Exiled Revolutionary

Level 10
Creature· humanMediumRemaster
AC
28
HP
140
Speed
25 ft.
Perception
+17
Fort
+17
Ref
+20
Will
+17
Languages common
Skills society +20, stealth +20, deception +19, diplomacy +19, acrobatics +18, thievery +18, intimidation +17, athletics +15
Recall Knowledge DC 27 (society)

Attacks

Melee Longsword +21 (magical, versatile-p), Damage 2d8+10 slashing
Melee Fist +20 (agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoning
Melee Composite Longbow +21 (deadly-d10, magical, propulsive, reload 0 ft., volley 30 ft.), Damage 1d8+8 piercing

Abilities

+3 to Sense Motiveinteraction
Former Courtierinteraction

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.

Follow Me

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!

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 .

Reactive Strike
Darting Feint◆◆

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.

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.


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