Zephyr Guard

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

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.

Special You can’t select another dedication feat until you have gained two other feats from the Zephyr Guard archetype.

Know the Beat Feat 3

Prerequisites Zephyr Guard Dedication


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.

Decry Thief Feat 4

Prerequisites Zephyr Guard Dedication, trained in Intimidation


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.

Relentless Disarm Feat 6

Prerequisites Zephyr Guard Dedication, trained in Athletics


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.

Unfazed Assessment Feat 8

Prerequisites Zephyr Guard Dedication, expert in Perception


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.