Guard Captain

Guard Captain
Level 8 (+4)
"Fall in! I heard a rumor that several soldiers escaped the barracks last night, and went on a merry jaunt around the village, harassing the local barmaids and farmer’s daughters! I assure you all that the offending members were not of my unit, because if they were, heavy disciplinary action would be required, and I know none of you here wish to repeat that experience, do you?!"
——Sanger Locksteel, Captain of the Guard disciplining his men.
Skilled, Strong, Intelligent, and Experienced, the Guard Captain serves as the leader of a unit of guards, typically in service to a military force, royalty, or wealthy nobility. They are armed with well-maintained equipment, favoring a Light Shield, Breastplate armor, and the Broadsword. A Guard Captain is equally skilled in offense and defense, able to protect allies while putting foes at a strong disadvantage. Above all else, the Captain tends to be loyal, otherwise they would not be put in charge of commanding large groups of armed warriors. They always carry out their duties to the best of their ability, and are very difficult to bribe or deceive, serving as an example to all other soldiers of lower rank.
Awareness
17
Senses
Normal
Initiative
16/1d10
Max HP
119
Resilience: +3
Healing Value: 23
Morale
2
Defenses
AC
24/29
Touch
19
Fort
19
Reflex
20
Will
18
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
17 / 20
DEX
13 / 16
CON
14 / 17
INT
11 / 13
WIS
12 / 14
CHA
16 / 18
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 4
Skirmish 30ft / 5
Sprint 55ft / 5
At-Will
Broad Sword
 [Lunge, Charge, OpportunityBasic
+10 vs AC (ArN 2)
Standard REC 6 • Melee Reach 5ft • One creature
2d8 + 5 (avg 14) Slashing damage (Crit 8%/6)
The Guard Captain takes a measured swing against a foe.
Thrown Dagger
Basic
+9 vs AC (ArN 0)
Standard REC 5 • Range 15ft • One creature within range
2d4 + 3 (avg 8) Slashing damage (Crit 3%/6)
The Guard Captain quickly throws a Dagger at an enemy.
Cleaving Broad Sword
 [LungeBasic
+10 vs AC (ArN 2)
Standard REC 7 • Melee Reach 5ft • Up to two continuous creatures within reach.
2d8 + 5 (avg 14) Slashing damage (Crit 8%/6)
The Guard Captain cuts with its sword at a wide arc, attempting to cut through multiple enemies. Make a single attack roll on all targets.
2d6 + 5 (avg 12) Bludgeoning damage
Grapple +9
Uses: 3
Short Rest
Empowering Swing
 [LungeBasic
+10 vs AC (ArN 2)
Standard REC 6 • Melee Reach 5ft • One creature
4d8 + 5 (avg 23) Slashing damage (Crit 8%/6)
The Guard Captain makes a skilled strike against a foe, bolstering itself with its skill. On a hit, the Human Guard Captain gains 10 Temporary Hitpoints.
One at a Time!
 [Lunge, Charge, OpportunityAdvanced
+10 vs AC (ArN 2)
Standard REC 6 • Melee Reach 5ft • Primary: One creature, Secondary: All adjacent creatures of medium size or smaller (except primary target)
4d8 + 5 (avg 23) Bludgeoning damage (Crit 8%/6)
The Guard Captain makes a heavy swing on his opponent, before following up with a mighty shove from his shield upon others. After the attack, all adjacent creatures of medium size or smaller (not the target) are Pushed 5ft away from the Captain.
Hold Steady Men!
Advanced
Focus FT 2, REC 0 • All allies that can hear the Guard Captain
At the Captain's Instruction, his allies take up a more defensive posture. For the next 10 segments, all allies of the Guard Captain gain a +1 bonus to AC and Touch. Multiple users of this ability do not stack.
Uses: 3
Extended Rest
Staggering Strikes
Advanced
+10 vs AC (ArN 2)
Standard REC 8 • Melee Reach 5ft • One or two creatures within reach.
2d8 + 5 (avg 14) Slashing damage (Crit 8%/6)
The Guard Captain unleashes a series of skilled blows to hinder its enemies. Make two attacks on the same or different targets. On a hit the target is Staggered [SE, ST 4d10 vs CON].
Cornering Blow
 [LungeAdvanced
+10 vs AC (ArN 2)
Standard REC 6 • Melee Reach 5ft • One creature
4d8 + 5 (avg 23) Bludgeoning damage (Crit 8%/6)
The Captain focuses on a single opponent, leaving them little chance for escape. On a hit, if the target moves before the Guard Captain's next turn, the Captain gains an Opportunity on the target.
Rally the Forces
Advanced
Focus FT 3, REC 0
With a shout of command, the Captain inspires the allies at his side. Tide of Battle shifts 2 points in the Captain's favor, to a maximum of +2. Additionally, the Demoralized condition is removed from any allies that can hear the Captain within 100 ft.
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will.
Skills: Balance R2 (+1), Climb R3 (+4), Jump R3 (+4), Riding R4 (+4), Swim R2 (+2), Listen R3 (+6), Spot R4 (+8), Cartography R2 (+5), First Aid R2 (+4), Hunting R2 (+5), Orienteering R3 (+6), Survival R2 (+5), Investigate R4 (+8), Martial Pract. R5 (+13), Coercion R3 (+9), Manipulation R2 (+5), Persuasion R5 (+10), Bravery R5 (+12), Intuition R2 (+4), Tolerance R2 (+5), Suspicion R2 (+4)
Feats: Tough, Tough, Heavy Hitter
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Martial
Combat Training: Melee 2, Ranged 2, Parry 4, Fort 2, Reflex 2, Will 2
Wits: +4, Brawn: +9
Equipment: Breast Plate, Light Shield, Broad Sword
Social
Languages: Common
Composure: 21
Charm
+1
Coercion
+9
Deception
+1
Manipulation
+5
Persuasion
+10
Aloofness
+1
Bravery
+12
Intuition
+4
Tolerance
+5
Suspicion
+4
Prejudices:
    Motives: Guard assigned area, capture or slay intruders