Watchmage
Creature 5 — human, humanoid
A watchmage uses a mix of magic and martial training to enforce the law. They magically detect invisible criminals, locate stolen property, and counter illegal spells. 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 +15
Skills arcana +13, athletics +10, intimidation +9, society +11
Str
+1
Dex
+4
Con
+2
Int
+4
Wis
+1
Cha
+0
AC 21
Fort +9
Ref +12
Will +14
HP 70
Speed 25 feet
Offense
Melee Fist +15, Damage 1d6+5 bludgeoning
Ranged Shortbow +15, Damage 1d6+4 piercing
Abilities
Arcane Watch — The watchmage can either Investigate or Search while using the Detect Magic exploration activity.
Counter Escape (arcane) —
Eldritch Arms (concentrate) — In a brief ritual that takes 10 minutes, the watchmage chooses a single weapon or unarmed attack through which they can focus their magic. Strikes the watchmage makes with that weapon are magical and deal 1d6 additional force damage.
Spellbound Strike — If the spell is targeted, it targets the creature that was hit and no one else. If the spell is an area, the target must be in the area. A burst is centered on a corner of the target's square if the target is Medium or smaller, or the corner of a square closest to the creature's center if it's Large or larger. A cone or line emits from a square of the watchmage's choice adjacent to the target.
Spells
Haste (rank 3)
Slow (rank 3)
Dispel Magic (rank 2)
See the Unseen (rank 2)
Command (rank 1)
Detect Magic (rank 1)
Force Barrage (rank 1)
Frostbite (rank 1)
Ignition (rank 1)
Read Aura (rank 1)
Sure Strike (rank 1)
Tangle Vine (rank 1)
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