Good bodyguards are hard to find, mainly because they don’t live long. |
Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards but with special directives to safeguard their patrons.
Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10
Bodyguard, Mercenary 1
Source Gamemastery Guide pg. 226
Perception +8;
Languages Common
Skills Athletics +7, Intimidation +6, Society +2
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
Items greatclub, sap, studded leather armor
AC AC 16; Fort +8, Ref +7, Will +4
HP 25
Speed 25 feet,
Melee greatclub +7 [+2/-3] (backswing, shove), Damage 1d10+4 bludgeoning
Melee sap +7 [+3/-1] (agile, nonlethal), Damage 1d6+4 bludgeoning
Bodyguard's Defense The bodyguard selects one creature they can see and hear within 30 feet. That creature gains a +2 circumstance bonus to AC as long as the bodyguard is adjacent to the chosen creature and can act; this bonus lasts until the start of the bodyguard's next turn.
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