Kryx RPGThemesCreatures

Guard

Medium humanoid (any species)
Challenge

STR
1
DEX
1
CON
1
INT
0
WIS
0
CHA
0

11
2d8+2
18
Fort
+2
Ref
+2
Will
+0
Defense note chain hauberk, shield

Speed 5 m.
Skills Insight +0 (11), Perception +2 (13)
Languages any one language (usually Common)

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 4 (1d6 + 1) piercing damage.

Longspear. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 5/20 m. Hit: 5 (1d8 + 1) piercing damage, or 6 (1d10 + 1) piercing damage if used with two hands to make a melee attack.

Coastal, Desert, Forest, Grassland, Hill, Mountain, Urbansrd

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to force the creature on the defensive, buying your allies critical seconds. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failed save, it can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a successful save, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw (half as much on a failed save), target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.