KING
The Hearthknight

The Hearthknight

Celestial · Crown of Home

T4d10Minor

A broad, solid figure in armor of mortared stone, carrying a hearthstone mace and a shield engraved with a doorway. Its warm, fierce face looks like someone's parent dressed for war. The air around it is warm with the sound of crackling fire.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind14--
Sense18--
Heart20--
Cunning8--
Fate18--

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

Passives

Passive

Protector of the Vulnerable

Senses any creature within 60 ft that has harmed a child, elder, or non-combatant in the last 24 hours and gains +2 to attack rolls against it. Fights only defensively and will not pursue more than 60 ft from its sanctuary.

Passive

Sheltering Presence

Hearth-warmth cloaks non-combatants within 30 ft: hostile creatures cannot perceive them without passing a Heart save (DC 17), and they take no damage from area effects.

Maneuvers

Maneuver

Sanctuary Designation

Names one structure its sanctuary for 24 hours. While defending it the Hearthknight's AC rises to 19, and the building's stones knit against fire and lesser magic.

Reactions

Reaction

Door Guardian

When a hostile creature tries to enter its sanctuary, the Hearthknight may strike it with the hearthstone mace and shove it 10 ft back from the threshold.

Tactics

GM tactics

Immediately designates the most vulnerable structure as its sanctuary. Positions itself in the doorway. Uses Sheltering Presence to hide non-combatants. Holds the threshold with Door Guardian when multiple threats approach. Attacks with Hearthstone Mace, prioritizing those who have harmed the vulnerable. Stands in the door and says no.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • 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 8 kills it outright, and a single blow of 8 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.