Oath Guard Infiltrator
Oath Guards
1,000 gp / day
190 lbs
34

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209 / 209
15
19
40
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
    36000 gp
  • Bracers, Mithral
    12000 gp
  • Cloak of Displacement
    500 gp
  • Dagger
  • Greaves, Mithral
    30000 gp
  • Helmet
    40 gp
  • Leather Jerkin
    45 gp | Magical AC +2
  • Shortsword
  • Crossbow Bolt Case
    1 gp
  • Clothes, Uniform
    1 gp
  • Signet Ring
    5 gp


  • Passive Abilities:
  • Extra Weapon Damage - Poison (d12)
    25000 gp
  • Skill ADV: Sneak
    2500 gp
  • Weapon Enchantment +2
    5000 gp
  • Magical AC +2
    4000 gp
  • Advanced Armor Training - Light
    2000 gp

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Agile Dodge
    500 gp
  • Fleet of Foot
    1000 gp

  • Attack Abilities:
  • Major Poison Strike
    4200 gp
  • Flourish
    150 gp
  • Pinning Attack
    150 gp
  • Piercing Strike
    400 gp

  • Opportunity Attack Abilities:
  • Close Quarters Combat
    300 gp

  • At Will Spell(s):
  • Blurry Distortion
    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.

Oath Guards
Creature Sub Type

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
    100 gp
  • Signal Whistle
    3 gp

  • Extra Attack: +2

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

  • The attack when rolled is considered to be unhindered, and does not count against your total attacks done this turn while in combat.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information