Sentinel Marshal
Eberron: Forge of the Artificer p. 83
- Tamaño
- Mediano
- Tipo
- humanoid (human)
- Alineamiento
- legal neutral
- CA
- 16 (studded leather)
- Iniciativa
- +10
- Puntos de golpe
- 110 (20d8+20)
- Velocidad
- walk 30 ft.
- Salvaciones
- Dex +7, Con +4
- Habilidades
- Athletics +7, Insight +5, Perception +8
- Percepción pasiva
- 18
- Idiomas
- Common plus two other languages
- Desafío
- 6
Rasgos
Proficiency Bonus
+3
Size
Medium or Small
Gear
Longsword, Pistol, Studded Leather Armor
Acciones
Multiattack
The marshal makes three attacks, using Longsword or Pistol in any combination.
Longsword
Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8+4) Slashing damage, and the target has Disadvantage on the next attack roll it makes before the start of the marshal's next turn.
Pistol
Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10+4) Piercing damage.
Reacciones
Shield (3/Day)
The marshal casts Shield in response to the spell's trigger, using Wisdom as the spellcasting ability.
recharge
3/DAY
Conjuros
Shield [5.5e]
Otros datos
description
The Sentinel Marshals of House Deneith, who are typically human, hold the honor of the house in their hands. The Treaty of Thronehold upheld their authority to pursue criminals across international borders, giving them the unique privilege and responsibility of upholding the law across Khorvaire.
Only the most trusted heirs of the house are honored with a position in the Sentinel Marshals, either after serving in the house's other guilds for several years (as bodyguards in the Defenders Guild and mercenary officers in the Blademarks Guild) or by special dispensation of House Deneith.
Sentinel Marshals are never authorized to break local or international laws, but neither are they accountable to the legal authorities of any nation. A rogue marshal can be punished only by the leadership of House Deneith, but some nations (such as Darguun and Droaam) ignore these conventions.