CULTIST OF THE BLACK CLAW "I will show you true fear. You think we are merely dumb brutes. But we are not the simple brutes you think we are." The Bugbear deity Skiggaret has no clergy. Instead he himself actively terrorizes the lesser goblinoid races (i.e. all of them except Goblins and Hobgoblins), and often preys upon the Bugbears whom he resembles. To propitiate him a group of Bugbears have been specifically trained to cause terror, wreaking havoc on nearby races assumed to be their enemies, and kidnapping victims for sacrifice. These victims are tortured to death to appease Skiggaret and the other Bugbear deities, and to call upon the aid of the Gods in times of need.
BECOMING A CULTIST You must have performed some sort of service to the Cult (usually by providing victims) and been accepted by them for training. It is also preferred that you have learned to inspire terror in others.
ENTRY REQUIREMENTS Race: Bugbear
Feats: True Believer, Intimidating Strike, Intimidating Rage
Skills: Intimidate 8 ranks, Knowledge (Religion) 4 ranks
Patron: Skiggaret
Special: Must have personally captured, tortured to death, and sacrificed no less than 5 non goblinoids to join the cult
Class Skills The Cultist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d10
BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Omens and Portents
2. +2 +3 +0 +3 Finding the Mark
3. +3 +3 +1 +3 Terrifying Rage
4. +4 +4 +1 +4 Omens and Portents
5. +5 +4 +1 +4 Finding the Mark
6. +6 +5 +2 +5 Terrifying Rage
7. +7 +5 +2 +5 Omens and Portents
8. +8 +6 +2 +6 Finding the Mark
9. +9 +6 +3 +6 Terrifying Rage
10.+10 +7 +3 +7 Calling Down the Darkness
Weapon Proficiencies: The Cultist gains no new weapon or armor proficiencies.
Omens and Portents (Su): Cultists must be trained in the art of interpreting omens sent by the Bugbear gods, which isn't easy because they really aren't well suited for it. But eventually they learn how. They have no choice, because if they don't interpret the signs correctly everyone they know is dead. At 1st level the Cultist may cast Commune once per day as a Supernatural Ability. He may also see Skiggaret's "mark", a supernatural brand he puts on victims he has chosen for death.
At 4th level you may cast Vision once per day as a Supernatural ability, and Commune 3 times per day. It helps you to perform tasks Skiggaret wants done.
At 7th level you may cast Discern Location once per day as a Supernatural ability, Vision 3 times per day, and Commune 5 times per day. This is to find specific victims Skiggaret may want.
Finding the Mark (Ex): When attacking victims 'marked' by Skiggaret or the Bugbear pantheon for death, you gain advantages. At 2nd level you gain a +2 Profane Bonus on all rolls against them. This increases to +4 at level 5, and +6 at level 8.
Terrifying Rage (Su): At 3rd level you take on some of the terrifying madness of Skiggaret himself, terrifying your foes. Whenever you go into rage all foes within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the duration of the encounter. If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.
At 6th level, whenever you successfully kill an opponent while Raging, all opponents within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds. If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.
At 9th level if your opponent fails his Save when you go into Rage, he is Panicked for 1d6 rounds, and Shaken if the Save is successful.
Calling Down the Darkness (Su): At 10th level the Cultist can call upon Skiggaret himself to smite a foe. This is identical in effect to the Wail of the Banshee spell, and may be used 3 times per day.
PLAYING A CULTIST No one should be asked to do the things you do. Granted your race is evil for the most part, but even you have your limits. You have the choice of allowing your village to be eaten by the avatar of your God, or participating in some of the most foul rights imaginable to ensure he focuses his attacks elsewhere. This means torturing live victims to death, as it is the only thing your deity finds acceptable as a bribe to let you be.
Combat: You do well enough in a fight. This job requires someone a little off to begin with, and your "anger management" problems that got you noticed make you well suited for it. Which is a polite way of saying that they wanted a lunatic for the job, and you were the closest thing they could find.
Advancement: Cultists advance in whatever way they believe will best serve their community. Your job is to predict your gods random outbursts of violence, and persuade him to direct them elsewhere. Whatever enables you to predict his appearances more accurately is considered a must.
Resources: Cultists have the full resources of their communities to draw upon, and can even ask for members of it for sacrifice. You have a great deal of sway as you are the only thing standing between the Bugbears and death at the hands of their God.
CULTISTS NAME IN THE WORLD "I wouldn't do his job for all the gold in the world." You make others nervous. The nearly unendurable strain of dealing with a homicidal God year after year shows on you quickly. Calling you insane after a certain period of time would be charitable. Insanity should be a prerequisite for the job you do. Even the most delusional and sadistic megalomaniacs know that one day their bribes will fail, and they will be among the first to be eaten. Until then they decide who lives and dies, but if they fail Skiggaret devours their soul, ensuring Resurrection is impossible.
Daily Life: Your daily life consists of keeping constant watch for the omens of Skiggaret's appearance. At the first signs, you are to procure suitable sacrifices immediately, and begin the procedures to drive Skiggaret off towards other targets. Should the community be in danger, you are also commissioned to bribe him to protect it somehow.
Notables: Uzuntu (CN Male Bugbear Barbarian 6/Cultist 1) was a warrior in his village who had ambitions to become something greater, and willingly joined the Cult of the Black Claw when given the chance. He's had cause to regret it since, being asked to choose which of his people have to die so the rest can live. It goes against his instincts as a warrior. But what else can he do.
Organizations: The Cult of the Black Claw is fairly loose as an organization, as it's members often work to cross purposes. Cultists in one village may succeed in getting to Skiggaret to attack the nearest target besides themselves...which is often another Bugbear village.
NPC Reaction No one likes you. No one. Not outsiders, not your fellow Bugbears, not even your deity. But you do a thankless job no one else has the guts to do. So it earns you some respect (or more likely a decent amount of Fear).
CULTISTS IN THE GAME This is kind of a twitchy PrC. It would ask a player to make some pretty darn brutal decisions, so make sure they can handle that, or restrict it to NPC's.
Adaptation: This is a fairly dark PrC, and is best used in campaigns that are pretty grim. It's kinda hard to make jokes about Gods who eat their own chosen people.
Encounters: PC's will generally encounter the Cultists on a Bugbear raiding party that's out to fetch sacrificial victims. Otherwise they stay at home, and the party will only encounter them if they are conducting a raid.
Sample Encounter EL 12: The PC's are on an expedition in the Underdark when they come across several destroyed Bugbear villages. Eventually they come upon one whose occupants are still living, and a very weary looking Bugbear comes out to ask them for help with a problem...
UzuntuCN Male Bugbear Barbarian 6/Cultist 2
Init +3,
Senses: Listen +6, Spot +6, Dark Vision 60'
Languages Common, Goblin
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AC 24, touch 13, flat-footed 21 (+3 Dex, +3 Natural, +8 Armor)
AC Raging 22, touch 11, flat-footed 19 (-2 Rage, +3 Dex, +3 Natural, +8 Armor)
hp 84 (11 HD), 106 Raging
Fort +11 (+13 Raging),
Ref +8,
Will +8 (+10 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
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Speed 40 ft. (8 squares)
Melee +1 Spiked Gauntlet +15/+10 (1d4+6 plus paralysis)
Melee Raging +1 Spiked Gauntlet +17/+12 (1d4+8 plus paralysis)
Base Atk +10,
Grp +15
Atk Options Rage 2/day, Finding the Mark +2
Combat GearSupernatural Abilities Commune 1/day
Caster Level 11
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Abilities Str 20 (24 Raging), Dex 16, Con 14 (18 Raging), Int 10, Wis 14, Cha 6
SQ Fast Movement, Illiteracy, Omens and Portents
Feats Instantaneous Rage, Intimidating Strike, Intimidating Rage, True Believer
Skills Climb +7, Hide +9 (+14 w/Breastplate), Intimidate +6, Jump +11, Knowledge (Religion) +4, Listen +6, Move Silently +9 (+14 w/Breastplate), Search +2, Spot +6, Survival +6
Possessions +3 Shadow Silent Moves Breastplate, Pair of +1 Paralytic Paralysis Burst Spiked Gauntlets, Belt of One Mighty Blow, Boots of Swift Passage, 40 GP
EPIC CULTIST Hit Die: d10
Skills Points at Each Level : 4 + int
Finding the Mark Your Profane Bonus against Marked victims increases by +2 at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Cultist gains a Bonus Feat every 3 levels higher than 20th