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Watch Officer

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.

Recall Knowledge - Humanoid (Society): DC 18

Elite | Normal | Weak
Proficiency without Level

Watch OfficerCreature 3

LNMediumHumanHumanoid
Source Gamemastery Guide pg. 234
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 watch officer 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 ReactionReaction
Shield Block ReactionReaction
Speed 25 feet
Melee Single ActionSingle Action warhammer +13 [+8/+3] (shove), Damage 1d8+7 bludgeoningRanged Single ActionSingle Action crossbow +10 [+5/+0] (range increment 120 feet, reload 1), Damage 1d8+3 piercingSudden Charge Two ActionsTwo Actions 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.

All Monsters in "Officers"

NameLevel
Archer Sentry2
Barrister-1
Captain of the Guard6
Executioner6
Guard1
Jailer3
Watch Officer3

Officers

Source Gamemastery Guide pg. 232
Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.

Sidebar - Advice and Rules Deploying The Watch

If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.

Sidebar - Advice and Rules Jailbreak!

If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!

Sidebar - Advice and Rules Raise The Alarm!

In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations.

Sidebar - Additional Lore Unusual Misdemeanors

  • Altering the weather without a permit
  • Consuming (or refusing to consume) intoxicating substances on celebration days
  • Failing to clean up after animal companions
  • Flying within city limits
  • Selling potions without a license