Watch Officer Creature 3
LNMediumHumanHumanoidPathfinder Gamemastery Guide (Second Edition), page 234; family: Officers
Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness.
Perception +8 (+9 to Sense Motive)
Languages Common
Skills Athletics +11, Diplomacy +6, Intimidation +9, Legal Lore +7, Society +5
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +1
Items breastplate, crossbow (20 bolts), dagger, signal whistle, steel shield (Hardness 5, 20 HP, BT 10), warhammer
AC 20 (22 with shield raised); Fort +10, Ref +6, Will +8
HP 45
Air of Authority (aura, emotion, mental) 10 feet. Creatures in the aura who are the same or lower level than the watch officer take a –2 status penalty to their Will DC against the watch officer’s attempts to Coerce or Demoralize them.
Bravery When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
Attack of Opportunity
Shield Block
Speed 25 feet
Melee warhammer +13 (shove), Damage 1d8+7 bludgeoning
Ranged crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+3 piercing
Sudden Charge Frequency once per round; Effect The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
