City Guard Captain

As frequently encountered dealing with town politics as with street thugs, this man in heavy but elegant armor leads squads of guards to areas of commotion in the city and handles official matters for the guard.

Guard Captain CR 10

XP 9,600
Human fighter (polearm) 11
N Medium humanoid
Init +1; Senses Perception +13


AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 88 (11d10+33)
Fort +11, Ref +6, Will +6


Speed 20 ft.
Melee +1 guisarme +21/+16/+11 (2d4+10/x3) or mwk armor spikes +17/+12/+7 (1d6+5)
Ranged mwk composite longbow +13/+8/+3 (1d8+5/x3)
Special Attacks flexible flanker, polearm training +2, pole fighting -2, steadfast pike +3


Str 20, Dex 12, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +16 (+25 trip); CMD 28 (+32 trip)
Feats Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Greater Trip, Greater Weapon Focus (guisarme), Improved Trip, In Harm’s Way, Iron Will, Lunge, Outflank, Power Attack, Weapon Focus (guisarme)
Skills Diplomacy +11, Knowledge (local) +13, Intimidate +14, Perception +13, Sense Motive +13
Languages Common, 2 other (appropriate to city)
Combat Gear potion of cure light wounds, potion of expeditious retreat, potion of shield; Other Gear +1 full plate with mwk armor spikes, +1 guisarme, mwk composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, headband of inspired wisdom +2


A true veteran of the city guard, guard captains are the heads of the guard. They can be found overseeing outposts, manning lookouts, and processing prisoners at the headquarters. Also experts in capturing offenders alive, they work closely with other members of the city guard to bring in dangerous criminals in a quick and safe manner.

Section 15: Copyright Notice


Copyright 2011, Vladimir Presnyak

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