KING
Seraph

Seraph

Celestial · no Crown (Sacred)

T5d12Major

Six-winged heralds, seraphs proclaim divine decrees, their voices shattering illusions.

Tier 5  ·  Role Major  ·  Pool Vigor 8 / Vitality 10  ·  AC 14  ·  ATK +7  ·  Save DC 19  ·  Dmg d12

AC1415 base - 1 Sense
Vigor8Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind20+5d10
Sense8-1-d3
Heart16+3d6
Cunning20+5d10
Fate22+6d12

Passives

Passive

Six Wings

Flies 150 ft. Two wings veil its face: immune to gaze attacks and blindness.

Passive

Truesight

Sees through all illusion, disguise, shapechanging, and invisibility within 120 ft.

Maneuvers

Maneuver

Voice of Truth

One creature within 60 ft makes a Heart save (DC 19) or can speak only truth for 1 hour.

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.

Declaration

Divine Proclamation

Telegraph · disrupt d6 · Fate save

It proclaims judgment in a voice that shatters lies. Every enemy within 60 ft makes a Fate save (DC 19): on a failure it takes 5 damage and is blinded 1 round; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Announces divine judgment before combat. Opens with Voice of Truth to strip a liar of cover, then looses Divine Proclamation on everyone still standing against it. Fights with absolute divine authority.

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 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 15+ (Cunning 20).
  • 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.