KING
Fire Genasi

Fire Genasi

Elemental · no Crown (Mundane)

T2d6Minor

Flame-haired inferno kin, fire genasi burn with passion, embers in eyes.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense14--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Emberborn

Resistant to fire damage and can see in darkness up to 60 ft; embers glow in its hair and eyes.

Maneuvers

Maneuver

Burning Hands

Fans a sheet of flame in a 15 ft cone. Each creature in the cone must make a DC 13 Body save; on a failure it takes 2 damage, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Opens with Burning Hands against groups, then presses forward to keep the cone full. Aggressive to a fault and slow to consider retreat.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.