ConstableConstable CR 7Source NPC Codex pg. 259 XP 3,200 Human commoner 9 NE Medium humanoid (human) Init +0; Senses Perception +14DefenseAC 14, touch 10, flat-footed 14 (+4 armor) hp 49 (9d6+18) Fort +5, Ref +4, Will +6OffenseSpeed 30 ft. Melee +1 spear +8 (1d8+4/×3) or mwk sap +7 (1d6+2 nonlethal) Ranged mwk light crossbow +5 (1d8/19–20)TacticsDuring Combat The commoner calls for backup, and pursues an enemy who flees or fights defensively against one who stays to fight it out.StatisticsStr 14, Dex 11, Con 13, Int 10, Wis 10, Cha 9 Base Atk +4; CMB +6; CMD 16 Feats Alertness, Iron Will, Light Armor Proficiency, Martial Weapon Proficiency (sap), Toughness, Weapon Focus (spear) Skills Climb +6, Handle Animal +4, Intimidate +3, Knowledge (local) +6, Perception +14, Ride +5, Sense Motive +11, Swim +5 Languages Common Combat Gear potion of bull’s strength, potions of cure light wounds (2), tanglefoot bags (4); Other Gear masterwork chain shirt, +1 spear, masterwork light crossbow with 10 bolts, masterwork sap, cloak of resistance +1, everburning torch, sunrods (5), bit and bridle, heavy horse (combat trained), military saddle, 2,568 gp
A gruff, no-nonsense sort, a constable prefers a stern warning to violence, but doesn’t hesitate to crack a belligerent nuisance over the head.
Depending on the size of the town she protects, the constable’s minions may include guards (warriors 3), a larger number of recruits (warriors 1), and perhaps a tavern champion (warrior 5). In a smaller community, she may only be able to gather a group of pig farmers (commoners 2) and perhaps some miners (commoners 4) to serve as a militia. Unless dealing with monsters, the constable’s job is to arrest and detain, not kill.
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