pathfinder:off-the-shelf:military:civilian-troops
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| pathfinder:off-the-shelf:military:civilian-troops [2025/06/19 08:12] – [Militia] johnb | pathfinder:off-the-shelf:military:civilian-troops [2026/04/05 21:24] (current) – [Security Guards] johnb | ||
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| Civilians are often employed by Towns and Nobles to provide basic everyday security. | Civilians are often employed by Towns and Nobles to provide basic everyday security. | ||
| - | This might be a starting point for commoners who would want to prepare for career with the military. | + | This might be a starting point for commoners who would want to prepare for career with the military. |
| - | ++Standard | + | ++Standard |
| * Civilian Guard, Human Commoner1 \\ | * Civilian Guard, Human Commoner1 \\ | ||
| * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; \\ | * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; \\ | ||
| Line 20: | Line 20: | ||
| * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 \\ | * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 \\ | ||
| * Skills: Diplomacy +4, Intimidate +4, Perception +4 \\ | * Skills: Diplomacy +4, Intimidate +4, Perception +4 \\ | ||
| - | * Feats: Great Fortitude, Endurance, Toughness \\ | + | * Feats: Great Fortitude, Toughness \\ |
| * Weapon proficiencies: | * Weapon proficiencies: | ||
| - | Some security guards might be trained up to Level 2 and gain one of the following Traits - which allows them to be better at their job, and might be a stepping stone to advancement and better training. | + | ++Standard Security Guard| \\ |
| - | ^Trait ^ Advantage | + | * Civilian Guard, Human Expert 1 \\ |
| - | |Auxiliary | + | |
| - | |Auxiliary | + | * Saves: Fort +2, Ref +0, Will +0; \\ |
| - | |House Guard |Proficient with Light Crossbow & Long Spear: Prof(Soldier) | + | * AC 12 (touch 11, flatfooted 11), HD (1d8)+3(Toughness); |
| - | |Hunter | Proficient with Light Crossbow & Dagger: Survival +1 | Game Warden etc | | + | * MELEE\\ |
| + | * Truncheon +1(1d6+1): Spear +1 (D8+1)\\ | ||
| + | * RANGED\\ | ||
| + | * Truncheon | ||
| + | * STR 12, DEX 12, CON 12, INT 12, WIS 12, CHA 12 \\ | ||
| + | * Skills: Diplomacy +5, Intimidate +5, Perception +5, Prof (Soldier) | ||
| + | * Feats: Great Fortitude, Toughness \\ | ||
| + | * Weapon proficiencies: | ||
| + | ===== Auxiliary ===== | ||
| + | Some security guards are taken on by the military, trained up to Level 2 and gain the following Trait. | ||
| + | ^Trait ^Weapon ^Bonus^Skill^Note| | ||
| + | |Auxiliary|Spear|Proficient with Light Crossbow | ||
| - | ===== Auxiliary ===== | + | * **Weapon** represents the single weapon that any commoner can learn. |
| + | * **Bonus** might be an extra weapon proficiency, | ||
| + | * **Skill** is a Skill that the commoner must take as they progress to L2 - and represents their training in the field. | ||
| - | Auxiliaries are commoners | + | Auxiliaries are commoners who have joined the military to benefit from a permanent job. They are normally L2 characters with some basic military training and skills in either a craft or a profession that is relevant to the military - sailor, cook, farrier, blacksmith, stable master, clerk or anything else that might benefit their home base. |
| - | In normal circumstances, | + | In normal circumstances, |
| ++++Example Auxiliary (Commoner-2) Cook | | ++++Example Auxiliary (Commoner-2) Cook | | ||
| Line 51: | Line 64: | ||
| * Crossbow, Light +1 (1d8 19-20/x2), Dagger (Thrown) +1 (1d4 19-20) | * Crossbow, Light +1 (1d8 19-20/x2), Dagger (Thrown) +1 (1d4 19-20) | ||
| * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 | * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 | ||
| - | * //Skills//: Diplomacy +4, Intimidate +4, Perception +4, Profession (Cook) +4, Profession (Herbalist) +4, Profession (Soldier) +4, (+1 skill for personalization) | + | * //Skills//: Diplomacy +4, Intimidate +4, Perception +4, Profession (Cook) +4, Profession (Soldier) +4, (+1 skill for personalization) |
| - | * //Feats//: Great Fortitude, Endurance, Toughness | + | * //Feats//: Great Fortitude, Toughness |
| * //Trait//: Auxiliary (proficient with LXB, Dagger, prof[soldier] +1) | * //Trait//: Auxiliary (proficient with LXB, Dagger, prof[soldier] +1) | ||
| - | * // | + | * // |
| ++++ | ++++ | ||
| For other Land Based Auxiliaries, | For other Land Based Auxiliaries, | ||
| - | * // | + | * // |
| - | * //Stable Master//: Diplomacy +4, Intimidate +4, Perception +4, //Prof (Stablemaster) +4, Ride +4,// Profession (Soldier) +4, (+1 skill for personalization) | + | * //Stable Master//: Diplomacy +4, Intimidate +4, Perception +4, //Prof (Stablemaster) +4, Ride +4,// Profession (Soldier) +4 |
| - | * // | + | * // |
| + | * //Naval//: Climb +4, Knowledge | ||
| - | ==== Naval Auxiliaries ==== | + | |
| - | While the Navy employs ' | ||
| - | Longshore Auxiliaries carry out the day-to-day work of naval ports, they oversee the loading and unloading of vessels, move cargoes and guard them as required. | ||
| - | ++++Marine Auxiliary (Commoner2 ) | | ||
| - | |||
| - | * Auxiliary, Male Human Commoner2 | ||
| - | * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; | ||
| - | * Saves: Fort +2, Ref +0, Will +0; | ||
| - | * AC 13 (touch 10, flatfooted 12), HD (2d6)+4; hp 11; | ||
| - | * MELEE | ||
| - | * Boarding Pike +1 (1d6 20/x3), Club +1 (1d6) | ||
| - | * RANGED | ||
| - | * None | ||
| - | * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 | ||
| - | * Skills: Diplomacy +4, Intimidate +4, Perception +4, Profession (Porter) +4, Profession (Sailor) +4, Profession (Soldier) +4, (+1 skill for personalization) | ||
| - | * Feats: Great Fortitude, Endurance, Toughness | ||
| - | * Trait: Auxiliary 2 (proficient with Buckler, Boarding Pike: Prof[soldier] +1) | ||
| - | * Possessions: | ||
| - | ++++ | ||
| - | |||
| - | |||
| - | ++++ Naval Rower (Commoner 3) | | ||
| - | |||
| - | * Auxiliary, Male Human Commoner3 | ||
| - | * Init 0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; | ||
| - | * Saves: Fort +3, Ref +1, Will +1; | ||
| - | * AC 12 (touch 10, flatfooted 12), HD (3d6)+6; hp 19; | ||
| - | * MELEE: Boarding Pike +1 0(1d8 20/x3); Dagger +1 (1d4 19-20) | ||
| - | * RANGED: Dagger +1 (1d4 19-20) | ||
| - | * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 | ||
| - | * Skills: | ||
| - | * Feats: Great Fortitude, Endurance, Toughness | ||
| - | * Trait: Naval Rower (proficient with Buckler, Boarding Pike: Prof[soldier] +1) | ||
| - | * Possessions: | ||
| - | |||
| - | ++++ | ||
| - | |||
| - | |||
| - | |||
| - | |||
| - | ===== Militia ===== | ||
| - | |||
| - | Militiamen are the locals that the army can call on to help defend their town or village or to join in searches, hunts and other civic duties of that type. Many are Experts, Aristocrats or PC classes with suitabe class weapons and armour, however some are L2 commoners who have attended training sessions at their local Watchtower / Barracks / Garrison etc. | ||
| - | |||
| - | **[[pathfinder: | ||
| - | |||
| - | ++ Why do it? | Think of the various volunteer ' | ||
| - | |||
| - | ++++ Example Militia Profile| | ||
| - | |||
| - | * Note: A jobbing carpenter, who has a second job as a farm labourer and attends militia practice regularly | ||
| - | * - | ||
| - | * Militiaman, Male Human Commoner2 | ||
| - | * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; | ||
| - | * Saves: Fort +2, Ref +0, Will +0; | ||
| - | * AC 11 (touch 10, flatfooted 11), HD (2d6)+2; hp 12; | ||
| - | * Melee | ||
| - | * Spear +0 (1d8 20/x3), Club +0 (d6) | ||
| - | * Ranged | ||
| - | * Spear (Thrown) +1 20 ft./P (1d8 20/ | ||
| - | * Dart +1 20 ft./P (1d4 20/x2 Carried M ); | ||
| - | * | ||
| - | * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 | ||
| - | * Skills: | ||
| - | * Feats: Endurance, Great Fortitude | ||
| - | * Possessions: | ||
| - | * Trait: Militiaman (proficient with Long Spear, Sling: | ||
| - | * | ||
| - | ++++ | ||
pathfinder/off-the-shelf/military/civilian-troops.1750320762.txt.gz · Last modified: by johnb
