KING

Bandit

Humanoid · Crown of Deception

T1d4MinorBanditCriminalHumanoid

A common highway robber armed with a shortsword and light armor. Bandits prey on travelers and merchants, relying on numbers and ambush tactics.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind10--
Sense10--
Heart8--
Cunning12--
Fate10--

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

Passives

Passive

Pack Tactics

The bandit gains advantage on attack rolls when an ally is adjacent to the target.

Maneuvers

Maneuver

Shortsword

Melee attack; a normal hit.

Maneuver

Light Crossbow

Ranged attack out to 80 ft; a normal hit.

Tactics

GM tactics

Ambushes in groups. Flees when outnumbered or when the leader falls.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • 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.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, 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.