Guard Bowman, Tier 4
Guards, Tier 4
1,000 gp / day
220 lbs
32
13692.43

190 / 190
10
21
30
20
15
60
3
5
12

Helmet
Half Plate
Bracers, Mithral
Clothes, Uniform
Cloak of the Bat
Signet Ring
Greaves, Mithral
Boots, Mithral
Oathbow
 
Oathbow

  • Inventory Equipped:
  • Boots, Mithral
    450 36000 gp
  • Bracers, Mithral
    600 12000 gp
  • Cloak of the Bat
    109.36 6900 gp
  • Greaves, Mithral
    300 30000 gp
  • Half Plate
  • Helmet
    40 gp
  • Oathbow
    12.94 50000 gp | Weapon Enchantment +2
  • Clothes, Uniform
    1 gp
  • Signet Ring
    5 gp


  • Passive Abilities:
  • Flying Speed - 30 ft.
    108 6000 gp
  • Magical AC +2
    20 4000 gp
  • Mithral Armor
    500 gp
  • Comfortable Armor
    100 gp
  • Weapon Enchantment +2
    5000 gp
  • Advanced Armor Training - Heavy
    225 6000 gp

  • Abilities:
  • Full Draw

  • Quick Abilities:
  • Plate Training
    1000 gp
  • Anchored Shot
    126.08

  • Attack Abilities:
  • Distracting Shot
    300 gp
  • Pinning Shot
    4.94 150 gp
  • Volley Pair
    500 gp
  • Tricky Arrow
    2.96 64000 gp

  • Free Abilities:
  • Sworn Enemy of the Oathbow
    -123.54 50000 gp

  • Reaction Abilities:
  • Unshakable Defense
    3000 gp
  • Bow Bash
  • Critical Absorption
    7.3 2000 gp

  • Innate Spell per Long Rest:
  • Polymorph
    4

You spot the bow pulled tight—limbs carved with runes, arrowhead gleaming faint blue. A sword and shield cross his back, armor layered in etched plates. His cloak barely shifts, boots rooted, gaze locked.

Oath Guard Bowmen serve as sacred sentinels, combining archery with sworn duty to protect divine sites or royal lineages. They carry enchanted bows, with sword and shield on their backs for close combat. Trained in watchkeeping, detection, and ceremonial vigilance, they rarely speak, communicating through ritual signs and coded signals.

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