Air Genasi
Elemental · no Crown (Mundane)
T2d6Minor
Wind-swept sky heirs, air genasi gust breaths, hair flowing like breeze.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 12 | - | - |
| Sense | 8 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Wind Step
Moves an extra 10 ft each turn and never needs to draw breath, above water or below.
Lightning Resistance
Resistant to lightning damage.
Maneuvers
Shocking Grasp
Sparks arc across its free hand. The next creature it hits this turn takes 1 extra Vigor damage and cannot take reactions until the start of its next turn.
Gust Blast
Claps a burst of wind into a 15 ft cone. Each creature caught makes a Body save (DC 13): on a failure it takes 2 damage and is pushed 10 ft, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Uses Wind Step for hit-and-run attacks. Shocking Grasp to deny reactions, then withdraws. Gust Blast to create distance when cornered.
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.