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HIGH PRIEST

Leska_Christine_'Cris'_Griffin.jpg
Leska_Christine_'Cris'_Griffin.jpg

HIGH PRIEST

8.00

Medium good/evil sentient humanoid (8d6)

Exemplars and leaders of their faith.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MAG 15 (5d6)

MELEE DEFENCE 24
RANGED DEFENCE 24
MENTAL DEFENCE 32
VITAL DEFENCE 24

HEALTH 48
SOAK 8; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Mace 6d6 (3d6+4 blunt damage)
Holy/unholy word 6d6 (3d6+4 psychic damage) 

Skills religion 10 (4d6), history 10 (4d6), law 6 (3d6), leadership 6 (3d6), insight 6 (3d6), meditation 10 (4d6), maces 3 (2d6), perception 3 (2d6), reactions 3 (2d6)
Gear exceptional mace    

Sense virtue. The high priest automatically senses the presence of any beings or objects with a virtue opposite to himself.

Shield of faith. The high priest gains +4 to all DEFENSEs against creatures with the opposite virtue.

Divine touch. The high priest's touch either heals 3d6 HEALTH or does 3d6 unholy damage to the target (this cannot be SOAKed). A target can one benefit from the healing (but not the damage) once per day.

Blessing/curse. Once per day the high priest can issue a blessing or curse to a target within 30'. A blessing grants it +3d6 to its LUC dice pool for one hour; a curse deprives it of its LUC dice pool for one hour.

Holy judgement. Choose one target within sight. The high priest illuminates the target with holy or unholy light. That target may not benefit from cover until another target is selected.

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