Guard Patrol

Guard Patrol
Mob Monster, XP 1200 per Group (5 Guards)
Level 6 (+4)
"Patrol the walls, patrol the gatehouse, patrol the courtyard. Well, it may be a bit dull, but at least it’s easy money, am I right boys?!"
——Member of the Purple Guard in the King’s Army, just before an attack on the keep walls.
A well-trained unit of human guardsmen, equipped with Byrnies, Long Swords, and Light Shields. Practiced at combat as a unit, they understand how best to surround and apprehend a target. Should arrest be impossible, they are trained to subdue and even kill if necessary. They are all skilled combatants, able to overwhelm even a powerful enemy with the right tactics. A standard unit is set at 5 guards per station, with 2 typically serving as lookouts while the other 3 wait in reserve. Should they be alerted, they engage the source of the disturbance as a unit, sounding any alarms in the area or shouting warnings to any other nearby guards.
Awareness
17
Senses
Normal
Initiative
15/1d10
Hitpoints: 6
Healing Value: 1
Resilience: +3
Morale
1
AC
20/25
Touch
16
Fort
17
Reflex
21
Will
15
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 18
DEX
12 / 14
CON
13 / 15
INT
10 / 11
WIS
11 / 12
CHA
9 / 10
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+9 vs AC
Mob Attack
Make one attack on each target adjacent to one or more Guards. On a hit, deal 1d8+3 damage. Gain a +1 Power bonus to the Attack Roll and a +7 Power bonus to damage for each additional Guard (beyond the first) adjacent to the target. If one or more Guards has advantages from flanking, apply the best bonus to this attack roll. (Basic)
1d8+3 damage
Grapple +6
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
55 ft
Overland Movement
30 mi/day
Qualities
  • Monster Group: Each Guard Patrol is comprised of 5 individual Gurads, who attack cooperatively (see Mob Attack above), but are subject to attacks and damage individually.
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Rank 3 Balance [+2], Rank 3 Climb [+3], Rank 2 Jump [+0], Rank 2 Riding [-1], Rank 1 Swim [-1], Rank 1 Tumble [-3], Rank 3 Listen [+6], Rank 4 Spot [+8], Rank 2 Hunting [+4], Rank 2 Survival [+5], Rank 2 Martial Pract. [+5], Rank 1 Charm [+2], Rank 3 Coercion [+8], Rank 1 Manipulation [+2], Rank 2 Persuasion [+4], Rank 3 Bravery [+7], Rank 2 Intuition [+4], Rank 2 Suspicion [+4]
Feats: None
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 3 Martial
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Byrnie, Light Shield, Long Sword
Charm
+2
Coercion
+8
Deception
0
Manipulation
+2
Persuasion
+4
Aloofness
0
Bravery
+7
Intuition
+4
Tolerance
0
Suspicion
+4
Social
Composure: 12
Languages: Common
Motives:
Prejudices: