Cultist of Excess
Cultist of Excess
Medium Human, Cultist, Chaotic Evil
STR
13
( +1 )
DEX
16
( +3 )
CON
12
( +1 )
INT
11
( +0 )
WIS
11
( +0 )
CHA
15
( +2 )
Description
Cults of Excess make up the bulk of Slaaneshi warbands & cults. They are men & women with little to lose and plenty to gain. Not as powerful as the Daemonette Knights or Slaanesh Champions, they have a certain allure, and not as far down the path of damnation as the others. If anything all that surrounds hem is a certain exotic allure & glib surface charm. Most are good swordsmen and can easily best lesser peoples with their sword play. They usually wear weak armour and cover themselves to hide their identities when out on their hedonistic wild hunts & orgies.
Ideals
The cult is a way to attain wealth, power and attention
Bonds
Only in the cult do we truly understand the greed & sensation of the flesh
Flaws
We must not be found out or our lives will be forfeit.
Suggested Environments
Anywhere there is a society large enough to harbour a cult.
Quicksilver Cult Reactions. The cultist can move out of 5 feet of an enemy to an empty space within 5 of them without incurring a Reaction from the enemy. Allure. Charisma based rolls & saves are always made with advantage by the cultist.
Actions
Shortsword. Melee Weapon Attack +5 to hit, range 5 ft, one target. Hit 5 1d6+2 piercing damage. Rapier. Melee Weapon Attack +5 to hit, range 5 ft, one target. Hit 5 1d6+2 piercing damage. Longsword. Melee Weapon Attack +5 to hit, range 5 ft, one target. Hit 6 1d8+2 slashing damage, or Hit 7 1d10+2 slashing damage if used two-handed. Greatsword. Melee Weapon Attack +5 to hit, range 5ft, one target. Hit 9 2d6+2 slashing damage.
Comments