Index: Town Guard

Humanoid

 

Town Guard

The Town guard looks equipped enough, clad in armor and a shield. Depending on your disposition they will either reach for their weapon in warning, or tip their headwear in greeting. Regardless, you keep in mind that as long as they are here, wherever you are, you'd best not aggravate them. Or, learn to run.
  Your average Town Guard. No alignment implication needed.  

Statistics

-General-

* = Proficiency
+1
+1
+2
+0
+0
+0
Fortitude Save
Reflex Save
Will Save
+2
+1
+0

-Combat-

  • Armor Class: 17
  • Max HP (+AHP): 20 (+10)
  • Average HP | Formula: 17 (+10) | 1d8+2+20 (+10)
  • Blockstun Breakpoints: 0 AHP, 1 HP
  • -
  • Speed: 25 ft
  • Initiative: +2
  • Creature Senses:None
  • -
  • Damage Vulnerabilities:None
  • Damage Reduction: None
  • Damage Resistances: None
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +1
      • Knowledge: Society(INT+Prof): +1
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: Common

    -Other Stats-

  • Base Threat Level: 2
  • EXP: 50
  • Creature Size: Small or Medium
  • Creature Type(s): Humanoid
  • Source(s): Core
  • -
  • Armor Type: Chain Mail, Light Shield
  • -

    Features

    Pack Tactics : ~0.5
    The Town Guard has advantage on attack rolls against a creature if at least one of their allies is within 5 feet of that same creature, and the ally is able to move and use actions.
     

    Actions

    Attacks | ◈ per, up to 2 a turn
    The Town Guard spends actions to attack with a Battle Axe or Sword. They will only attack twice, and will only use a """"necessary amount of of force"""" to """"subdue"""" the enemy. They won't hide it, either.
    Weapon Attack | ◈ | Melee Weapon Attack | +2 to hit | Hit: 6 ( 1d8+1 ) Slashing or Piercing damage
     

    -Tactics-

    Town Guards are either the brave few, or the problematic many. Depending on motives and operandi, the Town Guard may be an ally to adventurers or another hindrance. Many will fight to the death, though others can be persuaded to break their oaths.   Town Guards do not usually have manacles, but will use whatever is available for detainment if need be. Like twine.  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 11
    • Normal Loot
      • Success
        • 1d20+5 sp (min 0) + 2gp
      • Critical Success
        • None
    • Crafting
      • Success
        • None
      • Critical Success
        • None

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