All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Exiled Revolutionary

Forces hire an exiled revolutionary because they were once part of the enemy. A lost scion, noble who spoke against tyranny, or wrongly persecuted politician possesses an intimate knowledge of their foe's tactics, logistics, and territory.

Recall Knowledge - Humanoid (Society): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Exiled RevolutionaryCreature 10

Medium Human Humanoid 
Source NPC Core pg. 85
Perception +17; (20 to Sense Motive)
Languages Common
Skills Acrobatics +18, Athletics +15, Deception +19, Diplomacy +19, Intimidation +17, Lore +22 ((home region or settlement)), Society +20, Stealth +20, Thievery +18
Str +4, Dex +5, Con +0, Int +3, Wis +2, Cha +4
Former Courtier An exiled revolutionary remembers well their former realm. In their home realm, be it a manor, castle, or capital city, the exiled revolutionary gains a +4 circumstance bonus to Perception checks and Will saves, and to Deception, Diplomacy, Intimidation, and Stealth checks, and is a 12th-level challenge in the arena of noble politics.
Items +1 striking longsword, +1 composite longbow (20 arrows), leather armor, signet ring, thieves' toolkit, wyvern poison (2)
AC 28; Fort +17, Ref +20, Will +17
HP 140
Follow Me (aura, visual) 20 feet. This aura is active only while in the exiled revolutionary's home realm, as they share knowledge to avoid guard patrols and get past checkpoints. Any ally in the aura gets a +2 circumstance bonus to Deception and Stealth checks.It's… You! (emotion, mental) When the exiled revolutionary sees or hears someone who was part of their downfall in person, they break cover and attack their betrayer immediately, even if their actions would doom them and their allies. The revolutionary must succeed at a DC 35 Will save or be fascinated by their betrayer and unable to cease targeting them exclusively until the betrayer is defeated. An ally can convince the revolutionary to forgo their vengeance with a DC 30 Diplomacy check to make a Request. This lasts for 1 minute, but talking the revolutionary down after that time requires more thorough engagement.Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] longsword +21 [+16/+11] (magical, versatile P), Damage 2d8+10 slashingMelee [one-action] fist +20 [+16/+12] (agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] composite longbow +21 [+16/+11] (deadly d10, propulsive, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercingDarting Feint [two-actions] The exiled revolutionary Feints, Steps, and Strikes in any order.Sneak Attack The exiled revolutionary deals an additional 2d6 precision damage to off-guard creatures.

Sidebar - Additional Lore Betraying The Betrayed

Exiled revolutionaries can make for valuable allies, especially if their goals align with the PCs. However, the exiled revolutionary has been a victim of extreme betrayal and constantly guards against it. PCs should take care when considering going back on their word with an exiled revolutionary. Should anyone act in a way that the exiled revolutionary might perceive as a betrayal, the revolutionary will dedicate their life to avenging the perceived transgression, even becoming a villainous instrument of evil should that become necessary.

All Monsters in "Mercenary"

NameLevel
Bodyguard1
Bounty Hunter4
Exiled Revolutionary10
Mage For Hire3
Mage Killer8
Mercenary Band9
Monster Hunter6
Siegebreaker14

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.

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.