Guard (Human Warrior 3)
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Guards of the city watch are vigilant soldiers, dedicated to keeping the peace and maintaining order. They defend the city walls and gates against external threats, but they also stand ready to break up fights and brawls, disarming or sundering weapons drawn in anger, forcing unruly citizens apart, and tending the wounded.
Different types can be created with lighter armor (breastplates and heavy shields) and one-handed weapons (battle axes or longswords). Replacing guards’ halberds with glaives, guisarmes, or ranseurs gives them a Reach attack. Outfitting guards with pikes makes a group of pikemen, while giving them tower shields and short swords creates crossbowmen for a siege.
Temple guards can replace Improved Sunder with Exotic Weapon Proficiency (two-bladed sword). Prison guards might replace Improved Sunder with Improved Unarmed Strike and Power Attack with Exotic Weapon Proficiency (Whip).
Four guards and a turnkey (CR 6) or a torturer (CR 7) can provide security for a small prison or dungeon. They can be encountered alone, in pairs (CR 3), in groups of four (CR 5), or as a patrol of six accompanied by a guard officer (CR 7), depending on how dangerous their city or neighborhood is.
Guard CR 1 |
XP 400 Human warrior 3 LN Medium humanoid Init +0; Senses Perception +3 |
DEFENSIVE |
AC 18, touch 10, flat-footed 18 (+8 armor) hp 19 (3d10+3) Fort +4, Ref +1, Will +1 |
OFFENSE |
Speed 20 ft. Melee halberd +5 (1d10+3/x3) or heavy flail +5 (1d10+3/1920) or sap +5 (1d6+2 nonlethal) Ranged heavy crossbow +3 (1d10/1920) |
STATISTICS |
Strength 14, Dexterity 11, Constitution 13, Intelligence 9, Wisdom 10, Charisma 8 Base Atk +3; CMB +5 (+7 sunder); CMD 15 (17 vs. sunder) Feats Alertness, Improved Sunder, Power Attack Skills Intimidate +5, Perception +3, Ride -3, Sense Motive +2 Languages Common Combat Gear potions of cure light wounds (2); Other Gear Half-plate, heavy crossbow with 10 bolts, halberd, heavy flail, sap, 5 gp Boon A guard can give accurate directions to any non-secret location in the city and can allow a PC to enter or leave through a gate after hours or without paying a gate tax. |
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DESCRIPTION
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Section 15: Copyright Notice – Pathfinder RPG Game Mastery Guide Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. |