Oath Guard Bowman
Oath Guards
1,000 gp / day
220 lbs
32

|
|

190 / 190
10
19
30
15
30
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
    36000 gp
  • Bracers, Mithral
    12000 gp
  • Cloak of the Bat
    2650 gp
  • Greaves, Mithral
    30000 gp
  • Half Plate
  • Helmet
    40 gp
  • Oathbow
  • Clothes, Uniform
    1 gp
  • Signet Ring
    5 gp


  • Passive Abilities:
  • Flying Speed - 30 ft.
    1750 gp
  • Magical AC +2
    4000 gp
  • Mithral Armor
    500 gp
  • Weapon Enchantment +2
    5000 gp
  • Comfortable Armor
    100 gp
  • Advanced Armor Training - Heavy
    6000 gp

  • Quick Abilities:
  • Plate Training
    1000 gp

  • Attack Abilities:
  • Pinning Attack
    150 gp
  • Tricky Arrow
    64000 gp

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

  • Reaction Abilities:
  • Unshakable Defense
    3000 gp
  • Critical Absorption
    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 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