City Guard Squadron
Level 5Abilities
City guards can spend 1 minute to designate a single creature for whom they have a physical description as their quarry. They gain a +2 circumstance bonus to Perception checks against their quarry.
Thresholds 50 (3 segments), 25 (2 segments)
Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
City guards ignore difficult terrain caused by crowds or from movement through narrow spaces such as alleyways.
1 to 3
Frequency once per round.
Effect The city guards engage in a coordinated melee attack against each enemy within 10-foot area, with a DC 19 reflex save. The damage depends on the number of actions.
1 1d10 untyped damage
2 (1d10+7)[untyped|options:area-damage] damage
3 (1d10+10)[untyped|options:area-damage] damage
The city guards draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 2d8 piercing damage with a DC 19 reflex save. When the city guards are reduced to 2 or fewer segments, this area decreases to a 5-foot burst.
Garrisons of professional guards are given the duties of patrolling the streets, assisting citizenry, and acting as a quick military response in times of crisis.
Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.