KING
Divine Minion

Divine Minion

Celestial · no Crown (Sacred)

T1d4Minor

Humble servants of gods, divine minions carry messages, their loyalty unwavering.

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
Body8--
Mind12--
Sense12--
Heart10--
Cunning12--
Fate14--

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

Passives

Passive

Divine Messenger

Can deliver messages across any distance on the same plane. Message is destroyed if the minion is destroyed.

Passive

Faithful Servant

Immune to charm and fear. Cannot be compelled to betray its deity.

Passive

Flying

30 ft fly speed

Maneuvers

Maneuver

Bless (1/day)

One ally within 30 ft gains +1 to attacks and saves for 1 minute.

Tactics

GM tactics

Avoids combat whenever possible, fleeing to deliver its message. If cornered, uses Bless on the strongest nearby ally and strikes with what little force it has. Sacrifices itself to protect its message or deity's interests.

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.