Fishcamps Guards

All sorts of dangers stalk the roads and frontiers of untamed lands. Aside from monsters, uncouth thugs and dangerous miscreants unfit for life among civilized folk beat their living out of travelers and settlers daring to find their own paths. Whether a lone highwayman or bands of ambush-laying robbers, these pirates of the trade ways are more than unthinking beasts—they’re cunning bandits who know their prey and deadly art all too well.

fishcamp_guard.jpg

CR 1
XP 400

human warrior 2
NE medium humanoid (human)
Init +2; Senses Perception -1

Defense
AC 15, touch 12, flat-footed 13 ( +3 armor, +2 Dex)
hp 17 (2d10 +2)
Fort +4, Ref +2, Will -1
Defense Abilities bravery +1

Offense
Speed 30 ft
Melee ogre hook +3 (1d10 +1/19-20)
Ranged shortbow +2 (1d6/x3)

Statistics
Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Skill Focus (Stealth), Weapon Focus (short sword)
Skills Intimidate +3, Perception +0, Stealth +4
Languages Common
Gear padded armor, buckler, short sword, shortbow +20 arrows, 8gp, 5 sp

Special Abilities
Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

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Fishcamps Guards

Reign of Winter Mortis