The leaders of some cults are simply charlatans, bathing in the adulation of their followers. Others believe themselves to be truly in touch with an unknown power, bringing their unique messages to those willing to follow and obey them.
A cult master adds 1/2 his class level (minimum 1) as a bonus on all Diplomacy checks.
This ability replaces consummate liar.
At 1st level, a cult master can turn his gaze on a creature to fill it with fervent belief in the cult master. The target of the gaze gains a +1 competence bonus on attack rolls and weapon damage rolls. This bonus increases by 1 for every 6 mesmerist levels the cult master possesses, to a maximum of +4 at 18th level. Instead of taking the hypnotic stare’s penalty on Will saves, the target gains a bonus of an equal amount on Will saves. The bonuses don’t apply to attacks against the cult master or on saves against the cult master’s spells or abilities. The cult master can also suppress any penalties inflicted by his stare for the target.
This ability replaces painful stare.
The following new tricks can be selected by a cult master. These tricks can be implanted only in a cohort or follower of the cult master.
Double: An illusion makes either the cult master’s cohort or one of his followers appear to be him. The cult master can trigger this trick when he is targeted by an attack, provided he is adjacent to the subject, to give the attack a 50% miss chance. If the attack misses the cult master, it targets the subject instead. This is an illusion (glamer) effect.
Extol: A mental compulsion causes a cohort or follower to extol the virtues of the cult master. The cult master can trigger this trick whenever he attempts a Diplomacy check, as long as he is within 60 feet of the subject.
This ability alters mesmerist tricks.
At 3rd level, a cult master can provide temporary healing by using his psychic powers to trick the mind a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the cult master uses it on himself ), and the cult master must be able to touch his target. The cult master grants a number of temporary hit points equal to 1d8 + his Charisma modifier to the target. At 6th level, the cult master can either grant a number of temporary hit points equal to 2d8 + his Charisma modifier to the target or temporarily remove 1d4 points of ability damage. A creature can receive the effect of the false healing only once per day. The temporary hit points or reduction in ability damage lasts a number of hours equal to the cult master’s class level.
This ability replaces the 3rd- and 6th-level touch treatments.
At 7th level, a cult master begins to attract followers to his espoused beliefs, thanks to his magnetic personality. The cult master gains Leadership as a bonus feat.
This ability replaces the 7th-level bold stare.
Additionally, the DCs of all enchantment spells the cult master casts on his cohort and followers increase by 4. At 14th level, the cult master no longer takes a penalty to his Leadership score for any cohorts or followers he has killed or caused to be killed.
This ability replaces the 10th- and 14th-level touch treatments.
The following new master tricks can be selected by any cult master of 12th level or higher. These tricks can be implanted only in a cohort or follower of the cult master.
Avenge Me: The cult master creates a compulsion for one of his followers to avenge him. Whenever the cult master takes hit point damage from an attack, he can trigger this trick as long as he is within 60 feet of the subject. The subject is immediately affected as if by the rage spell for 1 round per mesmerist level.
Die for Me: The cult master instills within either his cohort or one of his followers the desire to give her life for him. The cult master can trigger this trick whenever he would take hit point damage from an attack, spell, or effect and the subject is with 60 feet of him. Half the damage is psychically transferred to the subject. This is an enchantment (compulsion) effect.
This ability alters masterful tricks.
At 20th level, a cult master can ensure his own survival upon his death. The cult master can perform a 1-hour ceremony costing 5,000 gp in rare materials in which he uses his psychic powers to implant a small portion of his essence into his cohort, who must be a minimum of 17th level. When the cult master dies, in 7 days the cohort physically and mentally transforms into the cult master as if clone had been cast, except that the cohort’s body takes the place of the inert body. The cult master can’t use this ability again until he gains a new cohort of at least 17th level and performs the necessary ceremony. The cohort can’t be brought back to life except through miracle or wish.
This ability replaces rule minds.
Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.