Index: Cultist, Initiate

Humanoid

 

Cultist, Initiate

The apostate of a prior faith confronts you with a drawn blade and an evil intent. Although it would easy to presume this fellow was taken over by some otherwordly force, their shadowed aura is not supernatural, and their demeanor is mean, but mundane. Whatever they've fallen into, whomever they serve now, you can clearly see it fuels to stand where they are now from you: as an enemy.
  Not the yet the kind of person that goes Wololo and does strange things, but they're getting there. They're trying their best, darn it.  

Statistics

-General-

* = Proficiency
+1
+1
+1
+1
+1
+1
Fortitude Save
Reflex Save
Will Save*
+1
+1
+2

-Combat-

  • Armor Class: 14 (16 if Small))
  • Max HP (+AHP): 21 (+5)
  • Average HP | Formula: 15 (+5) | 2d8+1+5 (+5)
  • Blockstun Breakpoints: 0 AHP, 1 HP
  • -
  • Speed: 25 ft
  • Initiative: +2
  • Creature Senses: None, any associated with Ancestry
  • -
  • Damage Vulnerabilities:None
  • Damage Reduction: None
  • Damage Resistances: None
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +1
      • Deception(DEX+Prof): +2
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: Common, + 1 Language of the GM's choice (usually handled by Ancestry)

    -Other Stats-

  • Base Threat Level: 0.5
  • EXP: 50
  • Creature Size: Medium or Small
  • Creature Type(s): Humanoid, any associated with their Ancestry
  • Source(s): Core
  • -
  • Armor Type: Padded Leather Armor, Size Modifier if applicable
  • -

    Features

    Devotion to an Other : ~0.5
    The Cultist has a strong will, and protective powers due to their beliefs. has advantage on Will Saving throws against the Compelled, Enthralled, and Frieightened conditions. Additionally, they may spend an action (against their judgement) to attempt another saving throw if they are under such effects on their turns.
      It Could be Anyone : ~0.5
    The Cultist is a mecurial sort, often hiding their true appearance with a mask. Regardless of whom they 4 +1's to any Attribute boost the GM decides, unless stated elsewhere (such as in an Adventure). Their stats adjust accordingly.
      Versatile Origins : ~0.0
    This creature, as a Humanoid, can come from any background or people. As such, they gain features present on the Humanoid page equal to the creature's TL.   The most common kind of Cultist is a Human.
         

    Actions

    Attacks | ◈ per, up to 2 a turn
    The Cultist Initiate doesn't have much in the way of power, but will defend themselves from harm from non-believers and any who would attack them. They will often target the closet enemy, using their movement gain advantageous positions.
    Scimitar | ◈ | Melee Weapon Attack | +2 to hit | Hit: 5 ( 1d6+2 ) Slashing damage
    Dagger | ◈ | Thrown Weapon Attack (20/60 ft) | +2 to hit / Hit: 4 ( 1d4+2 ) Piercing damage. Critically strikes on a +9 or a natural 19+
      Invoke Power : ~0.5 | ◈◈ |
    This action varies from cult to cult. Different Cults and sources will have different entries for this Power and what happens when they use this action.   The most basic power gained is the cultist using their vitae to power their weaponry, adding 1d4 radiant, shadow or spirit, radiant damage (gm's choice) to their successful attacks.
     

    -Tactics-

    Cultists are not strong on their own, but often fight in packs and can be difficult enemies to vanquish in battles of faith. They will, without fail, try to parly or decieve enemies before attacking, often fighting to the death.  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

    -Lost Mines of Phandelver-
    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

     
     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 11
    • Normal Loot
      • Success
        • 1d10+4 sp (min 0)
      • Critical Success
        • None
    • Crafting
      • Critical Success
        • Character's Half-Proficiency + 1 : Hide Scraps
        • Character's Half-Proficiency + 1 : Metal Scraps

    Powered by World Anvil