The Absolver
Celestial · Crown of Redemption
T3d8Minor
A figure in plain copper robes carrying a basin of clear water that never spills. Its ageless face bears an expression of profound, patient compassion. The water reflects not the viewer's face but their truest self. Copper footprints linger where it walks.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 13 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 16 | - | - |
| Sense | 20 | - | - |
| Heart | 22 | - | - |
| Cunning | 16 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Non-Violent
Will not kill. Its blows stop at the edge and never press a creature past 0 Vitality, so they never cost a wound. A determined opponent can destroy it because of this.
Aura of Calm
Within 30 ft, aggression is muted. Creatures cannot rage, berserk, or frenzy; they can fight, but coldly and without hatred.
Maneuvers
Rite of Absolution
Tilts its basin toward one creature within 30 ft, showing it its truest self. The target makes a Heart save (DC 15) or is stunned 1 round by the weight of self-knowledge.
Reactions
Turn the Other Cheek
When attacked, the Absolver may drop its guard, lowering its AC to 10 against the blow. If it does, the attacker makes a Heart save (DC 15) or cannot attack the Absolver for 1 round.
Tactics
GM tactics
The Absolver does not initiate combat. It walks toward those consumed by guilt or rage and offers absolution. Uses Aura of Calm to suppress rage-based abilities. Uses Rite of Absolution to confront enemies with their own sins. Exploitable through its Non-Violent limitation-but destroying something that only wants to forgive you carries its own cost.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.