Mercenaries

Mercenary soldier

Description:

Human Warrior 1
N Medium humanoid
Init 1, Senses Perception +0
Defense
AC 17, touch 11, flat-footed 16 (
6 armor, 1 Dex)
hp 8 (1d10 +3)
Fort +2, Ref +1, Will +0
Offense
Speed 20 ft
Melee longspear +2 (1d8 +3/x3) or greatsword +3 (2d6
3/19-20)
Ranged javelin 2 (1d62)
Reach 10ft with longspear
Statistics
Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9
BAB +1, CMB +3, CMD 14
Feats: Step up, Toughness
Skills: Craft (weapons +3) Profession (soldier) +4, Survival +1
Languages: Common, Osirin
Combat Gear: potion of cure light wounds
Other Gear: chainmail, greatsword, dagger, javelin, longspear, 2gp
Boon: Foot soldiers will accompany the part as followers for 10% of the treasure

Bio:

There are six mercenaries in total acting as guards for the caravan accompanying the party and the Pactmaster soldiers. Three men: Trevvis [the nominal leader], Utarchus and Dullen. Three Women: Kallien, Brotis, and Yesper. They are a disreputable lot, thick with soiled armor and greasy hair. The mercenaries act tough, but its not known at this point how they will be in a real fight. They treat the party as though they were somehow beneath them, feeling they are in a privileged position as part of the original group that set out from Solku.

Development: The party’s failure to help stabilize Kallien during the fire has made the mercenaries unfriendly, but the speed at which Arasmus and Aicha helped end the crisis has given them a kind of grudging respect and awe for the magic users, although they try not to show it.

Mercenaries

Legacy of Flame facktion