Militarist - Guard (Grim Hollow) Image

 

Militarists either work within a formal military
structure, or fight for pay on an individual
basis. Militarists are often respected or feared,
depending on the nature of their organisation.
High-ranking Militarists are often paid
handsomely, as their skills can decide battles or
even wars. Lower-level Militarists make great
warriors, mercenaries, and guards.

It is not unheard of for militaristic individuals to
accompany adventurers on dangerous missions.
These tasks are said to keep the mind sharp and
skills honed, especially in times of relative peace.

 
Skill Proficiencies:  Perception

Choose one from Animal
Handling, Athletics, Insight, Intimidation,
Perception, Survival

Informant

Upon spending an hour asking around, and
succeeding on a medium-DC Wisdom (Perception)
check, you can find a contact within the local
constabulary or guard hierarchy. This contact
begins as friendly to you and will answer
questions you have regarding local wanted
criminals, law enforcement, and ongoing or
previous investigations.

Tool Proficiencies: One type of gaming set.

 

Equipment:  A gaming set you are proficient with,
an insignia detailing your rank within a military
organization, and 10 gp.

Additional Equipment: Manacles, pipe and
tobacco box, a badge of office.

 

 
Profession Ranking

 

Rank 1 - Town Militia

You have joined the local town militia out of
necessity or desire. Either way, your duties have
included many sleepless nights on watch, and
many tedious days spent idly standing guard.

Holdings:

A bunk bed to sleep in at your stationed
guardhouse.
Sensitive information relating to an unsolved
murder that you have not told anyone about.

Progression:

Solve a crime or uncover a major smuggling route.

Rank 2 - Captain of the Watch
Your dedication to your city has not gone
unnoticed, and you have been promoted to
Captain of the Watch. You now lead a small detail
of guards who follow your orders.

Holdings:

Access to the keys to the city gates.
A group of militia guards to train and organise as
you see fit.

Progression:

Catch a renowned criminal before they can escape
the city, or another act worthy of a promotion.

Rank 3 - Palace Guard

You have shown initiative and critical thinking
under strain in leading your guard detail, and
have been suitably promoted to the rank of Palace
Guard. Your loyalty is highly valued, and your
discretion is even more so.Your focus has shifted from keeping the peace to
protecting the most important places and people
in the city.

Holdings:

Free lodging on the grounds of the palace or other
place of work.
Unquestioned access to restricted areas of the city.
Permission to view the casefiles of ongoing
investigations and past crimes. You can also
access documents detailing guard routes
and rosters.

Progression:

Save a VIP from an assasination attempt, rescue a
kidnapped princess, or anything of equal import
to be promoted.

Rank 4 - Lord Commander

You now command the entire law enforcement
system of your area, with accompanying
fortresses and militia. You stand as the final
authority for most executive and judicial
problems in your region, making you the physical
embodiment of the law. When the leaders of your
city need protection or want a crime investigated,
they go through you.

Holdings:

Command of the entire guard hierarchy within
your area, with the authority to conscript
new militia and impose martial law within a
region or town.
Command of a fortress within a major town or
city, granting you access to weapons, defensive
siege equipment, and squadrons of guards under
your command.
You report directly to the highest officials, and
have the ear of the monarch on matters of the
city’s defences.

 
Feature: Profession Talents

 Astute Intuition

Whenever you make a Wisdom (Insight) check
while trying to detect a lie from Aristocrats,
Criminals, or Common Folk, you can add your
Profession Die to the roll.

Applied Leverage 

When you make a Strength
(Athletics) check to force open a door or container,
you may add your profession die to the roll.

Beast Whisperer

Whenever you make a Wisdom (Animal Handling)
check to train or direct orders to a beast, you can
add your Profession Die to the roll.

Born in the Saddle

Whenever you make a Wisdom (Animal Handling)
check while riding an animal or interacting with
your mount, you can add your Profession Die
to the roll.

Bounty Hunter

Whenever you make a Wisdom (Survival) to track
Criminals, you can add your Profession Die

Calloused Hands

Whenever you make a Strength (Athletics) check
to lift, drag, or shove a heavy object, you can add
your Profession Die to the roll.

Copycat

Whenever you make an Intelligence or
Intelligence (Forgery Kit) check to forge or create
a document, you can add your Profession Die
to the roll.

Disciplinarian

Whenever you make a Charisma (Intimidation)
check while issuing a command to an individual
of lower rank within your background, you can
add your Profession Die to the roll.

Drunkard

Whenever you make a Constitution check to
determine if you will throw up, pass out, or how
severe a hangover is, you can add your Profession
Die to the roll.

Figure of Authority

Whenever you make a Charisma (Persuasion)
check while interacting with Common Folk, you
may add your Profession Die to the roll.

Forecaster

Whenever you make a Wisdom (Survival) check to
determine the weather for the next 48 hours, you
can add your Profession Die to the roll.

Gambler

Whenever you make a Dexterity (Sleight of Hand)
or Wisdom (Perception) check to cheat at a game
or catch someone else cheating, you can add your
Profession Die to the roll.

Hard-Working

Whenever you make a Constitution check for a
repetitive task such as marching or labouring for
hours without rest, you can add your Profession
Die to the roll.

Interrogator

Whenever you make a Charisma (Intimidation)
check to extract information from an enemy who
is restrained, you can add your Profession Die
to the roll.

Looter

When you make an Intelligence (Investigation)
roll to find hidden valuables, you may add your
profession die to the roll. 

Menacing Presence

Whenever you make a Charisma (Intimidation)
check, and are interacting with Academics,
Common Folk, or Seafarers, you can add your
Profession Die to the roll.

Navigator

Whenever you make a vehicle check, you can add
your Profession Die to the roll.

Passionate Orator

Whenever you make a Charisma (Performance)
check to influence an Academic, Military, or
Clergy member, you can add your Profession Die
to the roll

Recruiter

Whenever you make a Charisma (Persuasion)
check to recruit people into a role, you can add
your Profession Die to the roll.

Renowned

Whenever you make a Charisma (Persuasion)
check, and are interacting with Military,
Outlanders, or Criminals, you may add your
Profession Die.

Sentry

Whenever you make a Wisdom (Perception) check
while on watch duty or defending a fortification,
you can add your Profession Die to the roll.

Shrewd Deduction

Whenever you make an Intelligence
(Investigation) check to investigate a crime scene,
you can add your Profession Die to the roll.

Urban Sprinter

Whenever you make a Strength (Athletics) or
Dexterity (Acrobatics) check while running away
from a pursuer, or pursuing someone else, you
can add your Profession Die to the roll.

Wayfarer

Whenever you make a Wisdom (Survival) check to
find a path or avoid getting lost, you can add your
Profession Die to the roll.

 

 

Previous Versions

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Militarist - Guard (Grim Hollow) Image

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