KING
The Canticle

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)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense20--
Heart20--
Cunning14--
Fate18--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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

Maneuver

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

Reaction

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.