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Jailer

A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape.

Recall Knowledge - Humanoid (Society): DC 18

Elite | Normal | Weak
Proficiency without Level

JailerCreature 3

LNMediumHumanHumanoid
Source Gamemastery Guide pg. 233
Perception +9; (10 to find concealed objects)
Languages Common
Skills Athletics +11, Diplomacy +5, Intimidation +7
Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +0
Items club, crossbow (20 bolts), keyring, signal whistle, simple manacles, studded leather armor
AC 20; Fort +8, Ref +10, Will +7
HP 45
Attack of Opportunity ReactionReaction
Speed 25 feet
Melee Single ActionSingle Action club +11 [+6/+1], Damage 1d6+8 bludgeoningRanged Single ActionSingle Action crossbow +10 [+5/+0] (range increment 120 feet, reload 1), Damage 1d8+4 piercingRanged Single ActionSingle Action club +10 [+5/+0] (thrown 10 feet), Damage 1d6+6 bludgeoningEfficient Capture Three ActionsThree Actions (attack, manipulate) Requirements The jailer has manacles in hand and is adjacent to a creature; Effect The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll with a +9 modifier against the target's AC, they apply the manacles.Intimidating Strike Two ActionsTwo Actions (emotion, fear, fighter, mental) The jailer makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Subdue Prisoners The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club.

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