Palace Guard

Level 4
Creature· humanMediumRemaster
AC
21
HP
60
Speed
25 ft.
Perception
+12
Fort
+12
Ref
+10
Will
+10
Languages common
Skills athletics +14, diplomacy +8, intimidation +8
Recall Knowledge DC 19 (society)

Attacks

Melee Halberd +14 (reach 10 ft., versatile-s), Damage 1d10+7 piercing
Melee Fist +14 (agile, nonlethal, unarmed), Damage 1d4+7 bludgeoning

Abilities

+2 to Perception to Initiativeinteraction
Guard's Parry

Trigger A creature attacks the palace guard's liege, and the liege is within the guard's melee reach


Effect The liege gains a +2 circumstance bonus to AC against the triggering attack, and the palace guard gains a +2 circumstance bonus to attack and damage rolls until the end of their next turn.


Effect: Guard's Parry (Guard)

Effect: Guard's Parry (Liege)

Reactive Strike
Crowd Control

Requirements The palace guard's last action was a successful halberd Strike


Effect The palace guard attempts to Reposition the creature they hit using their halberd's reach. This attempt neither applies nor counts toward the guard's multiple attack penalty.

Often the younger offspring of minor nobility or those from long lines of trusted staff, palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles, and keeping those in their charge as safe as possible.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.