Iron Guard Infiltrator
Iron Guards
50 gp / day
190 lbs
14

|
|

52 / 52
13
15
40
30
2
5
1

Leather Jerkin
Bracers, Leather
Clothes, Uniform
Cloak, Cloth
Crossbow Bolt Case
Boots, Leather
Dagger
 
Shortsword

  • Inventory Equipped:
  • Boots, Leather
    3 gp
  • Bracers, Leather
    5 gp
  • Cloak, Cloth
    1 gp
  • Crossbow Bolt Case
    1 gp
  • Dagger
    2 gp
  • Leather Jerkin
    45 gp
  • Shortsword
    10 gp
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped:
  • Dagger
    2 gp
  • Hand Crossbow
    75 gp
  • Shortsword
    10 gp
  • 20 Crossbow Bolt
    0.05 gp
  • Healing Potion, Minor
    15 gp
  • Manacles
    2 gp
  • Signal Whistle
    3 gp


  • Passive Abilities:
  • Pack Tactics
    500 gp
  • Skill ADV: Sneak
    2500 gp
  • Advanced Armor Training - Light
    2000 gp

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Agile Dodge
    500 gp
  • Fleet of Foot
    1000 gp

  • Attack Abilities:
  • Poison Attack (2d6)
    1600 gp
  • Flourish
    150 gp
  • Pinning Attack
    150 gp
  • Piercing Strike
    400 gp

  • Opportunity Attack Abilities:
  • Close Quarters Combat
    300 gp

You catch a flicker—hood drawn low, leather plates dulled with ash, twin blades crossed at the back. His boots barely scuff the stone, and his armor bends with the shadows between torchlight.

Iron Guard Infiltrators specialize in covert surveillance, sabotage, and quiet takedowns. Operating in plainclothes or shadow-toned gear, they gather intelligence, expose internal threats, and neutralize targets before open conflict erupts. Trained in stealth, interrogation, and urban tracking, they often work alone or embedded within enemy cells for extended periods.

Iron Guards
Creature Sub Type

Iron Guards are the hardened backbone of city defense—better trained, better equipped, and far more disciplined than common street guards. Stationed at gates, key intersections, and garrisons, they respond to riots, suppress organized crime, and serve as elite enforcers of local law.

They wear matching uniforms reinforced with chain or scale beneath dark gray surcoats, each marked with the sigil of the city or Iron Guard insignia. Their presence is deliberate and unyielding—boots like anvils, eyes always scanning.

Respected and feared. Iron Guards are known for their discipline, ruthlessness in combat, and lack of tolerance for corruption. While some see them as protectors of peace, others call them “Iron Dogs”—unyielding and cold, more loyal to order than to justice.

Clothes, Uniform
 

  • Inventory Equipped:
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped:
  • Healing Potion, Minor
    15 gp
  • Manacles
    2 gp
  • Signal Whistle
    3 gp

  • Extra Attack: +1

  • Skill Tier 2:
  • Common Language Skill

  • Skill Tier 3:
  • Empathy
  • Influence
  • Law
  • Navigation

  • The attack when rolled is considered to be unhindered, and does not count against your total attacks done this turn while in combat.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information