Zephyr Guard (Human Fighter 3)

Zephyr Guard CR 2

XP 600
Human fighter 3
LN Medium humanoid (human)
Init +2; Senses Perception +5


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


Speed 30 ft.
Melee mwk scimitar +6 (1d6+2/18–20)


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


Drawn from across the world and paid a king’s ransom for their services, the Zephyr Guard keeps the peace. 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 monks and the harsh steps of berserkers with a dozen other martial schools. 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.

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