Brotherhood Acolyte

(Generated 6 times)
Namelist Generic fantasy names (View names)
Rank Skilled
Race Human
Cult rank None
Notes During Combat Two acolytes attack intruders with burning hands, while the other two dose their spider-leg sickles with shiver before charging PCs. Morale The acolytes fight to the death. Combat Gear: scrolls of cure light wounds (2), scroll of delay poison, leather armor, sickle, darts (4) Scarlet spider familiar +1 shift to climb actions 2 HP 1d3 MP 55% to hit Scarlet spider vemon Application: Injection Potency: 0 Resistance: Endurance Onset time: 1 turn. Duration: 4 turns Conditions: If not resisted, the victim takes 1 point loss to STR per turn Spells 1st—bless, burning hands, obscuring mist Range 20 ft. Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./I Saving Throw none A misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. 0—ghost sound guidance Touch; WIL; 1 scene, until discharged; imbues the subject with a touch of divine guidance. The creature gets a +5 bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. touch of fatigue (touch; END; Target gains 1 fatigue level) Shiver Price 15 sp Application: Ingest or Injection, requires only a small cut Potency: 80 Resistance: Endurance(if END roll fails a hard END roll (not fails opposed roll) addiction occurs Onset time: 1 turn. Duration: 1d4 hours or minutes Conditions: If not resisted, the victim takes 1d2 point loss to CON and 50% chance of sleep for 1d4 hours or gain immunity to fear for 1d4 minutes. Special: shiver’s effects are augmented in the area of the Bridgefront dreamscape. This wickedly curved sickle is cast in the form of a segmented spider’s leg. It has the same statistics as a normal sickle but deals impale rather than Bleed. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a round action and keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar’s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone’s effects the unconsciousness effect may trigger lucid dreaming.
STR 3d6
CON 2d6+6
SIZ 2d6+6
DEX 3d6
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10-12 Chest 2
13-15 Right arm 2
16-18 Left arm 2
19-20 Head 2
Movement 6
Natural armor No

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+35 Deceit INT+CHA+35
Endurance CON+CON+35 Evade DEX+DEX+35 Influence CHA+CHA+25
Insight INT+POW+25 Perception INT+POW+30 Stealth DEX+INT+35
Unarmed STR+DEX+35 Willpower POW+POW+45

Custom skills

Channeling INT+POW+35 Piety CHA+POW+35

Combat styles

driven by faithSTR+DEX+35

Weapon options

1-handed weapons

Amount: 1
sickle (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Dart (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
sickle 1h-melee 1d6+1 M M - impale Y N 3 8