KING
Air Genasi

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)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind12--
Sense8--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Wind Step

Moves an extra 10 ft each turn and never needs to draw breath, above water or below.

Passive

Lightning Resistance

Resistant to lightning damage.

Maneuvers

Maneuver

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.

Maneuver

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.