KING
Bulwark

Bulwark

Celestial · Crown of Duty

T4d10Minor

A towering figure in leather armor reinforced with iron studs, carrying a shield taller than a man. The shield bears no heraldry-just the scars and dents of every blow it has ever absorbed. Its face is lined, determined, the face of someone who stood in a gap in the wall and did not move.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind8--
Sense20--
Heart20--
Cunning14--
Fate18--

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

Passives

Passive

Unbreakable Post

The Bulwark cannot retreat, be moved against its will, or be compelled to leave its post by any means. It never tires and fights until destroyed; battering rams and siege stones cannot harm it.

Maneuvers

Maneuver

Rallying Stand

Plants shield and feet. While the Bulwark holds this ground, allies within 30 ft gain +2 AC and cannot be frightened. Ends if the Bulwark moves.

Reactions

Reaction

Absorb Blow

When an ally within 10 ft is hit, the Bulwark steps into the blow and takes the damage instead.

Reaction

Shield Wall

When a creature tries to move past the Bulwark, it slams them with its great shield: Body save (DC 17) or be knocked prone and stopped.

Tactics

GM tactics

Plants itself at the most critical chokepoint and activates Rallying Stand. Uses Absorb Blow to protect the most threatened ally. Uses Shield Wall to stop anyone who tries to slip past the line. Does not counterattack aggressively-holds position and buys time. Appears at last stands when all seems lost.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • 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 8 kills it outright, and a single blow of 8 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.