Angel (Planetar)
Celestial · no Crown (Sacred)
T4d10Major
Commanders of celestial hosts, planetars wield flaming swords, their presence inspiring mortals against infernal tides.
Tier 4 · Role Major · Pool Vigor 3 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 18 | +4 | d8 |
| Sense | 18 | +4 | d8 |
| Heart | 8 | -1 | -d3 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
Spellcasting (radiant litanies)
The planetar speaks the war-litanies of the celestial host, healing the faithful and scouring the corrupt at up to 60 ft. It has advantage on saves against spells.
Divine Awareness
Knows when it hears a lie. Allies within 30 ft cannot be frightened.
Maneuvers
The Laying on of Hands (2/day)
Lays a glowing hand on a creature: it removes 1 wound and is cured of curses, diseases, and poisons.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Pronounce Judgment
Raises its flaming greatsword and pronounces sentence over the field. Each enemy within 60 ft makes a Fate save (DC 17): on a failure it takes 4 damage and is frightened for 1 round, on a success it takes 1 Vigor damage.
Reactions
The Shield of the Faithful
When an ally within 30 ft takes damage, the planetar traces a sign of ward and reduces that damage by 1.
Tactics
GM tactics
Opens with Pronounce Judgment to break enemy morale, then cuts down priority threats with its flaming greatsword. Tends wounded allies mid-combat with The Laying on of Hands. Positions to keep The Shield of the Faithful over as many allies as it can. Will sacrifice itself to protect mortals.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 16+ (Cunning 18).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.