役人 Officers
出典 Gamemastery Guide 232ページ
Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.
Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.
看守 Jailer
A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape.
“知識の想起”――人型生物(〈社会〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
“知識の想起”――人型生物(〈社会〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
看守 Jailer クリーチャー3
LN 中型 人間 人型生物
出典 Gamemastery Guide 233ページ
知覚+9;(視認困難状態の物体を見つける際は+10)
言語 共通語
技能 〈威圧〉+7、〈運動〉+11、〈交渉〉+5
【筋】+4、【敏】+3、【耐】+1、【知】±0、【判】+2、【魅】±0
アイテム クラブ、クロスボウ(ボルト20本)、鍵輪、呼子、単純な枷、スタデッド・レザー・アーマー
知覚+9;(視認困難状態の物体を見つける際は+10)
言語 共通語
技能 〈威圧〉+7、〈運動〉+11、〈交渉〉+5
【筋】+4、【敏】+3、【耐】+1、【知】±0、【判】+2、【魅】±0
アイテム クラブ、クロスボウ(ボルト20本)、鍵輪、呼子、単純な枷、スタデッド・レザー・アーマー
移動速度 25フィート
近接 [one-action] クラブ +11[+6/+1]、ダメージ 1d6+8[殴打]
遠隔 [one-action] クロスボウ +10[+5/+0](射程単位120フィート、装填:1)、ダメージ 1d8+4[刺突]
遠隔 [one-action] クラブ +10[+5/+0](投擲:10フィート)、ダメージ 1d6+6[殴打]
Efficient Capture/Efficient Capture [three-actions] (攻撃、操作) 必要条件 The jailer has manacles in hand and is adjacent to a creature; 効果 The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll with a +9 modifier against the target's AC, they apply the manacles.
威圧打撃/Intimidating Strike [two-actions] (感情、恐怖、ファイター、精神) 看守は近接“打撃”を1回行う。それが命中してダメージを与えたなら、目標は恐れ状態1になる(クリティカル・ヒットの場合は恐れ状態2)。
Subdue Prisoners/Subdue Prisoners The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club.
近接 [one-action] クラブ +11[+6/+1]、ダメージ 1d6+8[殴打]
遠隔 [one-action] クロスボウ +10[+5/+0](射程単位120フィート、装填:1)、ダメージ 1d8+4[刺突]
遠隔 [one-action] クラブ +10[+5/+0](投擲:10フィート)、ダメージ 1d6+6[殴打]
Efficient Capture/Efficient Capture [three-actions] (攻撃、操作) 必要条件 The jailer has manacles in hand and is adjacent to a creature; 効果 The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll with a +9 modifier against the target's AC, they apply the manacles.
威圧打撃/Intimidating Strike [two-actions] (感情、恐怖、ファイター、精神) 看守は近接“打撃”を1回行う。それが命中してダメージを与えたなら、目標は恐れ状態1になる(クリティカル・ヒットの場合は恐れ状態2)。
Subdue Prisoners/Subdue Prisoners The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club.
護衛 Guard
Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
護衛 Guard クリーチャー1
LN 中型 人間 人型生物
出典 Gamemastery Guide 232ページ
知覚+7;(視認困難状態の物体を見つける際+8)
言語 共通語
技能 〈威圧〉+5、〈運動〉+7、〈知識:法律〉+3
【筋】+4、【敏】+2、【耐】+2、【知】±0、【判】+2、【魅】-1
アイテム クラブ、クロスボウ(ボルト10本)、ダガー、サップ、スケイル・メイル、呼子
知覚+7;(視認困難状態の物体を見つける際+8)
言語 共通語
技能 〈威圧〉+5、〈運動〉+7、〈知識:法律〉+3
【筋】+4、【敏】+2、【耐】+2、【知】±0、【判】+2、【魅】-1
アイテム クラブ、クロスボウ(ボルト10本)、ダガー、サップ、スケイル・メイル、呼子
移動速度 25フィート
近接 [one-action] クラブ +9[+4/-1]、ダメージ 1d6+4[殴打]
近接 [one-action] サップ +9[+5/+1](機敏、非致傷)、ダメージ 1d6+4[殴打]
遠隔 [one-action] クロスボウ +7[+2/-3](射程単位120フィート、装填:1)、ダメージ 1d8[刺突]
遠隔 [one-action] クラブ +7[+2/-3](投擲:10フィート)、ダメージ 1d6+4[殴打]
近接 [one-action] クラブ +9[+4/-1]、ダメージ 1d6+4[殴打]
近接 [one-action] サップ +9[+5/+1](機敏、非致傷)、ダメージ 1d6+4[殴打]
遠隔 [one-action] クロスボウ +7[+2/-3](射程単位120フィート、装填:1)、ダメージ 1d8[刺突]
遠隔 [one-action] クラブ +7[+2/-3](投擲:10フィート)、ダメージ 1d6+4[殴打]
護衛隊長 Captain of the Guard
The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward.
“知識の想起”――人型生物(〈社会〉) : DC 22
一般的な知識 : DC 20
専門知識 : DC 17
“知識の想起”――人型生物(〈社会〉) : DC 22
一般的な知識 : DC 20
専門知識 : DC 17
護衛隊長 Captain of the Guard クリーチャー6
LN 中型 人間 人型生物
出典 Gamemastery Guide 234ページ
知覚+15
言語 共通語
技能 〈威圧〉+13、〈運動〉+15、〈交渉〉+11、〈社会〉+10、〈知識:戦争〉+8、〈知識:法律〉+12
【筋】+5、【敏】±0、【耐】+2、【知】±0、【判】+3、【魅】+3
アイテム +1 ロングソード、クロスボウ(ボルト20本)、ダガー、フル・プレート、鋼鉄製シールド(硬度5、20 HP、BT 10)
知覚+15
言語 共通語
技能 〈威圧〉+13、〈運動〉+15、〈交渉〉+11、〈社会〉+10、〈知識:戦争〉+8、〈知識:法律〉+12
【筋】+5、【敏】±0、【耐】+2、【知】±0、【判】+3、【魅】+3
アイテム +1 ロングソード、クロスボウ(ボルト20本)、ダガー、フル・プレート、鋼鉄製シールド(硬度5、20 HP、BT 10)
AC 24(“盾を掲げる”時26);頑健+14、反応+12、意志+15
HP 95
Aura of Command/Aura of Command (オーラ、感情、精神) 30フィート. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.
Bravery/Bravery When the captain of the guard rolls a success on a Will save against a feareffect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
Shield Warden/Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.
機会攻撃 [reaction]
盾防御 [reaction]
HP 95
Aura of Command/Aura of Command (オーラ、感情、精神) 30フィート. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.
Bravery/Bravery When the captain of the guard rolls a success on a Will save against a feareffect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
Shield Warden/Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.
機会攻撃 [reaction]
盾防御 [reaction]
移動速度 20フィート
近接 [one-action] ロングソード+18[+13/+8](魔法、多用途:[刺突])、ダメージ 1d8+11[斬撃]
遠隔 [one-action] クロスボウ +12[+7/+2](射程単位120フィート、装填:1)、ダメージ 1d8+6[刺突]
Shielded Advance/Shielded Advance [one-action] 必要条件 The captain of the guard has their shield raised; 効果 The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves , in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.
近接 [one-action] ロングソード+18[+13/+8](魔法、多用途:[刺突])、ダメージ 1d8+11[斬撃]
遠隔 [one-action] クロスボウ +12[+7/+2](射程単位120フィート、装填:1)、ダメージ 1d8+6[刺突]
Shielded Advance/Shielded Advance [one-action] 必要条件 The captain of the guard has their shield raised; 効果 The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves , in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.
死刑執行人 Executioner
Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands.
“知識の想起”――人型生物(〈社会〉) : DC 22
一般的な知識 : DC 20
専門知識 : DC 17
“知識の想起”――人型生物(〈社会〉) : DC 22
一般的な知識 : DC 20
専門知識 : DC 17
死刑執行人 Executioner クリーチャー6
LN 中型 人間 人型生物
出典 Gamemastery Guide 235ページ
知覚+12
言語 共通語
技能 〈威圧〉+13、〈医術〉+10、〈運動〉+15
【筋】+5、【敏】+2、【耐】+3、【知】-1、【判】+2、【魅】+2
アイテム +1 グレートアックス、頭巾、レザー・アーマー
知覚+12
言語 共通語
技能 〈威圧〉+13、〈医術〉+10、〈運動〉+15
【筋】+5、【敏】+2、【耐】+3、【知】-1、【判】+2、【魅】+2
アイテム +1 グレートアックス、頭巾、レザー・アーマー
AC 23;頑健+15、反応+12、意志+14
HP 105
HP 105
移動速度 25フィート
近接 [one-action] グレートアックス+16[+11/+6](魔法、薙ぎ)、ダメージ 1d12+9[斬撃]
Behead/Behead [three-actions] 必要条件 The executioner is adjacent to a dying creature or a creature specifically prepared for a killing blow; 効果 The executioner Strikes the creature with their greataxe. On a hit, in addition to taking damage, the target must attempt a Fortitude save or be reduced to 0 HP and become dying 1. If the creature was already dying (including if it was reduced to 0 HP by the Strike's damage), the creature's dying value increases by 1, in addition to any increase from the Strike. On a critical failure, the creature dies instantly. If the executioner's Strike was a critical hit, the target uses the outcome for one degree of success worse than the result of their saving throw.
威圧打撃/Intimidating Strike [two-actions] (感情、恐怖、ファイター、精神) 死刑執行人は近接“打撃”を1回行う。それが命中してダメージを与えたなら、目標は恐れ状態1になる(クリティカル・ヒットの場合は恐れ状態2)。
Mark for Death/Mark for Death [one-action] (精神集中) The executioner marks a single creature they can see for death. The first time each round the executioner Strikes that creature, the Strike deals 1d12 additional precision damage. The creature remains marked for death until the executioner is knocked out, marks a different creature for death, or the encounter ends.
近接 [one-action] グレートアックス+16[+11/+6](魔法、薙ぎ)、ダメージ 1d12+9[斬撃]
Behead/Behead [three-actions] 必要条件 The executioner is adjacent to a dying creature or a creature specifically prepared for a killing blow; 効果 The executioner Strikes the creature with their greataxe. On a hit, in addition to taking damage, the target must attempt a Fortitude save or be reduced to 0 HP and become dying 1. If the creature was already dying (including if it was reduced to 0 HP by the Strike's damage), the creature's dying value increases by 1, in addition to any increase from the Strike. On a critical failure, the creature dies instantly. If the executioner's Strike was a critical hit, the target uses the outcome for one degree of success worse than the result of their saving throw.
威圧打撃/Intimidating Strike [two-actions] (感情、恐怖、ファイター、精神) 死刑執行人は近接“打撃”を1回行う。それが命中してダメージを与えたなら、目標は恐れ状態1になる(クリティカル・ヒットの場合は恐れ状態2)。
Mark for Death/Mark for Death [one-action] (精神集中) The executioner marks a single creature they can see for death. The first time each round the executioner Strikes that creature, the Strike deals 1d12 additional precision damage. The creature remains marked for death until the executioner is knocked out, marks a different creature for death, or the encounter ends.
弁護士 Barrister
Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge.
“知識の想起”――人型生物(〈社会〉) : DC 13
一般的な知識 : DC 11
専門知識 : DC 8
“知識の想起”――人型生物(〈社会〉) : DC 13
一般的な知識 : DC 11
専門知識 : DC 8
弁護士 Barrister クリーチャー-1
LN 中型 人間 人型生物
出典 Gamemastery Guide 232ページ
知覚+6
言語 共通語
技能 〈芸能〉+10、〈交渉〉+12、〈社会〉+9、〈知識:法律〉+13、〈ペテン〉+10
【筋】±0、【敏】+1、【耐】+1、【知】+3、【判】+2、【魅】+4
Sway the Judge and Jury/Sway the Judge and Jury A barrister gains a +2 circumstance bonus to Diplomacy checks to Make an Impression or Request something of the deciding members within a courtroom. If the barrister successfully Performs against a DC of 20 during the 20 minutes prior to the check, they increase the circumstance bonus to +4.
アイテム 法律書(学術書として機能する)、法廷用衣装(衣服として機能する)、筆記用具一式
知覚+6
言語 共通語
技能 〈芸能〉+10、〈交渉〉+12、〈社会〉+9、〈知識:法律〉+13、〈ペテン〉+10
【筋】±0、【敏】+1、【耐】+1、【知】+3、【判】+2、【魅】+4
Sway the Judge and Jury/Sway the Judge and Jury A barrister gains a +2 circumstance bonus to Diplomacy checks to Make an Impression or Request something of the deciding members within a courtroom. If the barrister successfully Performs against a DC of 20 during the 20 minutes prior to the check, they increase the circumstance bonus to +4.
アイテム 法律書(学術書として機能する)、法廷用衣装(衣服として機能する)、筆記用具一式
AC 13;頑健+3、反応+3、意志+12
HP 8
HP 8
移動速度 25フィート
近接 [one-action] 拳 +4[+0/-4](機敏、非致傷)、ダメージ 1d4[殴打]
Cite Precedent/Cite Precedent [one-action] (聴覚、言語) The barrister uses existing case law to undermine their opposition. If they succeed at a DC 20 Legal Lore check, they impose a -2 circumstance penalty on the next Diplomacy check an opponent attempts in a legal argument. Any further attempts to Cite Precedent fail until a new topic with different precedents is being argued.
近接 [one-action] 拳 +4[+0/-4](機敏、非致傷)、ダメージ 1d4[殴打]
Cite Precedent/Cite Precedent [one-action] (聴覚、言語) The barrister uses existing case law to undermine their opposition. If they succeed at a DC 20 Legal Lore check, they impose a -2 circumstance penalty on the next Diplomacy check an opponent attempts in a legal argument. Any further attempts to Cite Precedent fail until a new topic with different precedents is being argued.
見張り Watch Officer
Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness.
“知識の想起”――人型生物(〈社会〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
“知識の想起”――人型生物(〈社会〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
見張り Watch Officer クリーチャー3
LN 中型 人間 人型生物
出典 Gamemastery Guide 234ページ
知覚+8;(“真意看破”時+9)
言語 共通語
技能 〈威圧〉+9、〈運動〉+11、〈交渉〉+6、〈社会〉+5、〈知識:法律〉+7
【筋】+4、【敏】+1、【耐】+3、【知】±0、【判】+1、【魅】+1
アイテム ブレストプレート、クロスボウ(ボルト20本)、ダガー、呼子、鋼鉄製シールド(硬度5、20 HP、BT 10)、ウォーハンマー
知覚+8;(“真意看破”時+9)
言語 共通語
技能 〈威圧〉+9、〈運動〉+11、〈交渉〉+6、〈社会〉+5、〈知識:法律〉+7
【筋】+4、【敏】+1、【耐】+3、【知】±0、【判】+1、【魅】+1
アイテム ブレストプレート、クロスボウ(ボルト20本)、ダガー、呼子、鋼鉄製シールド(硬度5、20 HP、BT 10)、ウォーハンマー
AC 20(“盾を掲げる”時22);頑健+10、反応+6、意志+8
HP 45
Air of Authority/Air of Authority (オーラ、感情、精神) 10フィート. Creatures in the aura who are the same or lower level than the watch officer take a -2 status penalty to their Will DC against the watch officer's attempts to Coerceor Demoralize them.
Bravery/Bravery When the watch officer rolls a success on a Will save against a feareffect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
機会攻撃 [reaction]
盾防御 [reaction]
HP 45
Air of Authority/Air of Authority (オーラ、感情、精神) 10フィート. Creatures in the aura who are the same or lower level than the watch officer take a -2 status penalty to their Will DC against the watch officer's attempts to Coerceor Demoralize them.
Bravery/Bravery When the watch officer rolls a success on a Will save against a feareffect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
機会攻撃 [reaction]
盾防御 [reaction]
移動速度 25フィート
近接 [one-action] ウォーハンマー +13[+8/+3](突き飛ばし)、ダメージ 1d8+7[殴打]
遠隔 [one-action] クロスボウ +10[+5/+0](射程単位120フィート、装填:1)、ダメージ 1d8+3[刺突]
Sudden Charge/Sudden Charge [two-actions] 頻度 once per round; 効果 The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
近接 [one-action] ウォーハンマー +13[+8/+3](突き飛ばし)、ダメージ 1d8+7[殴打]
遠隔 [one-action] クロスボウ +10[+5/+0](射程単位120フィート、装填:1)、ダメージ 1d8+3[刺突]
Sudden Charge/Sudden Charge [two-actions] 頻度 once per round; 効果 The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
弓の歩哨 Archer Sentry
弓の歩哨は一般兵よりもわずかに優れており、城壁や駐屯地、その他の重要な場所に配置され、戦いに巻き込まれずに犯罪者や襲撃者を狙い撃ちする。
“知識の想起”――人型生物(〈社会〉) : DC 16
一般的な知識 : DC 14
専門知識 : DC 11
“知識の想起”――人型生物(〈社会〉) : DC 16
一般的な知識 : DC 14
専門知識 : DC 11
弓の歩哨 Archer Sentry クリーチャー2
LN 中型 人間 人型生物
出典 Gamemastery Guide 233ページ
知覚+11
言語 共通語
技能 〈威圧〉+4、〈運動〉+6、〈軽業〉+8、〈知識:法律〉+4
【筋】+2、【敏】+4、【耐】+1、【知】±0、【判】+3、【魅】±0
アイテム コンポジット・ロングボウ(アロー100本)、レザー・アーマー、ショートソード、呼子
知覚+11
言語 共通語
技能 〈威圧〉+4、〈運動〉+6、〈軽業〉+8、〈知識:法律〉+4
【筋】+2、【敏】+4、【耐】+1、【知】±0、【判】+3、【魅】±0
アイテム コンポジット・ロングボウ(アロー100本)、レザー・アーマー、ショートソード、呼子
AC 19;頑健+7、反応+10、意志+7
HP 30
HP 30
移動速度 25フィート
近接 [one-action] ショートソード +10[+6/+2](機敏、巧技、多用途:[刺突])、ダメージ 1d6+3[斬撃]
遠隔 [one-action] コンポジット・ロングボウ +10[+5/+0](致命的:1d10、射程単位100フィート、装填:0、遠射用:30フィート)、ダメージ 1d8+2[刺突]
歩哨の狙い撃ち/Sentry's Aim [two-actions] (精神集中) 弓の歩哨は注意深く狙いを定めて発射する。+1の状況ボーナスで遠隔武器“打撃”を行う。“打撃”は視認困難状態、初級遮蔽、遮蔽を無視し、上級遮蔽を遮蔽へと減少させる。
近接 [one-action] ショートソード +10[+6/+2](機敏、巧技、多用途:[刺突])、ダメージ 1d6+3[斬撃]
遠隔 [one-action] コンポジット・ロングボウ +10[+5/+0](致命的:1d10、射程単位100フィート、装填:0、遠射用:30フィート)、ダメージ 1d8+2[刺突]
歩哨の狙い撃ち/Sentry's Aim [two-actions] (精神集中) 弓の歩哨は注意深く狙いを定めて発射する。+1の状況ボーナスで遠隔武器“打撃”を行う。“打撃”は視認困難状態、初級遮蔽、遮蔽を無視し、上級遮蔽を遮蔽へと減少させる。