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Caravan Guard (Human fighter 2)

By David Roberts - This image is available from the United States Library of Congress's Prints and Photographs divisionunder the digital ID ppmsca.08343.This tag does not indicate the copyright status of the attached work. A normal copyright tag is still required. See Commons:Licensing for more information., Public Domain, https://commons.wikimedia.org/w/index.php?curid=7312931, Caravan Guard
By David Roberts – This image is available from the United States Library of Congress’s Prints and Photographs divisionunder the digital ID ppmsca.08343.This tag does not indicate the copyright status of the attached work. A normal copyright tag is still required. See Commons:Licensing for more information., Public Domain, https://commons.wikimedia.org/w/index.php?curid=7312931

Caravan guards are sturdy veterans with an eye for troublemakers. Often surly and pugnacious, they ride alongside pack and wagon trains with crossbows at the ready, but if real danger threatens most are more comfortable fighting with their boots safely on the ground and sword and shield in hand.

Source: Pathfinder d20pfsrd.com

DESCRIPTION

Caravan guards can serve as scouts, messengers, or outriders. Replacing a caravan guard’s Alertness and Animal Affinity feats with Mounted Combat and Mounted Archery makes him more adept at fighting from horseback. Replacing Rapid Reload with Ride-By Attack or Trample, coupled with the Mounted Combat feats, creates a low-level nomadic horse warrior. For better flavor, exchange his longsword and heavy crossbow for a Scimitar and composite shortbow. Two slavers might use four caravan guards to watch their chattel (CR 7), while a squad of six caravan guards might accompany a highwayman (CR 8), or guard a group of six vagabonds (CR 8) or five pilgrims (CR 9). A troop of eight caravan guards is usually led by a sellsword (CR 9), or a traveling merchant or merchant prince can hire eight caravan guards to guard his caravan (CR 8 or 10).

Caravan Guard CR 1
XP 400

Human fighter 2

N Medium humanoid

Init +5; Senses Perception +4
DEFENSE
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dexterity, +1 shield)

hp 16 (2d10+5)

Fort +5, Ref +1, Will +1; +1 vs. fear

Defensive Abilities bravery +1
OFFENSE
Speed 20 ft.

Melee lance +5 (1d8+3/x3) or longsword +5 (1d8+3/19-20) or kukri +5 (1d4+3/18-20)

Ranged heavy crossbow +3 (1d10/19-20)
STATISTICS
Strength 17, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8

Base Atk +2; CMB +5; CMD 16

Feats Alertness, Animal Affinity, Improved Initiative, Rapid Reload

Skills Handle Animal +5, Intimidate +3, Perception +4, Profession (drover) +5, Ride +1, Sense Motive +3, Survival +5

Languages Common

Gear Banded mail, buckler, heavy crossbow with 10 bolts, kukri, lance, longsword, light horse (combat trained) with saddle, 1 gp

Boon Caravan guards can arrange for PCs to travel with a caravan to a destination of their choice, either as guests or as guards.

Section 15: Copyright Notice – Pathfinder RPG GameMastery 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.

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