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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 armour (breastplates and heavy shields) and one-handed weapons (battle axes or longswords). Some guards can Replace halberds with glaives, guisarmes, or ranseurs. Outfitting guards with pikes makes a group of pikemen, while giving them tower shields and short swords creates crossbowmen for a siege.
Combat Gear
potions of cure light wounds I:3 (2)
Other Gear half-plate, heavy crossbow with 10 bolts, halberd, broadsword or flail, sap, 5 bp
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.
Power Attack (Combat)
You can choose to take a –1 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Sunder and damage weapon (Combat)
You roll the damage rolls twice when sundering armour or damaging a weapon and take the better. You also receive a +2 to AP whenever an opponent tries to sunder your gear.
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