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.
Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10
Guard, Officer 1
Source Gamemastery Guide pg. 232
Perception +7; (8 to find concealed objects)
Languages Common
Skills Athletics +7, Intimidation +5, Legal Lore +3
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1
Items club, crossbow (10 bolts), dagger, sap, scale mail, signal whistle
AC 18; Fort +7, Ref +5, Will +5
HP 20
Attack of Opportunity
Speed 25 feet,
Melee club +9 [+4/-1], Damage 1d6+4 bludgeoning
Melee sap +9 [+5/+1] (agile, nonlethal), Damage 1d6+4 bludgeoning
Ranged crossbow +7 [+2/-3] (range increment 120 feet, reload 1), Damage 1d8 piercing
Ranged club +7 [+2/-3] (thrown 10 feet), Damage 1d6+4 bludgeoning
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