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There is a Remastered version here.

PFS LimitedBodyguard

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

Elite | Normal | Weak
Proficiency without Level

BodyguardCreature 1

Legacy Content

N Medium Human Humanoid 
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 16; Fort +8, Ref +7, Will +4
HP 25
Speed 25 feet
Melee [one-action] greatclub +7 [+2/-3] (backswing, shove), Damage 1d10+4 bludgeoningMelee [one-action] sap +7 [+3/-1] (agile, nonlethal), Damage 1d6+4 bludgeoningBodyguard's Defense [two-actions] 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.

All Monsters in "Mercenaries"

NameLevel
Bodyguard1
Bounty Hunter4
Exiled Revolutionary10
Mage for Hire3
Mage Killer8
Mercenary Band9
Monster Hunter6
Siegebreaker14

Mercenaries

Source Gamemastery Guide pg. 226
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.

Sidebar - Advice and Rules Bribing Mercenaries

Unless a mercenary prides themself on their name or reputation, the PCs might be able to bribe them to switch sides, or at least stand aside. You can estimate a bribe by taking roughly 5% of the Party Currency value from the row corresponding to the NPC's level on Table 10–9.

Sidebar - Additional Lore Mercenary Banter

Here's some parlance commonly used by mercenaries.

Crackster: Someone adept at breaking locks or safes.
Diving: Theft or smuggling below ground, often through tunnels.
Foxing: To play at being asleep, usually for an ambush.
Medic: A healer.
Ram: A hard-hitting warrior.
Slinger: A spellcaster.
Sway of Coin: Swearing allegiance to whoever pays the most.
Waterline: A mercenary troupe's money: “Take time in town while the waterline's high, everyone.”
Whisperstep: Anyone who can move stealthily.