Guard
Humanoid · no Crown (Mundane)
T1d4MinorGuardSoldierHumanoid
A trained city or castle guard equipped with a spear and shield. Guards patrol in pairs and sound alarms when threatened.
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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 10 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 10 | - | - |
| Fate | 8 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Vigilant
Advantage on Sense checks to detect hidden creatures or intruders.
Maneuvers
Maneuver
Spear
Melee attack, 10 ft reach.
Maneuver
Shield Bash
Melee attack. Target must succeed on a Body save or be pushed 5 ft.
Tactics
GM tactics
Holds position and calls for reinforcements. Fights defensively near chokepoints.
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.