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PFS LimitedArcher Sentry

Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Archer SentryCreature 1

Legacy Content

LN Medium Human Humanoid 
Source Gamemastery Guide pg. 233
Perception +11
Languages Common
Skills Acrobatics +6, Athletics +4, Intimidation +2, Legal Lore +2
Str +2, Dex +4, Con +1, Int +0, Wis +3, Cha +0
Items composite longbow (100 arrows), leather armor, shortsword, signal whistle
AC 17; Fort +5, Ref +8, Will +5
HP 20
Speed 25 feet
Melee [one-action] shortsword +8 [+4/+0] (agile, finesse, versatile P), Damage 1d6-2+3 slashingRanged [one-action] composite longbow +8 [+3/-2] (deadly 1d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8-2+2 piercingSentry's Aim [two-actions] (concentrate) The archer sentry aims carefully and fires. They make a ranged weapon Strike with a +1 circumstance bonus. The Strike ignores the concealed condition, lesser cover, and standard cover, and reduces greater cover to standard cover.

All Monsters in "Officers"

NameLevel
Archer Sentry2
Barrister-1
Captain of the Guard6
Executioner6
Guard1
Jailer3
Watch Officer3

Officers

Source Gamemastery Guide pg. 232
Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.

Sidebar - Advice and Rules Deploying The Watch

If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.

Sidebar - Advice and Rules Jailbreak!

If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!

Sidebar - Advice and Rules Raise The Alarm!

In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations.

Sidebar - Additional Lore Unusual Misdemeanors

  • Altering the weather without a permit
  • Consuming (or refusing to consume) intoxicating substances on celebration days
  • Failing to clean up after animal companions
  • Flying within city limits
  • Selling potions without a license