Welknair
2011-05-09, 10:21 PM
The Guard
http://th00.deviantart.net/fs33/PRE/i/2008/299/a/5/Chelemby_City_Guard_by_Marc_the_Upstart.jpg
Just the job, ma'am.
-Reginald, town Guard
Guards are everywhere. They guard all sorts of things. They guard castles, towns, people, treasure, cities, the common welfare, and most anything you can think of. Most are just ordinary people doing the job. Some are a smidge better than others. These are those, moderately more effective Guards.
Becoming a Guard
Well, you see... first you go to the recruiting office...
Guards usually start out as Warriors who find that they wish to guard for a living. After a bit of time, they start getting the hang of things and learn the tricks to effective guarding. It takes time and determination, but most anyone can become a Guard.
Entry Requirements:
Alignment: Any Lawful
Base Attack Bonus: +3
Skills: Profession (Guard) 6
Skill Points at each level: 2 + Intelligence Modifier
Class Skills: Diplomacy, Gather Information, Intimidate, Knowledge (Local), Listen, Profession, Search, Sense Motive, Spot, Jump
Hit Dice: d10
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Keen Eyes
2nd
+2
+3
+0
+0
Where'd They Go?
3rd
+3
+3
+1
+1
Lie Detector
4th
+4
+4
+1
+1
Teamwork
5th
+5
+4
+1
+1
Voice of Authority
Weapon and Armor Proficiency: A Guard is proficient with all simple and martial weapons, all types of armor, and shields except tower shields.
Keen Senses: As a Guard, it's important to notice things. Add your Guard level to all Search, Spot, and Listen checks.
Where'd They Go?: Guards benefit from the Track feat, with one slight alteration. They use Knowledge (Local) instead of Survival for the check and the ability only works within the confines of a town, city, castle, or similar area.
Lie Detector: What's the point of having a guard if they can simply be lied to or otherwise fooled? A good Guard finds that the ability to separate the truth from the falsehoods is central to their job. They enjoy a bonus to all Sense Motive checks equal to their Guard level.
Teamwork: Teamwork is key to tracking down criminals and trespassers, especially when they're a good five HD above you. Guards may be a member of a squad containing up to four other Guards. A Guard may only be a member of one group at a time. Each time a 4th level Guard attacks a target, he may grant either a +2 bonus to hit to one of his squad-mates against the target he attacked, or else inflict a -2 penalty to hit on his target when making attacks on his squad-mates. The attack does not have to hit to have this effect though the total roll must be above 10.
Voice of Authority: When a high-ranking Guard bellows, people have a tendency to obey. Guards can make an Authoritative Shout as a move action which acts as an Intimidate Check against all wrong-doers (People disobeying the law or trespassing) within 60ft of the Guard. Surprisingly, this even works against PCs. They must make a Will Save at DC 15+Charisma Modifier or immediately comply with the orders of the Guard. So if the targets are NPCs, an Intimidate check is used and if the targets are PCs they PCs make the will save. An order given by Voice of Authority may be no more than five words. If the ordered person is under the effect of a Compulsion, they receive and immediate save. They may only receive an extra save once per day in this manner.
...
Yeah, I made another.
http://th00.deviantart.net/fs33/PRE/i/2008/299/a/5/Chelemby_City_Guard_by_Marc_the_Upstart.jpg
Just the job, ma'am.
-Reginald, town Guard
Guards are everywhere. They guard all sorts of things. They guard castles, towns, people, treasure, cities, the common welfare, and most anything you can think of. Most are just ordinary people doing the job. Some are a smidge better than others. These are those, moderately more effective Guards.
Becoming a Guard
Well, you see... first you go to the recruiting office...
Guards usually start out as Warriors who find that they wish to guard for a living. After a bit of time, they start getting the hang of things and learn the tricks to effective guarding. It takes time and determination, but most anyone can become a Guard.
Entry Requirements:
Alignment: Any Lawful
Base Attack Bonus: +3
Skills: Profession (Guard) 6
Skill Points at each level: 2 + Intelligence Modifier
Class Skills: Diplomacy, Gather Information, Intimidate, Knowledge (Local), Listen, Profession, Search, Sense Motive, Spot, Jump
Hit Dice: d10
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Keen Eyes
2nd
+2
+3
+0
+0
Where'd They Go?
3rd
+3
+3
+1
+1
Lie Detector
4th
+4
+4
+1
+1
Teamwork
5th
+5
+4
+1
+1
Voice of Authority
Weapon and Armor Proficiency: A Guard is proficient with all simple and martial weapons, all types of armor, and shields except tower shields.
Keen Senses: As a Guard, it's important to notice things. Add your Guard level to all Search, Spot, and Listen checks.
Where'd They Go?: Guards benefit from the Track feat, with one slight alteration. They use Knowledge (Local) instead of Survival for the check and the ability only works within the confines of a town, city, castle, or similar area.
Lie Detector: What's the point of having a guard if they can simply be lied to or otherwise fooled? A good Guard finds that the ability to separate the truth from the falsehoods is central to their job. They enjoy a bonus to all Sense Motive checks equal to their Guard level.
Teamwork: Teamwork is key to tracking down criminals and trespassers, especially when they're a good five HD above you. Guards may be a member of a squad containing up to four other Guards. A Guard may only be a member of one group at a time. Each time a 4th level Guard attacks a target, he may grant either a +2 bonus to hit to one of his squad-mates against the target he attacked, or else inflict a -2 penalty to hit on his target when making attacks on his squad-mates. The attack does not have to hit to have this effect though the total roll must be above 10.
Voice of Authority: When a high-ranking Guard bellows, people have a tendency to obey. Guards can make an Authoritative Shout as a move action which acts as an Intimidate Check against all wrong-doers (People disobeying the law or trespassing) within 60ft of the Guard. Surprisingly, this even works against PCs. They must make a Will Save at DC 15+Charisma Modifier or immediately comply with the orders of the Guard. So if the targets are NPCs, an Intimidate check is used and if the targets are PCs they PCs make the will save. An order given by Voice of Authority may be no more than five words. If the ordered person is under the effect of a Compulsion, they receive and immediate save. They may only receive an extra save once per day in this manner.
...
Yeah, I made another.