Zariel (celestial ally variant)
Celestial · no Crown (Sacred)
T5d12Major
Fallen angel's redeemed form, zariel leads crusades, her sword blazing against abyssal hordes.
Tier 5 · Role Major · Pool Vigor 8 / Vitality 10 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 20 | +5 | d10 |
| Sense | 8 | -1 | -d3 |
| Heart | 16 | +3 | d6 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Spellcasting (seraphic war-litanies)
The redeemed Zariel wields the radiant liturgy of the host, scouring fiends with holy fire and calling light against the dark.
Angelic Resilience
Advantage on saves against spells; flies 150 ft; her attacks deal 1 extra Vigor damage to fiends. Three times per day, when she fails a save, she succeeds instead.
Maneuvers
Rebuke the Servants of Darkness
Her blazing symbol flares; each fiend within 30 ft makes a Fate save (DC 19) or is frightened of her and cannot willingly approach her for 1 round.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Purging Flames
Holy fire erupts from her blade in a 60 ft radius. Every enemy in it makes a Fate save (DC 19): takes 5 damage on a failure, or 1 Vigor damage on a success. Fiends take 1 extra damage on a failure.
Reactions
Javelin of Light
When an enemy within 120 ft damages one of her allies, she hurls a lance of radiance; that enemy takes 1 Vigor damage.
Tactics
GM tactics
Leads from the front with blazing sword. Opens with Purging Flames against demonic hordes. Rebukes the Servants of Darkness to drive fiends off her allies, and answers every blow struck at them with a Javelin of Light. Will not retreat from a righteous battle under any circumstances.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 15+ (Cunning 20).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.