The Canticle
Celestial · Crown of Faith
T3d8Minor
A humanoid figure robed in rough olive-green cloth, face aglow with soft golden light, singing continuously in a hymn that shifts to match the listener's tradition. An olive branch grows from its clasped palms, perpetually sprouting and shedding leaves that take root instantly.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 13 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 16 | - | - |
| Sense | 20 | - | - |
| Heart | 20 | - | - |
| Cunning | 14 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Psalm of Endurance
Its unbroken hymn grants faithful allies within 60 ft +2 to saves and immunity to frightened. The Canticle itself cannot be charmed or frightened. The psalm stops if it is stunned or silenced.
Maneuvers
Crescendo of Faith
The hymn swells. Faithful allies within 60 ft regain 1 Vigor and shed one frightened effect; each enemy in range makes a Heart save (DC 15) or is stunned 1 round by the hymn's intensity.
Reactions
Unbroken Note
When the Canticle or an ally within 30 ft would be silenced or stricken with despair, the Canticle holds its note and negates the effect.
Tactics
GM tactics
Positions centrally among allies to maximize Psalm of Endurance. Sings continuously, providing healing and morale support. Uses Crescendo of Faith when allies are in danger or enemies press too close. Uses Hymn Strike only when directly threatened. Does not argue or proselytize-simply demonstrates through its existence that faith is not empty.
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.