Acolyte Level Progression | Acolyte Skills Chance of Success | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | D | W | P | B | S | BL | DM | KA | PU | RA | TU |
1 | 0 | 1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 10% | 30% | 20% | 20% | 25% | 50% | |
2 | 1,500 | +1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 35% | 50% | 35% | 23% | 55% | 55% | |
3 | 3,000 | +1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 40% | 55% | 40% | 25% | 60% | 60% | |
4 | 6,000 | +1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 45% | 60% | 45% | 26% | 65% | 65% | |
5 | 12,000 | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 50% | 65% | 50% | 35% | 70% | 70% | |
6 | 25,000 | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 55% | 70% | 55% | 45% | 75% | 75% | |
7 | 50,000 | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 60% | 75% | 60% | 55% | 80% | 80% | |
8 | 100,000 | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 65% | 80% | 65% | 65% | 83% | 85% | |
9 | 200,000 | +1d6 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 70% | 85% | 70% | 70% | 86% | 90% | |
10 | 300,000 | +1 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 71% | 90% | 75% | 75% | 90% | 95% | |
11 | 400,000 | +1 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 72% | 95% | 80% | 80% | 92% | 100% | |
12 | 500,000 | +1 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 73% | 97% | 85% | 85% | 95% | 105% | |
13 | 600,000 | +1 | 12[+7] | 3 | 5 | 7 | 8 | 7 | 74% | 98% | 90% | 90% | 98% | 110% | |
14 | 700,000 | +1 | 12[+7] | 3 | 5 | 7 | 8 | 7 | 75% | 99% | 95% | 95% | 99% | 115% |
Acolytes are adventurers who have sworn to serve a deity. They are trained for battle and can channel the power of their deity.
Acolytes can use the following skills with a range of 30’, with the chance of success shown opposite:
Acolytes can use any armour. Strict holy doctrine prevents acolytes’ use of weapons that have a sharp, cutting edge or stabbing point. They may use the following weapons: club, mace, sling, staff, war hammer.
Acolytes cannot memorize spells, but can cast clerical spells from scrolls. See Magic in Old-School Essentials for full details on divine magic.
Holy symbol: An acolyte must carry a holy symbol (see Old-School Essentials).
Deity disfavour: Acolytes must be faithful to the tenets of their alignment, clergy, and religion. Those who fall from favour with their deity may incur penalties.
Magical research: An acolyte of any level may spend time and money on magical research. This allows them to research miscellaneous magical effects (see Other Magical Research in Old-School Essentials). From 9th level, an acolyte may also create magic items.
Using magic items: Acolytes can use magic scrolls of spells on the cleric spell list (see Old-School Essentials). They can also use items that may only be used by divine spell casters (e.g. some magic staves).
From 2nd level, an acolyte has the power to heal by touch. This may be used once per day per level of the acolyte and either cures 1d3hp or allows another save vs a negative effect (e.g. a curse or poison).
An acolyte may establish or build a stronghold. So long as the acolyte is currently in favour with their god, a stronghold may be bought or built at half the normal price, due to divine intervention.
Once a stronghold is established, the acolyte will attract followers (5d6 × 10 fighters of level 1–2). These troops are completely devoted to the acolyte, never checking morale. The referee decides which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc.
All skills except falling are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
The referee should roll for detect magic on the player’s behalf, as the acolyte does not always know whether the object being scanned is magical or not.