War Priest
Humanoid · Crown of Sacred
T3d8MinorPriestSpellcasterHumanoid
A battle-cleric who channels divine power on the front lines. War priests heal allies and smite enemies with sacred flame.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 12 · ATK +3 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 16 | - | - |
| Sense | 14 | - | - |
| Heart | 16 | - | - |
| Cunning | 8 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Spellcasting (the war-liturgy)
A battle-cleric who channels holy fire and sheltering prayer from the front line; allies within 20 ft gain +1 AC while the war priest still stands.
Maneuvers
The Laying on of Hands
One ally within 30 ft regains 1 Vigor as sacred warmth knits its wounds. The prayer is loud; enemies always know who cast it.
Holy Fire
One creature within 60 ft makes a Fate save (DC 15) or takes 3 damage as cold white flame drops from above; on a success, takes 1 Vigor damage.
Reactions
The Shield of the Faithful
When an ally within 30 ft is attacked, the priest traces a sign and that ally gains +2 AC until the end of its next turn.
Tactics
GM tactics
Supports allies with the laying on of hands and shelters the front line with prayer. Targets enemy spellcasters with Holy Fire.
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.