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Mercenary (Sellsword)

Mercenary (Sellsword) CR 7

Source GameMastery Guide pg. 283
XP 3,200
Human fighter 8
N Medium humanoid
Init +6; Senses Perception +8

Defense

AC 25, touch 12, flat-footed 23 (+10 armor, +2 Dex, +3 shield)
hp 80 (8d10+36)
Fort +10, Ref +5, Will +6; +2 vs. fear
Defensive Abilities bravery +2

Offense

Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+7/17–20) or spiked gauntlet +11/+6 (1d4+3)
Ranged javelin +10 (1d6+3)
Special Attacks weapon training (heavy blades +1)

Statistics

Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 23
Feats Cleave, Improved Critical (bastard sword), Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Intimidate +7, Knowledge (dungeoneering) +5, Perception +8, Profession (soldier) +5, Ride +8, Survival +10
Languages Common
SQ armor training 2
Combat Gear potion of align weapon, potion of bull’s strength, potions of cure light wounds (2); Other Gear +1 full plate, +1 heavy steel shield, +1 bastard sword, spiked gauntlet, javelins (5), cloak of resistance +1, 40 gp

Boon A sellsword may use her connections to help PCs buy +1 weapons or armor at a 10% discount, or lend her reputation to a PC with Leadership, granting a +1 Leadership score bonus for 1 month to recruit warrior followers.

Sellswords are the ultimate soldiers of fortune, owing loyalty to no one and nothing save cold, hard coins. Their only law is that once they are bought, they stay bought; there are no more paydays for a sellsword who proves treacherous. Still, even that law can fade when one’s employer is on the losing side, and a bit of opportunism may help the sellsword live to fight another day.

Sellswords can be used as elite imperial guards or shock troops, royal swordmasters, or the heads of fighting academies. Wealthy and powerful individuals might also hire sellswords as expensive bodyguards.

A canny sellsword may travel with a battle mage (CR 8), or a medium and two acolytes (CR 8). A squad of four sellswords might find employ with a merchant prince (CR 11) or bandit lord (CR 12). A bounty hunter can also hire a pair of sellswords to help bring down a dangerous foe (CR 12).