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Zephyr Guard (Human Fighter 3)


Zephyr Guard
CR 2

XP 600
Human
fighter 3
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
Defensive Abilities bravery +1

  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
Languages Common, Dwarven, +3 additional
SQ armor training 1
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