Characters

Katapesh: Zephyr Guard

CR: 2 XP: 600


LN Medium humanoid (human)


Init: +2 Senses: Perception +5


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