Basic Pure Multiclass Mini Class
Class Info
Cultist
Cultists are those who have sworn themselves to the God Xythuul and devote themselves wholly to manifesting the ma alien God into the world so that it may be consumed and transformed. The Cultist orders are incredibly secretive and few even know of their existence. Those who wish to join must show they are deeply and truly devoted to the cause, even willing to die for it. Chanting is a way of breaking the barriers of the ethereal plane and allowing Xythuul's abominations to enter this world. This is done by accumulating Whispers, with more Whispers allowing for more powerful creatures to enter though the void. Basic
Cultist
Touched by Xythuul
Those who first enter and devote themselves to Xythuul and gain entry into the cabals that wish to bring about his presence into our world are called Cultists. Cultists gain their power by giving their body and souls to Xythuul so that he may grant them these gifts. These gifts include the ability to summon a tentacle through the void, weaken the barrier of reality, as well as to transform their own bodies.
Multiclass
Sacred One 1
Cultist
+
Fighter 2/Monk2/Barbarian 2/Rogue 2/Archer 2
Sacred One 2
Fighter 3/Monk 3/Barbarian 3/Rogue 3/Archer 3
The Sacred One has given their body fully over to Xythuul such that every drop a blood has been blessed by his touch. A Sacred One is no longer fully human, and begins to undergo transformations. While others may horrify at the site of these sick and inhuman abominations, the Sacred One feels only the glory of their God running though them. Sacred Ones may shift color to match their surroundings, transform their limbs into tentacles, and gain a circular mouth in their stomach. They also are known to bleed acid and the limbs move on their own if severed.
Enlightened One 1
Cultist
+
Fallen Cleric 2
Enlightened One 2
Scholar (Cosmological Studies 1)
+
Fallen Cleric 3
Enlightened Ones act as the priests and leaders of the Cults of Xuthuul, leading congregations to his glorious entry into our world. Much like other men of god, Enlightened Ones are concerned with the proper understanding of their divine attention, only most who hear the Enlightened One speak can barely make out the insane gibberish and it's known to cause confusion and headaches to any who hear it. Enlighten Ones may bless their allies and heal them, as well as summon tentacles and Abominations directly through the void.
Void Mage
Mage 3 (Void)
+
Xyhuul
Voidmancer
Cultist
Voidmancers are masters of Void Magic, and can manipulate the powers of nothingness to break down reality. Void Magic is a school of magic banned by both the orders of Chromatic Mages as well as Dark Mages for it's reality damaging effects. Only the Cults of Xythuul teach and welcome those who study this form a magic as breaks in reality caused by these mages open up tears through which he may assert his corrupt influence. Void Mancers may phase enemies for minutes so they momentarily flash out of existence, shoot powerful desegregation rays, and collapse pockets of reality and those too close to the effect.
Guardian of The Deep 1
Druid 2 + Cultist 1
See Druid.
Cultist Master
Chosen One
Elite Character
+
Enlightened One 1
+
Sacred One 1/Guardian of the Deep 1(Xythuul)
When one has achieved the highest level of devotion to Xythuul they take a part of the mad alien god's body directly into themselves, transforming them into a Chosen One. These truly blessed beyond all others can feel the power of Xythuul writhing within them and are never far from the screaming whispers Xythuul manifests directly into their brain. While a Chosen One may quickly lose tough with any last semblance of sanity, this madness offers them incredible powers, including a near invulnerable mutated body and the ability to summon Eldrich Beings directly into this world.
Master Voidmancer
Elite Character
+
Voidmancer 2
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Void Magic they become a Master Voidmancer. A Master Voidmancer can pull those around them into disintegrating void spheres and even collapse the timeline of an ear, changing the past around those inside
Basic
Cultist
Basic
Fanaticism: Ignore the effects of weak from Constitution.
Contact the Cult
Downtime
Cha
+
Spirit
One per week in a City/Town.
1S: Gain 2 Gold.
1S: Gain 3 Food.
1S: Gain 5 Water.
Chant
Active
Int
/
Endr

Full:
+
1
S
1S: +1 Cumulative Whispers Value. (Shared by all Cultists.)
Transformations
3 Whispers: Increase Range by 1.
3 Whispers: Gain DR1D
7 Whispers: Gain +1 Stat until end of battle.
Effects
3 Whispers: Circle has Visibly 0 and Poison 1 (Resist Fort/Sprit) per Round.
6 Whispers: Circle 1 must be climbed. If not fall out of circle as if Falling.
Summons
3 Whispers: Summon Tentacle from Beyond.
Summoned creatures may appear anywhere visible within 2R.
Advanced
Enlightened One
Enlightened One 1
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Revelations
Enlighten Believer
Interim
Spirit
+
Cha
Must in a population center.
0S: Gain 1
D
Morale
1S: Gain 2
D
Morale.
2S: Gain 2
S
+
Spirit
Favor and
+
2
S
+
Cha
Morale.
Enlighten
Turn Add-On
Target Resists 2 Terror w/
Spirit
+
1
D
.
Prayers
1 Prayer

Bless
Free
Ally in
Ally removes 2
D
Harm or Status Effect at end of Round
OR
+
1
D
to Ally's Check.
Active Action:
+
1
D
to Ally's Check.
Full Action:
+
2
D
to Ally's Check.
1 Prayer

Flagellation
Free
When Ally takes Dmg within 2R, you take 1
S
+
+
Int
of that Dmg instead. (Occurs in the same body area.)
May Reduce Dmg against you or Ally by
+
1
S
+
Spirit
.
Ally Resist 1 Dread w/
Spirit
.
1 Prayer

Unsafe Passage
Free
Ally get
+
Spirit
+
Int
to Defend.
Ally Resists 2 Terror w/
Spirit
+
1
D
and 1 Dread w/
Spirit
.
AND/OR
Add 1
S
+
Spirit
+
1
D
to Ally
DR
.
Ally Resists 3 Terror w/
Spirit
+
1
D
and 2 Dread w/
Spirit
.
Summons
2 Prayer

Tentacle
Full
Summon Tentacle.
If creature has died in last 2 Rounds (including this round), also summon tentacle from their corpse.
2 Prayer

Circle of
Tentacle
Full
Summon 3 Tentacles.
Moe Circle 1, Tentacle (Shift, Active) Tentacle may reposition to anywhere in Circle.
Anyone within 1 Vital Dmg of Death, dies and tentacles comes out of them.
Move Tentacle
Active
Tentacle may reposition to anywhere in Circle 1.
Anyone within 1 Vital Dmg of Death, dies and tentacles comes out of them.
4 Prayer

Summon Abomination
Full
See Abomination. Abomination does what it wills.
Enlightened One 2
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Revelations
Enlighten Believer
Interim
Spirit
+
Cha
+
1
D
Must in a population center.
0S: Gain 1
D
Morale
1S: Gain 2
D
Morale.
2S: Gain 2
S
+
Spirit
Favor and
+
2
S
+
Cha
Morale.
Enlighten
Turn Add-On
Target Resists 2 Terror w/
Spirit
+
1
D
.
Prayers
1 Prayer

Bless
Free
Ally in
Ally removes 2
D
Harm or Status Effect at end of Round
OR
+
1
D
to Ally's Check.
Active Action:
+
1
D
to Ally's Check.
Full Action:
+
2
D
to Ally's Check.
1 Prayer

Flagellation
Free
When Ally takes Dmg within 2R, you take 1
S
+
+
Int
+
Cha
of that Dmg instead. (Occurs in the same body area.)
May Reduce Dmg against you or Ally by
+
1
S
+
Spirit
+
1
D
.
Ally Resist 1 Dread w/
Spirit
.
1 Prayer

Unsafe Passage
Free
Ally get
+
Spirit
+
Int
to Defend.
Ally Resists 2 Terror w/
Spirit
+
1
D
and 1 Dread w/
Spirit
.
AND/OR
Add 2
S
+
Spirit
to Ally
DR
.
Ally Resists 3 Terror w/
Spirit
+
1
D
and 2 Dread w/
Spirit
.
1 Prayer

Eye of Xythuul
Active
Challenge:
Spirit
Win: Target has
6 Only
this Round and gains 1 Terror. If Target is in Harm 2, They Die and Tentacle comes out of them.
Summons
2 Prayer

Tentacle
Full
Summon Tentacle.
If creature has died in last 2 Rounds (including this round), also summon tentacle from their corpse.
2 Prayer

Circle of
Tentacle
Full
Summon 4 Tentacles.
Moe Circle 1, Tentacle (Shift, Active) Tentacle may reposition to anywhere in Circle.
Anyone within 1 Vital Dmg of Death, dies and tentacles comes out of them.
Move Tentacle
Active
Tentacle may reposition to anywhere in Circle 1.
Anyone within 1 Vital Dmg of Death, dies and tentacles comes out of them.
Sacred One
Sacred One 1
Advanced
Mutations Mutated Stomach: Gain Strong Stomach. If already have it, can eat Disgusting Food and Raw Meat as if Food.
Mutated Eyes: Dark Vision 2. Can see through thin surfaces.
Camouflage:
+
1
D
to Hide Checks.
Mutate
Full
Spirit

+
1
D
All mutations last until end of battle.
1S: Grow Tentacle Limb (Up to 2) Tentacle has it's own action.
     
+
2
D
to Grapple,
+
2
D
to Pull,
+
2
D
Strangle
      Unarmed Attack: Hit 1
S
+
Dex
+
1
D
-> Dmg 1
S
+
Str
+
1
D

1S: Tentacle Limb grows hand. Tentacle Climb can hold and use a weapon.
1S: Grow Mutated Legs. Gain +1 Height (Head is Range 1 Away), +1 Pace, Surface Pace 2.
2S: Grow Mutated Mouth.
Grapple
Str
+
Spirit

1S: Slash 1
S
+
Str
+
1
D
-> Acid (ArPen 1)
Spirit
Bleed 1, Pin 2
D

If Pinned: 1S: 2
S
+
Str
+
1
D
-> Acid (ArPen 2)
Agl
+
Fort
5 Dmg Sever, Gain Food 1
2S: Gain Terror Eyes.
      Terror Look (Free) Target Resists 1 Terror w/
Spirit
+
1
D
Sacred One 2
Advanced
Mutations Mutated Stomach: Gain Strong Stomach. If already have it, can eat Disgusting Food and Raw Meat as if Food.
Mutated Eyes: Dark Vision 4. Can see through thin surfaces.
Camouflage:
+
1
D
to Hide Checks.
Flatten: Can squeeze narrow cracks.
+
2
D
to Escape Grapple.
Limb Life: If a Limb would be cut off, it acts as a tentacle till end of battle.
      Regrow Limb (Day)
Spirit
+
Fort
3S: Regrow Limb.
Mutate
Full
Spirit

+
2
D
All mutations last until end of battle.
1S: Grow Tentacle Limb (Up to 3) Tentacle has it's own action.
     
+
2
D
to Grapple,
+
2
D
to Pull,
+
2
D
Strangle
      Unarmed Attack: Hit 1
S
+
Dex
+
1
D
-> Dmg 1
S
+
Str
+
Endr

1S: Tentacle Limb grows hand. Tentacle Climb can hold and use a weapon.
1S: Grow Mutated Legs. Gain +1 Height (Head is Range 1 Away), +1 Pace, Surface Pace 2
+
1
D
.
2S: Grow Mutated Mouth.
Grapple
Str
+
Spirit

1S: Slash 1
S
+
Str
+
Endr
-> Acid (ArPen 1)
Spirit
Bleed 1, Pin 2
D

If Pinned: 1S: 2
S
+
Str
+
Endr
-> Acid (ArPen 2)
Agl
+
Fort
5 Dmg Sever, Gain Food 1
2S: Gain Terror Eyes.
      Terror Look (Free) Target Resists 1 Terror w/
Spirit
+
1
D
. 2S: Gain Stinger for Tenticle. Tenticle does Dmg 2
S
+
Str
+
Spirit
, Poison 2
2S: Gain Acid Blood. If you would bleed do Balst 2
D
Acid Dmg for each Bleed Dmg.
Master
Chosen One
Chosen One
Advanced
Epiphanies
Eyes of the Chosen One
Free
Target Resists 1 Terror w/
Spirit
Become
Abomination
Active / Free
Endr
+
Spirit
1S: +1 Transform.
1 - 4 Transform:
      1S Body: 4 Harm, 4 Wound
     Move: Pace 2
     Swipe Attack:
     Hit 1
S
+
Dex
+
1
D
-> Dmg: 2
S
+
Str
+
2
D
Bleed 1
When 5 Transform: Become Abomination.
After battle or 30 min, return to normal form, and Resist 4 Fatigue w/
Endr
+
Fort
.
Summon
Eldritch
Being
Active
Endr
+
Spirit
1S: +1 Summon.
10 Summon + 1 Tainted Matter: An Epic level Aberration appears. It does what it wants for 3
S
+
Spirit
+
2
D
Rounds.