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Ancient Blooded Watchman

Ancient Blooded Watchmen are Dwarven wardens with a family history of being obstinately resistant to magic. They are employed as guards for magical institutions or supplementary members of a City Watch, trained to look for arcane shenanigans and magic enabled crime.

Accoutrements & Equipment

Ancient-Blooded Watchmen- White Red Officer 1

Combat Defences

  • AC 18
  • Stamina 8 HP 10
  • Saves Fortitude , Reflex , Will Call on Ancient Blood can give these watchmen a +1 circumstance bonus to Magical effects.
  • Speed 20ft, Leap - 10ft

Skill Actions

  • Athletics Trained
    • Climb - Success 5ft, Critical Success 10ft
    • Force Open - Watchmen will break down blocked or locked doors if they belive criminal are hiding behind it
    • Grapple - When they outnumber thier quarry watchmen will grapple to subdue thier adversaries
    • High Jump
    • Long Jump
    • Shove
    • Trip
    • Disarm
  • Intimidate Expert
    • Demoralize
  • Legal Lore Trained Watchmen can use thier profecional knowledge to recognize criminals on the street
 
Type
Civic, Military, Not Commissioned
Equates to
Source of Authority
Familial Inheritance
Length of Term
Promotion Through Seniority
Reports directly to
Related Organizations

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Cover image: Dwarven Warriors by Douglas Shuler
Ancient Blooded Watchman - Officer 1
UNCOMMONWHITE REDMEDIUMDWARFHUMANOID

Dwarven Warriors by Douglas Shuler
Ancient Blooded Watchmen are Dwarven wardens with a family history of being obstinately resistant to magic. They are employed as guards for magical institutions or supplementary members of a town watch or city guard, trained to look for arcane shenanigans and magic enabled crime.
Perception Expert (9 to find concealed objects)
Languages Common
Skills Athletics Trained , Intimidation Expert , Legal Lore Trained ,

STR +4 , DEX +2 , CON +3 , INT +0 , WIS +3 , CHA -2

Items Items club, crossbow (10 bolts), dagger, sap, scale mail, signal whistle
AC 18
Saving Throws Fort +8, Ref +5, Will +6
HP18
Speed 20 ft
Melee Club expert +4 / -1 ] , Damage Bludgeoning Sap expert +5 / +2 ] , (agile, nonlethal) Damage Bludgeoning
Ranged Crossbow expert +2 / -3 ] (range increment 120 feet, reload 1), Damage Piercing
Special Abilities
  • Call on Ancient Blood as a reaction to Being targeted by a magical effect Ancient Blooded gain a +1 circumstance bonus to saves against magic effects
  • Grapple The Watchman grabs at you with their free hand.
  • Shove The Watchman pushes you away.
  • Trip The Watchman tries to knock you to the ground.
  • Disarm The Watchman tries to knock your weapons out of your hands .
  • Demoralize Watchmen typically use threats of punishment to exact compliance from the citizenry .

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