Katapesh: Zephyr Guard
Defense
AC: 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
HP: 22 (3d10+6)
Fort: +5 Ref: +3 Will: +3, +1 vs. fear
Offense
Speed: 30 ft.
Melee: mwk scimitar +6 (1d6+2/18–20)
Statistics
Str: 14 Dex: 15 Con: 14 Int: 13 Wis: 10 Cha: 8
Base Atk: +3 CMB: +5 CMD: 17
Feats: Alertness, Combat Expertise, Improved Disarm, Iron Will, Power Attack
Skills: Climb +2, Knowledge (local) +2, Linguistics +4, Perception +5, Profession (soldier) +6, Sense Motive +5
SQ: armor training 1, bravery +1
Languages: Common, Dwarven, Kelish, Osiriani, Vudrani
Combat Gear: potion of cure light wounds
Other Gear: masterwork chainmail, heavy wooden shield, masterwork scimitar, zephyr amulet (as everburning torch, but occupies the neck slot), masterwork manacles, signal whistle
Description
Human fighter 3
Drawn from across the world and paid a king’s ransom for their services, the Zephyr Guard keeps the peace in and around Katapesh. Facing all manner of visitors and invaders, individual guards excel at adapting their fighting style to exploit an opponent’s weaknesses. Their techniques shift as freely as the desert sands, mingling the soft twists of Tien monks and the harsh steps of berserkers from the Lands of the Linnorm Kings with a dozen other martial schools gathered from across Golarion. What would be a clumsy jumble of maneuvers in a lesser warrior’s hands becomes an erratic, unpredictable art when tempered by the unwavering discipline of the Zephyr Guard.
Source: NPC Guide, p. 42
