Characters

Constable

CR: 7 XP: 3,200


NE Medium humanoid (human)


Init: +0 Senses: Perception +14


Defense

AC: 14, touch 10, flat-footed 14 (+4 armor)


HP: 49 (9d6+18)


Fort: +5 Ref: +4 Will: +6


Offense

Speed: 30 ft.


Melee: +1 spear +8 (1d8+4/×3) or mwk sap +7 (1d6+2 nonlethal)


Ranged: mwk light crossbow +5 (1d8/19–20)


Statistics

Str: 14 Dex: 11 Con: 13 Int: 10 Wis: 10 Cha: 9


Base Atk: +4 CMB: +6 CMD: 16


Feats: Alertness, Iron Will, Light Armor Proficiency, Martial Weapon Proficiency (sap), Toughness, Weapon Focus (spear)


Skills: Climb +6, Handle Animal +4, Intimidate +3, Knowledge (local) +6, Perception +14, Ride +5, Sense Motive +11, Swim +5


Languages: Common


Combat Gear: potion of bull’s strength, potions of cure light wounds (2), tanglefoot bags (4)


Other Gear: masterwork chain shirt, +1 spear, masterwork light crossbow with 10 bolts, masterwork sap, cloak of resistance +1, everburning torch, sunrods (5), bit and bridle, heavy horse (combat trained), military saddle, 2, 568 gp


Description

Human commoner 9

During Combat: The commoner calls for backup, and pursues an enemy who flees or fights defensively against one who stays to fight it out.

A gruff, no-nonsense sort, a constable prefers a stern warning to violence, but doesn’t hesitate to crack a belligerent nuisance over the head.

Depending on the size of the town she protects, the constable’s minions may include guards (warriors 3), a larger number of recruits (warriors 1), and perhaps a tavern champion (warrior 5). In a smaller community, she may only be able to gather a group of pig farmers (commoners 2) and perhaps some miners (commoners 4) to serve as a militia. Unless dealing with monsters, the constable’s job is to arrest and detain, not kill.

Source: NPC Codex, p. 259