Scout
Humanoid · no Crown (Mundane)
T1d4MinorScoutSoldierHumanoid
A skilled tracker and ranger who operates ahead of a main force. Scouts favor ranged combat and use terrain to their advantage.
Tier 1 · Role Minor · Pool Vigor 2 · AC 10 · ATK +3 · Save DC 11 · Dmg 1 (flat)
AC1010 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 12 | - | - |
| Sense | 14 | - | - |
| Heart | 8 | - | - |
| Cunning | 14 | - | - |
| Fate | 10 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Keen Eye
Advantage on Sense checks for spotting hidden creatures and traps.
Passive
Nimble
The scout can Disengage as a free action.
Maneuvers
Maneuver
Shortbow
A normal ranged attack out to 80 ft (piercing).
Maneuver
Shortsword
A normal melee attack (piercing).
Tactics
GM tactics
Engages from range and uses terrain. Retreats to report rather than fighting to the death.
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.