KING
Goliath

Goliath

Humanoid · no Crown (Mundane)

T1d4Minor

Mountain survivor clans, goliaths stone-throw contests, tattoos of deeds.

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
Body16--
Mind14--
Sense14--
Heart14--
Cunning8--
Fate14--

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

Passives

Passive

Powerful Build

Counts as Large for carrying and pushing. Adapted to high altitude and cold.

Passive

Stone's Endurance

Once per rest, ignores all damage from one hit.

Maneuvers

Maneuver

Greataxe

Melee attack (slashing).

Maneuver

Rock

Ranged attack, 40 ft (bludgeoning).

Tactics

GM tactics

Competitive warriors who value fair contests. Respects strength. Lives in mountain tribes.

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.