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Guard

Creature 1 — human, humanoid

AnvilFlankerLANDhumanoid

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.

Source: pathfinder-npc-core

Perception +7; (+8 to find concealed objects)
Languages common
Skills athletics +7, intimidation +5, Legal Lore +3
Str
+3
Dex
+2
Con
+2
Int
+0
Wis
+2
Cha
-1
Items Crossbow, Dagger, Sap, Scale Mail, Signal Whistle
AC 16 Fort +7 Ref +5 Will +5
HP 20
Speed 25 feet

Offense

Melee Fist (agile, nonlethal, unarmed) +7, Damage 1d4+3 bludgeoning
Melee Sap (agile, nonlethal) +7, Damage 1d6+3 bludgeoning
Ranged Crossbow (reload-1) +6, range increment 120 feet, Damage 1d8 piercing

Abilities

+1 Bonus on Perception to Find concealed objects
Reactive Strike

WORKS WELL WITH

FlankerLANDGuard's Reactive Strike discourages enemy movement, letting a Flanker safely maneuver for flanking.
MenderLANDGuard holds the frontline and takes hits, giving a Mender a durable recipient for healing.
WeaverLANDWeaver's forced movement keeps enemies inside the Guard's reach for Reactive Strike.

PUNISHES

✖ movement✖ manipulation
Another Anvil leaves the front line too static and lacking offensive pressure.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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