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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 18 | - | - |
| Sense | 18 | - | - |
| Heart | 20 | - | - |
| Cunning | 18 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
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
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.
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.