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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 10 | - | - |
| Cunning | 12 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Divine Messenger
Can deliver messages across any distance on the same plane. Message is destroyed if the minion is destroyed.
Faithful Servant
Immune to charm and fear. Cannot be compelled to betray its deity.
Flying
30 ft fly speed
Maneuvers
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.