Brotherhood Initiate (Fallout Supplement)

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Considered to be in training, initiates are the least battle-proven members of the Brotherhood of Steel
Brotherhood Initiate
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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