Law Enforcement in Arnath
Each of Arnath's twelve wards has its own chief constable and watch house. The city’s watchmen tend to reflect the demographics of their respective wards, which has resulted in a rather diverse police force. However, Arnath’s nightwatch does appear to have an unofficial preferential hiring policy in place for those races with darkvision (humans have a number of advantages, but seeing in the dark is not one of them).
“What’s all this then, eh?”
Human War 2; CR 1; Medium-size humanoid; HD 2d8+4; hp 13; Init 2, light mace) or 2 subdual, sap) or 2/19–20, dagger); AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 11, Wis 12, Cha 12.
Skills and Feats: Climb +3, Intimidate +6, Ride +3, Spot +3, Swim +0; Improved Initiative, Weapon Focus (sap).
Possessions: Studded leather armor, light mace, 2 daggers, bullseye lantern (night).
Typical Special Constable:
“Nothing to see here. Move along. Now!”
Human Ftr 2; CR 2; Medium-size humanoid; HD 2d10+6; hp 17; Init 3, heavy mace) or 2 subdual, sap) or 3/19–20, dagger); AL LN; SV Fort +6, Ref +1, Will +1; Str 16, Dex 13, Con 16, Int 13, Wis 12, Cha 12.
Skills and Feats: Climb –1, Intimidate +5, Jump –1, Ride +3, Spot +3, Swim –5; Expertise, Improved Disarm, Skill Focus (Intimidate), Weapon Focus (heavy mace).
Possessions: Banded mail, large steel shield, heavy mace, 2 daggers, choice of potion of cure moderate wounds or potion of endurance, thunderstone. If encountered outside the city, they are mounted on light warhorses.