Guard
Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders.
- AC
- 16
- HP
- 20
- Perc
- +7
- Fort
- +7
- Ref
- +5
- Will
- +5
- STR
- +3
- DEX
- +2
- CON
- +2
- INT
- +0
- WIS
- +2
- CHA
- -1
- sap +7 1d6+3 bludgeoning
- fist +7 1d4+3 bludgeoning
- crossbow +6 1d8 piercing 120 ft
- AC
- 16
- HP
- 20
- STR
- +3
- DEX
- +2
- CON
- +2
- INT
- +0
- WIS
- +2
- CHA
- -1
Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders.
AC 16
Fort +7
Ref +5
Will +5
HP 20
Reactive Strike [Reaction]
Speed 25 feet
Melee
[Single Action]
sap +7 (Agile, Nonlethal),
Damage 1d6+3 bludgeoning
Melee
[Single Action]
fist +7 (Agile, Nonlethal, Unarmed),
Damage 1d4+3 bludgeoning
Ranged
[Single Action]
crossbow +6 (range increment 120 feet, reload 1),
Damage 1d8 piercing
In a settlement with an alarm, brawls, or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations.