Guard
- 10% reduction in prices for items or services
- Start with Defense Proficiency at Level 1
- Start with either Self Defense Techniques at Level 1 or Reactive Guard at Level 1
- Negative morality removes price reduction bonus
- -1 Initiative
- Thief skills cost 25% more
- Uses weapons that have parry value
- 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.
Starting Bonuses and Penalties
You already know that playing as a guard grants you company issued equipment, 25 character points during character creation, and a 100 shillings per week salary. However these are not the only benefits a guard receives.
Tier Levels and Costs to Acquire
Tier 1
- Level 1: 25/50
- Level 2: 50/100
- Level 3: 75/150
- Level 4: 100/200
Tier 2
- Level 1: 50/100
- Level 2: 75/150
- Level 3: 100/200
- Level 4: 125/250
Tier 3
- Level 1: 75/150
- Level 2: 100/200
- Level 3: 125/250
- Level 4: 150/300
Tier 4
- Level 1: 100/200
- Level 2: 125/250
- Level 3: 150/300
- Level 4: 175/350
Tier 5
- Level 1: 125/250
- Level 2: 150/300
- Level 3: 175/350
- Level 4: 200/400
Tier 6
- Level 1: 150/300
- Level 2: 175/350
- Level 3: 200/400
- Level 4: 250/450
- A guard is regarded well by society and typically receives a small reduction in prices, typically 10%.
- A guard starts with Defense Proficiency at Level 1.
- A guard can choose to start with either Self Defense Techniques at Level 1 or Reactive Guard at Level 1.
- Guards are expected to always be upright citizens, therefore any negative morality will remove the price reduction bonus.
- Guards are by definition defensive characters who usually don't go first, therefore they have a -1 penalty to their initiative.
- Thief skills cost 25% more.
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.
Character Point Rate
Guards train so that they can protect others. They don't care as much about scholarly things or being sneaky. Instead, they want to know how to absorb and handle the most damage. Defense is the way to go for them.The Guard's character point rate is:
- Mental x 0.01; with an additional +0.2 for every level obtained in Defense Proficiency past level 1 (total of +0.6 bonus possible).
- A guard who gets all the skills in the Armor Proficiency chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
- A guard who gets all the skills in the Armor Proficiency chain at level 4 gets to roll 2d% increased by Mental as a percentage for extra character points.
- A guard who gets at least 1 level in every guard skill (one armor proficiency skill) gets their End of Session Bonus as extra character points.
- A guard's End of Session Bonus rate is your character point rate increased by 1/2 Fortitude. So if your character point rate is 1.5 and your Fortitude is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing.
Skills
Guards specialize in defense skills. For a guard, any skill listed below has its character point cost cut in half. Thief skills have their cost increased by 25%.
Guard Skills Progression
Guard Skills
Skill | Stat Cost | Description | Level Effects | Cost to Acquire |
---|---|---|---|---|
Area of Effect Defense | N/A | +5 to Defense and Spirit against explosions and other area of effect attacks. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 6 skill Level 1: 150/300 |
Armor Proficiency | N/A |
+1 to Evade, +1 to Defense and Spirit per level of mastery when wearing the armor type you are proficient in. This skill also grants the ability to different armor types if you are proficient in them. The armor types are:
Each armor type is its own skill. |
Level 1: +1 Level 2: +2 Level 3: +3 Level 4: +4; removes any profession armor handicap |
This is a Tier 1 skill Level 1: 25/50 |
Bash Defense | N/A | +2 to defense against bash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 4 skill Level 1: 100/200 |
Block or Parry Chance | 5 Endurance | First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less. |
Level 1: 20, 5 Endurance Level 2: 40, 10 Endurance Level 3: 60, 15 Endurance Level 4: 80, 20 Endurance |
This is a Tier 2 skill Level 1: 50/100 |
Break Chance | 8 Endurance | 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. |
Level 1: 5%; 8 Endurance Level 2: 10%; 16 Endurance Level 3: 15%; 24 Endurance Level 4: 20%; 32 Endurance |
This is a Tier 5 skill Level 1: 125/250 |
Breath Defense | N/A | +2 to spirit against breath attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 6 skill Level 1: 150/300 |
Chop Defense | N/A | +2 to defense against chop attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 3 skill Level 1: 75/150 |
Control Defense | N/A | 5% chance of immunity to possession or control per level of mastery. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
This is a Tier 5 skill Level 1: 125/250 |
Damage Absorb | 5 Endurance | Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal. |
Level 1: 5%; 5 Endurance Level 2: 10%; 10 Endurance Level 3: 15%; 15 Endurance Level 4: 20%; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Daze or Stun Defense | N/A | 10% chance of immunity to daze or stun per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
Defense Proficiency | N/A | Increase Defense while in Defensive Stance by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Defense with is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 1 skill Level 1: 25/50 |
Deflect 1-Target Spell | 5 Soul | 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Deflect Hit Chance | 5 Endurance | 10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 4 skill Level 1: 100/200 |
Disarm Chance | 5 Endurance | 10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 4 skill Level 1: 100/200 |
Heightened Senses | 5 Soul | +5 to Perceive and Detect for 1d4 hours |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Keep Self | N/A | +5 to Will against fear, rage, or loss of self for 1 hour. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Knock Down Defense | N/A | 10% chance of immunity to knock down per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 4 skill Level 1: 100/200 |
Mortal Guard | N/A | Increases Vitality Save by 5 per level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Pierce Defense | N/A | +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 5 skill Level 1: 125/250 |
Poison or Sickness Defense | N/A | 15% chance of immunity to poison or sickness per level of mastery. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
This is a Tier 2 skill Level 1: 50/100 |
Reactive Guard | N/A | +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Resistance Empowerment | 5 Endurance | Increase Resistance by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 2 skill Level 1: 50/100 |
Runic Block | 5 Soul | Allows for block value using shields to be used to block magic. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Runic Defense | N/A | Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 2 skill Level 1: 50/100 |
Self Defense Techniques | 5 Soul | +2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds. |
Level 1: +2, 1d4 rounds; 5 Soul Level 2: +4, 2d4 rounds; 10 Soul Level 3: +6, 3d4 rounds; 15 Soul Level 4: +8, 4d4 rounds; 20 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Slash Defense | N/A | +2 to defense against slash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 2 skill Level 1: 50/100 |
Vitality Empowerment | 5 Endurance | Increase Vitality by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Guard Growth
As you develop and master skills within your guard profession, you will become a more capable guard. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.
Tier 1: Basic Defender
This is the tier level you start out as. The starting bonuses listed earlier apply here.
Tier 2: Novice Defender
To reach this tier, you must acquire all of the skills in one of the Defense Proficiency chains at level 1. As a novice defender you benefit from the following bonuses:
- You can make a save throw for an additional defense, should you be out of actions.
- You gain 10% of your Fortitude as a modifier to Fortitude.
- +0.2 to Character Point Rate
Tier 3: Skilled Defender
To reach this tier, you must acquire all of the skills in one of the Defense Proficiency chains at level 2. As a skilled defender you benefit from the following bonuses:
- Your mortality is doubled so that you have a longer chance to recover and be revived.
- +0.2 to Character Point Rate
- You gain 10% of your Fortitude to your HP as a modifier
- You gain 10% of your React to your React as a modifier
Tier 4: Master Defender
To reach this tier, you must acquire all of the skills in one of the Defense Proficiency chains at level 3. As a master defender you benefit from the following bonuses:
- Defense and Spirit scores increased by 20%.
- +0.2 to Character Point Rate
- You gain 10% of your Fortitude to your Vitality as a modifier
- You gain 10% of your Fortitude as a modifier to Fortitude
- Armor no longer gives you initiative penalties
Combo Professions
With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Guards can open into the following combo professions: Duelist, Soldier, Paladin, and Dark Guard.
- Duelist: Duelist is a combo profession of Monk, Guard, and Thief
- Soldier: Soldier is a combo profession of Warrior, Guard, and Hunter
- Paladin: Paladin is a combo profession of Guard and Cleric and requires a positive morality
- Dark Guard: Dark Guard is a combo profession of Guard and Cleric and requires a negative morality
Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.
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