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pathfinder:npc_classes:warriors

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pathfinder:npc_classes:warriors [2023/12/27 11:56] – [Town Guard] johnbpathfinder:npc_classes:warriors [2023/12/28 19:58] (current) – [Overview] johnb
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 ===== Overview ===== ===== Overview =====
  
 +Warriors are the everyday muscle of most fantasy worlds, they fight the wars, guard the walls and police the streets.   It is, perhaps, one of the easiest classes to get training for - cities always need new guards, armies always want replacement soldiers and every caravan needs protection.  But that high turnover and easy access comes with higher risks, warriors have a much higher chance of being killed maimed or seriously injured during the course of their work, than any other NPC class.  Warriors are part of the [[consolidated:economy:start#the_silver_economy|Silver Economy]] and while they live fairly comfortably, they can't afford magic healing to replace missing limbs, cure blindness or rid them of other long-term health effects.  
  
-The PHB warrior’s class skills (and the key ability for each skill) are Climb (Str)Craft (Int)Handle Animal (Cha)Intimidate (Cha), Profession (Wis), Ride (Dex), and Swim (Str). +Ironically, many soldiers, and some guards, live in quite basic conditions -  sharing a bunk room with the rest of their unit, often eating some of the most basic rations.  The luckier ones are, perhapsdeployed closer to homewhile they are often paid lessthey normally get home to their own house and bed during their rest periodsand probably live with their partner and family.
- +
-Unnamed NPCs, with NPC classes, have a standard build with all abilities at 12.+
  
 ==== Character Creation ==== ==== Character Creation ====
  
-Sometimes, I let players run some of the NPCs for me, as it gives you another opportunity to RP, and helps me add diversity to the NPCs. Generally these will be Adepts, Experts or Warriors, with a 10 point build, full HP at first level, 35gp starting money and 1x trait. At least one ability must be greater than 12, with no abilities lower than 8 or more than 14 (after racial adjustments). +Occasionally, I let players run some of the named NPCs for me.  It gives you another opportunity to RP, and helps me add diversity to the NPCs. Generally these will be Adepts, Experts or Warriors, with a 10 point build, full HP at first level, 35gp starting money and 1x trait. At least one ability must be greater than 12, with no abilities lower than 8 or more than 14 (after racial adjustments). 
  
 ==== The Squire Feat ==== ==== The Squire Feat ====
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   * **If you do not pay for any gear**:  Leather Armour, Spear, 5xDarts.     * **If you do not pay for any gear**:  Leather Armour, Spear, 5xDarts.  
-  * **Private Guard**: Leather Armour, Buckler, Short Sword, LXB  (Generic house guard, caravan guard etc) +  * **Private Guard**: Leather Armour, Buckler, Short Sword, LXB - 300gp (Generic house guard, caravan guard etc)   
-  * **Town Guard**: Chain Shirt, Glaive +  * **Town Guard**: Chain Shirt, Glaive - 300gp 
-  * **Soldier**: Scale Mail, Heavy Shield, Longsword, 5xJavelins +  * **Soldier**: Scale Mail, Heavy Shield, Longsword, 5xJavelins - 385gp 
-  * **Archer**: Scale Mail, Buckler, Longsword, Longbow+  * **Archer**: Scale Mail, Buckler, Longsword, Short Bow - 520gp
  
-If you expect to employ more than a single unit (5) of Private Guards (300gp) -  it is better to pay for an armoury than pay to equip them individually.+If you only expect to employ a single unit of these troops, other than archers, it is worth buying the equipment separately -  Otherwise, it is better to pay for an armoury (390gp) than pay to equip them individually.
  
 ++++ ++++
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 ===== Elite Warriors (L3) ===== ===== Elite Warriors (L3) =====
  
-By the time warriors reach level 3 they have chosen a career and specialized.  They still aren't as good as a character with a PC class, but they are well suited to their task.  If you are going to employ elite troops, you really should buy an armoury first.+By the time warriors reach level 3 they have chosen a career and specialized, the examples here, apart from ++Private Guards|(Which is a home brew configuration)++ conform to the [[https://www.d20pfsrd.com/gamemastering/other-rules/downtime/rooms-and-teams/#teams|PF Downtime Rules]].  They still aren't as good as a character with a PC class, but they are well suited to their task.  If you are going to employ elite troops, you really should buy an armoury first.
  
 ==== Town Guard ==== ==== Town Guard ====
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 ++++ ++++
 ==== Soldier ==== ==== Soldier ====
 +
 +Elite soldiers are the equivalent of heavy infantry.  They wear banded mail, carry a heavy shield and fight with a short spear - and are trained to fight in a 'shield wall' type formation. :)
 +
 +++++Profile|
 +  * Warrior L3
 +  * Initiative: +1 Perception: +2
 +  * AC: 20 HP: 30 (3d10+9)
 +  * Fort +4: Ref 1: Will +3
 +  * Melee: Short Spear +4 (d6+1)
 +  * Ranged: +4 
 +  * Abilities: Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities)
 +  * Trait: Use for a Hobby, Interest or specialist background if the character ever gets personalized.
 +  * Feats: L1: Toughness (+3hp), Race: Iron Will (Will save +2), Shield Wall (Combat, Teamwork)
 +  * Skills: Profession(Soldier) +5, Handle Animal +1,  Intimidate +7, Knowledge:Engineering+6, Perception +2, Ride +5, Survival +5
 +  * Favoured Class: HPx3
 +  * Gear: banded mail and using a heavy steel shield and a shortspear.
 +++++
 ==== Archer ==== ==== Archer ====
 +
 +Battlefield missile troops, who will rain down arrows on your enemy, but are still able to fight in melee, if required.
 +
 +++++Profile|
 +  * Warrior L3
 +  * Initiative: +1 Perception: +2
 +  * AC: 18 HP: 30 (3d10+9)
 +  * Fort +4: Ref 1: Will +3
 +  * Melee: Long sword +4 (d8+1, 19-20)
 +  * Ranged:  Long Bow (D8, 20x3)
 +  * Abilities: Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities)
 +  * Trait: Use for a Hobby, Interest or specialist background if the character ever gets personalized.
 +  * Feats: L1: Toughness (+3hp), Race: Iron Will (Will save +2), Weapon Focus (Long Bow)
 +  * Skills: Profession(Soldier) +5, Handle Animal +1,  Intimidate +7, Knowledge:Engineering+6, Perception +2, Ride +5, Survival +5
 +  * Favoured Class: HPx3
 +  * Gear: scale mail, a longbow, a buckler, and a longsword.
 +++++
 +
 ==== Skirmisher ==== ==== Skirmisher ====
 +
 +Skirmishers are  trained in the ambush, scouting, and stealth tactics necessary for operating in areas heavy with vegetation or other non-uniform terrain. The team also has necessary equipment for travel in one type of wilderness environment.
 +
 +++++Profile|
 +
 +  * Warrior L3
 +  * Initiative: +1 Perception: +2
 +  * AC: 13 HP: 30 (3d10+9)
 +  * Fort +4: Ref 1: Will +3
 +  * Melee: Hand Axe sword +4 (d6+1, 20x3)
 +  * Ranged:  Long Bow (D8, 20x3)
 +  * Abilities: Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities)
 +  * Trait: Use for a Hobby, Interest or specialist background if the character ever gets personalized.
 +  * Feats: L1: Toughness (+3hp), Race: Iron Will (Will save +2), Skill Focus (Stealth)
 +  * Skills: Profession(Soldier) +5, Handle Animal +5,  Intimidate +5, Perception +2, Ride +5, Stealth +10, Survival +5
 +  * Favoured Class: HPx3
 +  * Gear: leather armor, shortbow, and a handaxe
 +++++
 +
 ==== Cavalry ==== ==== Cavalry ====
  
-Is not an optionat the moment.+Profile has not, currently, been defined.
  
  
pathfinder/npc_classes/warriors.1703674599.txt.gz · Last modified: 2023/12/27 11:56 by johnb