KING
Cherub

Cherub

Celestial · no Crown (Sacred)

T1d4Minor

Childlike scouts of heaven, cherubs prank evil, their innocence belying potent magic.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 11  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1111 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind8--
Sense12--
Heart10--
Cunning12--
Fate14--

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

Passives

Passive

Innocent Aura

The first time each turn a creature tries to attack the cherub, it makes a Heart save (DC 11); on a failure it cannot bring itself to target the cherub this turn.

Passive

Tiny Wings

Flies 40 ft; so small and quick that ranged attacks from beyond 30 ft are at disadvantage.

Maneuvers

Maneuver

Mischief

One creature within 30 ft makes a Cunning save (DC 11) or drops a held item or falls prone, cherub's choice.

Maneuver

Arrow of Devotion

Fires a gilded arrow at a creature within 60 ft; on a hit the target takes 1 Vigor damage and must pass a Heart save (DC 11) or be dazed for 1 round, unwilling to raise a hand against anyone.

Tactics

GM tactics

Stays hidden and harasses enemies with Mischief. Uses Arrow of Devotion to take the fight out of an enemy. Relies on Innocent Aura for protection. Flees if Innocent Aura fails.

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.