Archer Sentry
Creature 2 — human, humanoid
SniperLANDhuman
Archer sentries slightly outrank 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. Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.
Source: pathfinder-npc-core
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, Shortsword, Leather Armor, Signal Whistle
AC 17
Fort +7
Ref +10
Will +7
HP 30
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +10, Damage 1d6+4 piercing
Melee Fist (agile, finesse, nonlethal, unarmed) +10, Damage 1d4+4 bludgeoning
Ranged Composite Longbow (deadly-d10, propulsive, reload-0, volley-30) +10, range increment 100 feet, Damage 1d8+3 piercing
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.
The Strike ignores the Concealed condition, lesser cover, and standard cover, and reduces greater cover to standard cover.
WORKS WELL WITH
AnvilLANDA durable anvil holds melee attention so the sniper can take uninterrupted aimed shots that ignore cover from the back line.
FlankerLANDA flanker keeps enemies occupied in melee, preventing them from closing with the sniper or reaching defensive cover.
CrasherLANDA crasher pushes dispersed enemies together and denies them cover, exposing more targets to the sniper's precision fire.
PUNISHES
✖ cover use✖ concealment
no melee screen
Works well with · Punishes · Pairing advice
Unlock with Tactics
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