KING

Guard

Humanoid · no Crown (Mundane)

T1d4MinorGuardSoldierHumanoid

A trained city or castle guard equipped with a spear and shield. Guards patrol in pairs and sound alarms when threatened.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 11  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1111 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind10--
Sense12--
Heart12--
Cunning10--
Fate8--

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

Passives

Passive

Vigilant

Advantage on Sense checks to detect hidden creatures or intruders.

Maneuvers

Maneuver

Spear

Melee attack, 10 ft reach.

Maneuver

Shield Bash

Melee attack. Target must succeed on a Body save or be pushed 5 ft.

Tactics

GM tactics

Holds position and calls for reinforcements. Fights defensively near chokepoints.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, and a single blow of 2 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.