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Paladin guard
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<blockquote data-quote="SelcSilverhand" data-source="post: 4170751" data-attributes="member: 30016"><p>For paladins as a city guard, I would set them up in a classic style with longswords and light shields, and probably a sap or club. The weapons might vary a bit depending on where the guard is stationed. Someone patrolling the wall would need different weapons than those walking the streets. Primarily they would use the sap/club to deal nonlethal damage and break up fights, but they would have their swords to fall back on when facing a violent person. Each should carry a horn or whistle for summoning help from other patrolling guards. Additionally, they would carry masterwork manacles in medium and small sizes. </p><p>If the guards are high enough level and magic is common, I'd make their weapons +1 Merciful, so they always deal an extra 1d6 non-lethal and all normal damage is non-lethal as well. I believe you have the option to turn off the non-lethal part though if you were facing, say, undead.</p><p></p><p>The field commanders could have a level or two of the Justicator prestige class. You get additional non-lethal damage and some nifty abilities to grapple and shackle your foe. </p><p></p><p>For their spell list, they should have a healing spell at all times on hand to help injured citizens. </p><p></p><p>For skills and feats, combat expertise and improved grapple are good, as is improved disarm. Anything to incapacitate and apprehend your foe. Crank sense motive, diplomacy, spot, and listen. </p><p></p><p>Tactically, I would run my city guards as medieval cops. They walk the beat in pairs or groups in seedier parts of the city. While on patrol they check on shifty merchants for stolen goods (sense motive), look for pickpockets (spot), and help out citizens however they can. Most of the time they will be breaking up fights or apprehending criminals in the act. When fighting they try to subdue first, then break out the lethal damage if the enemy is dangerous. Disarm, grapple, pin, then slap the manacles on them. Blowing the horns would bring other nearby guards running.</p></blockquote><p></p>
[QUOTE="SelcSilverhand, post: 4170751, member: 30016"] For paladins as a city guard, I would set them up in a classic style with longswords and light shields, and probably a sap or club. The weapons might vary a bit depending on where the guard is stationed. Someone patrolling the wall would need different weapons than those walking the streets. Primarily they would use the sap/club to deal nonlethal damage and break up fights, but they would have their swords to fall back on when facing a violent person. Each should carry a horn or whistle for summoning help from other patrolling guards. Additionally, they would carry masterwork manacles in medium and small sizes. If the guards are high enough level and magic is common, I'd make their weapons +1 Merciful, so they always deal an extra 1d6 non-lethal and all normal damage is non-lethal as well. I believe you have the option to turn off the non-lethal part though if you were facing, say, undead. The field commanders could have a level or two of the Justicator prestige class. You get additional non-lethal damage and some nifty abilities to grapple and shackle your foe. For their spell list, they should have a healing spell at all times on hand to help injured citizens. For skills and feats, combat expertise and improved grapple are good, as is improved disarm. Anything to incapacitate and apprehend your foe. Crank sense motive, diplomacy, spot, and listen. Tactically, I would run my city guards as medieval cops. They walk the beat in pairs or groups in seedier parts of the city. While on patrol they check on shifty merchants for stolen goods (sense motive), look for pickpockets (spot), and help out citizens however they can. Most of the time they will be breaking up fights or apprehending criminals in the act. When fighting they try to subdue first, then break out the lethal damage if the enemy is dangerous. Disarm, grapple, pin, then slap the manacles on them. Blowing the horns would bring other nearby guards running. [/QUOTE]
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