There is a Remastered version
here.
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. 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.Legacy Content
LN Medium Human Humanoid
Source Gamemastery Guide pg. 232
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 13 • Humanoid (Society)
Perception +5; (8 to find concealed objects)
Languages Common
Skills Athletics +5, Intimidation +3, Legal Lore +1
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1
Items club, crossbow (10 bolts), dagger, sap, scale mail, signal whistle
AC 16; Fort +5, Ref +3, Will +3
HP 10
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] club +7 [+2/-3], Damage 1d6-2+4 bludgeoningMelee [one-action] sap +7 [+3/-1] (agile, nonlethal), Damage 1d6-2+4 bludgeoningRanged [one-action] crossbow +5 [+0/-5] (range increment 120 feet, reload 1), Damage 1d8-2 piercingRanged [one-action] club +5 [+0/-5] (thrown 10 feet), Damage 1d6-2+4 bludgeoningAll Monsters in "Officers"
Source Gamemastery Guide pg. 232Larger 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.
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.
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!
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.
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