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Acolyte of Savitar

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Acolyte of Savitar
Medium humanoid
Wounds15 WP (5d8)
Initiative+21
Speed360 ft.
AC27 (+5 Dexterity, +12 speed) touch 27, flat footed 10
Base Attack/Grapple+3/+17
AttackKatana +17 melee (1d10 + 9 /19-20)
Full AttackKatana +17 melee (1d10 + 9 /19-20)
Space/Reach5 ft. /5 ft.
Special AttacksNone
Special QualitiesSuperspeed level 12
SavesFort +1, Ref +4, Will +1
AbilitiesStrength 15, Dexterity 20, Constitution 15, Intelligence 10, Wisdom 10, Charisma 10
SkillsBalance +15, Hide +13, Intimidate +8, Jump +136, Move Silently +13, Spot +8, Tumble +13
FeatsCombat Reflexes, Improved Initiative, Improved Unarmed Strike
Climate/TerrainBalkan Mountains
OrganizationSolitary, pair or team (3-8)
Challenge Rating10
TreasureNone
AlignmentLawful Evil

Superspeed Level 12 (Ex): The following benefits are provided from Superspeed Level 12:

  • +12 speed bonus to AC, initiative, and Reflex saves
  • +12 speed bonus to attack rolls
  • +6 speed bonus to damage rolls.
  • Acolytes may make 12 swift actions in a round.
  • Acolytes reduce the amount of time to complete an action by 3 steps, allowing them to take full round actions as swift actions and standard actions as immediate actions.
  • Characters with less than Superspeed level 6 are considered flat-footed for the purposes of an acolyte’s attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
  • When using the run action, acolytes move 40 times their movement rate (14,400 feet)

By using the Push, acolytes may accelerate even beyond this speed. They square their run multiplier using this power. They suffer 2d6 points of Constitution damage per round while doing so.

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