Cultists are clerics skilled at rituals in service to Great Old Ones and similar entities and at bending the wills of other creatures.
Revelatory Channel (Su)
At 5th level, when a cultist channels energy, she can also choose to use the energy to bend the thoughts of living creatures affected by the ability. If she channels positive energy, healed living creatures become euphoric and take a –2 penalty on attack rolls and on saving throws against mind-affecting effects. Bluff and Diplomacy checks to influence euphoric creatures are made at a +2 bonus. Healed creatures can negate the euphoria by succeeding at a Will save, but doing so reduces the damage healed by half. If the cultist channels negative energy, living creatures who fail their Will saves to halve the damage also become shaken. The euphoria and shaken condition last for 1 minute. This cannot cause a creature to become frightened, but it can still increase dread by 1 stage. Creatures affected by this euphoria or shaken condition gain a +2 insight bonus on Profession (Yog-Sothothery philosopher) checks and can attempt them untrained.
This ability replaces the channel die gained at 5th level.
Religious Ritualist (Ex)
At 7th level, a cultist can use energy to stabilize a failing ritual. She can spend a use of channel energy to reroll a failed skill check while casting a ritual. She can’t reroll the same roll more than once.
This ability replaces the channel energy die gained at 7th level.
Elder Sign Domain
The Elder Sign domain represents a deity’s recognition of the dark powers looming beyond the known realities and of forces beyond the known planes of existence.
Most clerics and druids who use the Elder Sign domain belong to obscure sects or tenuously connected orders, mistrusted or outright persecuted by the main body of a religion. Elder Sign priests discover terrible lore and must ask themselves whether it is worth the risk of preserving, given the dangers inherent in such endeavors.
Druids can choose the Elder Sign domain with the divine bond class feature, though it is rare for them to do so.
Deities: Usually humanoid deities of knowledge or protection.
Granted Powers: You can invoke the ancient Elder Sign to ward off the Outer Gods and their servants.
Elder Sign Lore (Ex)
Forbid Knowledge (Sp)
Once per day at 8th level, you can meditate with an open flame in hand for 1 minute to destroy all copies of a piece of information deemed too dangerous in an area of one 20-foot cube per class level; the area must be adjacent to you. Brief records of the information become blank without affecting surrounding text. Detailed records turn to ash. Creatures who know the knowledge forget it as if affected by the spell modify memory. If the knowledge caused dread or insanity, those effects are suppressed while the knowledge is forgotten but return in full force if it is recalled. You cannot implant substitute information and affected creatures know they have forgotten something, although not what or necessarily that you took the memory. Creatures and magical records can negate this effect with a successful Will saving throw against DC 14 + your Wisdom modifier.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.