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Yeshima

Human · Aristocrat 4 (Pathfinder NPC class; locally called a noble) · Level 4

Yeshima

Security officer
“You arrived at the west arch at the third bell.”
AC17
HP26/26
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has the dry, carrying edge of someone accustomed to calling instructions across a stone gatehouse. It catches slightly after long shifts spent in winter air, and her work-trained diction makes even a casual question sound as if it belongs in an incident report.

She speaks in clean, clipped sentences shaped by checkpoint calls, watch reports, and years of making herself heard over market noise. Her consonants land firmly, but she rounds a phrase when trying to reassure a frightened person. She uses precise times and locations as naturally as other people use small talk.

Speech patterns

Uses names and exact times when recounting events: 'You arrived at the west arch at the third bell.'
Frames requests as choices with consequences rather than threats.
When impatient, clips away introductory phrases and asks one precise question.
Uses dry humor to defuse panic, then immediately returns to the practical problem.

How to play them

Be direct and provide a verifiable reason for your presence. Yeshima respects cooperation and evidence, but she will not waive a safety procedure merely because someone is charming or important. If convinced that an order is unjust, she asks for a safer alternative and acts on it.

Goal

Expose whoever is manufacturing forged passes before they can use them to smuggle a dangerous person or object through Pennytown.

Motivation

To make Pennytown's security something ordinary residents can rely on, rather than a show of authority that protects only the powerful.

Secret · GM only

Appearance

Yeshima looks as though she has been pressed flat by a strict uniform and refused to stay that way. Her blonde hair is tightly braided and pinned under her cap, though pale wisps escape at the temples when she has been on patrol for hours. Her fair skin is wind-chapped across the nose, and her gray-green eyes move from hands to hems to faces with brisk, practiced attention. She walks with a measured heel-to-toe pace, turning her whole body toward whoever speaks rather than merely glancing over. The unexpected detail is her left cuff: she has sewn a tiny, carefully embroidered sprig of orange marigold inside it, a private bit of color against the military precision.

Clothing

A sharply tailored military guard outfit in Pennytown's colors: a dark, almost-black wool coat and trousers with bright red piping and orange panels at the cuffs and collar. Small brass buttons bear the town's penny-and-tower seal. Leather shoulder pieces and reinforced seams are practical, not ceremonial. The coat has been altered at the elbows and is brushed obsessively; the badge is polished until its subtle magic sheen appears when she stands at attention.

Body language

She stands squarely, hands behind her back when listening to a superior and open at her sides when speaking with frightened civilians. Her eyes make quick, orderly passes over a room. When someone lies badly, one thumb rubs the edge of her badge.

Height
5 ft. 6 in.
Build
Compact, upright, and sturdier than her immaculate tailoring suggests; her shoulders are trained by years of wearing armor and directing crowds.
Eyes
Gray-green
Hair
Blonde
Skin
Fair, wind-chapped across the nose
Age
38
Gender
Female
Size
Medium

Distinguishing features

The tiny orange marigold embroidered inside her left cuff, visible when she reaches for her badge.
Her polished seal gives off a faint sheen when she stands at attention.
Her coat's elbows have been expertly re-tailored, while the rest of the uniform remains almost unnaturally pristine.

Personality

11 traits and drives

Yeshima is disciplined but not blindly obedient, and warm-hearted but wary of being manipulated through sympathy. With frightened residents she becomes briskly reassuring; with officials she is exact and hard to distract. When rested she can be unexpectedly wry. When exhausted, she clings to procedure and has to be reminded that people are not paperwork.

Alignment
Lawful neutral

Quirks

Counts doorways under her breath when entering an unfamiliar building.
Turns a cup's handle toward the person she is offering it to, as if making a tiny formal presentation.
Tests loose buttons with one thumbnail whenever conversation turns to security.
Keeps a running mental inventory of who in a room has wet shoes.

Habits

At a checkpoint, she studies footwear and cuffs before asking for a name.
When worried, she checks the fastening on her badge as if verifying that the town is still there.
After a tense confrontation, she makes a written account while details are fresh, even if everyone else wants to celebrate.
She offers practical help before comfort: a dry cloak, a safe route, or a cup of broth.

Traits · 3

Protective of ordinary townspeople, yet uncomfortable when they thank her as if she were a hero.
Values clear rules but has learned to break them when the danger is immediate and the reason is sound.
Socially composed in public, privately sentimental about small keepsakes and family routines.

Flaws · 3

Treats thoroughness as a substitute for trust and can make honest people feel interrogated.
Finds it hard to admit when a rule is causing harm until she has tested every alternative.
Her loyalty to her mentor makes her slow to recognize when he has become part of the problem.

Fears · 2

That another crowded emergency will force her to choose between an order and the people in danger.
That Captain Drahomir's pressure means the forged passes implicate someone she still respects.

Wants and needs · 3

Wants the forged-pass inquiry pursued without turning the watch against itself.
Needs her brother to stop treating her uniform as proof that she has chosen the watch over her family.
Needs to decide whether protecting her mentor is still compatible with protecting Pennytown.

Combat

AC 17 · HP 26 · 30 ft.

Yeshima prefers to keep bystanders behind her and use the crossbow while an ally blocks approach. She draws her longsword if an opponent closes, fights defensively when outnumbered, and uses her badge's detect magic before entering a suspicious room when time allows. She gives clear warnings and favors capture over killing.

Yeshima

Medium humanoid (human), lawful neutral
Armor Class17
Hit Points26
Speed30 ft.
Level4
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsFortitudeReflexWill
SkillsDiplomacyKnowledge (local)PerceptionSense MotiveIntimidateProfession (guard)
SensesNormal
Languages
Common
Pennytown scrutiny (custom badge enchantment): As a standard action, Yeshima can activate her seal to use detect magic at will, as the spell. The badge does not grant spellcasting or reveal a creature's identity.
Face-and-Fit Drill (custom): Yeshima gains a +2 circumstance bonus on Perception checks to notice a mundane disguise, provided she can observe the subject for at least 1 round. This does not automatically pierce magical disguises.
Noble class features. martial weapon proficiency, simple weapon proficiency, light armor proficiency, medium armor proficiency, and shield proficiency.

Actions

Longsword. Melee +1 longsword +6 (/19-20); includes Strength, masterwork weapon, and base attack bonus.
Light crossbow. Ranged light crossbow +5 (/19-20, range 80 ft.); includes Dexterity, masterwork weapon, and base attack bonus.
Standard action. Yeshima makes a melee or ranged attack with her listed weapon, or uses a standard action to activate her badge's detect magic effect.

Services they sell

Can verify a visitor pass or arrange a lawful checkpoint escort.
Can perform an at-will detect magic scan using her badge.
Can provide practical advice about Pennytown's gates, watch procedures, and current security concerns.

Rewards they can give

A legitimate gate pass and an introduction to a reliable Pennytown ward-scribe.
If the forged-pass scheme is resolved, access to her notes on suspicious arrivals.

Equipment

  • Concealed breastplate (armor)Masterwork breastplate fitted beneath her tailored coat; armor bonus +6, armor check penalty -4, maximum Dexterity bonus +3.
  • +1 longsword (weapon)Masterwork longsword, balanced for one-handed use; attack +6, damage 1d8+2, critical 19-20/x2.
  • Light crossbow and bolts (weapon)Masterwork light crossbow with 20 bolts; attack +5, damage 1d8, critical 19-20/x2, range 80 ft.
  • Pennytown scrutiny badge (custom magic item)Custom wondrous badge; at will, as a standard action, functions as detect magic. Its glow is visible when Yeshima stands at attention.
  • Guard's field kit (gear)A whistle, folded checkpoint orders, a small notebook, sealing wax, and a spare set of uniform buttons.

Possessions

Pressed marigold hidden in her notebook
Pocket notebook of checkpoint incidents
Spare uniform buttons bearing the penny-and-tower seal

Background

Yeshima grew up above her mother's alterations stall in Pennytown, learning to spot a dishonest hem before she learned to read a contract. She entered the town watch through a patron's recommendation, expecting the appointment to be ceremonial; a winter riot at the south gate made it anything but. When a disguised arsonist set fire to the crowded tollhouse, Yeshima disobeyed an order to hold the line, broke a side door, and got trapped clerks out through a smoke-filled passage. The experience changed her: procedure remained her anchor, but she stopped mistaking obedience for judgment. She later trained with Pennytown's ward-scribes and commissioned the custom enchanted seal she wears now. She is currently investigating a run of forged visitor passes, while her former mentor, Captain Drahomir, insists the matter be buried until after the council election. Her younger brother, Mavuso, repairs the watch's uniforms and quietly resents how often she brings work home.

Role in the story

A capable gate officer, investigator, or uneasy ally whose careful scrutiny can expose disguises and magical tampering, while her conflict with her mentor complicates any official investigation.

“The experience changed her: procedure remained her anchor, but she stopped mistaking obedience for judgment.”
From their background
Faction
Pennytown town watch, assigned to gate security and magical irregularities.

Known connections

Mavuso, her younger brother, alters the watch uniforms and knows she keeps his marigold embroidery hidden in her cuff.
Captain Drahomir, her former mentor, taught her crowd control and now pressures her to suppress the forged-pass investigation.
Pennytown's ward-scribe Nkiru crafted her badge enchantment and expects Yeshima to report any unusual magical residue it detects.
Major secret · GM only
Minor secrets · GM only

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