Zephyr Guard

All archetypes

  • Uncommon

You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves.

Zephyr Guard Dedication Feat 2

  • Uncommon
  • archetype
  • dedication

Prerequisites member of the Zephyr Guard

Access You are from Katapesh.


As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to Perception checks against attempts to Palm An Object, Steal, or Conceal An Object (including you're Seeking concealed objects). You become trained in Society and Katapesh Lore; if you were already trained, you become an expert instead.

Source: Pathfinder #149: Against the Scarlet Triad

Know The Beat Feat 3

  • archetype
  • skill

You become trained in your choice of Guild Lore, Legal Lore, Mercantile Lore, or Underworld Lore. You gain a +1 circumstance bonus to Diplomacy checks to Gather Information and to checks made to investigate crimes.


Source: Pathfinder #149: Against the Scarlet Triad

Decry Thief Feat 4

  • archetype

When you attempt to Demoralize, you can make it harder for the target to flee, in place of the action's normal effects.


Critical Success For 1 round, the target takes a –10-foot status penalty to Speed and a -4 status penalty to Stealth.

Success For 1 round, the target takes a –5-foot status penalty to Speed and a -2 status penalty to Stealth.

Effect: Decry Thief

Source: Pathfinder #149: Against the Scarlet Triad

Relentless Disarm Feat 6

  • archetype

When you succeed, but don't critically succeed, at a check to Disarm a creature, your circumstance bonus to further checks to Disarm that creature is +4 instead of +2. Other creatures gain only the normal bonus.

When you critically succeed at a Disarm check, you can immediately Demoralize your target as a reaction.


Source: Pathfinder #149: Against the Scarlet Triad

Unfazed Assessment Feat 8

  • archetype

You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a Perception check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn.


Source: Pathfinder #149: Against the Scarlet Triad

Zephyr Guard Feats