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PFS LimitedGuard

Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.

Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

GuardCreature 1

LN Medium Human Humanoid 
Source Gamemastery Guide pg. 232
Perception +7; (8 to find concealed objects)
Languages Common
Skills Athletics +7, Intimidation +5, Legal Lore +3
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1
Items club, crossbow (10 bolts), dagger, sap, scale mail, signal whistle
AC 18; Fort +7, Ref +5, Will +5
HP 20
Attack of Opportunity
Speed 25 feet
Melee club +9 [+4/-1], Damage 1d6+4 bludgeoningMelee sap +9 [+5/+1] (agile, nonlethal), Damage 1d6+4 bludgeoningRanged crossbow +7 [+2/-3] (range increment 120 feet, reload 1), Damage 1d8 piercingRanged club +7 [+2/-3] (thrown 10 feet), Damage 1d6+4 bludgeoning

All Monsters in "Officers"

Archer Sentry2
Captain of the Guard6
Watch Officer3


Source Gamemastery Guide pg. 232
Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.

Sidebar - Advice and Rules Deploying The Watch

If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.

Sidebar - Advice and Rules Jailbreak!

If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!

Sidebar - Advice and Rules Raise The Alarm!

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.

Sidebar - Additional Lore Unusual Misdemeanors

  • Altering the weather without a permit
  • Consuming (or refusing to consume) intoxicating substances on celebration days
  • Failing to clean up after animal companions
  • Flying within city limits
  • Selling potions without a license