DEPOSITORY TOWER OFFICER CR 3
Male Dwarf Fighter 4
LN Medium Humanoid (Dwarf)
Init + 1; Senses Darkvision (60 feet); Perception + 2
AC 20, touch 11, flat-footed 19 (+ 9 armor, + 1 Dex)
hp 42 (4d10 + 12)
Fort + 7, Ref + 2, Will + 2
Defensive Abilities Bravery + 1, Defensive Training
Spd 20 ft.
Melee Gauntlet (from Armor) + 7 (1d3+3/20/x2) and
Javelin + 3 (1d6 + 3/20/x2) and
Masterwork Guisarme + 9 (2d4 + 6/20/x3) and
Net + 3 () and
Unarmed Strike + 7 (1d3 + 3/20/x2)
Str 16, Dex 13, Con 16, Int 8, Wis 12, Cha 10
Base Atk + 4; CMB + 7; CMD 18
Feats Combat Reflexes (2 AoO/round), Dazzling Display: Guisarme, Skill Focus: Intimidate, Weapon Focus: Guisarme, Weapon Specialization: Guisarme
Skills Acrobatics – 4, Climb – 2, Escape Artist – 4, Fly – 4, Intimidate + 7, Perception + 2, Ride – 4, Sense Motive + 3, Stealth – 4, Swim – 2
Languages Common, Dwarven
SQ Armor Training 1 (Ex), Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2
Combat Gear Full Plate, Masterwork Guisarme, Javelin, Net (2); Other Gear Potion of Cure Light Wounds
Armor Training 1 (Ex) Worn armor – 1 check penalty, + 1 max DEX.
Bravery + 1 (Ex) + 1 Will save vs. Fear
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display: Guisarme Intimidate check to demoralize can affect those within 30’ who see you.
Defensive Training + 4 dodge bonus to AC against monsters of the Giant type.
Greed + 2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy + 2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred + 1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Stability + 4 to avoid being bull rushed or tripped while standing.
Stonecunning + 2 + 2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Guard officers supervise guards in their duties and respond to major disturbances, using their grim demeanors and skill at arms to quell conflict. They coordinate well in battle with the guards under their command, rounding up troublemakers and preventing their escape.
Guard officers can also be used as highly skilled gladiators or flamboyant bounty hunters. They might even be found as royal guardsmen in a king’s throne room. In an evil society, guard officers may wear spiked armor and be outfitted with scythes or spiked chains instead of guisarmes and poisoned hand crossbows instead of nets.
Guard officers usually patrol with four guards (CR 6), or three guard officers may serve as adjutants to a watch captain (CR 8). Two guard officers can escort a battle mage (CR 7) to respond to magical threats. Four guard officers and a champion (CR 10) form an elite arena fighting team, while two guard officers and two slavers (CR 7) might guard a valuable shipment of slaves.
Boon A guard officer can alert the PCs to local customs, traditions, tricks, and suspicious activity, granting a + 2 bonus for 24 hours on opposed Perception and Sense Motive checks within the city. She can also arrange a meeting with a watch captain for the PCs.