Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Cult Leader is a sub-class in Pathfinder: Wrath of the Righteous. Cult Leaders can use both melee and ranged weapons. They cane specialize on a specific type of enemy providing with additional damage against it.
"Referred to as fanatics, lunatics, or obsessives, cultists see themselves as genuine devotees of their deity. And the hierarchs of those devotees, the cult leaders, are the most fanatical of them all. Cult leaders are known for turning reasonable hearts toward corrupted teachings and striking at those that get in the way of their agenda."
Cult Leader Information
- Alignment Requirement: A warpriest’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
- Hit Die: +5
- Skill Points per Level: 3
- Level 1 Base Attack Bonus: +0
- Knowledge (World)
- Lore (Religion)
- Knowledge (Arcane)
Cult Leader Features
- Deity Selection
- Spontaneous Casting
- Weapon Focus
- Sacred Weapon
- Cult leaders are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as the favored weapon of their deity. They are proficient with light armor and light shields. The cult leader does not gain Weapon Focus as a bonus feat as a warpriest normally would.
Cult Leader Video Guides
Cult Leader Progression
Base Attack Bonus
|Level 1||+0||+2||0||2||Deity Selection, Spontaneous Casting, Well-Hidden, Blessings, Sacred Weapon|
|Level 3||+2||+3||1||3||Sneak Attack|
|Level 4||+3||+4||1||4||Entrall, Sacred Weapon|
|Level 6||+4||+5||2||5||Bonus feat, Sneak Attack|
|Level 7||+5||+5||2||5||Scared Armor|
|Level 8||+6/+1||+6||2||6||Sacred Weapon|
|Level 9||+6/+1||+6||3||6||Sneak Attack|
|Level 10||+7/+2||+7||3||7||Scared Armor|
|Level 12||+9/+4||+8||4||8||Sacred Weapon, Sneak Attack, Hide in Plain Sight|
|Level 13||+9/+4||+8||4||8||Scared Armor|
|Level 15||+11/+6/+1||+9||5||9||Sneak Attack|
|Level 16||+12/+7/+2||+10||5||10||Sacred Weapon, Scared Armor|
|Level 18||+13/+8/+3||+11||6||11||Bonus feat, Sneak Attack|
|Level 19||+14/+9/+4||+11||6||11||Scared Armor|
|Level 20||+15/+10/+5||+12||6||12||Aspect of War, Sacred Weapon|
Cult Leader Abilities
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.
Cult Leaders are proficient with all Simple Weapons plus the Hand Crossbow, Rapier, Shortbow, and Shortsword, as well as the favored weapon of their Deity. They are proficient with Light Armor and Light Shields. The Cult Leader does not gain Weapon Focus as a bonus feat as a Warpriest normally would.
At 12th level, a Cult Leader can use the Stealth Skill even while being observed.
A Warpriest’s deity influences his Alignment, what magic he can perform, his values, and how others see him. Each Warpriest can select two Blessings from among those granted by his deity (each deity grants the blessings tied to its domains).
Each blessing grants a minor power at 1st level and a major power at 10th level. A Warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his Warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the Warpriest’s level + the Warpriest’s Wisdom modifier.
At 2nd level, a Warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast Spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his Warpriest level + his Wisdom modifier. By expending one use of this ability, a good Warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 Warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the Warpriest targets himself, in which case it's a Swift Action). Alternatively, the Warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using Fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil Warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral Warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
At 3rd level and every 3 levels thereafter, a Warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. Sometimes also called "Fighter Bonus Feats."
At 1st level, Weapons wielded by a Warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the Warpriest can designate a Weapon with the Weapon Focus Feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the Warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The Warpriest can decide to use the Weapon's base damage instead of the sacred weapon damage. This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other Weapons that only deal energy damage.
At 7th level, the Warpriest gains the ability to enhance his Armor with divine power as a Swift Action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The Warpriest can use this ability a number of minutes per day equal to his Warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the Armor might have, to a maximum of +5. The Warpriest can enhance Armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The Armor must have at least a +1 enhancement bonus before any other special abilities can be added.
At 20th level, the Warpriest can channel an Aspect of War, growing in power and martial ability. Once per day as a Swift Action, a Warpriest can treat his level as his base attack bonus, gains DR 10/—, and can move at his full speed regardless of the Armor he is wearing or his encumbrance. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
At 4th level, a Cult Leader can try to fascinate all enemies in 30ft radius. If the enemies fail their Will saving throw (DC10 + half the Warpriest level + Wisdom modifier), they are fascinated for a number of rounds equal to your Wisdom modifier. Using this ability consumes two uses of his Fervor ability.
At 4th level, the Warpriest gains the ability to enhance one of his sacred weapons with divine power as a Swift Action. This power grants the Weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the Warpriest has more than one sacred weapon, he can enhance another on the following round by using another Swift Action. The Warpriest can use this ability a number of rounds per day equal to his Warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the Weapon might have, to a maximum of +5. The Warpriest can enhance a Weapon with any of the following weapon special abilities: Brilliant energy, Flaming, Frost, Keen, and Shock. In addition, if the Warpriest is chaotic, he can add anarchic. If he is evil, he can add unholy. If he is good, he can add holy. If he is lawful, he can add axiomatic. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The Weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
A Cult Leader gains a +2 bonus on Stealth checks
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