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Archpriest

Adversary

DH ARCH · p.104 · 3p

Open source p.104
Demiplane
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!dh-import --name|Archpriest --HP|4 --Stress|4 --Difficulty|19 --Thresholds|Major 27 / Severe 50 --Attack_Dice|1d20+6 --Damage|4d8+5 --Experiences|Divine Knowledge +4 --Special_1|**Divine Intervention (Actions):** Mark all remaining Stress and gain that number of Fear. --Special_2|**Radiant Beam (Actions):** Spend a Fear to emit bright light in a line up to Far range. All targets affected must succeed on an Instinct Reaction Roll or become blinded, making them Vulnerable until they next act. --Special_3|**Mass Healing (Actions):** Spend a number of Fear and clear twice that number of HP for allies within Far range. --Special_4|**Aura of Protection (Reactions):** When an ally within Very Close range takes damage, you can mark a Stress to halve the damage. COMMANDO

Tier 4 · Support

An expert seraph blessed with divine power.

Difficulty 19 Thresholds 27/50 M/S HP 4 Stress 4

ATK ·Greatstaff: Far| mag(+6 to hit)

Motives & Tactics: Enforce dogma, heal, protect

Experience: Divine Knowledge +4

Divine Intervention Action Mark all remaining Stress and gain that number of Fear.

Radiant Beam Action Spend a Fear to emit bright light in a line up to Far range. All targets affected must succeed on an Instinct Reaction Roll or become blinded, making them Vulnerable until they next act.

Mass Healing Action Spend a number of Fear and clear twice that number of HP for allies within Far range.

Aura of Protection Reaction When an ally within Very Close range takes damage, you can mark a Stress to halve the damage. COMMANDO

Archpriest

Tier 4 Support

An expert seraph blessed with divine power.

Motives & Tactics: Enforce dogma, heal, protect

Difficulty: 19 | Thresholds: 27/50 | HP: 4 | Stress: 4

ATK: | Greatstaff: Far | mag

Experience: Divine Knowledge

Features

Actions

Divine Intervention: Mark all remaining Stress and gain that number of Fear.

Radiant Beam: Spend a Fear to emit bright light in a line up to Far range. All targets affected must succeed on an Instinct Reaction Roll or become blinded, making them Vulnerable until they next act.

Mass Healing: Spend a number of Fear and clear twice that number of HP for allies within Far range.

Reactions

Aura of Protection: When an ally within Very Close range takes damage, you can mark a Stress to halve the damage. COMMANDO