CREATURE 6
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5 Dex +0 Con +2 Int +0 Wis +3 Cha +3
Items crossbow (20 bolts), dagger, full plate, +1 longsword, steel shield (Hardness 5, 20 HP, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.
Bravery When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.
Speed 20 feet
Melee longsword +18 (magical, versatile p), Damage 1d8+11 slashing
Ranged crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+6 piercing
Shielded Advance Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.
Gamemastery Guide, page 236.
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