Okay, let's get down to basics. It's all about options and choices. Make sure your grunts know the right tricks to help them perform efficiently.
Skills
Warriors start with (2 + Int modifier) × 4 skill points, allowing the majority of them to max out two skills, or three if they are human. On the whole, they start out knowing bugger all, so you have to narrow your choices when choosing what they know.
- Climb
- Yep. If the PCs escape up or down a rope, the grunts should be able to follow - or alternatively they may need to escape.
- Handle Animal
- Only if they've got Ride. 5 points in Handle Animal means a +2 synergy bonus to Ride checks; not to be sniffed at.
- Intimidate
- Certainly. Minions need to know how to put the frighteners on.
- Jump
- Absolutely. Although when ordered to do so they should of course ask 'How high, Sir?' first.
- Listen (cross-class)
- Yep. Might be a cross-class skill, but it helps them detect enemies.
- Ride
- Only if the grunt has a horse or a worg or something like that. See Handle Animal.
- Sense Motive (cross-class)
- Good idea if the guards expect to be lied to regularly. (
Don't give me that, Sunshine; you're not on the guest list. Now piss off!
) - Search (cross-class)
- Maybe. If you think they're going to live long enough to search anything or anyone. Guards aren't hired for their curiosity, but then again they are sometimes required to search visitors for weapons.
- Spot (cross-class)
- Yes! Are the PCs trying to use Hide to evade detection? Or perhaps they're using the Disguise skill to sneak in? Both of those can be opposed by Spot checks.
- Swim
- Only if there is a large body of water nearby. Remember that swimming when weighed down is difficult, so be sure to have them drop their shield first.
Feats
Grunts don't start with many feats. When assigning their feats, consider the following:
- Alertness
- The grunts are able to Spot and Listen better, and thus have less chance of being wiped out in a surprise round.
- Diehard
- Keeps soldiers effective for even longer. (
They won't die! They just won't die!
) - Exotic Weapon Proficiency
- Distinctive appearance, more lethal; the grunts can fool the PCs into thinking they are attacking fighters.
- Improved Initiative
- Improves chances of striking first; the grunts might actually hurt the PCs before getting killed.
- Mounted Combat
- Only useful if the grunt has a steed.
- Point Blank Shot
- Ideal feat for thrown weapons; makes thrown daggers etc more lethal and accurate.
- Power Attack
- If your troops have a high enough Strength, this is a pretty good choice — more damage. Provided they can actually hit the PCs in the first place!.
- Quick Draw
- A common cause of death among grunts is having a ranged weapon ready when the PCs have closed for mêlée.
- Rapid Reload
- If your troops have crossbows, then chances are their boss decided to be stingy with the weapons budget. Compensate for his cheapness by having the crossbowmen train hard. (Full auto! Thwackathwackathwackathwacka!)
- Run
- Useful if the grunts need to get to the combat quickly or want to beat a hasty retreat.
- Skill Focus
- Worth consideration if the skill in question is concerned with movement (Climb, Swim) or bullying other NPCs (Intimidate).
- Toughness
- Makes the grunts last a bit longer.
- Weapon Focus
- The grunts get to use one weapon really well before they die.
