Guard
- HP
- 6-18
- AC
- 14
- DR
- 1
- Attacks
- 1
- Attack
- 1d8+1
- Size
- Medium
- Alignment
- Orderly Impartial (Arbiter)
- Intelligence
- Average (8-10)
- Saves
- Quick 1 / Tough 2 / Mind 2
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.
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.