Ring of
Honeyed Words: This
signet ring bears the symbol of the Diabolist and is just large enough to be
noticed from across a room. While wearing it, you get a +6 bonus to skill tests
to convince someone to aid you in some fashion. Your target is magically
compelled to look favorably on your case and think of you as eloquent, interesting
and more than a little sexy. However, it has the opposite effect on every other
witness to the conversation, including the other PCs - they believe that you're
deceitful, manipulative and crass, no matter what you say or do. Oh well, it's
not like they can cause any problems later on.
You could try getting around the ring's restriction by insisting on a private conference. That won't make anyone suspicious or paranoid in the slightest. Quirk: Incapable of speaking without prevaricating.
Throwing and Catching Dagger (+2 throwing dagger - recharge 16+): When you throw the dagger, you teleport and catch it before it hits the ground. You may throw the dagger anywhere within throwing range, allowing you to teleport to any point you can hit with the dagger. Precarious locations (like, say, throwing the dagger up a cliff, or between narrow bars) may require an attack roll or a skill check, or even both. You can combine throwing the dagger with a melee attack - you throw the dagger at a foe, teleport over, snatch the dagger out of the air and use it to stab your enemy. Treat this as the High Elf racial power, only you can also shave with it. Quirk: Jumpy and quick to change the topic of conversation.
Cloak of
Anonymity: While
wearing this cloak, you blend in with crowds. People ignore you and overlook
anything else that's strange about you. You could be a ten-foot-tall fanged
demon who constantly weeps poison, and no-one would look twice when you walked
past them in the marketplace. The cloak's magic can't hide you if you do
something out of the ordinary. If someone is specifically looking for you, you
get a +4 bonus to checks to hide in the crowds. Quirk: Wants to do whatever
common people do.
Staff of the Master
This staff of an unknown substance is carved with the runes of the Cult’s secret language and was created by the First Master.
Once per arc, you can use the Staff to cast a ritual that summons the Devourer. The time it takes for the Devourer to arrive at your location will vary.
Your attacks against Cultists add the escalation die to damage, and expand your crit range by an amount equal to the escalation die.
You can cast any Occultist spell without a trigger, on your turn as an action. The first time you do this, the recharge roll is 6+, the second time 11+, and the third time 16+. Alternately, you can cast the spell, but at the cost of decreasing the escalation die by 1.
Slaver’s Lash
On a hit, the target takes damage and is Stuck. At the beginning of the target’s next turn, they make a saving throw. On a success, they escape. On failure, they are Stunned (save ends). On subsequent turns, you may inflict damage as a quick action with no attack roll.
Range: Engaged or Nearby
Adventurer: D6 x Level + Mod
Champion: D8 x Level + 2x Mod
Epic: D10 x Level + 3x Mod
Testament of the Devourer
This heretical text was written by the First Master of the Cult of the Devourer. It contains the writings and rituals sacred to the Cult. You gain the background +3 Master of the Cult. Additionally, you may select one Occultist power of each level up to level 9, which you can cast regardless of your actual level.