KING
The Chronicler

The Chronicler

Celestial · Crown of Tradition

T3d8Minor

An elderly figure in linen robes carrying an endlessly unrolling and rerolling scroll containing millions of names in thousands of scripts. Its face shifts through the features of ancestors you never knew. Its voice is that of your most-loved grandparent.

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--
Mind18--
Sense18--
Heart20--
Cunning18--
Fate18--

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

Passives

Passive

Spellcasting (ancestor-litanies)

The Chronicler works the litanies of lineage, naming the unbroken chain of the dead who stand behind every living soul within 30 ft.

Passive

Identity Anchor

Its scroll holds every lineage within 10 miles. Any creature within 30 ft under charm, domination, or memory-altering magic gains a new save at +4 as the Chronicler reminds it who it truly is.

Maneuvers

Maneuver

Ancestral Whisper

It recites bloodlines aloud. Allies within 30 ft gain +2 to all rolls for 1 round, filled with ancestral pride; one enemy in range makes a Heart save (DC 15) or is stunned 1 round beneath the gaze of its own forebears.

Maneuver

Summon Divine Servant

It calls the ghost of one creature's ancestor for 1 round. The shade speaks, advises, and fights as a Tier 3 Minor if its descendant is in danger. Once per day.

Tactics

GM tactics

The Chronicler positions centrally to maximize Identity Anchor coverage. Uses Summon Divine Servant to call forth a ghostly protector. Uses Ancestral Whisper to bolster allies and unsettle enemies. Fights with Staff of Lineage when pressed. It restores who people were, who their parents were, who their people are.

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.