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 | |
Perception | +11 |
Languages | Common |
Skills | Acrobatics +8 , Athletics +6 , Intimidation +4 , Legal Lore +4 |
STR +2 , DEX +4 , CON +1 , INT +0 , WIS +3 , CHA +0 | |
Items | composite longbow (100 arrows), leather armor, shortsword, signal whistle |
AC | 19 |
Saving Throws | Fort +7, Ref +10, Will +7 |
HP | 30 |
Speed | 25 ft |
Melee | Shortsword +10 +6 / +2 (agile, finesse, versatile P) Damage Slashing |
Ranged | Composite Longbow +10 +5 / +0 ] ( deadly , range increment 100 feet, reload 0, volley 30 feet) Damage Piercing |
Special Abilities | Sentry's Aim (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. |
Source Gamemastery Guide pg. 233 |