Aasimar (Protector)
Celestial · no Crown (Sacred)
T2d6Minor
Celestial-touched mortals, protector aasimar radiate light, guiding the lost with divine radiance.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 14 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 8 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Celestial Resistance
Resistant to necrotic and radiant damage.
Healing Hands (1/day)
Lays hands on a creature; it regains 1 Vitality, or 1 Vigor if it has no Vitality.
Maneuvers
Radiant Soul (1/day)
Spectral wings unfurl. The aasimar gains a 30 ft fly speed and its hits deal 1 extra Vigor damage for the rest of the combat.
Guiding Light
Divine radiance marks a foe. One ally within 60 ft gains advantage on its next attack.
Tactics
GM tactics
Activates Radiant Soul at the start of combat for flight and extra damage. Uses Guiding Light on the party's strongest attacker. Heals wounded allies with Healing Hands when combat allows. Fights to protect, not to conquer.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- 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 4 kills it outright, and a single blow of 4 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.