Retainer (custom construct)
Construct · no Crown (Mundane)
T1d4Minor
Enchanted servants of nobles, retainers perform tasks eternally, eyes glowing with arcane obedience.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 11 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 4 | - | - |
| Sense | 12 | - | - |
| Heart | 10 | - | - |
| Cunning | 8 | - | - |
| Fate | 10 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Construct Nature
Immune to poison, disease, charm, fear, and exhaustion. Mindless: it follows its last spoken command, never flees, and fights until destroyed.
Maneuvers
Interpose
Moves adjacent to its master; the master gains +1 AC until the start of the retainer's next turn.
Reactions
Defensive Protocol
When a creature attacks its master, the retainer clamps onto the attacker. Body save (DC 11) or the attacker is grabbed until it breaks free.
Tactics
GM tactics
Prioritizes protecting its master above all else. Interposes itself between threats and its owner. Only attacks when commanded or when its master is in immediate danger. Fights with whatever objects are nearby.
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.