NPC Codex | Rules | NPC Class NPCs | Commoner | Commoners | Constable

Constable

Super Race: human commoner 9. Cr: 7. Xp: 3,200. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +0. Senses: Perception +14. Ac: 14, touch 10, flat-footed 14 (+4 armor).
Hp: 49 (9d6+18).
Fortitude: +5. Reflex: +4. Will: +6.
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). Strength: 14. Dexterity: 11. Constitution: 13. Intelligence: 10. Wisdom: 10. Charisma: 9.
Base Attack: +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.

Tactics

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.