KING
The Last Hearth

The Last Hearth

Celestial · Crown of Home

T5d12Sovereign

A walking house-not on legs, but a house that has become a person. Fifteen feet tall, made of warm stone and timber, chimney smoking, windows glowing. Its face is a doorway, always open, always warm. Inside: a fire, a table set for dinner, chairs for everyone who needs one.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 11 / Vitality 30  ·  AC 14  ·  ATK +7  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor11Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit17+Cunning 16
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense20+5d10
Heart22+6d12
Cunning16+3d6
Fate20+5d10

Passives

Passive

Aura of Belonging

Senses any shelterless, lost, or endangered creature within 5 miles and moves toward the most desperate. Within 120 ft, all creatures feel genuinely home; a creature corrupted by the Crown of Lust makes a Heart save (DC 19) or weeps, dazed for 1 round, remembering what untwisted love felt like.

Passive

Foundation Stone

Immune to fire, cold, and siege engines, and to any effect that would displace, banish, or teleport it.

Maneuvers

Maneuver

Hearthfire Immolation

The chimney roars and hearthfire washes a 30 ft radius. Each creature with hostile intent toward a non-combatant makes a Body save (DC 19): on a failure it takes 5 damage, on a success 1 Vigor damage. Friendly non-combatants in the glow regain 1 Vigor.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Inviolable Refuge

Telegraph · disrupt d6

Raises a warm, lit stone house for up to 100 people, lasting 24 hours, stocked with food, water, beds, and an eternal fire. Nothing enters without the consent of those inside: no force, no magic, no god, no army. When it fades, those who sheltered within are fully healed and rested.

Reactions

Reaction

Sheltering Embrace

When a non-combatant within 120 ft would take damage, the Last Hearth may take all of that damage itself, drawing them toward its open door.

Tactics

GM tactics

Moves toward the most desperate homeless or endangered group. Opens with Inviolable Refuge to create absolute shelter. Uses Hearthfire Immolation against those threatening non-combatants. Uses Stone Fist against anything that refuses to leave the vulnerable alone. Aura of Belonging passively undermines Lust-corrupted enemies. It is the safest place in the world.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.