a cultist learns to 
  dedicate a special sacrifice to his otherworldly patron in order 
  to regain spent magical energy. Depending on the cult to 
  which the cultist belongs, this may take the form of a blood 
  sacrifice, or a wealth sacrifice.
  Animal Sacrifice: An animal sacrifice functions identically 
  to a blood sacrifice, except that only creatures of the 
  animal, dragon, magical beast, or vermin creature types 
  can be sacrificed, and only if they have an Intelligence 
  score of 2 or less, or are mindless.
  Blood Sacrifice: In order to perform a blood sacrifice, 
  the cultist must perform a coup de grace action with a 
  light or one-handed piercing melee weapon, which must 
  8
  
  result in the death of the target. If he does so, he may 
  immediately regain a single expended spell which he had 
  prepared and cast that day, allowing him to cast that spell 
  again. The cultist can use this ability three times per day.
  Burnt Offering: A burnt offering functions similarly to 
  either a blood sacrifice or a wealth sacrifice, but the 
  sacrifice must be burned. When functioning as a blood 
  sacrifice, the creature to be sacrificed must be lit on fire, 
  and then burned to death, rather than being killed in 
  a normal fashion. A helpless or willing creature can be 
  doused in 1 pint of oil as a move action, and lit on fire 
  with a torch or similar source of flame as a standard 
  action. The normal rules for creatures catching on fire 
  apply (including how much damage they take per round, 
  and what they can do to put out the flames). See the 
  Pathfinder Roleplaying Game Core Rulebook for more 
  information about catching on fire. If the sacrifice suffers 
  any damage that is not fire damage while burning in 
  this way, the sacrifice fails, and has no effect. The cultist 
  does not gain the benefits of the blood sacrifice until the 
  creature is slain, but he gains twice the normal benefit of 
  a blood sacrifice, allowing him to regain two expended 
  spell slots.
   
  When functioning as a wealth sacrifice, a burnt 
  offering functions normally, except that the wealth must 
  be destroyed by fire, rather than through other means.
   
  If the cultist is able to make blood or wealth 
  sacrifices normally, any burnt offerings he makes in a 
  day count against the daily number of blood or wealth 
  sacrifices he can make, accordingly.
  Fast: In order to perform a fast, the cultist must have 
  ready access to food and drink, and must choose to 
  abstain from one or both of them. The cultist does not 
  gain any benefits from fasting until he has taken at least 
  5 points of nonlethal damage from hunger or thirst. Once 
  he does, if he still has that nonlethal damage the next 
  time he prepares spells, he may prepare additional spells, 
  based on the amount of nonlethal damage that he is 
  currently suffering at the time that he prepares spells, as 
  indicated on the table below.
  Table 2: Fasting
  Additional Prepared Spells
  Nonlethal Damage
  1st
  2nd
  3rd
  4th
  5th
  6th
  5 ‐ 10
  1
  ‐
  ‐
  ‐
  ‐
  ‐
  11 ‐ 20
  2
  1
  ‐
  ‐
  ‐
  ‐
  21 ‐ 30
  2
  2
  1
  ‐
  ‐
  ‐
  31 ‐ 50
  3
  2
  2
  1
  ‐
  ‐
  51 ‐ 75
  3
  3
  2
  2
  1
  ‐
  76 ‐ 100
  3
  3
  3
  2
  2
  1
  101 ‐ 130
  4
  3
  3
  3
  2
  2
  131 ‐ 160
  4
  4
  3
  3
  3
  2
  161 ‐ 200
  4
  4
  4
  3
  3
  3
  201 ‐ 250
  4
  4
  4
  4
  3
  3
  250+
  5
  4
  4
  4
  4
  3
   
  These additional spells are closely tied to the effects 
  of hunger upon the cultist’s body. If the cultist is healed 
  of the nonlethal damage inflicted by his fast, he loses 
  any prepared spells that his new amount of nonlethal 
  damage could not support (for example, a cultist with 
  15 points of nonlethal damage who healed 6 points of it 
  would immediately lose the additional 2nd-level spell he 
  prepared that morning, as well as one of the two 1st-level 
  spells he prepared). If he has already cast a spell that is to 
  be lost in this way, the magical backlash causes him to be 
  able to prepare one less spell of that spell level the next 
  time that he prepares spells.
  Life Sacrifice: In order to perform a life sacrifice, the 
  cultist must slice open his palm with a bladed weapon 
  (a move action), and declare the offering of his life 
  force. His vitality is then magically drained from the 
  cut, and he immediately suffers 1d4 points of damage 
  per cultist level. Further, his maximum hit point score 
  is permanently reduced by 3. For every 5 points of 
  damage that the cultist suffers from this wound, he can 
  immediately prepare 1 spell level’s worth of spells from 
  any spellbook in his possession. He can divide these 
  spell levels as he chooses (for example, if he suffered 45 
  points of damage, he would have 9 spell levels available. 
  He could prepare one 4th-level spell and one 5th-level 
  spell, three 3rd-level spells, or nine 1st-level spells). 
  Spells prepared in this way do not use his normal spell 
  slots, allowing him to prepare more spells than he would 
  ordinarily be able to. The prepared spells last for 1 hour, 
  and if they have not been used by that time, they are 
  wasted. The cultist can use this ability once per day.
  Profane Sacrifice: A profane sacrifice functions similarly 
  to either a blood sacrifice or a wealth sacrifice, but can 
  only be used to sacrifice creatures or objects of religious 
  significance. When functioning as a blood sacrifice, the 
  creature to be sacrificed must be a divine spellcaster, or 
  must otherwise be the direct servant or champion of a 
  deity. When the cultist performs a profane sacrifice of 
  a living creature in this way, he gains twice the normal 
  benefit of a blood sacrifice, allowing him to regain two 
  expended spell slots. If the cultist is not aware of the 
  sacrifice’s divine nature, it is treated as a normal blood 
  sacrifice, instead.
   
  When functioning as a wealth sacrifice, the objects to 
  be sacrificed must be objects of religious significance, but 
  the gp value required to perform the sacrifice is halved, 
  and is equal to 50 gp per class level, instead of 100 gp 
  per class level. For the purposes of this ability, artifacts 
  with religious significance are always considered to be 
  of sufficient value for a wealth sacrifice, regardless of the 
  cultist’s level (although the cultist still needs a way to 
  destroy them).
   
  The GM is the final arbiter of what creatures or 
  objects have a significant enough religious significance to 
  qualify for profane sacrifice. Profane sacrifices share the 
  same daily limits as blood sacrifices and wealth sacrifices, 
  respectively. If the cultist is able to make blood or wealth 
  sacrifices normally, any profane sacrifices he makes in a 
  day count against the daily number of blood or wealth 
  sacrifices he can make, accordingly.
  Soul Sacrifice: In order to perform a soul sacrifice, the 
  cultist must willingly offer up his soul to his patron. To 
  do so, the cultist must perform a short 10 minute ritual 
  to prepare his soul, and then loudly proclaim the offer (a 
  9
  
  swift action). The two do not need to occur at the same 
  time, and most cultists who consider this drastic sacrifice 
  perform the ritual every morning, so that if they need to 
  offer up their soul, they can do so at a moment’s notice. 
  Once the offer is made, the soul is immediately taken, 
  and the cultist regains all of his expended spells, and 
  is able to cast them again. He is also restored to full his 
  points, and may make a new saving throw at a +4 bonus 
  to resist each curse, disease, poison, and harmful spell 
  he is currently suffering from. Finally, he gains a burst of 
  energy and power, and gains a +6 enhancement bonus to 
  each of his ability scores for 10 minutes. 
   
  If the cultist later dies, he cannot be resurrected by 
  any means, unless a wish or miracle spell is first used 
  to reclaim his soul (or his soul is reclaimed by other 
  means). Even if the cultist later regains his soul, he can 
  only ever perform a soul sacrifice once: his soul is marked 
  by the transaction, and it is obvious to all that he has sold 
  and reclaimed it before, making those who deal in souls 
  unwilling to risk the same thing happening again.
  Wealth Sacrifice: In order to perform a wealth sacrifice, 
  the cultist must destroy a total amount of wealth 
  (including art objects, magic items, gold, gems, and 
  so on) equal to 100 gp per class level. The wealth need 
  not belong to him, but it does need to have been in his 
  possession for at least 24 hours before he can benefit 
  from destroying it in this way. If he does so, then for 
  each spell level he can cast, he may immediately regain 
  a single expended spell which he had prepared and cast 
  that day, allowing him to cast that spell again. The cultist 
  can use this ability once per day.
   
  Gatekeeper (Sp): At 16th level, a cultist adds the 
  spells planar ally and planar binding to his spellbook. He 
  treats these as 5th-level sorcerer/wizard spells.
   
  Secret of the Third Circle: At 17th level, the cultist 
  gains access to a special ability known only to followers of his 
  chosen cult who have proven themselves worthy of it. The 
  exact nature of the ability depends on the chosen cult, and is 
  included in the cult’s description.
   
  Gatemaster (Sp): At 19th level, the cultist adds the 
  spells greater planar ally, greater planar binding, and gate to 
  his spellbook. He treats these spells as though they were 6th-
  level sorcerer/wizard spells.
   
  Ascension (Ex): At 20th level, a cultist ascends, 
  becoming himself one of the powerful outsiders that he 
  previously served. He is forevermore treated as an outsider 
  rather than a humanoid (or whatever his creature type was) 
  for the purposes of spells and magical effects. He no longer 
  needs to eat or sleep. Unlike other outsiders, the cultist can 
  still be brought back from the dead as if he were a member 
  of his previous creature type. The cultist gains additional 
  benefits of ascending, determined by his chosen cult.
  Cults
   
  The following section presents 15 cults, including 
  updated versions of the two cults originally presented 
  alongside the cultist class on www.necromancers-online.com. 
  The cults are presented in alphabetical order.
  Army of the Heavens
   
  Though its members can often be found 
  intermingled with clerics and paladins, protecting sacred 
  temples and fighting in glorious crusades against the dark 
  forces of evil, the Army of the Heavens is a distinct entity 
  that serves no single deity, but strives in whatever ways it 
  can to pursue the agendas of the heavens as a whole. They 
  are among the most well-disciplined and organized cults, 
  with a single organized structure and centralized leadership 
  throughout, and they are also amongst the most open and 
  least secretive of cults: many of their members display their 
  membership openly and proudly, although some prefer to 
  keep their ties to the organization quiet, to protect their 
  families or other loved ones from being attacked by the evils 
  that they constantly strive against.
   
  Their ceremonial garb is a suit of chain shirt, made 
  of chains that have been plated with silver. A single link in 
  the chain, located over the heart, is plated with gold, instead. 
  Their symbol is a longword with angel wings.
  Alignment: Members of the Army of the Heavens cannot be 
  chaotic or evil.
  Restricted Spells: Members of the Army of the Heavens 
  cannot cast spells with the chaos or evil descriptors.
  Channeled	Energy:	Positive
  Familiar: Cassisian angelB2, or harbinger archonB3
  Sacrifice:	Wealth
  Hexes: Members of the Army of the Heavens can select from 
  the following hexes.
  Aura of Menace (Su): As a swift action, the cultist can 
  surround himself with a righteous aura. While this aura 
  is active, any hostile creature within a 20-foot radius of 
  the cultist must succeed on a Will save (DC 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier), or 
  suffer a –2 penalty on attacks, AC, and saves for 24 hours 
  or until they successfully damage the cultist. A creature 
  that has resisted or broken the effect cannot be affected 
  again by the same cultist’s aura of menace for 24 hours. 
  The cultist can have the aura active for a total number of 
  rounds per day equal to his 3 + 1/2 his class level.
  Channel Judgment (Su): Instead of channeling energy 
  to harm undead or heal living creatures, the cultist 
  can channel energy to harm outsiders with the evil or 
  chaotic subtypes, as well as any creature that has an 
  equally strong chaotic or evil aura (such as chaotic or 
  evil clerics and antipaladins). When used in this way, the 
  channeled energy harms all creatures in the area that 
  10
  
  have either the evil or chaotic subtypes. A creature with 
  both subtypes takes a –2 penalty on its saving throw to 
  reduce the damage, but is otherwise affected the same 
  as a creature with only one of the subtypes. If the cultist 
  chooses to use this ability, his channeled energy has 
  no effect on other creatures. The cultist is treated as 
  having Alignment Channel for the purposes of meeting 
  prerequisites of feats or prestige classes, but cannot use 
  this ability to heal chaotic or evil outsiders.
  Heavenly Fire (Sp): As a standard action, the cultist can 
  unleash a ray of heavenly fire, targeting any foe within 
  30 feet as a ranged touch attack. Against evil creatures, 
  this ray deals 1d4 points of damage + 1 for every 2 class 
  levels the cultist possesses. This damage is divine and not 
  subject to energy resistance or immunity. This ray heals 
  good creatures a like amount of damage, instead. A good 
  creature cannot benefit from this ability more than once 
  per day. Neutral creatures are neither harmed nor healed 
  by this effect. The cultist can use this ability a number of 
  times per day equal to 3 + his Charisma modifier.
   
  Alternatively, the cultist can expend 2 uses of this 
  ability to wreathe a melee weapon he is currently holding 
  in the same holy fire, causing it to deal an additional 
  1d4 points of divine damage with each successful hit. 
  As with the ray version, this holy fire only damages evil 
  creatures; it has no effect on neutral creatures, and 
  heals good creatures. The flames remain on the weapon 
  for a number of rounds equal to the cultist’s Charisma 
  modifier.
  Righteous Strike (Su): As a free action, when making an 
  attack against an evil creature, the cultist can channel 
  righteous fury into his blow. He gains a bonus on the 
  attack roll equal to his Charisma modifier, and a bonus 
  on his damage roll, if the attack hits, equal to his class 
  level. The cultist must declare that he is using this ability 
  before the attack roll is made. If the target is not of evil 
  alignment, this ability has no effect, but the daily use 
  of this ability is not expended. The cultist can use this 
  ability once per day, plus an additional time per day for 
  every 2 class levels beyond 1st (to a maximum of 10 uses/
  day at 19th level).
  Truespeech (Sp): The cultist gains a +4 bonus on 
  Linguistics checks, and can cast comprehend languages 
  as a spell-like ability 3 times per day. At 5th level, he can 
  speak with any creature that has a language, as though 
  using a tongues spell (his caster level is equal to his class 
  level). This ability is always active, but the cultist can 
  choose to suppress or resume it as a move action.
  Divine Spellcasting (Secret of the First Circle) (Su): 
  Cultists who are members of the Army of the Heavens are 
  primarily divine spellcasters, rather than arcane spellcasters, 
  although they do dabble somewhat in the arcane. The cultist 
  casts spells from the cleric spell list, rather than the sorcerer/
  wizard spell list. As a divine spellcaster, the cultist does not 
  suffer arcane spell failure for wearing armor. All other aspects 
  of the cultist’s spellcasting class feature remain unchanged.
   
  At 1st level, and every 3 levels thereafter, the cultist 
  can choose a single spell from the sorcerer/wizard spell list 
  and add it to his spellbook, treating it as though it appeared 
  on the cleric spell list at the same level. The chosen spell 
  must be of a spell level that he can currently cast.
  Angelic Defenses (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist gains some of the divine 
  protection normally reserved for angels and archons. He 
  gains a +4 bonus on saving throws made to resist petrification 
  and poison. Additionally, as a swift action, he can summon 
  a protective aura, which protects him and those near him 
  from evil creatures. This aura has a radius of 20 feet, and 
  otherwise functions as a magic circle against evil. The cultist 
  can maintain this aura for a number of rounds per day equal 
  to his class level + his Charisma modifier. These rounds need 
  not be consecutive.
  Wings of Heaven (Secret of the Third Circle) (Ex): 
  Beginning at 17th level, the cultist gains the ability to sprout 
  feathery white angel wings from his back as a standard 
  action. This grants him a fly speed of 60 feet with average 
  maneuverability. He can dismiss the wings as a free action.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the good subtype. Additionally, he gains 
  low-light vision, immunity to petrification, and resist acid 
  10, cold 10, electricity 10, and fire 5. Finally, the cultist gains 
  a +4 morale bonus on attack and damage rolls made against 
  creatures with the evil or chaotic subtypes.
  11
  
  Brotherhood of Blissful Slaughter
                  The Brotherhood of Blissful Slaughter is nominally 
  devoted to the forces of the Abyss, but many members 
  are more devoted to the ideals of destruction, slaughter, 
  and mayhem than they are to demons in specific. The 
  Brotherhood of Blissful Slaughter promises little in the way of 
  rewards to its members, other than that, by working together, 
  they can engage in the depraved acts of violence that they all 
  enjoy, and protect each other from being caught. While many 
  members of the Brotherhood seek to bring demons into the 
  world, and even open up permanent gateways to the Abyss, 
  they do so not because they think it will bring them greater 
  power or glory, but merely because they want to see—and 
  take part in—the massive wave of death and destruction that 
  will be caused, and because they envision a world in which 
  there is no one to stop them from engaging in all of their 
  darkest urges.
   
  There are numerous different branches of the 
  Brotherhood of Blissful Slaughter, most of which were 
  created when the surviving members of a failed branch—
  one which was hunted down and broken up by inquisitors, 
  paladins, and the like—split up and each create their own 
  new branches to carry on the cult’s work. Different branches 
  of the cult are often run in wildly different ways: one branch 
  might focus heavily on attempts to bring demons into the 
  world, to the exclusion of other activities, while another 
  branch might focus its energies on running gladiator 
  fights with captured slaves or similar activities of bloody 
  entertainment, and yet another branch might wage an 
  ongoing war against local law forces, terrorizing the local 
  populace with senseless acts of criminal slaughter. No matter 
  how different one branch of the cult might be from another, 
  and how devoted the cult as a whole might be to slaughter 
  and violence, the different branches of the cult generally get 
  along surprisingly well on the occasions that they do interact, 
  and almost always collaborate to turn their violence outward, 
  rather than infighting, something that can be common in 
  other cults.
   
  Their symbol is a blood-red “X,” and it is usually 
  simply painted on a wall or other structure in the blood of 
  one of their victims, but in the rare occasion where flags, 
  banners, or other items are made where the symbol appears 
  on a background, it is always black. Their ceremonial garb 
  is black robes with hoods and red ceramic masks featuring 
  grinning and leering demonic faces.
  Alignment: Members of the Brotherhood of Blissful 
  Slaughter cannot be good or lawful.
  Restricted Spells: Members of the Brotherhood of 
  Blissful Slaughter cannot cast spells with the good or lawful 
  descriptors.
  Channeled	Energy:	Negative.
  Familiar: Quasit.
  Sacrifice:	Blood.
  Hexes: Members of the Brotherhood of Blissful Slaughter 
  can select from the following hexes.
  Abyssal Resilience (Ex): The cultist gains a +4 bonus on 
  saving throws made to resist poison, and an amount of 
  electricity resistance equal to his class level. At 12th level, 
  he gains an amount of acid, cold, and fire resistance 
  equal to 1/3 his class level.
  Claws of the Abyss (Su): As a move action, the cultist can 
  cause his hands to twist and gnarl into horrible claws. 
  He gains two primary claw natural attacks, which deal 
  1d6 points of slashing damage on a successful hit (or 1d4 
  points of slashing damage if the cultist is Small). If the 
  cultist is at least 6th level, he can transform his hands 
  in this way as a swift action, instead. If the cultist is at 
  least 10th level, the critical threat range for the claws 
  increases to 19-20. If the cultist is at least 14th level, 
  the critical multiplier for the claws increases to x3. The 
  cultist can use the claws for a number of minutes per day 
  equal to 1/2 his class level. These minutes need not be 
  consecutive, but must be spent in 1-minute increments.
  Frenzied Rage (Sp): As a standard action, the cultist can 
  evoke a terrible rage in a single creature within 60 feet. 
  The creature must succeed on a Will save or be driven 
  into a rage. This effect is identical to the barbarian’s 
  rage ability, except that the target cannot end the rage 
  12
  
  voluntarily: he must succeed on a Will save (which he 
  can make at the beginning of his turn each round) in 
  order to do so. The rage lasts for a maximum number of 
  rounds equal to 1/2 the cultist’s class level. The target is 
  not fatigued at the end of the rage. Once a creature has 
  been targeted by this hex, whether he succeeds or fails on 
  his saving throw, he cann0t be the target of this hex again 
  for 24 hours.
  Sneak Attack (Ex): The cultist gains sneak attack, as the 
  rogue class feature of the same name. At 1st level, his 
  sneak attack damage is 1d6. At 7th level, it increases to 
  2d6, and at 14th level, it increases to 3d6.
  Vicious Weapon (Sp): As a swift action, the cultist can 
  cause any melee weapon he is currently wielding to gain 
  the vicious magic weapon special ability. Alternatively, 
  he can apply the vicious magic weapon special ability to 
  one or more of his natural attacks. This effect lasts for a 
  number of rounds equal to his Charisma modifier. The 
  cultist can use this ability a number of times per day 
  equal to 1/2 his class level.
  Love of Slaughter (Secret of the First Circle) (Ex): 
  Beginning at 1st level, whenever the cultist kills a living 
  creature, he gains a +2 morale bonus on attack and damage 
  rolls. This bonus lasts for a number of rounds equal to the 
  cultist’s Charisma modifier.
  Wicked Strike (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist can channel his rage and 
  hatred into a single attack. As a standard action, the cultist 
  makes a single attack with a melee weapon. He gains a bonus 
  on the attack roll equal to his Charisma modifier, and if the 
  attack hits, it deals an additional amount of damage equal to 
  his class level. This additional damage is doubled if the target 
  is both good and lawful. Regardless of the target, this attack 
  bypasses any damage reduction the target may possess. The 
  cultist can use this ability once per day. At 13th level, and 
  again at 17th level, he gains an additional daily use of this 
  ability.
  Demonic Toughness (Secret of the Third Circle) (Ex): 
  Beginning at 17th level, the cultist gains DR 10/cold iron and 
  good.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the chaos, demon, and evil subtypes, and 
  all the traits associated with those types. If the cultist has the 
  abyssal resilience hex, he may immediately replace it with a 
  different hex for which he qualifies. Additionally, once per 
  day, he can summon any demon of CR 22 or less as a full-
  round action that does not provoke attacks of opportunity. 
  This summons has a 50% chance of success. The summoned 
  creature serves him faithfully for up to 1 minute, and this 
  otherwise functions as the spell summon monster IX.
  Brothers of Bone
   
  The Brothers of Bone are a dark and mysterious 
  order devoted to the mysteries of death, and, more to the 
  point, of undeath. Comprised mostly of those who seek 
  undeath as a means to immortality, the Brothers of Bone 
  exist to provide support to one another in a world that, in 
  their minds, unjustly persecutes practitioners of necromancy. 
  The cult does a good job of looking out for one another and 
  protecting each other from holy warriors, law officials, and 
  others who seek to imprison or slay necromancers, but the 
  bonds of this particular brothership are somewhat strained, 
  as each member of the cult actively seeks his own means to 
  transform himself into a free-willed undead creature. For 
  whatever reason, this secret is one that they do not have 
  any desire to share, and so they jealously protect all of their 
  research from one another, lest even an innocuous discovery 
  turn out to be the crucial key in solving the puzzle of undead 
  apotheosis.
   
  The symbol of the Brothers of Bone is a skull, turned 
  upside down, with pinpricks of blue light in each of its eye 
  sockets. Their ceremonial garb is quite plain: black robes with 
  deep-cowled hoods. Some branches also add skull masks 
  (sometimes even made from real skulls) to the costume, 
  though most do not, for fear of what might happen if they 
  were found to possess such an item. Despite their name, the 
  organization accepts both male and female members, and 
  treats such members equally.
  Alignment: Members of the Brothers of Bone cannot be 
  good.
  Restricted Spells: Members of the Brothers of Bone cannot 
  cast spells with the good descriptor, or spells which use 
  positive energy in any way.
  Channeled	Energy:	Negative
  Familiar: BeheadedB4
  Sacrifice:	Blood
  Hexes: Members of the Brothers of Bone can select from the 
  following hexes.
  Augmented Undead (Su): Undead creatures the cultist 
  creates with animate dead and similar spells and effects 
  are more powerful than they might otherwise be. They 
  gain a +4 bonus to their Strength and Charisma scores, 
  their natural armor bonus to AC increases by +1, and they 
  gain channel resistance +2.
  Corruptive Touch (Su): The cultist can channel the power 
  of the grave through his very touch, putrefying flesh. 
  As a standard action, he can make a melee touch attack 
  that deals an amount of negative energy damage equal 
  to 1d8 + the cultist’s Charisma modifier. On a critical 
  hit, the target must also succeed on a Fortitude save (DC 
  10 + 1/2 the cultist’s class level + the cultist’s Charisma 
  modifier) or be paralyzed for 1d4 rounds. The cultist can 
  use this ability a number of times per day equal to 1 + his 
  Constitution modifier (minimum 1).
  13
  
  Expanded	Necromancy	(Secret	of	the	First	Circle)	(Su):	
  At 1st level, the cultist treats his caster level as 2 higher than 
  it actually is for the purposes of all necromancy spells he 
  casts. Further, he treats lesser animate deadUM, animate dead, 
  and create undead as though they were one spell level lower 
  than they actually are, allowing him to prepare those spells in 
  lower-level spell slots, and learn them at a lower level. He also 
  treats create greater undead as though it were two spell levels 
  lower than it actually is, allowing him to cast it as a 6th-level 
  spell. Finally, for the purposes of animate dead and similar 
  spells, he can control up to 8 HD worth of undead creatures 
  per caster level, instead of the normal amount.
  Undead Master (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist’s familiarity with undead 
  creatures allows him to bypass some of their defenses. He 
  can affect undead creatures with mind-affecting spells and 
  effects, although such creatures receive a +2 bonus on saving 
  throws made to resist such effects. Additionally, undead are 
  not automatically immune to spells he casts that require 
  a Fortitude save, even if the spell does not also work on 
  objects, although other undead immunities may still render it 
  immune to the spell’s effects (for example, if the spell’s effect 
  caused the target to become exhausted or fatigued, conditions 
  undead creatures are also immune to).
  Spirit Walk (Secret of the Third Circle) (Ex): Beginning 
  at 17th level, the cultist can direct his spirit to leave his body. 
  His consciousness leaves his physical body, manifesting an 
  incorporeal version of himself (complete with incorporeal 
  versions of his gear and equipment), and is able to move 
  about independently from his body. While using this ability, 
  his body is unconscious and helpless. If the cultist uses any 
  items with limited number of charges or uses per day while 
  incorporeal, charges or uses expended from the incorporeal 
  versions of these items count against the charges or uses 
  possessed by the physical versions of the items. The cultist’s 
  physical body and incorporeal form share the same pool of 
  hit points: damage dealt to the body also damages the cultist’s 
  incorporeal form, and vice versa.
   
  The cultist can remain outside of his body in this way 
  for up to 1 minute at a time, after which his spirit immediately 
  snaps back to his body from anywhere within 1,000 feet. If 
  he is more than 1,000 feet from his body when this occurs, he 
  suffers 1d6 points of damage for each round beyond 1 minute 
  that he has been away from his body. Each round thereafter, 
  at the beginning of his turn, if he is within 1,000 feet of his 
  body he returns to it immediately, and if he is further away, 
  he suffers damage.
   
  The cultist can use this ability 3 times per day.
  Ascension: At 20th level, when the cultist would become an 
  outsider, he instead becomes undead, gaining all the benefits 
  of being an undead creature. 
  Grave Comforts (Su): The cultist has one foot in the 
  grave, and is no longer concerned with many of the 
  things that preoccupy the living. The cultist is constantly 
  affected by endure elements. Additionally, the number 
  of days that he can go without food or water before 
  suffering penalties increases by 1 at 1st level, and every 
  odd-numbered level thereafter. At 7th level, the cultist 
  no longer needs to sleep.
  Spirit Channeler (Sp): The cultist can communicate 
  with the spirits of the dead. He gains a +4 bonus on 
  Knowledge (history) checks due to the constant whispers 
  he half-hears from long dead spirits. At 3rd level, he can 
  cast speak with dead as a spell-like ability once per day. 
  At 6th level, and every 3 levels thereafter, he can use 
  this ability one additional time per day. At 12th level, he 
  can expend 2 uses of this ability in order to contact the 
  spirit of a creature whose corpse is not present, or whose 
  corpse is not whole enough to speak. In this case, the 
  creature must have been dead for no more than 1 week 
  per caster level, and the cultist must be able to clearly 
  identify with whom he wishes to speak.
  Zombified Flesh (Su): The cultist has performed a profane 
  ritual to suffuse his flesh with the same negative energy 
  that powers undead, causing his body to begin to rot, but 
  remaining animated. He is healed by negative energy and 
  harmed by positive energy, as though he were an undead 
  creature. He gains an amount of damage reduction equal 
  to 1/2 his class level (rounded down, minimum 1), which 
  can only be overcome by slashing weapons.
  14
  
  Cabal of the Ebon Void
   
  The Cabal of the Ebon Void is devoted to the 
  death and end of all living things. They are beholden to 
  the daemons of Abaddon, especially those that follow the 
  Horseman of Death. They teach that all life is suffering, 
  and that in order to truly heal all the woes of existence, 
  the only true path is to bring the peace and tranquility of 
  death to each and every living thing.  In practice, many 
  of the followers of this cult are more pragmatic than their 
  dogma, and join not from a true belief that bringing death 
  is a kindness, and more because they enjoy the act of killing. 
  They rarely use symbols, but are occasionally identified 
  by a black circle. Their ceremonial garb is black robes—or 
  occasionally light armor painted black—with a porcelain 
  mask carved to resemble a grinning skull.
  Alignment: Members of the Cabal of the Ebon Void cannot 
  be good.
  Restricted Spells: Members of the Cabal of the Ebon Void 
  cannot cast spells with the good descriptor, nor any spell 
  that restores hit points, removes ability score damage, ability 
  drain, or negative levels, nor any spell that returns a dead 
  creature to life (spells that cause dead creatures to become 
  undead are fine).
  Channeled	Energy:	Negative
  Familiar: CacodaemonB2
  Sacrifice:	Blood
  Hexes: Members of the Cabal of the Ebon Void can select 
  from the following hexes.
  Aging Touch (Su): Three times per day, as a standard 
  action, the cultist can make a melee touch attack 
  against a living creature, attempting to drain some of 
  that creature’s life essence, artificially aging them. If 
  the attack hits, the target must succeed on a Fortitude 
  save (DC 10 + 1/2 the cultist’s class level + the cultist’s 
  Charisma modifier) or immediately advance to the 
  next age category, suffering all of the physical penalties 
  associated with the new age category, but gaining none 
  of the benefits. If the target does not have an established 
  age category, this ability imposes the penalties associated 
  with middle age. The aging effect lasts indefinitely, 
  but can be reversed with a heal spell, or more powerful 
  magic. Multiple instances of this ability do not stack. A 
  creature affected by this ability that would later become 
  venerable through natural aging dies, instead.
  If the target is already venerable, then failing their saving 
  throw causes them to suffer a severe heart attack, instead, 
  inflicting 1d8 points of damage per caster level. Venerable 
  creatures cannot be aged by this ability. 
  Consume Essence (Su): Whenever the cultist casts a 
  spell that kills one or more living creatures with an 
  Intelligence score of 3 or higher, he siphons some of 
  their soul’s essence, causing him to heal 1 hit point for 
  every 2 Hit Dice the slain creature possessed. The cultist 
  can only siphon energy from one soul per spell he casts, 
  even if the spell kills more than one creature, though he 
  automatically siphons the energy from the most powerful 
  soul (the one with the most Hit Dice).
  Mixed Channel (Su): As a free action, when using channel 
  energy, the cultist can channel a purer, unadulterated 
  form of negative energy. This increases the damage dice 
  for his channel to d8s, and causes his channel energy to 
  both harm living creatures and heal undead ones. The 
  cultist can use this ability a number of times per day 
  equal to his Charisma modifier.
  Stifle Healing (Su): As a standard action, the cultist 
  can surround a living creature within 60 feet with 
  necrotic energy that interferes with any attempt to 
  heal them magically. For a number of rounds equal to 
  3 + the cultist’s class level, any attempt to magically or 
  supernaturally heal the target fails unless the caster 
  succeeds on a caster level check (DC 11 + the cultist’s 
  class level). This applies only to effects that restore hit 
  point damage, and does not affect spells or abilities that 
  remove ability score damage, ability drain, negative 
  levels, harmful conditions, or similar effects.
  Undead Mastery (Su):  As a free action, when casting 
  a spell, the cultist can alter it so that it affects undead 
  creatures nearly as well as living ones. Corporeal undead 
  that were once humanoids are treated as humanoids for 
  the purposes of determining whether a spell affected 
  by this hex affects them. This also bypasses all of the 
  standard undead immunities, but not any additi0nal 
  immunities the target might possess. The cultist can use 
  this ability 3 times per day.
  Death Mage (Secret of the First Circle) (Su): At 1st level, 
  the cultist adds inflict light wounds and ray of enfeeblement 
  to his spellbook. Similarly, at 4th level, he adds desecrate 
  and inflict moderate wounds to his spellbook, at 7th level he 
  adds inflict serious wounds and vampiric touch, at 10th level 
  he adds inflict critical wounds and phantasmal killer, at 13th 
  level he adds slay living and suffocation, and at 16th level he 
  adds circle of death and harm. For those spells that do not 
  appear on the sorcerer/wizard lists, the cultist treats them as 
  though they were on the sorcerer/wizard spell list, of a spell 
  level equal to the spell level at which they appear on the cleric 
  spell list. This also allows the cultist to use spell trigger and 
  spell completion items that replicate these spells, as though 
  the spells were on his class spell list.
  Call of the Grave (Secret of the Second Circle) (Su): 
  Beginning at 9th level, whenever the cultist casts a spell with 
  the death descriptor, he can choose a single creature targeted 
  by that spell, or within the spell’s area. The chosen creature 
  suffers a -1 penalty on saving throws made to resist the spell’s 
  effects. Additionally, the cultist gains a +4 bonus on saving 
  throws made to resist death effects.
  Soul Harvest (Secret of the Third Circle) (Ex): Beginning 
  at 17th level, the cultist can use soul bind as a spell-like ability 
  three times per day. Unlike a normal soul bind spell, he does 
  not need a black sapphire to trap the soul in; instead, the 
  soul coalesces into the form of a wriggling soul larva. These 
  soul larvae are roughly six inches in length, have AC 10, and 1 
  hit point, and serve as a container for the soul. Additionally, 
  the cultist can use captured souls (whether they are captured 
  with this ability or gained in another way) to empower his 
  15
  
  magic. By consuming a captured soul as he casts a spell, he 
  can apply one or more metamagic effects to the spell that 
  he casts, without increasing the level of the spell slot that 
  the spell uses up, or the casting time of the spell. He can 
  apply any metamagic feat in this way, including ones he does 
  not know, but the feat cannot be one that would normally 
  increase the spell level by more than 1 plus 1 for every 5 Hit 
  Dice the captured soul possessed (for example, the soul of a 
  creature with 17 Hit Dice would allow for 4 spell levels’ worth 
  of metamagic, while the soul of a creature with 4 Hit Dice 
  would allow for only 1 level’s worth of metamagic). Souls used 
  in this way are expended utterly, and the creature whose soul 
  was consumed can only be resurrected if a wish or miracle 
  spell is first used to restore their soul.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the daemon and evil subtypes, and all the 
  traits associated with those types. Additionally, the cultist 
  gains the death curse grand hexAPG.
  Children of the Emerald Lady
   
  The Children of the Emerald Lady are a cult devoted 
  to the beauty and glory of the natural world, especially 
  the majesty of forests and the plant kingdom. In addition 
  to this general love of nature, the cult has a more specific 
  devotion to a mysterious and aloof fey known as Titania, who 
  is believed to be of great power, and who concerns herself 
  above all else with the preservation of pristine, untamed 
  wilderness, and combatting the constant encroachment of 
  humanoid civilization upon such virgin terrain. Their symbol 
  is a brilliant green willow tree, whose shape also resembles 
  that of a long-haired woman. Their ceremonial garb is brown 
  robes which are wrapped and wreathed in vines. Their leaders 
  often wear crowns woven from wildflowers or vines.
  Alignment: Members of the Children of the Emerald Lady 
  cannot be evil.
  Restricted Spells: Members of the Children of the Emerald 
  Lady cannot cast spells with the evil or fire descriptors.
  Channeled	Energy:	Positive
  Familiar: BrownieB2 or faerie dragonB3
  Sacrifice:	Wealth
  Hexes: Members of the Children of the Emerald Lady can 
  select from the following hexes.
  Entangling Vines (Su): As a standard action, the cultist 
  can cause one or more writhing, lashing vines to rise 
  from the ground in the space of a single creature within 
  60 feet. The target must succeed on a Reflex save or 
  become entangled. Creatures entangled in this way are 
  anchored in place, and unable to leave their square. 
  Each round, on the cultist’s turn, if the creature is still 
  entangled, the cultist can direct the vines to squeeze the 
  creature, inflicting 1d6+2 points of nonlethal damage. 
  Alternatively, the cultist can direct the vines to use the 
  disarm, steal, or trip combat maneuver. Their CMB for 
  this purpose is equal to the cultist’s class level + 2. If 
  the creature successfully escapes entanglement, then 
  any creature that ends its turn in the vines’ space must 
  succeed on a Reflex save or become entangled. The vines 
  remain for as long as the cultist continues to concentrate 
  on them (a standard action) and for 1d4 rounds 
  thereafter. The cultist can use this ability 3 times per day.
  Nature’s Ally (Su): The cultist exudes an aura of natural 
  harmony, which discourages animals and plants from 
  attacking her. Creatures of the plant and animal types 
  will not attack the cultist unless they are compelled to do 
  so through magic, or unless the cultist attacks them first, 
  or otherwise harms them in some way. Additionally, the 
  cultist can attempt to improve the attitude of animals. 
  This functions as the druid’s wild empathy class feature, 
  except that it takes only 1 round to use. The cultist can 
  use this ability a total of 3 times per day, and whether 
  he succeeds or fails, he cannot use it again on the same 
  target for 24 hours. 
  16
  
  Nature’s Bounty (Sp): The cultist can conjure a magical, 
  fruit-bearing shrub from any soil that can potentially 
  yield crops. Doing so is a full-round action, and the 
  shrub grows over the course of the next minute. The 
  shrub bears enough fruit to feed a number of people 
  equal to the cultist’s Charisma modifier. Each creature 
  that consumes the fruit heals a number of hit points 
  equal to 10 + 5 per two class levels the cultist possesses 
  beyond first (15 at 3rd level, 20 at 5th level, and so on, to  
  a maximum of 55 hit points at 19th level). Further, if the 
  cultist is at least 5th level, the creature that consumes 
  the fruit can choose one of the following conditions to be 
  cured of: dazed, fatigued, shaken, sickened, or staggered. 
  When the cultist reaches 8th level, and every 3 levels 
  thereafter, the creature that consumes the fruit can 
  choose an additional condition from the list. When the 
  cultist reaches 11th level, the creature that consumes the 
  fruit can choose to trade in two of these choices in order 
  to receive the benefits of one of the following spells: 
  lesser restoration, neutralize poison, remove curse, or 
  remove disease. The cultist can use this ability once per 
  day. No creature can benefit from eating fruit from such 
  a shrub more than once per day, and the fruit loses its 
  magical properties after 24 hours.
  Take Root (Su): As a standard action, the cultist can 
  extend roots into the ground from the soles of his feet. 
  His speed is reduced to 5 feet, but his natural armor 
  bonus to AC increases by an amount equal to 2 + 1 per 
  5 class levels, and he gains a circumstance bonus to 
  CMD against bull rush, overrun, reposition, and trip 
  maneuvers equal to 1/2 his class level (rounded down, 
  minimum +1). He also gains tremorsense to a range of 30 
  feet, and fast healing 1. This fast healing increases by 1 at 
  5th level and every 5 levels thereafter. The cultist can use 
  this ability for a number of minutes per day equal to his 
  Constitution modifier (minimum 1 minute), which must 
  be spent in 1-minute increments.
  Treebrother (Sp): The cultist gains the ability to speak 
  with plants, and even take their form. The cultist can cast 
  speak with plants and tree shape as spell-like abilities. 
  He can use these spell-like abilities in any combination 
  a total number of times per day equal to 1 + 1/2 his class 
  level.
  Titania’s Stride (Secret of the First Circle) (Su): At 1st 
  level, the cultist can move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, and similar 
  terrain) at his normal speed, and without taking damage 
  or suffering any other impairment. Thorns, briars, and 
  overgrown areas that have been magically manipulated to 
  impede motion still affect the cultist, but he gains a +4 bonus 
  on saving throws made to avoid the effects of such magical 
  foliage.
  Natural Living (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist’s harmony with the natural 
  world gives him a sense of tranquility that helps protect 
  him from mental attacks, while his healthy, natural lifestyle 
  empowers his body. He gains a +4 bonus on saving throws 
  made to resist mind-affecting effects. Additionally, the cultist 
  is able to draw sustenance from sunlight, and as long as he 
  spends at least 1 hour per day in direct sunlight, he does not 
  need to eat or sleep, and he gains immunity to sleep effects 
  (these benefits are lost if he goes 24 hours without spending 
  at least 1 hour exposed to direct sunlight, but are regained 
  once he has spent an hour in direct sunlight). Finally, he 
  gains a +2 bonus on saving throws made to resist paralysis, 
  poison, and stunning.
  Treewaker (Secret of the Third Circle) (Ex): Beginning at 
  17th level, the cultist learns the secret of bringing sentience 
  to trees. This functions similarly to awaken, except that it 
  takes only 1 hour, does not have costly material components, 
  and can only affect trees. Further, trees awakened in this 
  way become treants, rather than being treated as animated 
  objects. The cultist can use this ability once per day.
  Ascension: At 20th level, instead of gaining the outsider 
  type, the cultist is treated as having the fey creature type, and 
  he gains low-light vision. Additionally, he gains DR 10/cold 
  iron and slashing, and spell resistance 30. Finally, he can cast 
  entangle, plant growth, and tree stride as spell-like abilities at 
  will.
  17
  
  Cult of the Dragon
   
  Above and beyond anything else, the Cult of the 
  Dragon is devoted to the devout admiration, and in some 
  cases even outright worship, of true dragons. While the 
  varied nature of dragons means that some members of 
  the cult are good-aligned and pursue the goals of good-
  aligned metallic dragons, while others serve as henchmen 
  for nefarious evil-aligned chromatic dragons, with many 
  cultists falling somewhere in between, the cult places the 
  veneration of dragons of all colors and alignments above 
  the petty concerns of good versus evil. That said, because 
  powerful true dragons occasionally take over local branches 
  of the cult for themselves, and are not always willing to accept 
  their reluctance to work against other dragons’ plans, it is not 
  that uncommon for the cult to be turned against itself. It is 
  generally understood that such situations are temporary, and 
  simply part of the business of serving dragons.
   
  The cult of the dragon’s ceremonial garb is purple 
  robes—one of the few colors or metals not associated with a 
  particular type of dragon. Their symbol is the silhouette of a 
  dragon, its wings furled about its body, posed in the midst of 
  using its breath weapon.
  Alignment: Members of the Cult of the Dragon can be of any 
  alignment.
  Restricted Spells: Members of the Cult of the Dragon are 
  not restricted in their spellcasting.
  Breath Weapon: Members of the cult of the dragon do 
  not gain the ability to channel energy, as other cultists do. 
  Instead, they gain a breath weapon. This breath weapon 
  takes the form of either a 15-foot cone or a 30-foot line, and 
  the cultist can choose which shape it takes each time he uses 
  this ability. The breath weapon deals damage of one of the 
  following energy types: acid, cold, electricity, or fire. The 
  cultist chooses which type of energy his breath weapon deals 
  when he gains this ability, and it cannot later be changed. 
  The amount of damage inflicted by the breath weapon, and 
  the number of times per day that the breath weapon can 
  be used, are identical to the standard channel energy class 
  feature of the cultist. A successful Reflex save (DC 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier) halves 
  the breath weapon’s damage. At 7th level, the breath weapon 
  takes the form of either a 30-foot cone or a 60-foot line, and 
  at 14th level it takes the form of either a 60-foot cone or a 120-
  foot line.
  Familiar: Faerie dragonB3, pseudodragon, or shadow drakeB4
  Sacrifice:	Wealth
  Hexes: Members of the Cult of the Dragon can select from 
  the following hexes.
  Alter Breath Weapon (Su): The cultist’s devotion to 
  dragons of every color allows him to alter the nature of 
  his breath weapon on the fly, although it is always its 
  most effective when it is of the element he originally 
  chose. Whenever he uses his breath weapon, he can 
  choose to have it deal acid, cold, electricity, or fire 
  damage instead of the energy type that he originally 
  chose. If he does so, the damage dice rolled for the breath 
  weapon are reduced from d6 to d4 (so a breath weapon 
  that would normally deal 2d6 fire damage could be made 
  to deal 2d4 cold damage, instead).
  Draconic Senses (Ex): The cultist’s eyes change, taking 
  on a golden color, with reptilian irises. The cultist gains 
  darkvision 60 feet and low-light vision. If he already 
  possessed darkvision (or later gains it from another 
  source), the range of his darkvision increases by 60 feet, 
  instead, and if he already possessed low-light vision (or 
  later gains it from another source), then he can now see 
  four times as far in dim light conditions as a human. 
  At 7th level, the cultist can see perfectly in smoky 
  conditions, and in snowy conditions. At 14th level, the 
  cultist gains blindsense 30 ft.
  Miasmic Breath Weapon (Su): The cultist can alter his 
  breath weapon to create a cloud of energy, instead of 
  a line or cone. This takes the form of a 2o-foot-radius 
  cloud, which is either centered on the cultist’s location, 
  or has its area adjacent to the cultist’s space. Either way, 
  the cloud is stationary once created. Any creature inside 
  the area when it is created takes an amount of damage 
  as normal for the cultist’s breath weapon (a Reflex save 
  halves the damage). Each round, the number of damage 
  dice rolled is halved, until the result would be less 
  than a single dice, at which point the cloud dissipates. 
  Any creature that starts its turn inside the cloud takes 
  damage, but can make a Reflex save for half damage, as 
  normal. The cloud does not interfere with vision or the 
  ability to breathe. A strong wind, such as that created 
  by a gust of wind, immediately disperses the cloud. The 
  18
  
  cultist can use this ability 3 times per day.
  Scales of the Dragon (Ex): The cultist’s skin changes, 
  taking on the appearance of glistening draconic scales. 
  At first, the changes are subtle: the scales appear only 
  as small patches, or are either so fine as to be difficult 
  to discern, or grow under a thin layer of skin, making 
  them hard to spot, but eventually they come to cover the 
  majority of the cultist’s body, and gleam as brilliantly as 
  they do on dragons of the same color. The cultist’s natural 
  armor bonus to AC increases by +1. At 6th, 12th, and 18th 
  levels, the cultist’s natural armor bonus to AC increases 
  by an additional +1 (to a maximum of +4 at 18th level).
  Wyrmtongue (Sp): The cultist gains the constant spell-
  like ability to speak with reptiles, as the speak with 
  animals spell, except that it only functions on reptilian 
  animals. At 7th level, the cultist can cast charm monster 
  as a spell-like ability 3 times per day, except that it can 
  only be used to target reptilian animals. At 14th level, he 
  can expend 2 daily uses of this ability to cast mass charm 
  monster, instead, with the same restriction. At the GM’s 
  discretion, these abilities may also apply to reptilian 
  creatures of the dragon or magical beast types.
  Claws of the Dragon (Secret of the First Circle) (Su): At 
  1st level, the cultist can grow claws as a free action. These 
  claws are treated as natural weapons, allowing the cultist to 
  make two claw attacks as a full-attack action using his full 
  base attack bonus. Each of these attacks deals 1d4 points 
  of damage plus his Strength modifier (1d3 if he is Small). 
  At 5th level, these claws are considered magic weapons for 
  the purposes of overcoming DR. At 7th level, the damage 
  increases by one step to 1d6 points of damage (1d4 if he is 
  Small). At 11th level, these claws deal an additional 1d6 points 
  of damage of the same energy type as the cultist’s breath 
  weapon. The cultist can use his claws for a number of rounds 
  per day equal to 3 + his Charisma modifier. These rounds do 
  not need to be consecutive.
  Draconic Resistances (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist’s affinity for dragons grants 
  him some of their defensive ability. He gains DR 5/magic, 
  and gains resist 10 against the energy type associated with his 
  breath weapon. Finally, he gains a +4 bonus on saving throws 
  made to resist paralysis and sleep effects. At 14th level, his 
  energy resistance increases to 15, and at 19th level he becomes 
  immune to that energy type. 
  Draconic Flight (Secret of the Third Circle) (Ex): 
  Beginning at 17th level, the cultist gains the ability to 
  sprout leathery dragon wings from his back as a standard 
  action. This grants him a fly speed of 60 feet with average 
  maneuverability. He can dismiss the wings as a free action.
  Ascension: At 20th level, when the cultist would become 
  an outsider, his type instead changes to dragon. He gains 
  darkvision 60 feet and low-light vision, as well as immunity 
  to magic sleep effects and paralysis effects. Additionally, he 
  can call upon the majesty and power of dragons, granting 
  him the frightful presence universal monster ability, with a 
  range of 30 feet, a duration of 1 minute, and a saving throw 
  DC equal to 10 + 1/2 the cultist’s class level + the cultist’s 
  Charisma modifier). 
  Daughters of the Raging Storm
   
  The Daughters of the Raging Storm are a cult 
  devoted to the power and majesty of storm spirits, gods 
  of the sky, and the powers of lightning, wind, and rain. 
  There are many splinter versions of this cult, and each has a 
  slightly different doctrine, belief system, and goals, but as a 
  general rule, the Daughters of the Raging Storm have little 
  in the way of organized dogma, beyond serving themselves 
  and their communities. They are often militant and violent 
  organizations which strike out with a vengeance against those 
  they perceive as their enemies, but exactly who that is varies 
  from one branch of the cult to the next. Despite their name, 
  the Daughters of the Raging Storm are open to both men and 
  women, although many of the highest positions of power are 
  occupied by women.
   
  Typically, their ceremonial garb involves a loose-
  fitting blue robe with golden linings; they do not typically 
  wear hoods or cover their faces. Their symbols also vary, but 
  almost always feature a yellow or golden lightning bolt on a 
  blue background, often accompanied by a weapon or animal 
  of some kind.
  Alignment: Members of the Daughters of the Raging Storm 
  can be of any alignment.
  Restricted Spells: Members of the Daughters of the Raging 
  Storm cannot cast spells with the earth descriptor.
  Channeled	Energy:	Members of the Daughters of the 
  Raging Storm do not channel positive or negative energy, 
  but channel lightning, instead. The cultist’s channel energy 
  inflicts electricity damage to all creatures, living or undead, 
  in the affected area. Creatures are entitled to a Reflex save, 
  rather than a Will save, for half damage.
  Familiar: Small air elemental or mephit (air or water)
  Sacrifice:	Blood or Wealth
  Hexes: Members of the Daughters of the Raging Storm can 
  select from the following hexes.
  Call Lightning (Sp): As a standard action, the cultist can 
  conjure a vertical bolt of lightning 5 feet wide and 30 feet 
  tall, which strikes an area he designates within 60 feet, 
  dealing an amount of electricity damage to each creature 
  in the area equal to 1d6 plus an additional 1d6 for every 
  2 class levels beyond 1st (to a maximum of 10d6 at 19th 
  level). A successful Reflex save (DC 10 + 1/2 the cultist’s 
  class level + the cultist’s Charisma modifier) halves 
  this damage. The cultist can use this ability 3 times per 
  day, plus an additional time for every 3 class levels he 
  possesses beyond 1st (to a maximum of 9 times per day 
  at 19th level). This ability does not function indoors or 
  underground.
  Call Rain (Sp): As a full-round action, the cultist can 
  conjure ominous black rainclouds in the sky and cause 
  rain to begin to fall. The rain begins falling at the 
  beginning of the cultist’s next turn, and falls in a 60-foot-
  radius area centered on the location that the cultist was 
  in when he used this ability. The rain falls for 10 minutes, 
  overriding any other type of precipitation in the area 
  19
  
  (including snow, heavy snow, sleet, and hail). Rain 
  reduces visibility ranges by half, resulting in a -4 penalty 
  on Perception checks. It automatically extinguishes 
  any unprotected flames, and causes protected flames 
  (such as those of lanterns) to dance wildly and have a 
  50% chance of extinguishing. Over time, the rain may 
  turn dirt or packed earth to mud, at the GM’s discretion 
  (generally this takes at least 1 minute). The cultist can 
  use this ability a number of times per day equal to 3 + 
  his Charisma modifier. This ability functions indoors 
  and underground, but the rain occurs outside and above 
  ground.
  Call Wind (Sp): As a standard action, the cultist can cause 
  eldritch winds to whip around him. He can increase the 
  wind speed in a 60-foot-radius area centered on him by 
  up to 20 miles per hour, plus an additional 10 miles per 
  hour for every 5 class levels he possesses beyond 1st (to 
  a maximum increase of 50 miles per hour at 16th level). 
  These winds move with the cultist, and blow away from 
  him in all directions. The cultist is affected normally by 
  these winds; if he is blown away, determine the direction 
  that he is blown randomly. The winds persist for 1 
  minute, or until the cultist dismisses them (a standard 
  action). The cultist can use this ability 3 times per day.
  Mighty Shout (Su): The cultist is able to make his voice 
  heard over great distances, his words thundering across 
  the landscape. As a full-round action, the cultist can 
  speak a message of up to 25 words. These words echo 
  thunderously, and are clearly audible (Perception DC -10) 
  up to 1 mile away, with the Perception DC to hear them 
  increasing by 1 for every 100 feet beyond that, instead 
  of the normal distance. The speech is not exceptionally 
  louder at its point of origin than it is 1 mile away, and is 
  not loud enough to impair hearing, even for creatures 
  adjacent to the cultist. This great echoing voice that 
  seems to come from everywhere can be quite unnerving, 
  and if the cultist chooses to make an Intimidate check 
  as part of this message, he gains a bonus equal to his 
  class level on the check. The cultist can use this ability a 
  number of times per day equal to his Charisma modifier.
  Sonic Resistance (Ex): The cultist gains resist sonic 5, 
  and gains a +4 bonus on saving throws made to resist 
  sonic effects, and any effect which would deafen him. At 
  11th level, this increases to resist sonic 10, and he gains 
  immunity to the deafened condition.
  Infuse Weapon (Secret of the First Circle) (Su): At 1st 
  level, the cultist learns to channel the power of lightning 
  through any weapon that he wields. As a swift action, he can 
  infuse a melee weapon in his hand with electricity, causing 
  it to deal an additional 1d6 points of electricity damage with 
  each successful hit. This benefit lasts until the beginning 
  of the cultist’s next turn. The cultist can use this ability a 
  number of times per day equal to 3 + his class level.
  Thunderclap (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist can create a mighty 
  thunderclap as a standard action. This creates a 10-foot-
  radius burst of sound, centered on a location of the cultist’s 
  choosing within 60 feet. Creatures in the affected area 
  suffer 1d10 points of sonic damage per 2 class levels the 
  cultist possesses. A successful Reflex save (DC 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier) halves 
  this damage. Creatures that fail their Reflex save must also 
  succeed on a Fortitude save (same DC) or be deafened for 1 
  minute. The cultist can use this ability 3 times per day.
  Stormrider (Secret of the Third Circle) (Su): Beginning 
  at 17th level, the cultist learns how to control the skies 
  themselves to lift himself into the air. He gains a fly speed 
  with perfect maneuverability. The speed at which he can fly 
  depends on the strength of the winds in the area he is in. In 
  areas of light or moderate wind (0 – 20 mph), his fly speed 
  is 30 feet. In areas of strong or severe wind (21 – 50 mph) his 
  fly speed is 40 feet. In areas of windstorm-strength wind (51 
  – 74 mph), his fly speed is 60 feet. In areas of hurricane-force 
  wind (75 – 174 mph), his fly speed is 80 feet. Finally, in areas 
  of tornado-force wind (175 mph or higher), his fly speed is 
  120 feet. In all cases, the cultist suffers only 1/2 the normal 
  penalty on Fly checks imposed by the winds. The cultist can 
  fly in this way for a total number of minutes per day equal to 
  his class level, which must be spent in increments of at least 1 
  minute. Finally, the cultist gains resist electricity 10.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the air subtype. Additionally, he becomes 
  immune to electricity, and his entire body is suffused with 
  electricity, which damages those that attack him. Whenever a 
  creature successfully damages the cultist with a melee attack 
  made with a natural attack, an unarmed strike, or a weapon 
  made primarily of metal, the attacking creature suffers 3d6 
  points of electricity damage. Finally, the cultist can use his 
  stormrider ability for an unlimited number of minutes per 
  day.
  20
  
  Fellowship of the Ruby Feather
   
  The Fellowship of the Ruby Feather is a loose 
  collection of individuals who are devoted to improving the 
  world around them and combatting the forces of evil and 
  oppression, and which come together to do so. The theory 
  behind the organization is that by pooling their talents and 
  resources, the members of the fellowship can accomplish 
  more good than they would acting alone, and to a certain 
  extent, this is true: the fellowship does provide resources 
  and aid to members of the organization to help them in their 
  various quests, and the fellowship is also a good source of 
  information, with members alerting one another to potential 
  wrongs which can be righted. Practically speaking, however, 
  the main function of the Fellowship of the Ruby Feather is 
  to serve as a sort of lodge or gentleman’s club for individuals 
  who consider themselves to be heroic adventurers. Much 
  time is spent by members sharing stories of their separate 
  and individual triumphs and adventures over drinks in the 
  fellowship lounge, or engaging in various banquets, balls, 
  and other social occasions, with the cult as a whole rarely 
  mobilizing together against any particular threat or menace.
   
  Their symbol is a stylized image of a creature that 
  they refer to as a phoenix, but is probably better described 
  as being a quail with bright red and orange feathers. Their 
  ceremonial garb is red robes with a purple fez that has a red-
  dyed peacock feather affixed to the front.
  Alignment: Members of the Fellowship of the Ruby Feather 
  cannot be lawful or evil.
  Restricted Spells: Members of the Fellowship of the Ruby 
  Feather cannot cast spells with the evil or law descriptor.
  Channeled	Energy:	Positive
  Familiar: Lyrakien azataB2
  Sacrifice:	Wealth
  Hexes: Members of the Fellowship of the Ruby Feather can 
  select from the following hexes.
  Azatic Resistance (Ex): The cultist gains a +4 bonus on 
  saving throws made to avoid petrification. Additionally, 
  he gains an amount of electricity resistance equal to 1/2 
  his class level (rounded down, minimum 1). At 4th level, 
  he gains an amount of cold and fire resistance equal to 
  1/4 his class level.
  Blessings of the Four Seasons (Su): The cultist is 
  constantly affected by the spell endure elements. 
  Additionally, he gains a benefit that varies depending on 
  what season is currently prevailing. In summer months, 
  the cultist gains a +1 bonus on attack rolls. In autumn 
  months, he gains a +1 bonus on Fortitude saves. In winter 
  months, he gains a +1 bonus on Will saves, and in spring 
  months, he gains a +1 bonus on Reflex saves. At 11th level, 
  these bonuses increase to +2.
  Blessings of Sun, Moon, and Stars (Su): The cultist 
  receives a magical blessing whenever he is exposed to 
  sunlight, moonlight, or starlight. When he first enters 
  sunlight, the cultist receives a number of temporary 
  hit points equal to his class level. If the cultist is not 
  damaged, these last for as long as the cultist remains in 
  the sunlight, and for 1 round thereafter. If the temporary 
  hit points are lost, the cultist can spend 1 minute basking 
  in the sun in order to regain them. While in moonlight, 
  the cultist gains a +4 bonus on Wisdom-based skill 
  checks, as well as a +4 bonus on Stealth checks. While in 
  starlight, the cultist gains spell resistance equal to 11 + his 
  class level.
   
  The cultist can only benefit from one of these 
  blessings at any given time. If more than one of these 
  light sources are present, sunlight supersedes moonlight, 
  and moonlight supersedes starlight (meaning that the 
  starlight blessing can only be gained when the stars are 
  visible, but the moon is not). The cultist does not benefit 
  from these blessings when not directly exposed to the 
  light in question, meaning that this ability almost never 
  functions indoors or underground.
  Light Rays (Su): As a standard action, the cultist can fire 
  a ray of light from his fingertip, similar to those created 
  by ghaele azatas. Treat this as a ranged touch attack with 
  a maximum range of 60 feet. If the attack hits, it deals 
  1d4 points of damage. The damage increases to 1d6 at 5th 
  level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th 
  level. The cultist can use this ability at will.
  Truespeech (Sp): The cultist gains a +4 bonus on 
  Linguistics checks, and can cast comprehend languages 
  as a spell-like ability 3 times per day. At 5th level, he can 
  21
  
  speak with any creature that has a language, as though 
  using a tongues spell (his caster level is equal to his class 
  level). This ability is always active, but the cultist can 
  choose to suppress or resume it as a move action.
  Bardic Performance (Secret of the First Circle) (Su): At 
  1st level, the cultist gains a limited ability to make inspiring 
  performances in a manner similar to a bard. This functions 
  as the bardic performance class feature of the bard, with 
  the following exceptions. The cultist can use this ability a 
  number of rounds per day equal to 2 + his Charisma modifier, 
  and at each level after 1st he can use bardic performance 
  for 1 additional round per day. It is always a standard action 
  for a cultist to begin a bardic performance, and he does not 
  gain the ability to do so as a move or swift action at higher 
  levels. Additionally, he gains access to a limited number of 
  performances. At 1st level, he gains access to countersong 
  and his choice of distraction, fascinate, or inspire courage. At 
  3rd level, he gains inspire competence. At 12th level, he gains 
  soothing performance. He does not gain any of the other 
  standard bardic performances.
  Azata Freedom (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist’s devotion to freedom 
  allows him to protect himself and gain increased mobility. 
  He can activate this ability as a swift action, and it functions 
  as freedom of movement, except that instead of causing 
  any combat maneuver checks made to grapple him to 
  automatically fail, and causing him to succeed on all checks 
  made to grapple or escape a pin, it only grants a +4 bonus 
  to CMB and CMD for the purposes of avoiding or escaping 
  a grapple (all other aspects of the spell apply normally). 
  Alternatively, as a move action, he can sprout a pair of bird-
  like wings covered in ruby-red feathers, which grants him a 
  fly speed of 60 feet with good maneuverability. He can use 
  this ability for a total number of rounds per day equal to 
  twice his class level, divided as he chooses between these 
  two different uses of this ability. If he chooses to have both of 
  these abilities active at the same time, each round that both 
  benefits are active counts as two rounds of use.
  Wind Blast (Secret of the Third Circle) (Ex): Beginning 
  at 17th level, the cultist can create powerful blasts of wind, 
  similar to those commanded by a bralani azata. As a standard 
  action, he can release this wind in a 30-foot cone. Each 
  creature in the area suffers 1d6 points of damage per class 
  level, half of which is bludgeoning, and the other half of 
  which is sonic. A successful Reflex save (DC 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier) halves 
  this damage. Additionally, each creature in the area is 
  affected as though by the spell gust of wind. The cultist can 
  use this ability 3 times per day.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the azata, chaotic, and good subtypes, and 
  all benefits associated with those subtypes. If the cultist has 
  the azatic resistance hex, he may immediately replace it with 
  a different hex for which he qualifies. Additionally, he can use 
  his azata freedom ability for an unlimited number of rounds 
  per day.
  Guardians of the Eternal Flame
   
  The Guardians of the Eternal Flame are an order 
  devoted to the power and majesty of fire. Derided by some 
  as a loose collection of pyromaniacs and undisciplined 
  sorcerers, the Guardians of the Eternal Flame show a 
  surprising amount of restraint when it comes to fires, 
  respecting the dangers of fire just as much as its potential 
  benefits to mankind. Of course, as with many organizations, 
  radical fringe elements of the cult are interested in little more 
  than excuses to start and spread fires.
   
  Their ceremonial garb is a red vest worn over an 
  orange tunic, with loose-fitting yellow pants. They do not 
  typically obscure their faces when they meet, but typically 
  wear fezzes of a dark red, with a black or grey feather plume. 
  Their symbol is an open flame in a circle, with a human 
  worshipper on either side. Interestingly, the cultists make it 
  a point of pride to never draw the shape of the flame in their 
  symbol the same way twice, with the tongues of fire taking 
  subtly different shapes or configurations each and every time.
  Alignment: Members of the Guardians of the Eternal Flame 
  can be of any alignment
  Restricted Spells: Members of the Guardians of the Eternal 
  Flame cannot cast spells with the cold or water descriptors.
  Channeled	Energy:	Members of the Guardians of the 
  Eternal Flame do not channel positive or negative energy, but 
  channel fire, instead. The cultist’s channel energy inflicts fire 
  damage to all creatures, living or undead, in the affected area. 
  Creatures are entitled to a Reflex save, rather than a Will save, 
  for half damage.
  Familiar: Small fire elemental or mephit (fire or magma)
  Sacrifice:	Wealth
  Hexes: Members of the Guardians of the Eternal Flame can 
  select from the following hexes.
  Fire Conversion (Su): Three times per day, when the 
  cultist casts a spell that deals energy damage, he can 
  change the type of damage inflicted by the spell to fire 
  damage. This also adds the fire descriptor to the spell, 
  and removes any descriptor associated with the previous 
  energy type. This does not increase the casting time or 
  spell level of the affected spell, and the cultist can cast 
  spells with the cold descriptor using this ability, despite 
  their normal restriction against casting such spells.
  Fire Resistance (Su): The cultist gains an amount of fire 
  resistance equal to his class level. Three times per day, as 
  an immediate action, he can increase his fire resistance 
  to twice his class level until the end of his next turn.
  Increase Flammability (Su): The cultist can magically 
  reduce a creature or object’s resistance to flames, 
  causing wood to become dry, metal to melt at lower 
  temperatures, and flesh to singe more easily. As a 
  standard action, the cultist can choose a single creature 
  or object within 60 feet. If the target is an object, 
  its hardness is reduced by an amount equal to the 
  cultist’s class level against fire damage for 1 minute (to 
  22
  
  a minimum hardness of 0). If this reduces the object’s 
  effective hardness to 0, fire damage inflicted to the object 
  is not halved. This reduction of hardness applies only to 
  fire damage, and does not affect the object’s hardness for 
  the purposes of other damage types. If the object is larger 
  than a single 10-foot cube, only a 10-foot cube of the 
  object’s area is affected. 
   
  If the target is a creature, and has fire resistance, 
  his resistance is reduced by an amount equal to the 
  cultist’s class level for 1 minute. If the target is a creature 
  with no particular resistance to fire, that creature 
  gains vulnerability to fire (suffering 150% as much fire 
  damage as it otherwise would) for 1 minute. At 7th 
  level, the cultist can use this ability on a creature with 
  fire immunity, causing that creature to take 1/2 damage 
  from sources that deal fire damage, rather than taking 
  no damage, for 1 minute. In all cases, if the target is a 
  creature, a successful Fortitude save (DC 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier) 
  negates this effect. Whether used on creatures or objects, 
  multiple instances of this ability do not stack.
  Immolate (Su): The cultist can cause his foes to 
  spontaneously erupt in flames. As a standard action, 
  the cultist can cause a single creature within 30 feet to 
  suddenly combust, suffering 1d6 points of fire damage, 
  plus an additional 1d6 points of fire damage for every 
  3 class levels beyond 1st. A successful Reflex save (DC 
  10 + 1/2 the cultist’s class level + the cultist’s Charisma 
  modifier) halves this damage. A creature that suffers any 
  amount of fire damage from this ability catches on fire. 
  A creature that catches fire in this way must succeed on 
  another Reflex save at the beginning of his turn each 
  round (same DC) or suffer 1d6 points of fire damage, 
  plus an additional 1d6 points of fire damage for every 
  3 class levels the cultist possesses beyond 1st. If the 
  creature succeeds on this saving throw, he extinguishes 
  the flames, and is no longer on fire. The target can 
  automatically douse the flames by immersing himself in 
  water, or gain a +4 bonus on his saving throws by rolling 
  on the ground, as normal for extinguishing fires. The 
  cultist cannot target the same creature with this ability 
  more than once in a 24-hour period.
  Smokefriend (Su): The cultist can see through fire, 
  fog, and smoke without penalty, as long as the light is 
  sufficient to allow him to see normally. At 7th level, he 
  can breathe smoke as though it were pure air, and is 
  immune to all inhaled poisons and abilities that rely on 
  breathing (including stench, stinking cloud, and similar 
  spells and abilities).
  Fire	Ray	(Secret	of	the	First	Circle)	(Su):	At 1st level, 
  the cultist can unleash a ray of elemental fire as a standard 
  action, targeting any foe within 30 feet as a ranged touch 
  attack. This ray deals 1d6 points of fire damage on a successful 
  hit. At 7th level, this increases to 1d8 points of fire damage, 
  and at 14th level it increases to 1d10 points of fire damage.
  Cone of Smoke (Secret of the Second Circle) (Su): At 
  9th level, the cultist can exhale a cone of choking, super-
  heated smoke and ash. Doing so is a standard action, and the 
  smoke fills a 60-foot cone. Each creature in the area suffers 
  1d6 points of fire damage per 2 class levels. A successful 
  Reflex save (DC 10 + 1/2 the cultist’s class level + the cultist’s 
  Charisma modifier) halves this damage. Additionally, the 
  area is filled with cloying smoke, which obscures vision in the 
  same manner as a fog cloud spell. Additionally, each creature 
  that enters the area or begins its turn within the area must 
  succeed on a Fortitude save (DC 10 + 1/2 the cultist’s class 
  level + the cultist’s Charisma modifier) or be nauseated for 
  1 round. The smoke lingers in place for a number of rounds 
  equal to the cultist’s Charisma modifier (minimum 1). The 
  cultist can use this ability 3 times per day. At 14th level, and 
  again at 19th level, he gains an additional daily use of this 
  ability.
  Form of Flames (Secret of the Third Circle) (Ex): 
  Beginning at 17th level, the cultist can transform his own 
  body into living flames as a move action. This causes the 
  cultist to become incorporeal. He gains an incorporeal touch 
  attack which deals an amount of fire damage equal to 1d6 per 
  2 class levels. Additionally, any creature that hits him with a 
  natural attack, a manufactured melee weapon without reach, 
  or an unarmed strike suffers 3d6 points of fire damage. The 
  cultist can end this effect as a swift action. The cultist can 
  maintain this effect for a number of rounds per day equal to 
  twice his class level. These rounds need not be consecutive.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he also gains immunity to fire. If the cultist has 
  the fire resistance hex, he may immediately replace it with a 
  different hex for which he qualifies. Additionally, the cultist 
  gains some of the benefits enjoyed by elementals: he becomes 
  immune to bleed, paralysis, poison, and sleep effects, 
  although he does not gain immunity to flanking, stunning, 
  critical hits, or precision-based damage.
  23
  
  Hermetic Order of the Infernal Crown
                  The Hermetic Order of the Infernal Crown is 
  devoted to the diabolical rulers of the nine Hells. Those 
  who join the cult are promised not only magical power 
  and influence over others in this life, but are also promised 
  positions of great power and importance in Hell once they 
  pass on to the afterlife. Often, the cult presents itself as a sort 
  of social networking group, such as a gentleman’s club or a 
  lodge, and attracts members by strongly implying that many 
  influential public officials are members of the order, and that 
  those interested in making connections to the halls of power 
  in their society would be well-served to join the order and 
  have chances to meet these people. Of course, most of the 
  time, these are bald-faced lies, and the ranks of the cult are 
  filled primarily with ambitious individuals who have no real 
  power or connections, all pretending to be m9re important 
  than they are, so as not to be snubbed. 
   
  Their symbol is a nine-pointed crown turned so that 
  its points face towards the ground. Their ceremonial garb is 
  burgundy-red robes trimmed with gold, with large cowls that 
  conceal their faces.
  Alignment: Members of the Hermetic Order of the Infernal 
  Crown cannot be good or chaotic.
  Restricted Spells: Members of the Hermetic Order of the 
  Infernal Crown cannot cast spells with the chaos or good 
  descriptors.
  Channeled	Energy:	Negative.
  Familiar: Imp.
  Sacrifice:	Blood or wealth.
  Hexes: Members of the Hermetic Order of the Infernal 
  Crown can select from the following hexes.
  Corrupting Whisper (Sp): As a standard action, the cultist 
  can mentally compel a single creature within 60 feet to 
  perform a single evil act, such as theft, murder, or other 
  actions that involve hurting another for personal gain 
  or enjoyment. The act in question must be able to be 
  described in 100 words or less, and must take no more 
  than 24 hours to complete. The target is entitled to a 
  Will save to resist this effect, and gains a +4 bonus on the 
  save if performing this action will have obvious negative 
  consequences (such as violating a law in front of the 
  town guard, or breaking an important promise to a loved 
  one). If the target succeeds on the Will save, he identifies 
  the cultist as the source of the mental compulsion. 
  Whether the target succeeds or fails his Will save, he 
  cannot be the target of this hex again for 24 hours. The 
  cultist can use this ability a number of times per day 
  equal to his Charisma modifier. 
  Devilish Wound (Su): Whenever the cultist scores a 
  critical hit with a melee weapon, he can choose to leave a 
  devilish wound. If he does, the damage inflicted by that 
  critical hit cannot be healed naturally, and even magical 
  healing fails to affect it unless the caster succeeds on 
  a caster level check (DC 11 + the cultist’s class level). A 
  creature that has been affected by this ability cannot be 
  affected by another devilish would until the first one has 
  been successfully healed.
  Diabolical Contract (Su): With one minute of work, 
  the cultist can draw up a diabolical contract which is 
  magically binding to those who sign it. A character that 
  is forced to sign the contract by magical compulsion is 
  unaffected, as is a character who is somehow tricked 
  into signing the document without realizing that it is a 
  contract (such as with illusory script), but anyone who 
  signs it willingly (even under duress) is bound by the 
  letter of the contract as though by a geas/quest spell. The 
  first time that a signatory actively tries to break the letter 
  of the agreement, he may make a Will save. Creatures 
  that were not under any particular duress at the time that 
  they signed the contract suffer a -4 penalty on this saving 
  throw. Success on this saving throw indicates that the 
  creature is able to break the contract. Failure indicates 
  that he is magically compelled to uphold his end of the 
  contract, and he cannot attempt another saving throw at 
  any time.
                  A creature can be freed of the geas/quest effect 
  in several ways. First, once the terms of the contract 
  are completed, the effect ends, although if the terms of 
  the contract call for an open-ended task on the part of 
  24
  
  Inheritors of the Ancient Wave
   
  The Inheritors of the Ancient Wave is a sect that 
  devotes itself to the mighty and alien aboleths. They glorify 
  the ancient days, when aboleth empires stretched across the 
  land and sea, and actively work to help bring about their 
  prophesied time of reckoning, when the aboleths will once 
  again rise up and take control of land and sea alike. The 
  members of the Inheritors of the Ancient Wave believe that, 
  should they help the aboleths in conquering the humanoid 
  nations, they will be greatly rewarded for their efforts, and 
  placed in positions of great power.
   
  The regalia of the Inheritors of the Ancient Wave are 
  a blue robe with green trim, and an ocean motif. Low-ranking 
  members often wear masks resembling the cracked visages of 
  skum, while high-ranking members have masks reminiscent 
  of aboleths. The cult’s symbol is three red eyes surrounded by 
  four reaching green tentacles on a black background.
  Alignment: Members of the Inheritors of the Ancient Wave 
  cannot be good.
  Restricted Spells: Members of the Inheritors of the Ancient 
  Wave are not restricted in their spellcasting.
  Channeled	Energy:	Negative
  Familiar: Homunculus
  Sacrifice:	Blood or wealth
  Hexes: Members of the Inheritors of the Ancient Wave can 
  select from the following hexes.
  Alien Mind (Ex): The cultist’s mind has been shaped 
  by his encounters with the strange and alien aboleths, 
  altering his thought processes. He gains a +4 bonus 
  on saving throws made to resist mind-affecting spells 
  and effects. Additionally, whenever he is the target of 
  a divination spell that allows a saving throw that is not 
  denoted as harmless, if he succeeds on the saving throw, 
  the caster gains a glimpse into the cultist’s horrifying 
  and twisted mind, and must succeed on a Will save (DC 
  10 + 1/2 the cultist’s class level + the cultist’s Charisma 
  modifier) or be shaken for 1 minute.
  Altered Anatomy (Ex): The cultist gains darkvision 60 
  feet. If the cultist already possessed darkvision, he can 
  either increase the range of his existing darkvision by 
  60 feet, gain low-light vision, or gain blindsight 10 feet. 
  At 5th level, the cultist’s internal organs shift and move, 
  granting him a 25% chance of ignoring a critical hit or 
  precision-based damage inflicted to him, as the light 
  fortification armor ability. At 10th level, this increases to 
  50%, and at 15th level it increases to 75%.
  Controlling Gaze (Sp): The cultist gains a +2 competence 
  bonus on Diplomacy and Intimidate checks. 
  Additionally, the cultist can cast charm person once per 
  day as a spell-like ability. At 3rd level, and every 3 levels 
  thereafter, he can cast charm person one additional time 
  each day. At 9th level, he can expend 3 daily uses of this 
  ability in order to cast charm monster or dominate person 
  one or more signatories, this may never occur. Second, 
  if any signatory successfully breaks the letter of the 
  agreement (by succeeding on his Will save), the effect 
  ends immediately for all signatories. Finally, if all other 
  signatories agree to release one or more of the signatories 
  from the contract, they can do so, ending the effect for 
  just the chosen signatories.
    
                The cultist can create a number of diabolical 
  contracts per week equal to his Charisma modifier.
  Flames of Perdition (Su): As a standard action, the cultist 
  can surround himself with an aura of hellish flames. This 
  aura has a radius of 5 feet, plus 5 additional feet for every 
  5 class levels the cultist possesses (to a maximum of a 
  25-foot radius at 20th level). Each creature that enters 
  the aura, or begins its turn in its area, suffers 1d6 points 
  of fire damage. A successful Reflex save (DC 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier) 
  halves this damage. At 4th level, and every 3 levels 
  thereafter, the damage inflicted by the aura increases by 
  1d6 (to a maximum of 7d6 at 19th level). The cultist is 
  never harmed by his own flames of perdition ability. The 
  cultist can use this ability for a total number of rounds 
  per day equal to his Charisma modifier (minimum 1).
  Infernal Resistance (Ex): The cultist becomes immune to 
  poison, and gains an amount of fire resistance equal to 
  his class level. At 10th level, he also gains an amount of 
  acid and cold resistance equal to 1/2 his class level.
  Devil’s Sight (Secret of the First Circle) (Su): Beginning at 
  1st level, the cultist can see perfectly in darkness of any kind, 
  even that created by deeper darkness.
  Harness	Hellfire	(Secret	of	the	Second	Circle)	(Su):	
  Beginning at 9th level, whenever the cultist casts a spell that 
  deals fire damage, he can choose to make the damage hellfire, 
  instead. If he does, then half of the damage inflicted by the 
  spell is not subject to fire resistance or immunity. Further, 
  any good creature damaged by the spell suffers an additional 
  amount of fire damage equal to the cultist’s class level. This 
  damage is also not subject to fire resistance or immunity.
  Hell’s Black Wings (Secret of the Third Circle) (Ex): 
  Beginning at 17th level, as a move action, the cultist can 
  grow a pair of fearsome bat-like wings, which grant him a fly 
  speed of 60 feet with good maneuverability. The wings can be 
  dismissed as a free action.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the devil, evil, and lawful subtypes, and 
  all the traits associated with those types. If the cultist has 
  the infernal resistance hex, he may immediately replace it 
  with a different hex for which he qualifies. Additionally, once 
  per day, he can summon any devil of CR 16 or less as a full-
  round action that does not provoke attacks of opportunity. 
  This summons has a 100% chance of success. The summoned 
  creature serves him faithfully for up to 10 minutes, and this 
  otherwise functions as the spell summon monster IX.
  25
  
  as a spell-like ability, instead. At 18th level, he can expend 
  6 daily uses of this ability in order to cast dominate 
  monster instead.
  Rubbery Skin (Ex): The cultist’s skin becomes slick and 
  rubbery. He gains a +4 bonus on Escape Artist checks, 
  and his natural armor bonus to AC increases by +1. At 8th 
  level, and again at 15th level, his natural armor bonus to 
  AC increases by an additional +1.
  Tentacles (Su): As a move action, the cultist can cause 
  a pair of ectoplasmic tentacles to grow from his body. 
  These tentacles have a reach of 10 feet (for a Small or 
  Medium creature) and are secondary natural attacks that 
  deal 1d4 points of bludgeoning damage on a successful 
  hit (for a Medium creature). Further, the tentacles grant 
  a +4 competence bonus on all combat maneuver checks 
  made using them. The tentacles remain for 1 minute, 
  or until the cultist dismisses them (a move action). The 
  cultist can use this ability a number of times per day 
  equal to 1 + his Constitution modifier.
  Primordial Transformation (Secret of the First Circle) 
  (Su): At 1st level, the cultist gains the ability to breathe water 
  as well as air, and gains a swim speed equal to his base land 
  speed.
  Secrets of Magic (Secret of the Second Circle) (Su): At 
  9th level, the cultist can choose a single enchantment or 
  illusion spell that appears on the sorcerer/wizard spell list at 
  4th level. He adds this spell to his spellbook as though it were 
  a 3rd-level spell, and treats it as a 3rd-level spell thereafter. 
  At 11th level, he can choose a 5th-level spell, and add it to his 
  spellbook as a 4th-level spell, in the same way. At 13th level, 
  and again at 15th level, he can choose a 6th-level spell, and 
  add it to his spellbook as a 5th-level spell. At 17th level, he 
  can choose a 7th-level spell, and add it to his spellbook as 
  a 6th-level spell. At 19th level, he can choose an 8th-level 
  spell, and add it to his spellbook as a 6th-level spell. All spells 
  chosen this way must be enchantment or illusion spells, and 
  must appear on the sorcerer/wizard spell-list at the indicated 
  spell level.
  Slime (Secret of the Third Circle) (Ex): Beginning at 
  17th level, the cultist’s body becomes able to produce a 
  transformative slime, similar to that secreted by aboleths. 
  As a standard action, the cultist can spit a blob of this slime 
  as a ranged touch attack, with a range increment of 10 feet, 
  and a maximum range of 60 feet. If the attack hits, the target 
  must succeed on a Fortitude save (DC 10 + 1/2 the cultist’s 
  class level + the cultist’s Charisma modifier) or instantly have 
  his skin and flesh transformed into a clear, slimy membrane. 
  This reduces the target’s Constitution score by 4, and causes 
  the target to quickly dry out, suffering 3d6 points of damage 
  each round that he is not immersed in water or a similar 
  liquid. Remove disease and similar effects can restore an 
  afflicted creature to normal, but immunity to disease offers 
  no protection from this ability. The cultist can use this ability 
  3 times per day.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, instead of gaining the outsider type, the cultist 
  is treated as having the aberration creature type, and he 
  gains darkvision 60 feet. If he already possessed darkvision, 
  the range of his existing darkvision increases by 60 feet. 
  Additionally, he learns how to transform a creature that has 
  been afflicted with his slime into a skum servant. Doing 
  so requires a special ritual that takes 1 hour to perform, 
  requiring that the slime-afflicted creature be either 
  helpless or willing. At the end of the ritual, the creature is 
  transformed into a skum, although the creature retains any 
  class levels, feats, skills, and the memories of his former life. 
  Skum created by the cultist in this way are magically linked 
  to him, and he can control their actions as though with 
  dominate monster. This effect lasts indefinitely, though it can 
  be broken by break enchantment, or more powerful magic.
   
  The cultist can only control a total number of Hit 
  Dice worth of skum in this way at any given time equal to 
  twice his Hit Dice, and he cannot control any skum whose 
  Hit Dice are equal to or greater than his class level minus 4. 
  If a newly created skum would exceed the cultist’s Hit Dice 
  limit, he can choose to release a previously created skum 
  from his control. Skum that are not under the cultist’s control 
  are free-willed and can act as they please. Any Hit Dice worth 
  of skum that the cultist controls count against the Hit Dice of 
  undead he can control with animate dead and similar spells, 
  and vice versa. Only creatures that have failed the saving 
  throw to resist the cultist’s slime ability can be transformed 
  into skum in this way.
  26
  
  Knights of the Green Void
   
  This unusual and obscure cult is devoted to the 
  concepts of entropy—the inevitable and constant decay of 
  every single thing, throughout the multiverse. They believe 
  that all of creation is temporary and passing in nature, and 
  work to speed things towards what they see as their inevitable 
  conclusion: the complete dissolution of everything. What 
  makes the Knights of the Green Void so peculiar, however, 
  and the source of their colorful name, is their elevation 
  of oozes as the ultimate embodiments of entropy, and the 
  perfect life form—or as close to perfect as something can 
  be, given their ideology. They point to the simplicity, both 
  in mind and body, of oozes, lauding their effectiveness and 
  efficiency. Further, they idealize the ooze’s existence, always 
  in search of its next meal, and leaving a trail of destruction 
  (and often acid) in its wake.
   
  Their ceremonial garb is green robes trimmed with 
  black. Their symbol is a single human hand, its fingers curled 
  in pain, with liquid running down its fingers—interpreted by 
  some to be a hand doused in acid or ooze, and by others as 
  the hand melting away in the face of unavoidable entropy.
  Alignment: Members of the Knights of the Green Void 
  cannot be lawful.
  Restricted Spells: Members of the Knights of the Green 
  Void cannot cast spells with the fire or law descriptors.
  Channeled	Energy:	Negative
  Familiar: Ooze mephit
  Sacrifice:	Blood or Wealth
  Hexes: Members of the Knights of the Green Void can select 
  from the following hexes.
  Entropic Curse (Su): The cultist can call upon the 
  powers of entropy to reverse a creature’s natural healing, 
  causing it to tear the target apart rather than knit him 
  back together. As a standard action, the cultist can 
  force a single creature within 30 feet to succeed on a 
  Fortitude save (DC 10 + 1/2 the cultist’s class level + the 
  cultist’s Charisma modifier) or have his fast healing and 
  regeneration inverted. Each round, instead of healing 
  damage from his fast healing or regeneration, the target 
  suffers that much damage, instead. This effect lasts for 1 
  minute. Creatures without fast healing, regeneration, or 
  a similar ability are immune to this effect, as are creatures 
  whose regeneration cannot be overcome by normal 
  means (such as the tarrasque). Regardless of whether 
  the creature succeeds or fails on his saving throw, he is 
  immune to this hex for 24 hours.
  Oozefriend (Su): The cultist has a special bond with 
  oozes, and is able to manipulate them to some extent. 
  Mindless oozes, and oozes with an Intelligence score 
  of 2 or less, will not attack the cultist unless he makes 
  a hostile action toward the ooze first, or the ooze is 
  directly ordered to do so by some creature that is able 
  to magically control its actions. Oozes with Intelligence 
  scores of 3 or higher have their starting attitude towards 
  the cultist increased by one step (hostile becomes 
  unfriendly, unfriendly becomes indifferent, and so on). 
  At 11th level, the cultist is able to affect oozes with mind-
  affecting spells and abilities, even if they would normally 
  be immune. The ooze gains a +2 bonus on saving throws 
  made to resist such effects.
  Slime Shield (Su): The cultist can conjure a shield of 
  translucent slime which he can use to slow incoming 
  blows. Conjuring the shield is a standard action, and 
  it grants a +2 shield bonus to AC. The cultist must 
  use a hand to wield the slime shield, but the shield is 
  weightless and does not have an arcane spell failure 
  chance. At 6th level, and again at 12th level and 18th 
  level, the shield bonus granted by the slime shield 
  increase by +1. Once summoned, the slime shield lasts for 
  1 minute. The cultist can use this ability 3 times per day.
  Spit Slime (Sp): As a standard action, the cultist can spit 
  a blob of mildly acidic slime. This functions as the spell 
  grease (10-foot square version only), except that any 
  creature that falls in the grease suffers an amount of acid 
  damage equal to the cultist’s class level. This damage 
  is suffered each time the creature falls in the affected 
  area, and at the end of any turn in which the creature 
  remained prone in the area for his entire turn. The slime 
  remains active for 1 minute, after which it loses its acidity 
  and dries harmlessly into nothingness. The cultist can 
  use this ability 3 times per day.
  Withering Glance (Su): As a standard action, the cultist 
  can direct his gaze on a single humanoid creature within 
  30 feet. That creature must succeed on a Fortitude 
  save (DC 10 + 1/2 the cultist’s class level + the cultist’s 
  27
  
  Charisma modifier) or have his vitality temporarily 
  drained away, causing him to suffer penalties to his 
  Strength, Dexterity, and Constitution scores as though he 
  had advanced to the next age category. If the target fails 
  the Fortitude save by 10 or more, he suffers penalties as 
  though he had advanced 2 age categories, instead. If this 
  would cause the target to suffer penalties beyond those 
  associated with the venerable age category, he suffers 
  only the penalties associated with venerable, instead. 
  These penalties last for 1 minute. Regardless of whether 
  the target succeeds or fails on his saving throw, he is 
  immune to this ability for 24 hours.
  Acidic Touch (Secret of the First Circle) (Su): At 1st level, 
  the cultist can coat the palm of his hand with an eldritch 
  acid made from pure entropy. This acid does not harm the 
  cultist, but can be used to damage creatures or objects. As a 
  standard action, the cultist can make a melee touch attack. 
  If the attack hits, it deals 1d6 points of acid damage, plus an 
  additional 1d6 points of acid damage for every 3 class levels 
  beyond 1st (to a maximum of 7d6 at 19th level). This acid 
  damage is not halved before hardness, and ignores hardness 
  of 10 or less. The cultist can use this ability a number of times 
  per day equal to his Charisma modifier (minimum 1).
  Amorphous	Body	(Secret	of	the	Second	Circle)	(Su):	
  Beginning at 9th level, the cultist learns how to shift and 
  twist his internal anatomy, in much the same way that an 
  ooze is able to, making it difficult for him to suffer serious 
  damage. The cultist has a 25% chance of ignoring any critical 
  hit or precision-based damage. At 12th level, this increases to 
  a 50% chance, at 15th level it increases to a 75% chance, and 
  at 18th level it increases to a 100% chance.
  Liquid	Body	(Secret	of	the	Third	Circle)	(Sp):	Beginning 
  at 17th level, the cultist gains the ability to completely liquefy 
  himself, allowing him to pass through small cracks and 
  similar openings. This functions as gaseous form, except 
  that the cultist does not gain a fly speed, and instead gains a 
  land speed and swim speed of 10 feet. The cultist can use this 
  ability at will. Transitioning to and from liquid form is a full-
  round action.
  Ascension: At 20th level, when the cultist would become 
  an outsider, his type changes to ooze, instead. He gains 
  immunity to all mind-affecting effects, poison, sleep effects, 
  paralysis, polymorph, and stunning. He also gains blindsight, 
  and cannot be flanked.
  Order of the Rainbow Veil
   
  The Order of the Rainbow Veil is a secret society 
  that is dedicated to the ideals of the couatls: hidden 
  benefactors who work behind the scenes, or in disguise, to 
  manipulate mortal societies for their own benefit, helping 
  to achieve peace and harmony. Some branches of the order 
  work directly with couatls, taking orders from their winged 
  serpent masters and serving as their hands in society. Others 
  envision themselves taking on the role of couatls for their 
  society, endeavoring to act in much the same way to quietly 
  shape society for the betterment of all. Though their attitudes 
  towards the societies that they protect tend to be arrogant 
  and dismissive—they maintain that they must operate 
  in secrecy because otherwise those whose best interests 
  they claim they work towards would misinterpret their 
  benevolence as control—they nonetheless genuinely believe 
  that they are working for the betterment of mankind, and 
  often their works do accomplish quite a deal of good. 
  They are organized into seven circles, from red 
  (for the newest, least-initiated members) to indigo (for the 
  leaders of the cult), and their ceremonial garb are robes of 
  the same color as their rank, with black stoles, except for the 
  supreme leader of any given branch of the cult, who wears 
  a black robe with a rainbow stole. Their symbol is a seven-
  colored serpent, coiled into a protective circle around the 
  globe.
  Alignment: Members of the Order of the Rainbow Veil 
  cannot be chaotic or evil.
  Restricted Spells: Members of the Order of the Rainbow 
  Veil cannot cast spells with the evil descriptor.
  Channeled	Energy:	Positive
  Familiar: Celestial familiar or psuedodragon
  Sacrifice:	Wealth
  Hexes: Members of the Order of the Rainbow Veil can select 
  from the following hexes.
  Fangs (Su): As a swift action, the cultist can grow a pair 
  of large, snakelike fangs, granting him a primary bite 
  natural attack that deals 1d4 points of piercing damage 
  for a Medium creature (if the cultist is Small, the fangs 
  deal 1d3 points of damage, instead). If the cultist is 11th 
  level or higher, these fangs deliver couatl venom with 
  each hit (see below). The cultist can use these fangs for 
  a total number of rounds each day equal to 3 + his class 
  level. These rounds need not be consecutive, and the 
  cultist can retract the fangs as a swift action.
  COUATL VENOM
  Injury—bite; save Fortitude DC varies (10 + 1/2 the 
  cultist’s class level + the cultist’s Constitution modifier); 
  frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 
  consecutive saves.
  28
  
  Know Alignment (Sp): The cultist is constantly affected 
  as though by detect chaos, detect evil, detect good, and 
  detect law. He can only concentrate on one of these spells 
  at a time, but given enough time, can easily use all four 
  to determine a creature’s exact alignment. If the cultist is 
  at least 7th level, he can concentrate on all four of these 
  spells simultaneously. If he is at least 13th level, he can 
  concentrate on all four spells as a move action. If he is at 
  least 19th level, he can concentrate on all four spells as a 
  swift action.
  Know Hearts (Sp): The cultist gains a +4 bonus on Sense 
  Motive checks. At 3rd level, he can cast detect thoughts 
  once per day as a spell-like ability. At 6th level, and 
  every 3 levels thereafter, he can cast detect thoughts one 
  additional time each day. At 12th level, once per day, 
  when he casts detect thoughts in this fashion, he can do 
  so as an immediate action. At 15th and 18th levels, he can 
  use this ability as an immediate action one additional 
  time per day (to a maximum of six daily uses of detect 
  thoughts, up to three of which can be immediate actions, 
  at 18th level)
  Serpent Tail (Su): As a standard action, the cultist can 
  cause his legs to fuse together into a serpent’s tail, 
  covered in rainbow-colored iridescent scales. This 
  reduces his speed by half, but renders him immune to 
  being tripped, and also grants him a tail slap primary 
  natural attack that deals 1d8 points of bludgeoning 
  damage for a Medium creature (1d6 points of 
  bludgeoning damage if the cultist is Small). Additionally, 
  the cultist gains the grab and constrict universal monster 
  abilities, allowing him to attempt to start a grapple as 
  a free action whenever he hits with his tail slap attack, 
  and to constrict (the constrict damage is equal to his tail 
  slap damage, but always applies 1.5 times his Strength 
  modifier). Returning to normal form is a move action. 
  The cultist can use this ability for a number of rounds per 
  day equal to 3 + 1/2 his cultist level. If the cultist runs out 
  of rounds while still transformed, he is forced to spend a 
  move action that round returning to normal form.
  Stealth (Su): The cultist gains a +4 competence bonus 
  on Disguise and Stealth checks. If the cultist is at least 
  3rd level, he can cast invisibility once per day as a spell-
  like ability. At 6th level, and every 3 levels thereafter, 
  he can cast invisibility one additional time each day. At 
  12th level, once per day, when he casts invisibility in this 
  fashion, he can do so as an immediate action. At 15th and 
  18th levels, he can use this ability as an immediate action 
  one additional time per day (to a maximum of six daily 
  uses of invisibility, up to three of which can be immediate 
  actions, at 18th level).
  Divine Revelations (Secret of the First Circle) (Su): At 1st 
  level, the cultist can choose a single spell from the cleric spell 
  list of a spell level that he is able to cast, and add that spell to 
  his spellbook. He forever after treats that spell as though it 
  were on the sorcerer/wizard spell list at the same level that it 
  appears on the cleric spell list. Every level thereafter, he may 
  choose an additional spell from the cleric spell list of a spell 
  level that he is able to cast, and he adds that to his spellbook 
  in the same fashion.
  Rainbow Wings (Secret of the Second Circle) (Su): 
  Beginning at 9th level, the cultist can summon a pair of 
  rainbow-colored, feathery wings, which appear from his back 
  without damaging his clothes or armor, and allow him to 
  take to the air. Any time the cultist falls 10 or more feet, the 
  wings appear automatically, allowing him to descend slowly 
  and safely to the ground, as the spell feather fall, with a caster 
  level equal to the cultist’s class level. If he does not reach the 
  ground by the end of this effect, he can choose to activate the 
  wings fully as a free action (see below); otherwise, he begins 
  to fall.
  Additionally, the cultist can summon the wings at any time as 
  a swift action, granting him a fly speed of 60 feet with good 
  maneuverability. He can dismiss the wings with another swift 
  action. He can use the wings a total number of rounds per day 
  equal to his class level. They need not be spent consecutively. 
  The use of this ability that replicates feather fall does not 
  count against the number of rounds the cultist can use this 
  ability each day.
  Finally, the cultist can call upon the wings to shield him from 
  certain effects. As an immediate action, he can summon the 
  wings to grant himself a +4 bonus on any saving throws made 
  to resist spells with “color,” “prismatic” or “rainbow” in their 
  names, and grant himself spell resistance equal to 10 + his 
  class level against such spells. These benefits last until the 
  beginning of his next turn, and this consumes 2 daily rounds 
  of this ability each time it is used in this way.
  29
  
  Rainbow Stare (Secret of the Third Circle) (Ex): 
  Beginning at 17th level, as a standard action, the cultist can 
  direct an eldritch stare at a living creature within 60 feet, 
  causing his eyes to glow with hypnotic, rainbow colors. The 
  target must succeed on a Will save (DC 10 + 1/2 the cultist’s 
  class level + the cultist’s Charisma modifier) or be affected 
  by the stare, as determined by his Hit Dice, relative to the 
  cultist’s class level.
  Hit Dice 5 or More Fewer Than Cultist’s Level: The 
  creature is either blinded permanently and paralyzed for 
  10 minutes, or affected as though by dominate monster, 
  chosen by the cultist.
  Hit Dice 1 – 4 Fewer Than Cultist’s Level: The creature is 
  either blinded permanently and stunned for 2d4 rounds, 
  or affected as though by charm monster, chosen by the 
  cultist.
  Hit Dice Equal to Cultist’s Level: The creature is blinded 
  and stunned for 2d4 rounds.
  Hit Dice 1 – 4 Greater Than Cultist’s Level: The creature is 
  blinded and stunned for 1d4 rounds.
  Hit Dice 5 or More Greater Than Cultist’s Level: The 
  creature is stunned for 1 round.
  The cultist can use this ability once per day. At 20th level, the 
  cultist can use this ability one additional time per day.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, his body becomes covered in fine, iridescent scales, 
  which increase his natural armor bonus to AC by +2, and 
  grant him spell resistance 31 and immunity to poison.
  Servitors of the Divine Judges
   
  The Servitors of the Divine Judges promote 
  themselves publicly as the watchdogs and overseers of 
  religious orders and institutions, hunting down and 
  punishing those who commit atrocities in the gods’ names, 
  or who otherwise abuse their positions. In actuality, however, 
  this simply serves as a pretext for the cult to insinuate 
  themselves into religious orders and affairs, and, indeed, 
  many of the “corrupt” priests and heretics that they try to 
  execute have, in fact, done nothing wrong.
   
  In truth, the Servitors of the Divine Judges are 
  devoted to the infernal race of outsiders known as the asuras: 
  evil beings that take every opportunity to thwart the gods—
  their ancient enemies—and which revel in destruction of all 
  kinds. The cult wages a secret war on behalf of their asura 
  allies, attempting to do as much harm as possible to divine 
  servants and religious institutions of all alignments and 
  faiths. Their ceremonial garb is black robes with hoods, and 
  porcelain masks with two faces: the left face smiling and 
  happy, the right face stern and disapproving. Their symbol is 
  six golden swords, arranged in a circle, with the hilts pointing 
  inward, and the blades pointing out.
  Alignment: Members of the Servitors of the Divine Judges 
  cannot be good or chaotic.
  Restricted Spells: Members of the Servitors of the Divine 
  Judges cannot cast spells with the good or chaotic descriptors.
  Channeled	Energy:	Negative
  Familiar: TripurasuraB3
  Sacrifice:	Blood
  Hexes: Members of the Servitors of the Divine Judges can 
  select from the following hexes.
  Asuric Resistance (Ex): The cultist gains a +4 bonus 
  on saving throws made to resist curses, diseases, and 
  poisons. At 6th level, he also gains an amount of acid and 
  electricity resistance equal to 1/3 his class level.
  Breathe Poison (Su): The cultist becomes immune to 
  inhaled poisons. Additionally, three times per day, as a 
  standard action, he can exhale a cloud of noxious green 
  vapor, which clouds the minds of those that inhale it. 
  This cloud is clearly visible, and takes the form of a 15-
  foot cone. It lingers in the air for a number of rounds 
  equal to the cultist’s Constitution modifier, and any 
  creature that enters the affected area or begins his turn 
  within the affected area is exposed to the poison.
  SERVITOR POISON
  Inhaled; save Fortitude DC varies (10 + 1/2 the cultist’s 
  class level + the cultist’s Constitution modifier); 
  frequency 1/round for 6 rounds; effect 1d3 Wis; cure 2 
  consecutive saves.
  Divine Hatred (Ex): The cultist’s potent hatred of all 
  things divine empowers his attacks and spells. He gains 
  a +2 morale bonus on attack and damage rolls made 
  against creatures capable of casting divine spells, as well 
  30
  
  as against outsiders with spell-like abilities. Additionally, 
  the saving throw DCs of his spells, spell-like abilities, 
  and supernatural abilities are increased by +1 for such 
  creatures. At 5th level, and every 5 levels thereafter, the 
  bonuses to attack and damage increase by +1. At 8th 
  level, and again at 16th level, the bonuses to saving throw 
  DCs increase by +1.
  Elusive Aura (Su): The cultist can exude an aura that 
  affects all creatures within its area as if by a nondetection 
  spell. This aura has a radius equal to 15 feet, plus an 
  additional 5 feet for every 2 class levels beyond 1st (to a 
  maximum of 60 feet at 19th level). The caster level check 
  to attempt divination on creatures within the aura is 15 
  + the cultist’s caster level. Activating or suppressing this 
  effect is a move action. The cultist can have this aura 
  active for a total number of minutes per day equal to his 
  class level, which must be spent in 1-minute increments.
  Gaze of Destruction (Su): As a standard action, the cultist 
  can gaze upon a single creature within 60 feet, focusing 
  malevolence and hatred upon him, and inhibiting 
  his ability to heal. The target is entitled to a Fortitude 
  save (DC 10 + 1/2 the cultist’s class level + the cultist’s 
  Charisma modifier) to negate this effect. If the target 
  fails, then until the beginning of the cultist’s next turn, 
  the target loses the benefits of any regeneration or fast 
  healing he may possess (except for regeneration that 
  cannot be overcome by any known means, such as that 
  possessed by the tarrasque). Additionally, until the 
  beginning of the cultist’s next turn, any magical healing 
  that the target would receive is halved (rounded down). 
  This applies only to healing that restores hit points, and 
  not other forms of healing (such as removing negative 
  conditions, ability score damage, etc.).
  Style	of	Twin	Judgments	(Secret	of	the	First	Circle)	(Ex):	
  At 1st level, the cultist gains Two-Weapon Fighting as a bonus 
  feat, even if he doesn’t meet the prerequisites. Additionally, 
  he ignores any Dexterity score prerequisites for the purposes 
  of qualifying for any feats relating to two-weapon fighting 
  (including, but not necessarily limited to, Improved Two-
  Weapon Fighting, Greater Two-Weapon Fighting, and Two-
  Weapon Defense). Finally, as a swift action, he can negate the 
  -2 penalty for fighting with two weapons until the beginning 
  of his next turn. He can use this ability a number of times per 
  day equal to his class level.
  Divine Spell Resistance (Secret of the Second Circle) 
  (Su): Beginning at 9th level, the cultist gains spell resistance 
  equal to 11 + his class level, which applies only to spells cast 
  by divine spellcasters and the spell-like abilities of outsiders. 
  He also gains a +4 bonus on saving throws made to resist the 
  effects of such spells or spell-like abilities.
  Spirit Knives (Secret of the Third Circle) (Ex): Beginning 
  at 17th level, the cultist can summon spectral knives, 
  reminiscent of an asurendra’s spirit blades, to fight on his 
  behalf. Summoning these spirit knives is a full-round action. 
  When he does so, the cultist creates up to four dagger-shaped 
  force effects that float near him until directed. The cultist 
  can use a standard action to direct one knife to attack a target 
  up to a distance of 30 feet away, or use a full-round action 
  to cause all four knives to attack up to four different targets 
  up to a distance of 30 feet away, each to a different target if 
  desired. Once the cultist directs a spirit knife to attack a foe, 
  the knife continues to make a single attack against that foe 
  each round on the cultist’s turn until directed otherwise, 
  or until the target moves more than 30 feet away from the 
  cultist. 
   
  The spirit knives attack with the cultist’s base 
  attack bonus modified by his Charisma modifier, and deal 
  an amount of damage equal to 1d4 + his Charisma modifier 
  with each successful hit. Against divine spellcasters, the spirit 
  knives gain an additional +2 bonus on attack rolls, and deal 
  an additional 1d4 points of damage. Physical attacks do not 
  affect these knives, but disintegrate, a sphere of annihilation, 
  or a rod of cancellation (touch AC 25) causes them to vanish. 
  The knives last for one minute, or until the cultist moves 
  more than 30 feet away from them, at which point they 
  vanish without a trace.
   
  The cultist can use this ability once per day. At 19th 
  level, he gains an additional daily use of this ability.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the asura, evil, and lawful subtypes, and 
  all the traits associated with those types. If the cultist has the 
  asuric resistance hex, he may immediately replace it with a 
  different hex for which he qualifies. Additionally, once per 
  day, he can summon an asurendra as a full-round action that 
  does not provoke attacks of opportunity. This summons has a 
  70% chance of success. The summoned asurendra serves him 
  faithfully for up to 2 minutes, and this otherwise functions as 
  the spell summ0n monster IX.
  31
  
  Sisterhood of Perfect Steel
   
  The Sisterhood of Perfect Steel is an organization 
  devoted to the improvement of life through the application of 
  clockwork, constructs, and similar technology. They believe 
  that steel, and other metals, are much stronger than flesh, 
  and so should be used to replace and augment it to whatever 
  extent is possible. They devote themselves wholeheartedly 
  to the study of artifice and the creation of constructs, as 
  well as unlocking the mysteries of strange technological 
  artifacts, whenever they are able to get their hands on them. 
  Despite their name, the Sisterhood of Perfect Steel is open 
  to members of both genders, although its four founding 
  members were all female.
   
  Their ceremonial garb consists of grey robes covered 
  in reflective sequins or scales, of a metallic silvery color. The 
  leader of any given branch of the cult has robes with copper-
  colored sequins or scales, instead. Their symbol is an iron 
  golem holding a globe above its head in one hand.
  Alignment: Members of the Sisterhood of Perfect Steel 
  cannot be chaotic.
  Restricted Spells: Members of the Sisterhood of Perfect 
  Steel cannot cast spells with the chaos descriptor.
  Channeled	Energy:	Members of the Sisterhood of Perfect 
  Steel channel different energies than those that most cultists 
  channel. Instead of channeling positive or negative energy 
  that harms or heals living and undead creatures, the cultist 
  channels a strange energy which can either harm or heal 
  constructs, and has no effects on creatures of other types. 
  Each time the cultist uses his channel energy class feature, 
  he must choose whether he will harm or heal constructs with 
  that use of the ability. This otherwise functions as normal for 
  the channel energy class feature of the cultist.
  Familiar: Clockwork familiar or homunculus
  Sacrifice:	Wealth
  Hexes: Members of the Sisterhood of Perfect Steel can select 
  from the following hexes.
  Alter Metal (Su): The cultist can touch a metal object 
  and cause it to transform into another type of metal 
  altogether. If the object is attended by an unwilling 
  creature, this requires a melee touch attack, and the 
  object is entitled to a Fortitude save (DC 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier) 
  to resist the effect. The cultist can transform up to a 
  single 5-foot cube of metal, though it must be a single, 
  continuous object. This ability can be used to transform 
  a weapon or suit of armor into cold iron, adamantine, 
  or similar metals, or to transform them into particularly 
  soft and malleable metals (imposing a -2 penalty on 
  attack and damage rolls for weapons, or reducing a suit 
  of armor’s bonus to AC by 2). The transformation lasts 
  for one minute. A successful Appraise check (DC 10) 
  makes it clear that the object is not naturally made of this 
  material, making it difficult to sell items in this state. The 
  cultist can use this ability 3 times per day.
  Technological Savvy (Ex): The cultist is very familiar with 
  advanced technology. The cultist gains the Technologist 
  feat, and he treats Craft (mechanical) and Knowledge 
  (engineering) as class skills. Additionally, if he takes 
  5 ranks in both Craft (mechanical) and Knowledge 
  (engineering), he gains the Craft Technological Item feat 
  as a bonus feat, as well.
  Magnetic Grasp (Sp): The cultist is able to master the 
  power of magnetism to manipulate metal objects. The 
  cultist can cast mage hand as a spell-like ability at will, 
  except it can lift up to 5 lbs. per class level, instead of 
  the normal amount, and can only be used to lift metallic 
  objects. At 6th level, the cultist can cast telekinesis as a 
  spell-like ability once per day, except that it can only be 
  used to affect metallic objects. At 9th level, and every 3 
  levels thereafter, the cultist can use this telekinesis ability 
  1 additional time per day.
  Steelfriend (Sp): The cultist knows how constructs 
  work and think, and is able to use that to his advantage 
  when interacting with them. The cultist gains a +2 
  competence bonus on all Bluff, Diplomacy, Intimidate, 
  and Sense Motive checks made against constructs. At 
  3rd level, as a standard action, the cultist learns to hide 
  from constructs as a spell-like ability. This functions 
  identically to the spell hide from undead, except it affects 
  constructs instead of undead creatures. The cultist can 
  use this ability once per day. At 6th level, and every 3 
  levels thereafter, she gains an additional daily use of this 
  ability. At 12th level, she learns how to magically override 
  a construct’s commands or free will. She can expend 3 
  uses of this ability in order to cast control constructUM as 
  a spell-like ability.
  Steelshape (Su): The cultist can sculpt metal like clay, 
  altering its shape and weakening its structure. As a 
  standard action, the cultist can touch a piece of metal no 
  larger than a 5-foot cube in order to reduce or increase its 
  hardness by an amount equal to his Charisma modifier. 
  This effect lasts for 1 round per class level. If the object 
  is attended by an unwilling creature, the cultist must 
  succeed on a melee touch attack, and the object is 
  entitled to a Fortitude save (DC 10 + 1/2 the cultist’s 
  Sidebar:	Technology	Feats
   
  The feats granted by the technological savvy hex 
  are open gaming content, but are included in a book that 
  cannot be referenced under the Pathfinder Roleplaying 
  Game Compatibility License. While we could reprint 
  them here, they would be of little value without all of the 
  technological equipment included in that book. All of that 
  content, however, can be found for free at 
  www.d20pfsrd.com.
  32
  
  class level + the cultist’s Charisma modifier) to resist the 
  effect. The cultist can use this ability 3 times per day.
  Additionally, at 5th level, she can alter the shape of a 
  touched metal object as a spell-like ability. This functions 
  as the spell stone shape, except that it applies to metal 
  instead of stone. The cultist can use this ability once per 
  day at 5th level, plus an additional time per day at 10th 
  level and every 5 levels thereafter.
  Metallic Implants (Secret of the First Circle) (Su): At 1st 
  level, the cultist gains a magical metal implant in his arm. 
  There are three different metal implants he can choose from, 
  as outlined below.
  Reinforced Plates: Several metal plates are implanted 
  beneath the cultist’s skin, protecting him from all but 
  the most consequential of blows. The cultist’s natural 
  armor bonus to AC increases by +1. At 6th, 12th, and 18th 
  levels, it increases by an additional +1. These plates make 
  the cultist’s body somewhat more rigid and difficult to 
  move, however, and he suffers a constant -2 armor check 
  penalty.
  Shifting Hand: The cultist’s hand is completely replaced 
  with a metal one. This hand functions in all ways as a 
  normal hand, but  as a move action, the cultist can cause 
  it to liquefy and reform itself into the shape of a light or 
  one-handed melee weapon, or any metal tool that can 
  be held in one hand and costs less than 100 gp (such as 
  thieves’ tools). The weapon is not magical, but can be 
  given magical abilities in the same fashion as any other 
  weapon (the cultist must either lose his hand during the 
  time it takes to do so, or be present for the entire process 
  of adding magic to the weapon).
  Shocking Palm: The cultist’s palm contains a metal plate 
  that can deliver a powerful electrical shock on contact. 
  As a standard action, the cultist can make a melee touch 
  attack with the palm, which deals 1d6 points of electricity 
  damage per 2 class levels (rounded down, minimum 1d6). 
  The cultist can use this ability 3 times per day. At 6th, 
  12th, and 18th levels, he gains an additional daily use of 
  this ability.
  Steel Shell (Secret of the Second Circle) (Su): Beginning 
  at 9th level, the cultist is able to summon a second skin of 
  metal which flows over his body like a liquid and hardens to 
  prevent blows from reaching him. As an immediate action, 
  he can grant himself DR 10/adamantine and resist fire 10. He 
  can dismiss this protection at any time as a swift action. He 
  can use this ability for a total number of rounds per day equal 
  to his class level.
  Copper Bones (Secret of the Third Circle) (Su): Beginning 
  at 17th level, the cultist’s bones become lined with copper, 
  allowing him to better channel electricity. He gains resist 
  electricity 20. Additionally, whenever he casts a spell with 
  the electricity descriptor, he treats his caster level as being 2 
  higher than it actually is.
  Ascension: At 20th level, when the cultist would become an 
  outsider, he instead becomes a construct, gaining all benefits 
  and drawbacks of the construct type.
  33
  
  Permission to copy, modify and distribute the files collectively known as the System 
  Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, 
  Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should 
  read and understand the terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using 
  the License are provided within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open 
  Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the 
  OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon 
  Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a 
  trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of 
  spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, 
  Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the 
  Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine 
  Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable 
  Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, 
  Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, 
  Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile 
  Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, 
  githzerai, mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this 
  License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James Jacobs 
  and Russ Taylor.
  Pathfinder Adventure Path #63: The Asylum Stone © 2012, Paizo Publishing, LLC; Author: 
  James L. Sutter. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Esoteric Orders: The Cultist Copyright 2015 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  The Stars Are Right!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Esoteric Orders - The Cultist.pdf