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Pathfinder #217: Death Sails a Wine-Dark Sea

Cult Creation

Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 63
Starting a cult involves a few prerequisites. First, the PCs must have mythic power. It’s possible for an organization to form around the teachings of a particularly charismatic leader without mythic power, of course, but such figures can’t gain divine energy from worshippers.

Second, the PCs must have or recruit their first followers. In the Myth Speaker Adventure Path, these first followers find the PCs on their own; in other campaigns, the GM typically brings in NPCs who are already developing a veneration for the pantheon. If no NPCs have sought out the hero-gods, then the characters can seek them out. This is best handled narratively or in conjunction with skill checks to find and impress potential cultists.

Once the pantheon has fulfilled these prerequisites, they can begin establishing their headquarters and recruiting adherents.