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There is a Legacy version here.

Mercenary

Source NPC Core pg. 82
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Members

Bodyguard (Creature 1), Bounty Hunter (Creature 4), Exiled Revolutionary (Creature 10), Mage For Hire (Creature 3), Mage Killer (Creature 8), Mercenary Band (Creature 9), Monster Hunter (Creature 6), Siegebreaker (Creature 14)

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone scavenger (level 0), kholo outrider (level 7), kholo pragmatist (level 1), lucky courser (level 8), tunnel viper (level 1)

Sidebar - Additional Lore Group Decisions

In any large group of mercenaries, it becomes extremely important to determine which clients to take on. Though some mercenary bands have a strict hierarchy with a designated leader in charge, bands are typically much more democratic. In most bands, a simple majority vote determines whether an offer is accepted or declined. Other groups fall in the middle, using a democratic election to select an individual leader or small council to make deals on their behalf.

Sidebar - Additional Lore Joining Up

Different mercenary bands have different requirements for prospective members. Being able to fight is just the start. Bands with more honorable reputations require rigorous interviews, blood oaths, and even background checks, while bands with more dubious reputations will take on a skilled fighter with no questions asked. On occasion, bands tend to form along ancestry lines. Orcs, hobgoblins, and dwarves all have storied mercenary bands wandering the Inner Sea region, but almost all of them will take one recruit who's not of their ancestry if their skills are valuable enough.

Sidebar - Additional Lore Mercenary Banter

Here's some parlance commonly used by mercenaries.

Crackster: Someone adept at breaking locks or safes.
Diving: Theft or smuggling below ground, often through tunnels.
Foxing: To play at being asleep, usually for an ambush.
Medic: A healer.
Ram: A hard-hitting warrior.
Slinger: A spellcaster.
Sway of Coin: Swearing allegiance to whoever pays the most.
Waterline: A mercenary company's money: “Take time in town while the waterline's high, everyone.”
Whisperer: Anyone who can move stealthily.