Guard Infiltrator, Tier 4
Guards, Tier 4
1,000 gp / day
190 lbs
34
13791.37

209 / 209
15
21
40
24
40
3
5
10

Helmet
Leather Jerkin
Bracers, Mithral
Clothes, Uniform
Cloak of Displacement
Signet Ring
Crossbow Bolt Case
Greaves, Mithral
Boots, Mithral
Dagger
 
Shortsword

  • Inventory Equipped:
  • Boots, Mithral
    450 36000 gp
  • Bracers, Mithral
    600 12000 gp
  • Cloak of Displacement
    0.45 500 gp
  • Dagger
  • Greaves, Mithral
    300 30000 gp
  • Helmet
    40 gp
  • Leather Jerkin
    32 45 gp | Magical AC +2
  • Shortsword
    5.68 10 gp | Weapon Enchantment +2
  • Crossbow Bolt Case
    1 gp
  • Clothes, Uniform
    1 gp
  • Signet Ring
    5 gp


  • Passive Abilities:
  • Extra Weapon Damage - Poison (d12)
    9.39 25000 gp
  • Skill ADV: Sneak
    5000 gp
  • Weapon Enchantment +2
    5000 gp
  • Magical AC +2
    20 4000 gp
  • Advanced Armor Training - Light
    75 2000 gp
  • Flashing Step
    5

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Agile Dodge
    500 gp
  • Fleet of Foot
    24.8 1000 gp
  • Fang Dance
    720

  • Attack Abilities:
  • Major Poison Strike
    20.71 4200 gp
  • Flourish
    10.26
  • Short Draw
    400 gp
  • Pinning Attack
    4.94 150 gp
  • Piercing Lunge
    14.4 500 gp
  • Twin Bloom
    5.42
  • Piercing Strike
    1.67
  • Piercing Waltz
    9.02

  • Reaction Abilities:
  • Edge Feint
    30
  • Concealed Weapon
    -300 1000 gp
  • Hemorrhage Spiral
    7.52

  • Opportunity Attack Abilities:
  • Reflex Slice
    500 gp
  • Close Quarters Combat

  • At Will Spell(s):
  • Blurry Distortion
    600 2

You glimpse him between flickers—hood drawn low, leather dark and stitched with glowing script. Daggers curve like fangs at his belt. No metal clinks. No shadow holds him. His boots leave no trail.

Oath Guard Infiltrators are covert agents bound to sacred duties—rooting out corruption, heresy, or threats to divine law. Clad in rune-etched leathers, they specialize in stealth, shadow magic, and silent kills. They operate alone, answer to no one but the oath, and vanish before their name is ever known.

Guards, Tier 4
Creature Sub Type
4500.09

Oath Guards are elite enforcers bound by ancient vows to protect sacred relics, royal bloodlines, or divine decrees. Identified by ceremonial armor and rune-marked seals, they operate independently, answer only to the crown or church, and cannot abandon their post or mission without severe, often supernatural, consequence.

  • Contesting Roll ADV vs Status Effect:
  • Charmed
  • Dominated
  • Frightened

Clothes, Uniform
Signet Ring
 

  • Inventory Equipped:
  • Clothes, Uniform
    1 gp
  • Signet Ring
    5 gp

  • Inventory Unequipped:
  • Dimensional Shackles
    3000 gp
  • 2 Healing Potion, Major
    20 100 gp
  • Signal Whistle
    3 gp

  • Extra Attack: +2

  • Skill Tier 9:
  • Attention
  • Empathy
  • Frighten
    33.68
  • History
  • Influence
  • Initiative
  • Inspection
  • Law
  • Navigation
  • Religion

d100
Mod
ADV/DIS
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Effect 1 Effect 2 Ambience Music