There is a Remastered version
here.
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.
Legacy Content
LN Medium Human Humanoid
Source Gamemastery Guide pg. 233
Recall Knowledge DC 18 • Humanoid (Society)
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 [reaction]
Speed 25 feet
Melee [one-action] club +11 [+6/+1], Damage 1d6+8 bludgeoningRanged [one-action] crossbow +10 [+5/+0] (range increment 120 feet, reload 1), Damage 1d8+4 piercingRanged [one-action] club +10 [+5/+0] (thrown 10 feet), Damage 1d6+6 bludgeoningEfficient Capture [three-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-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"
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