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Human Guard/Foot Soldier

Human Guard/Foot Soldier


Power Level: 530CR: 1
Strength: 1Dexterity: 1Mind: 1
Fortitude: 2Reflex: 2Willpower: 2
Vitality: 72Life Points: 3
Base Attack Bonus: 1Damage Reduction: 13
Defense Bonus: +1Parry Bonus: 3
Combat Speed: 30Agility: 1Footwork: 1
Magic Reserve: 0Magic Potency: 0Magic Energy Threshold: 0
Awareness: +2Climb: 1Insight: +1
Jump: + 1Open Lock: 0Sleight of Hand: +0
Speech: +1Stealth: +1



Attack 1Spear +3 to hit16 True Damage +2d4+5 Damage
Attack 2Club +3 to hit20 True Damage + 2 Damage
Attack 3Power Attack-1 to hit, +4 to damage for any attack
Guards are typically locals who have been assigned to guard duty by their lord or volunteered. They don't usually have much combat training beyond self taught techniques unless they are guard captains but almost always have decent armor provided by local taxes. A single guard isn't much of a threat, but a squad of 8-10 guards will always be threatening to even a seasoned Quest Lord. They primarily fight with spears, hand axes, and clubs since they are cheap weapons to make and easy weapons to wield.
You can use this stat block for any guard NPC or lowly foot soldier of any humanoid species in your campaign. You can shift the stats and damage around slightly for guards and foot soldiers of other species, but the difference would be so minimal that it wouldn't be worth it.
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