Guard
Table of contents
- Vitality Gen Dice is 1d20, +1d8 per level
- Soul Gen Dice is 1d6, +1d4 per level
- Power Gen Dice is 1d6, +1d4 per level
- Uses swords, rods, and maces
- Can use any armor or shield
Being a noble guard, member of the city watch, or patrolman (depending upon your campaign and setting) means that you belong to a group of dedicated servants to society. You are there to protect the peace and are rightly equipped to do so. You know how to defend yourself and others, are decent in a fight, and have great investigative abilities. You can't tolerate thievery and have no stomach for policy making and backroom deals.
The Guard Profession is all about defending others.It is the profession of the City Watch, the Kings' Guard, and other related professions. The Guard makes a great tank character.
Effects on Weapon Usage
Guards are defenders, not warriors. Therefore they use only weapons that have a block value.
Effects on Armor Usage
Guards can use any armor or shield.
Effects of Leveling Up
The following table shows what you get for leveling up no matter your profession:
Upon Reaching Level | You Get The Following |
---|---|
1 | 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell |
2 | 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill |
3 | 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell |
4 | 1 profession skills, 1 non profession skill, 1 extra support action |
5 | 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell |
6 | 2 skills of your choice, profession or non profession; 1 extra move action |
7 | 1d6 points to place in your stat traits |
8 | 1d4 stat points, 1d4 trait points, 1 spell |
9 | 2 stat trait points, 2 skills profession or non profession |
10 | 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action |
11 | 1d4 stat trait points |
12 | 2 skills of choice, profession or non profession |
13 | 1d4 stat points, 2 stat trait points, 1 spell |
14 | 2 stat trait points, 1 skill of choice, 1 extra support action |
15 | 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell |
16 | 2 skills of choice |
17 | 1d4 stat trait points, 1 extra move action |
18 | 1d4 skills of choice, 1d4 spells |
19 | 1 extra attack |
20 | 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support) |
You also get the following bonuses for leveling up your guard
Level | Guard Bonuses for Level |
---|---|
2 | +1 to Defense, Endure, Brace; 1 Ability |
4 | +2 to Defense; +1 to Vitality Save; 1 Ability |
6 | +1 to Acrobactics; +1d10 to Fortitude; 1 Ability; +1 to Vitality Save |
8 | + 1d4 to Athletics, Acrobactics, and Brace; 1 Ability |
10 | +1 to Offensive Power; +1d10 to Strength; +1 to Endure, Brace, Move, and Athletics; 2 Abilities; +1 to Power Save |
14 | +1 to all Fortitude traits; 1d4 abilities; +1 to Power Save |
18 | +1d10 to Fortitude; +1d6 to Strength; +1 to Defense; +2 to Move |
20 | +1 to all Fortitude traits; 1d4 abilities |
Skills
Guards specialize in defense skills.
Skill
|
Stat Cost
|
Range
|
Area
|
Duration
|
Requirements
|
Effects |
Success Roll
|
---|---|---|---|---|---|---|---|
Anger | 1 Soul | 1 target | 1 target | 1d4 rounds | Taunt | This skill is used on the target that you have already taunted. This skill causes that target to become angry with you, so angry that the target cannot help its allies and must only fixate on you. | Influence -3 |
Armor Tuck | 2 Power | self | self | 1d4 rounds | Shield Wall | With this skill you tuck yourself in a way to close up as many openings as possible. This increases your physical armor by 1 for the duration. | defense -4 |
Attention Lock | 4 Soul | any target in area | 4x4 spaces around you | 1d4 rounds | Frustrate | This skill causes any targets that are in a 4x4 space around you to fixate on you. They must make insight checks to break free from that fixation, otherwise you are the only target they can target. | Influence -5 |
Bash Defense | 2 Power | self | self | 1d4 rounds | N/A | This reduces all bashing damage against you by 20%. | Defense |
Block or Parry | 2 Power | self | self | instant | N/A | Block attack with shield or parry attack with weapon. This causes the attack to be reduced by your weapon's attack value or your shield's block value. If those values are equal to or greater than the damage dealt to you, you receive no damage. Otherwise you receive the reduced damage.This reduction is last following any other reductions. | Defense -5 |
Brace Others | 2 Power | move range | 1 ally | instant | Stand Your Ground | If an ally is being moved or knocked down, you can use this skill to run behind the ally and brace the ally. This adds your brace to your ally's brace, making it more possible for your ally to remain standing. | Defense -2 |
Chop Defense | 2 Power | self | self | 1d4 rounds | N/A | This reduces all chop damage against you by 20%. | Defense |
Combo Guard | 2 Power | move range | 1 ally | instant | Guard | With this skill you can defend the ally that you can reach from 1d6 attacks, assuming you survive all of the attacks. | React -5 |
Daze or Stun Defense | 4 Soul | self | self | instant | Poison or Sickness Defense | You can use this skill to give you a +1d4 to Endure for that instance to resist a daze or stunning attack. | Brace -2 |
Defense Empowerment | 2 Soul | self | self | 1d4 rounds | N/A | This empowers your Defense trait by 1d4. | Endure |
Deflect 1-Target Spell | 6 Power, 2 Soul | self | self | instant | Runic Block | You use this skill with Block or Parry. When you Block or Parry the attack you can deflect a single target spell from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected spell. You are only able to deflect the blocked amount of damage. | Arcana -2 |
Deflect Hit | 4 Power | self | self | instant | Block or Parry | You use this skill with Block or Parry. When you Block or Parry the attack you can deflect it from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected blow. You are only able to deflect the blocked amount of damage. | Athletics -2 |
Disarm | 1 Power | self | self | instant | Block or Parry | You use this skill with Block or Parry. When you block or parry the attack you can disarm the attacker. | Athletics +1 |
Distration | 1 Soul | 1 target | 1 target | instant | N/A | This skill distracts the target. If the target has an ongoing effect, skill, or spell, it is ended. The target can make a focus check to prevent this. | Intimidate |
Frustrate | 1 Soul | 1 target | 1 target | 1d4 rounds | Anger | This is used on the target that you have already taunted. This target becomes frustrated and has to make focus checks for every action. | Influence -4 |
Guard | N/A | move range | 1 ally | Instant | N/A | With this skill you can defend any ally that you can make it to. You take the attack for that ally. You are able to use one defensive skill when you guard. | React |
Knock Down Defense | 6 Power | self | self | instant | Daze or Stun Defense | You can use this skill to give you a +1d4 to Brace for that instance to prevent from being knocked down. | Endure -2 |
Mortal Guard | 6 Soul | self | self | instant | Knock Down Defense | You can use this skill to give yourself +1d6 to Vitality Save for that instance to avoid a one hit kill, instant death, or other related situation. | Survival -2 |
Pierce Defense | 2 Power | self | self | 1d4 rounds | N/A | This reduces all piercing damage against you by 20%. | Defense |
Poison or Sickness Defense | 2 Soul | self | self | instant | N/A | You can use this skill when you need to make an immunity or health check against a poison or sickness status effect. This skill increases that instance your Immunity and Health traits by + 1d4. | Survival -1 |
Runic Block | 4 Soul | self | self | instant | Runic Defense | This skill allows you to use your weapon or shield to block magic damage. This causes the magic attack to be reduced by 1/2 your weapon's attack value or 1/2 your shield's block value. If those values are equal to or greater than the damage dealt to you, you receive no damage. Otherwise you receive the reduced damage.This reduction is last following any other reductions. | Arcane -2 |
Runic Defense | 2 Soul | self | self | 1d4 rounds | N/A | This skill allows you to use Defense against magic attacks. | Arcane |
Runic Guard | 2 Soul | move range | 1 ally | instant | Guard and Runic Defense | With this skill you can defend any ally you can reach from a magic attack, using a runic defense skill. | Arcana -2 |
Shield Wall | 3 Power | self | self | 1d4 rounds | N/A | With this skill you make yourself small, trying to hide more behind your shield. This increases your physical armor for that time by 1 and your defense by 1, but only to frontal attacks. | Defense |
Slash Defense | 2 Power | self | self | 1d4 rounds | N/A | This reduces all slash damage against you by 20%. | Defense |
Stand Your Ground | 2 Power | self | self | 1d4 rounds | N/A | This skill doubles your Brace, making it that much harder to be moved or knocked down. | Defense -2 |
Taunt | 1 Soul | 1 target | 1 target | 1d4 rounds | N/A | If successful the target will only target you. | Influence -1 |
Use Other's as Shield | 1 Soul | 1d4 | 1 target | instant | N/A | If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a second hit chance with a penalty of 1d6 check to attack you instead. | Deception |
Use Potion as Defense | N/A | self | self | instant | N/A | This skill allows you to drink a potion as your defensive action. | Medicine |
Vitality Empowerment | 2 Soul | self | self | 1d4 rounds | N/A | This empowers your Vitality by 1d10. | Survival |
Abilities
A guard can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.
Ability
|
Effects |
---|---|
Absorb Replenish | You can use the damage you absorb to replenish either your Vitality or Soul by that amount. Must have Damage Absorb. |
Armor Proficiency |
This ability gives you proficiency in Light, Medium, or Heavy Armor. You must acquire this ability for each armor type you desire proficiency in.
|
Counter Attack | This ability allows you to make a react check to counter attack when you are attacked, as long as the attacker is in melee range. You get a +1 to React. |
Counter Attack for Allies | This ability allows you to counter attack for any of your allies should they be attacked. You can only do this once per round and the enemy that attacked your ally must be within weapon range. Must have Counter Attack. |
Damage Absorb | Allows you to absorb 25% of the damage with half of that going off of your Power. The absorbed damage does not affect your Vitality. |
Damage Redirect | You can redirect the absorbed and stored damage into your next physical attack, adding that value to your attack value. Must have Damage Store. |
Damage Store | You can store the absorbed damage to be used later. This stored damage will disappear when the battle is over. Must have Damage Absorb. |
Danger Sense | You are more keenly aware to the dangers around you. You have a +1 to Perceive and are allowed and able to make a perceive check before any ambush or trap. |
Defensive Stance | This ability allows you to take a defensive stance so that you are always ready to defend against an attack. This ability gives you 1 free defense move that can only be used to defend yourself against an attack with. Must have Self Defense Techniques. |
Heightened Senses | +1 to Perceive and Insight |
Keep Self | +1 to Mental Balance and Spiritual Balance against mental affecting status effects including possession. |
Physical Defense Proficiency | This ability increases your proficiency at defending against physical attacks. It does so by allowing you to roll twice for any defensive action. |
Reactive Guard | If you are standing within weapon's range of an enemy who is about to target an ally to far from you with a long range attack or spell, you can make an Attack of Opportunity to attack the enemy first, requiring that enemy to have to make a focus check to continue with its attack. Must have Heightened Senses. |
Self Defense Techniques | This ability increases Immunity, Endure, Defense, Health, and Brace +1. |
Weapon & Shield | You can quickly bring up your shield after your attack, preventing the target from using counter attack. Must have Danger Sense. |
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