KING

Knight

Humanoid · Crown of Domination

T2d6MinorKnightSoldierHumanoid

An armored warrior bound by oath to a lord or cause. Knights are formidable in combat and fight with unwavering discipline.

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

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move25 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind12--
Sense12--
Heart16--
Cunning8--
Fate12--

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

Passives

Passive

Brave

Advantage on saves against fear effects.

Maneuvers

Maneuver

Challenge

The knight calls out one foe by name or deed and gains +2 to attack rolls against it until the fight ends or the knight is knocked prone.

Reactions

Reaction

Shield Block

When hit by an attack it can see, the knight takes 1 less damage (minimum 0).

Tactics

GM tactics

Fights with honor. Challenges the strongest foe and protects allies behind them.

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.