Inaccurate?

Cultist of the Shattered Peak

(Lost Empires of Faerun variant, p. 10)

"The pride of wizards and arcanists nearly doomed Faerun once. Never again" -Khemal Serist, Cultist of the Shattered Peak

The Cult of the Shattered Peak is a highly secretive society whose members are all direct descendants of the Netherese. Cult cells are scattered all across Faerun, but the majority are concentrated within and around the former boundaries of Netheril. Many cultists live among the Bedine tribes of the Anauroch and the folk of the North and tun. Smaller cells operate across the Western Heartlands, monitoring Netherese ruins both known and unknown. Most of the tales about secret netherese cults depict their members as power-mad wizards bent on raising the Empire of Magic once again, or exploiting its secrets for personal gain. But the Cult of the Shattered Peak bears no resemblance to the cults in these stories, since its membership includes not a single arcane spellcaster. The members of this cult recall the hubris of Netheril and its citizenz' oppression of the those they viewed as "lesser races," and they seek to ensure that the ways of old Netheril remain dead and buried. To that end, they employ a variety of tactics-spreading misinformation, discrediting scholars who get too close to resurrecting some aspect of Netherese life, and even outright assassination, if necessary. Their methods may be ruthless at times, but the cultists firmly believe that they are working toward the greater good

Requirements

Base Attack Bonus: +5

Skills: Decipher Script 4 ranks , Disable Device 4 ranks , Knowledge (history) 4 ranks , Speak Language (Loross) 1 ranks

Race: Human of Netherese descent (home region Anauroch, Halruaa, Nimbral, the North, the Ride, Uthgardt Tribesfolk, or the Western Heartlands).
Special: Sneak attack +1d6.
Special: You may not have any levels in an arcane spellcasting class.


Hit die

d6

Skill points

6 + Int

Class Features

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, as well as with light armor and bucklers.

Spellcasting: You have the ability to cast a small number of arcane spells. To cast a cultist spell, you must have an Intelligence score of at least 10 + the spell's level, so if you have an Intelligence of 10 or lower, you cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Int modifier. When you get 0 spells per day of a given level (for instance, 0 1st-level spells at 1st level), you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. You can learn sorcerer/wizard spells from the schools of abjuration or enchantment only. You have access to any spell on those lists and can freely choose which to prepare, just as a wizard can. You prepare and cast spells just as a wizard does.

Ominous Presence (Ex): When adventurers or explorers come too close to discovering some great Netherese secret, you prefer to frighten them off rather than kill them if at all possible. Upon becoming a cultist of the Shattered Peak, you gain a bonus equal to your class level on all Bluff and Intimidate checks.

Zeal (Ex): You gain a +1 morale bonus on attack rolls against arcane spellcasters and a +1 morale bonus on saving throws against arcane spells and effects. The bonus on attack rolls does not apply to a creature with arcane spell-like abilities unless it is also an arcane spellcaster.

Sneak Attack (Ex): Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player's Handbook.

Smite Mage (Su): If you are forced into battle with an arcane spellcaster, your life depends on quick and decisive action. Starting at 3rd level, you can attempt to smite an arcane spellcaster with one normal melee attack once per day. You add your Charisma bonus (if any) to your attack roll, and you deal an extra 1 point of damage per cultist level you possess on a successful attack. If you accidentally smite a creature that is not an arcane spellcaster, the smite has no effect, but the ability is still used up for that day.

Death Attack (Ex): Sometimes the only way to stop especially determined foes from acquiring forbidden knowledge is to kill them. At 5th level, you gain a death attack that works like the assassin ability of the same name, except that the DC of the Fortitude save to avoid the kill or paralysis effect is 15 + your Int modifier. See the assassin class feature, page 180 of the Dungeon Master's Guide.

Advancement

Spellcasting
Level BAB Fort Ref Will Special 1 2 3
1st +0 +0 +2 +2 Ominous presence, zeal 0
2nd +1 +0 +3 +3 Sneak attack +1d6 1
3rd +2 +1 +3 +3 Smite mage 2 0
4th +3 +1 +4 +4 Sneak attack +2d6 3 1
5th +3 +1 +4 +4 Death attack 3 2 0

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Bluff CHA no no
Climb STR no yes
Craft INT no no
Decipher Script INT yes no
Disable Device INT yes no
Escape Artist DEX no yes
Gather Information CHA no no
Hide DEX no yes
Intimidate CHA no no
Jump STR no yes
Knowledge (history) INT yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Profession WIS yes no
Sleight of Hand DEX yes yes
Spot WIS no no
Use Rope DEX no no

Spells for Cultist of the Shattered Peak