NPC Gallery
Pathfinder Gamemastery Guide (Second Edition), page 204
Ready-made nonplayer characters, from nobles and guards to cultists and pirates (the Gamemastery Guide’s gallery) and members of the Inner Sea’s great organizations (the Lost Omens Character Guide’s), in the groups the books put them in. Each is a creature with a full stat block; the Creatures search lists them with the Bestiary’s.
- Courtiers Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.
- Criminals Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.
- Devotees Religions inspire devout individuals to uphold their tenets.
- Downtrodden Unfortunately, every society has people living on its fringes.
- Explorers The world is a wide, open place fraught with peril and adventure.
- Foresters From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide.
- Healers The world is a dangerous place.
- Laborers Every day, laborers perform backbreaking physical work.
- Magistrates Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.
- Mercenaries A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.
- Mystics Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim.
- Officers Larger societies rely on those with the authority and the ability to interpret and enforce laws.
- Performers Performances can serve as entertainment, expressions of beauty, or part of a shared culture.
- Publicans Countless adventures begin in a tavern or a pub.
- Scholars True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons.
- Seafarers Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.
- Tradespeople Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling.
- Villains Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.
- Firebrands Wherever oppression or an opportunity for daring adventure can be found, the Firebrands can be found chasing after.
- Hellknights Firm believers in enforcing the law at any cost, Hellknights are often based in Cheliax, but they travel to all across Golarion to enforce their ideals of order.
- Knights of Lastwall Though the nation of Lastwall is shattered and its leaders have fled, the courage of those who once defended its shining walls remains strong.
- Magaambya Adepts Incredible events have rocked the lands of Avistan over the past 10 years, from whole cities reappearing out of a loop in time to magical explosions vaporizing the prison of Gallowspire.
- Pathfinders The Pathfinder Society is a large and influential organization seeking to learn and share their knowledge to others, and its members can be found even in the least likely of places.
- Theme Templates This section provides a number of stat blocks for members of the five organizations presented previously in this book.
