Clergy NPC: Difference between revisions

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| colspan="6" |'''Acolyte.''' The [[Clergy]] has +6 in religion (the MC chooses which specific pantheon or religious system).
| colspan="6" |'''Acolyte.''' The [[Clergy]] has +6 in religion (the MC chooses which specific pantheon or religious system).
'''Mental Shields.''' The Clergy has +2 mental defenses.
'''Mental Shields.''' The Clergy has +2 mental defenses.
'''Community Leader.''' When the Clergy has spent at least one week in a friendly settlement serving the underprivilileged, it gains +1 [[Goodwill]].
'''Community Leader.''' When the Clergy has spent at least one week in a friendly settlement serving the underprivilileged, it gains +1 [[Goodwill]].
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Latest revision as of 16:27, 3 May 2024


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Clergy

Monster Level: 1
Medium. Humanoid (Divine)
STR DEX END AWR INT CHA
0 0 0 2 2 1
Ref: 10 Fort: 10 Ant: 14 Log: 14 Will: 13
Armor Rating 10 Resist Frightened 2
Hit Points 14
Speed 30 ft
Skills (INT) History +3; (CHA) Empathy +4, Leadership +2
Features
Acolyte. The Clergy has +6 in religion (the MC chooses which specific pantheon or religious system).

Mental Shields. The Clergy has +2 mental defenses.

Community Leader. When the Clergy has spent at least one week in a friendly settlement serving the underprivilileged, it gains +1 Goodwill.

Actions

The Clergy can MOVE and take ONE of the following actions.

Move. The Clergy can move up to its speed.

Improvised Bludgeon. Reach 5 ft One-Handed Weapon. +0 vs AR. HIT: 2 (1d4) blunt.