Watchman

With magic being common to everyday life, soldiers and guards must maintain magical defenses as well as mundane. This is the purview of the watchman. A limited selection of spells allow watchmen to survey threats, subdue criminals, and coordinate units from a distance, and their focused training ensures they will always have the right tool for the job.
Hit Die: d6

Class Skills

The watchman’s class skills (and the key ability for each) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (local) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

The Watchman

Level BAB Saves Spells per Day
Fort Ref Will 0 1 2 3 4 5
1 +0 +0 +0 +2 4 2
2 +1 +0 +0 +3 4 2
3 +1 +1 +1 +3 4 3
4 +2 +1 +1 +4 4 3
5 +2 +1 +1 +4 4 3 2
6 +3 +2 +2 +5 4 4 2
7 +3 +2 +2 +5 4 4 3
8 +4 +2 +2 +6 4 4 3
9 +4 +3 +3 +6 4 4 3 2
10 +5 +3 +3 +7 4 4 4 2
11 +5 +3 +3 +7 4 4 4 3
12 +6 +4 +4 +8 4 4 4 3
13 +6 +4 +4 +8 4 4 4 3 2
14 +7 +4 +4 +9 4 4 4 4 2
15 +7 +5 +5 +9 4 4 4 4 3
16 +8 +5 +5 +10 4 4 4 4 3
17 +8 +5 +5 +10 4 4 4 4 3 2
18 +9 +6 +6 +11 4 4 4 4 4 2
19 +9 +6 +6 +11 4 4 4 4 4 3
20 +10 +6 +6 +12 4 4 4 4 4 3

Class Features

All of the following are class features of the watchman NPC class.
Weapon and Armor Proficiency: Watchmen are proficient with all simple weapons, light armor, and light shields. They still suffer arcane spell failure chances when wearing armor.
Spells: A watchman casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the watchman spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a watchman gains access to a new level of spells, he automatically knows all the spells for that level listed on the watchman’s spell list. Essentially, his spell list is the same as his spells known list.
To cast a spell, a watchman must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a watchman’s spell is 10 + the spell’s level + the watchman’s Charisma modifier. Like other spellcasters, a watchman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells for a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook).
Unlike a cleric or a wizard, a watchman need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. A watchman can use a spell slot to cast a spell of lower level than that slot if he chooses (for example, if his Charisma is not high enough to cast spells of that level). This does not effect the spell in any way.

Starting Gear

3d4 x 10 gp worth of equipment

Watchman Spell List

Watchmen can cast spells from the following list.
0 Level: daze, detect magic, light, message, ray of frost
1st Level: charm person, color spray, command, comprehend languages, hold portal, ray of enfeeblement, sleep
2nd Level: calm emotions, detect thoughts, glitterdust, hold person, hypnotic pattern, suggestion, web, whispering wind
3rd Level: charm monster, daylight, deep slumber, discern lies, dispel magic, invisibility purge
4th Level: dismissal, dimensional anchor, dominate person, locate creature, rainbow pattern
5th Level: greater dispel magic, telekinesis, wall of force, waves of fatigue

Watchman

The Legs of Lolth ElectricCaveman