KING
Visage

Visage

Celestial · no Crown (Sacred)

T2d6Minor

Masked celestial spies, visages infiltrate courts, their true forms revealing judgments.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense14--
Heart12--
Cunning14--
Fate16--

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

Passives

Passive

Shapechanger

Can assume any humanoid form and knows when a creature within 30 ft speaks a deliberate lie. Advantage on Cunning checks to hold a disguise.

Maneuvers

Maneuver

Unmask

The mask comes off once per fight. Each creature within 30 ft that can see it makes a Heart save (DC 13) or is stunned 1 round by the celestial radiance.

Maneuver

Judgment Gaze

One creature within 30 ft makes a Fate save (DC 13). If it has done evil, it takes 2 damage and is branded with a visible mark for a day; the innocent feel only warmth.

Tactics

GM tactics

Infiltrates as a humanoid spy, gathering information for months if needed. Reveals its true form only when ready to pass judgment, and brands suspected evildoers with Judgment Gaze. It knows a deliberate lie the moment it hears one. Avoids direct combat and escapes to report to its superiors.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.