All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


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

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite GuardCreature 2

Legacy Content

LN Medium Human Humanoid 
Source Gamemastery Guide pg. 232
Perception +9; (8 to find concealed objects)
Languages Common
Skills Athletics +9, Intimidation +7, Legal Lore +5
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1
Items club, crossbow (10 bolts), dagger, sap, scale mail, signal whistle
AC 20; Fort +9, Ref +7, Will +7
HP 30
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] club +11 [+6/+1], Damage 1d6+2+4 bludgeoningMelee [one-action] sap +11 [+7/+3] (agile, nonlethal), Damage 1d6+2+4 bludgeoningRanged [one-action] crossbow +9 [+4/-1] (range increment 120 feet, reload 1), Damage 1d8+2 piercingRanged [one-action] club +9 [+4/-1] (thrown 10 feet), Damage 1d6+2+4 bludgeoning

All Monsters in "Officers"

NameLevel
Archer Sentry2
Barrister-1
Captain of the Guard6
Executioner6
Guard1
Jailer3
Watch Officer3

Officers

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