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Jailer - Officer 3
LAWFUL NEUTRALMEDIUMHUMANHUMANOID

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.
Perception Expert 10 to find concealed objects
Languages Common
Skills Athletics Expert , Diplomacy Trained , Intimidation Expert

STR +4 , DEX +3 , CON +1 , INT +0 , WIS +2 , CHA +0

Items Items club, crossbow (20 bolts), keyring, signal whistle, simple manacles, studded leather armor
AC 20
Saving Throws Fort +8, Ref +10, Will +7
HP45
Speed 25 ft
Melee Club expert +6 / +1 ] , Damage Bludgeoning
Ranged Crossbow expert +5 / +0 ] (range increment 120 feet, reload 1), Damage Piercing
Special Abilities
  • Attack of Opportunity Reaction
  • Efficient Capture
    • Three Actions (attack, manipulate)
    • Requirements The jailer has manacles in hand and is adjacent to a creature
    • Effect The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll Manacles against the target's AC, they apply the manacles.
  • Intimidating Strike Two Actions (emotion, fear, fighter, mental) The jailer makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.
  • Subdue Prisoners The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club.

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