Brotherhood Initiate (Fallout Supplement)
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Brotherhood Initiate | |
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Size and Type: | Medium Humanoid |
Hit Dice: | 3d8 (24 hp) |
Mas: | 10 |
Initiative: | +2 |
Speed: | 35 ft |
Defense: | 13 (+2 Light Armor), touch 10, flat-footed 12 |
Base Attack/Grapple: | +6/+1/+9 |
Attack: | +5 Ranged (2d8, AER Laser Rifle) OR +2 Melee (1d6+3, Saber) |
Full Attack: | +5 Ranged (2d8, AER Laser Rifle), +2 Melee (1d6+3, Saber) |
Space/Reach: | 5 ft by 5 ft/5 ft |
Special Qualities: | Valor |
Saves: | Fort +3, Ref +5, Will +6 |
Abilities: | Str 15, Dex 10, Con 13, Int 12, Wis 12, Cha 14 |
Skills: | Listen +3, Spot +3, Swim +11 |
Feats: | Power Attack, Improved Bull Rush |
Possessions: | 1d4 Microfusion cell, 1 AER Laser Rifle (Percentage roll of 20 or less), 2d10 Caps |
Organization: | Brotherhood of Steel |
Challenge Rating: | 1 |
Allegiances: | Brotherhood of Steel |
Advancement: | — |
Level Adjustment: | — |
Initiates are considered to be in training, although they can be assigned to combat duty, if they are considered good enough. They are typically seen wearing recon armor while training in the Citadel and combat armor while training in the field.
Unlike in the other Brotherhood divisions, Initiates may even be issued power armor if their assignment merits it. Power armor is issued to all Initiates assigned to non-training combat duty, such as Initiate Reddin and Initiate Jennings of the Lyons' Pride, the Initiates assigned to mirelurk-clearing duty near Project Purity in Broken Steel, and any Initiates assigned as Water Caravan guards.
Combat[edit]
Initiates in combat will form the rear flank of an assault, with paladins and knights taking the front lines.
Valor (Ex): All BOS party members gain a +2 Dex Bonus while 3 or more BOS units are in the group (must include 1 Paladin).
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