City Guard
From Neversummer 4 Wiki
City Guard: The City Guard goes through 4 levels (Level 1, 2, 3, and Master) of gaining Job Points. Each level has an additional way to gain these points, described bellow along with benefits. City Guards are put in charge of patrolling the districts of the vast ciy of Neversummer including its underground and its surrounding terrain.
Level 1
- You are a recruit, and therefore your current area to patrol is the sewers. Otherwise messengers will have trouble gathering reports from the South Wall. The sewers include Spitting Fire Beetles, Fire Beetles, Rats, Dire Rats, Stink Beetles, Corrosive Beetles, and Rabid Chickens.
- Bonuses - You receive +2 to your discipline and +1 Attack Bonus vs. Chaotic creatures upon enlisting as a City Guard.
Level 2
- You are now given the districts of Neversummer to patrol for Pickpockets and Blackjacks of the Dorian Coast. Also you will continue to patrol the underground. The areas of the Old City District and Redwood District show the most activity of thugs.
- Bonuses - You receive +1 to your discipline, +1 Armor Class, and your Attack Bonus vs. Chaotic creatures increases to +2 upon advancing to a level 2 City Guard.
Level 3
- You are now given the opportunity to explore and patrol the region outside of Neversumer. You will continue to patrol the underground as well as the districts. Outside of the city are numerous Goblins and some Skeletons, Zombies,and Allips.
- Bonuses - You receive +1 to your discipline, +2 Armor Class (increasing from level 2, not stacking), and your Attack Bonus vs. Chaotic creatures increases to +3 upon advancing to a level 3 City Guard.
Level 4
- You are now one of the elite guards of Neversummer, and respected and honored with the gift of the Horn of Neversummer.
- Bonuses - You receive the Horn of Neversummer upon advancing to a Master City Guard. It may be used three times per day, and when used grants you and nearby allies a +1 to attack, saving throws, and AC vs. Chaotic for every 10 ranks of Discipline and Perform combined. Also all nearby enemies suffer -2 to attack, saving throws, and AC. These effects last for ten turns. Also they must succeed a will save of a DC = 10 + 1/2 Level of the Guard using the horn or be stunned for 3 rounds. (Considering all these effects are minor, the horn is usually useless past level 15. It can provide minor crowd control help, but it won't overcome a huge deficiency in gear or skill against difficult enemies.)
