Celestial Spirit
Celestial · no Crown (Sacred)
T2d6Minor
Ethereal guardians, celestial spirits possess willing hosts, empowering against undead.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 10 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 14 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 12 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Incorporeal
Moves through solid objects. Resistant to damage from non-magical weapons.
Sacred Bond
Merges with a willing creature. While merged, the host gains +2 to saves against undead and fiends and the spirit cannot act on its own.
Maneuvers
Sacred Burst
Radiance floods a 20 ft radius. Each undead within makes a Fate save (DC 13): on a failure it takes 2 damage and is frightened for 1 round; on a success, 1 Vigor damage.
Tactics
GM tactics
Seeks a willing host to merge with, empowering them against undead. In spirit form it strikes fiends and undead directly, passing through armor and walls alike. Uses Sacred Burst to turn groups of undead. Selfless-prioritizes protecting its host.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.