Guard (Human Warrior 3)

To Medieval Characters

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Keeping Guard by Antonio Fabres. Keeping Guard by Antonio Fabres.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Guard CR 1
XP 400
Human warrior 3
LN Medium humanoid
Init +0; Senses Perception +3
DEFENSE
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+3/19–20) or sap +5 (1d6+2 nonlethal)
Ranged heavy crossbow +3 (1d10/19–20)
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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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 of guards may 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. Guards may 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.

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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To Medieval Characters

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