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Watch Officer

Creature 3 — human, humanoid

Often leading a small team of lower-ranking guards, watch officers patrol their assigned areas to maintain order and enforce laws. Watch officers get the job done, though their methods aren't always gentle or kind. Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.

Source: pathfinder-npc-core

Perception +8
Skills athletics +11, diplomacy +6, intimidation +9, society +5
Str
+4
Dex
+1
Con
+3
Int
+0
Wis
+1
Cha
+1
AC 19 Fort +10 Ref +6 Will +8
HP 45
Speed 25 feet

Offense

Melee Warhammer +13, Damage 1d8+7 bludgeoning
Melee Fist +13, Damage 1d4+7 bludgeoning
Ranged Crossbow +10, Damage 1d8+3 piercing

Abilities

+1 to Sense Motive
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 or 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.
Reactive Strike — Reactive Strike
Shield Block — Shield Block
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.

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