Guard
About
A guard protects a particular gate, person, building or boundary under an authority others may or may not recognize. Training emphasizes warning, containment and calling help; pursuit comes second. A guard who believes the law is behind them stands differently from a hired blade, using doors, shields and nearby witnesses to make resistance costly.
Stats
Save Rolls
Traits
Special Attack
Shield Press: bludgeoning, melee 5 ft, +2 to hit, 1d8+1. The target makes a Quick save; on a failed save, it is pushed 5 ft. If pushed against a wall, closed door or another guard, the target also suffers -2 Quick until the end of its next turn.
Special Defense
Call the Watch: where reinforcements plausibly exist, a guard may spend a turn sounding an alarm. Additional guards arrive in 1d6 rounds unless the alarm is silenced, the route is blocked or the DN determines nobody is close enough to answer.