NPCs/Guard
Guard
| Guard | |
|---|---|
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|
| Level | 1 |
| Size | Medium |
Description
Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders.
Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.
Defense & Saves
- HP: 20
- AC: 16
- Perception: +0
- Speed: 25 ft.
- Fortitude: +7
- Reflex: +5
- Will: +5
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +2 | +2 | +0 | +2 | -1 |
Skills
| Skill | Modifier |
|---|---|
| Athletics | +0 |
| Intimidation | +0 |
Actions & Abilities
Attacks
Crossbow (reload-1) +6 — 1d8 piercing- This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.
Sap (agile, nonlethal) +7 — 1d6+3 bludgeoning- A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon's purpose is to knock out its victim rather than to draw blood.
- Fist (agile, nonlethal, unarmed) +7 — 1d4+3 bludgeoning
Abilities
Reactive Strike (fighter)- @Localize[PF2E.NPC.Abilities.Glossary.ReactiveStrike]
+1 Bonus on Perception to Find concealed objects
Last synced: 2026-06-20 19:53
