strokesRPG: The War of the Burning Sky
Depository Tower Guard
DEPOSITORY TOWER GUARD CR 1
Male Half-Orc Warrior 3
LN Medium Humanoid (Orc)
Init + 0; Senses Darkvision (60 feet); Perception + 5
AC 18, touch 10, flat-footed 18 (+ 8 armor)
hp 19 (3d10 + 3)
Fort + 4, Ref + 1, Will + 1
Spd 20 ft.
Melee Flail, Heavy + 5 (1d10 + 3/19-20/x2) and
Gauntlet (from Armor) + 5 (1d3 + 2/20/x2) and
Halberd + 5 (1d10 + 3/20/x3) and
Sap + 5 (1d6 + 2/20/x2) and
Unarmed Strike + 5 (1d3 + 2/20/x2)
Ranged Crossbow, Heavy – 1 (1d10/19-20/x2)
Str 14, Dex 11, Con 13, Int 9, Wis 10, Cha 8
Base Atk + 3; CMB + 5; CMD 15
Feats Alertness, Power Attack – 1/+ 2
Skills Acrobatics – 7, Climb – 5, Escape Artist – 7, Fly – 7, Intimidate + 7, Perception + 5, Ride – 7, Sense Motive + 2, Stealth – 7, Swim – 5
Languages Common, Orc
SQ Orc Ferocity (1/day)
Combat Gear Half Plate, Crossbow, Heavy, Bolts, Crossbow (10), Halberd, Flail, Heavy, Sap; Other Gear Potion of Cure Light Wounds (2)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack – 1/+ 2 You can subtract from your attack roll to add to your damage.
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.
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.