Oath Guard Initiate
Oath Guards
800 gp / day
240 lbs
30

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153 / 153
12
26
30
2
5
12

Helmet
Mail Shirt
Bracers, Mithral
Clothes, Uniform
Cloak of Protection
Signet Ring
Greaves, Mithral
Boots, Mithral
Longsword
 
Medium Shield

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


  • Passive Abilities:
  • Contesting Roll Mod: +1
    500 gp
  • Equipment - Magical AC Modfier +1
    1500 gp
  • Weapon Enchantment +2
    5000 gp
  • Magical AC +2
    4000 gp
  • Mithral Armor
    500 gp
  • Comfortable Armor
    100 gp
  • Advanced Armor Training - Medium
    4000 gp
  • Advanced Armor Training - Shields
    2000 gp

  • Quick Abilities:
  • Steadfast Posture
    500 gp

  • Attack Abilities:
  • Damaging Attack (d8)
    2400 gp
  • Pommel Strike
    150 gp
  • Arcing Slash
    500 gp
  • Lacerating Strike
    400 gp

  • Reaction Abilities:
  • Ironclad Tenacity
    1000 gp
  • Interposing Block
    1500 gp
  • Agile Training
    1000 gp

  • Opportunity Attack Abilities:
  • Sentinel Hamstring
    300 gp

You see fresh steel with only training scars, cloak stiff at the shoulders, sigil glowing faint on the chestplate. His grip on the sword is practiced but cautious, shield too clean, stance held like a lesson.

Oath Guard Initiates are newly sworn protectors bound to sacred service, undergoing trials of discipline, doctrine, and endurance. Outfitted in standard plate marked with a single glowing sigil, they train under veteran oversight. Not yet trusted with sacred relics, they serve as escorts, sentries, and assistants in rites and judgments.

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