Most Effective Bodyguard Cohort ?!?


Advice


As a GM, I nearly always use the standard character build rules when making important NPC's. So the statements of, "You're the GM just have him able to do X" are not very helpful in this instance.

I have a plot central reoccurring NPC. He will have the leadership feat. The cohort will be a bodyguard to keep him alive. When the party first encounters him, he will be about level 8 (cohort level 5). By the end of the campaign I would expect to advance him to about level 14 (cohort level 10).

The bodyguard/cohort will be from some organization whose members dedicate themselves to keeping important people alive. (Think Pinkerton Security.) I do not have the organization detailed at all yet. So I don't know if there will be uniformity, religious overtones, or what. Paladin will not be appropriate. A race that is monstrous in appearance, too large, or too slow to travel anywhere with his charge will also not be appropriate.

Can't be too squishy although magic defenses would be useful.
Must have decent will save or could be more of a danger than protection.
Using 15 point buy.
NPC level equipment. Though it could be a little higher if really helpful.

So how would you build a universally effective bodyguard from level 5 to 10?

{{ My first thoughts were monk or inquisitor, but I don't know if those will really work well or not. }}


The Bodyguard feat allows a character to use an AOO to perform an Aid Another action when an ajacent ally is attacked. The Benevolent armor enchant can boost this quite a bit too. It's not a race/class thing, and could be applied to just about any bodyguard.

If the guy he's protecting is an NPC then he doesn't really need the Leadership feat to pick up a bodyguard, unless you're roleplaying complete loyalty to the character.


Do you want him to Just be a Body Guard ? or is he going to be Body Guard/Manservant all round Handy man ?

if the Former i would Go with a Fighter or Barbarian just for Protection and Muscle if you want the Later personal i would go for a Strength based Rogue, that way he can do something of everything even mix in some UMD for healing and scroll wand use.


Do you allow third party?

If so, I think an elan vitalist could make a really good bodyguard in a unobtrusive sense. Elans don't have to eat or drink due to their repletion ability. They can buff saves as needed with their resistance ability. They look human, so they don't stand out. Vitalist can form a bond with multiple people, heal from a distance, and transfer some buffs along the link.

I'd say a non third party version of this would be a half orc scarred witch doctor. A high constitution sets you spells, hex DCs and hit points. You use the spell scar hex to channel healing/buffs to you charge, and debuff hexes to confound enemies. This could also be combined with the hedge witch archetype for more healing.

A version more focused on fighting could be the hexcrafter magus by focusing on enemy debuffs and then throwing down some damage.

I not sure there is a 'best.' I think there are different builds that could be used to greater effect depending on play styles and goals. Good luck.


Suggestions:
bodyguard feat - use AoO to aid another.
benevolent armor enhancement - add enhancement to AC aid another
fighter or barbarian - I am concerned saves won't be good enough unless all the options are used to enhance saves. Then what are you gaining other than hit points?
elan vitalist - I will look into this one

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Corvino wrote:

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If the guy he's protecting is an NPC then he doesn't really need the Leadership feat to pick up a bodyguard, unless you're roleplaying complete loyalty to the character.

Yup. Loyal unto death.

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Gleep wrote:
Do you want him to Just be a Body Guard ? or is he going to be Body Guard/Manservant all round Handy man ? ...

In this instance, just body guard.

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Te'Shen wrote:

Do you allow third party?

If so, I think an elan vitalist could make a really good bodyguard in a unobtrusive sense. Elans don't have to eat or drink due to their repletion ability. They can buff saves as needed with their resistance ability. They look human, so they don't stand out. Vitalist can form a bond with multiple people, heal from a distance, and transfer some buffs along the link...

I was going to say no 3rd party stuff. But DSP Psionics we do allow. I am not yet real familiar with it yet though. So I will try to do some research on that combo this weekend.


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I would say battle cleric (or oracle) would probably be the ideal bodyguard. A combat-focused cleric can keep up with martials after a couple buffs, while also being able to layer defensive spells on their charge. After all, being able to protect your subject from magical threats is going to be as important as physical ones.

Fighters and Barbarians just don't have much in the way of protection options beyond "stab bad guy in the face before it can hurt the person I'm supposed to protect."


Chengar Qordath wrote:

I would say battle cleric (or oracle) would probably be the ideal bodyguard. A combat-focused cleric can keep up with martials after a couple buffs, while also being able to layer defensive spells on their charge. After all, being able to protect your subject from magical threats is going to be as important as physical ones.

Fighters and Barbarians just don't have much in the way of protection options beyond "stab bad guy in the face before it can hurt the person I'm supposed to protect."

I agree that having some magic is best. If you don't want a divine caster, a Magus might do. They have a couple buffs though not nearly as much.

Can the NPC be a summoner with an Eidolon Bodyguard? Then the summoner himself can provide the buffs while the Eidolon smashes and/or protects.

If you must have a martial then a Ranger could do as well. If saves are all that's important there's always monk but do not do a vanilla monk unless he's supposed to be defeated.


I would say Cleric. Abadar might be a good deity. Some sect that is determined to maintain the absolute social order...

It's kind of a weird stretch... but depending on what the main NPC is capable of himself... a bard might work. They have some good immediate action intervention spells, and can be useful in combat with the right preparation. But, I'm not sure that's the flavor you're going for.

Liberty's Edge

This cavalier build I thought was a surprising and useful type of bodyguard. The kind you never see coming.


I might go honor guard cavalier followed by the prestige class ulfen guard. That'd do it.


Chengar Qordath wrote:
I would say battle cleric (or oracle) would probably be the ideal bodyguard. A combat-focused cleric can keep up with martials after a couple buffs, while also being able to layer defensive spells on their charge. After all, being able to protect your subject from magical threats is going to be as important as physical ones...

Cleric does seem a possibility. The defensive buffs and potential healing are obviously good.

He will not need to 'stand on the front line' with this guy.
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Larkos wrote:
... If you don't want a divine caster, a Magus might do. They have a couple buffs though not nearly as much...

A magus seems to be pretty much a nova damage focused attack class. I'm having a hard time seeing how that could do very well at keeping someone alive.

I have nothing against a divine caster.
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Larkos wrote:

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Can the NPC be a summoner with an Eidolon Bodyguard? Then the summoner himself can provide the buffs while the Eidolon smashes and/or protects. ...

Summoner's eidolon won't work in this case.

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Larkos wrote:
... If you must have a martial then a Ranger could do as well. If saves are all that's important there's always monk but do not do a vanilla monk unless he's supposed to be defeated.

I could see a ranger. Won't have many spells, but could have access to some decent wands to buff/defend.

Never said saves are all that's important, but they are important.

Monk is one of the classes that seemed like a good choice, but I don't know how to build it. Suggestions?
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The Crusader wrote:

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It's kind of a weird stretch... but depending on what the main NPC is capable of himself... a bard might work. They have some good immediate action intervention spells, and can be useful in combat with the right preparation. ...

Hmm... Bard is a possibility. How would you build it?

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StrangePackage wrote:
This cavalier build I thought was a surprising and useful type of bodyguard. The kind you never see coming.

and

ohako wrote:
I might go honor guard cavalier followed by the prestige class ulfen guard. That'd do it.

I never really considered cavalier. It does have some decent defensive capabilities. No magic though. That might make it hard to help with some kinds of threats.

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I don't want to give too much info, since some of my players are avid forum readers.

In this case, the charge will be mostly aristocrat levels. Possibly some levels in the Demogogue bard archtype or something similar. He is a rich, powerful, and influential person in the region. Not a royal, but definitely high nobility. Does not intend to be on the front lines of combat (he hires people to fight for him if necessary). He will have an Eldritch heritage line (bloodline not decided yet).
He will have some magic, but is not a primary spell caster. He has the training to fight decently, but considers it beneath him. He has enemies, so could easily be the target of assassins and/or revolutionaries.

Incidentally, this guy is not necessarily and enemy or ally of the PC's. That will depend upon what they do. Though it will probably be fairly difficult to stay on a neutral basis with this guy.


theres the Witchguard Ranger Archetype...
its pretty cool

the main NPC doesn't have to be a witch either...just a spellcaster.
the ranger can just pick a thematically appropriate Patron...


Sandbox wrote:

theres the Witchguard Ranger Archetype...

its pretty cool

the main NPC doesn't have to be a witch either...just a spellcaster.
the ranger can just pick a thematically appropriate Patron...

Where is the Witchguard found?


um for me d20pfsrd.com ranger archetypes....
otherwise PF playercompanion: People of the North...

Dark Archive

Gruingar de'Morcaine wrote:
Sandbox wrote:

theres the Witchguard Ranger Archetype...

its pretty cool

the main NPC doesn't have to be a witch either...just a spellcaster.
the ranger can just pick a thematically appropriate Patron...

Where is the Witchguard found?

people of the north


Witchguard Ranger 4 (Devotion Patron) / Spellbreaker Inquisitor 1.
For maximum benefit, have them be part of an Ulfen group of orphans raised by halflings who run the elite bodyguard services in the North and trained by Ulfen Guards and eventually go for Ulfen Guard prestige class. Take Adopted: Helpful Halfling and Religion: Lessons of Chaldira for traits and go with either War/Tactics or Deception for your Domain power.

If you want to skip the "cheese" of the Halfling Adoption/training, go with Travel/Exploration domain, Regional Trait of Shield Bearer and Reactive Combat Trait.

8th level would be Ranger 6 (Witchguard), Inquisitor 1 (Spellbreaker) and Ulfen Guard 1.

-TimD


Cavalier/Cleric might be the kind of generic defense guy you are looking for.


My wizard has a synth summoner cohort.

The summoner's evolutions are focussed around defenses, so energy immunities, sky high AC, self-buff and battlefield control casting, with remaining feats/evolutions going towards things like mobility so that he can reach any threat on land or in the air.

When the wizard is threatened, the cohort puts himself between the wiz and the threat, when there's a ranged attacker, the summoner gets up close and personal nice and quick to draw fire/force concentration checks/force AoOs, etc...

His evolutions aren't "showy" so it's not like a monstrosity walking into the fancy dinner party will draw attention.

Generally he buys my wizard time to save himself, I guess an Ulfen Bodyguard could be effective too, but there's no better feeling than immunities and 2 seperate attributes :D


Paladin based on bodyguard is very strong as he can heal the damage he absorbs as a swift action or even channel for a whole group. Furthermore, he can heal a number of bad conditions for you and him without changing tactics or position. A Medic second only to cleric or oracle and full BAB is very compelling for a bodyguard.

A cleric based on quick channel for healing in addition to well chosen domains would also be very effective though. Improved spell list, 2 domains to buff u or debuff enemy, still have bodyguard all adds up to very good stuff.


Dang, witchguard does sound pretty perfect as far as the fluff. Even the abilities gained sound pretty good.

So I think I'm leaning toward either honor guard or witchguard. With possibly a dip into cleric or spellbreaker.

I'm not sure Ulfen Bodyguard fits the location, but I will think about it some more.


I would look at bard.

Human Arcane Duelist 5 dex heavy with a heavy shield and rapier (buckler before he gets the ability to perform somatic components with his bonded weapon at level 5)
1) Weapon Finesse, Combat Reflexes (human), Arcane Strike (bonus)
2) Combat Casting (bonus)
3) Bodyguard
5) Lingering Performance

You can cheese his weapon a bit. He can enchant it himself at half price since it's a bonded item and the extra wealth won't fall into PC hands if he snuffs it or gets disarmed before he and his boss make their escape. Agile would be nice unless the ACG comes out with a generally available dex to damage feat that works with the rapier.

Spells known include Saving Finale, which is the whole reason for going bard here. If you play illusions as flexible those are also good.

Other builds can interfere with physical attacks, but not many can let the boss reroll saving throws. The right oracle can, but oracles are inherently unpredictable and difficult to reproduce after a pattern so are less suited to an organization. Bards can be trained systematically, which means that if the PCs kill one bodyguard you can use the same or a derivative build for his replacement.


Kinda depends on the character he is guarding.

I think inquisitor would fit really well. They have a good mix of martial and caster and have good saves. They are also typically dedicated to their cause.

Ranger fits fairly well ability wise. And gaining a guard dog on top of the bodyguard itself...

Gunslinger could be really good at keeping the peace and was the first thing I thought of when you said Pinkerton.


Gruingar de'Morcaine wrote:
The Crusader wrote:

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It's kind of a weird stretch... but depending on what the main NPC is capable of himself... a bard might work. They have some good immediate action intervention spells, and can be useful in combat with the right preparation. ...
Hmm... Bard is a possibility. How would you build it?

It depends on how you want him to appear to outsiders. For a straight-up black-jacket, sunglasses, ear-piece "primary is on the move" type bodyguard, Arcane Deulist works.

If you really want something like the Pinkertons (of olden-days), I think the Detective has some interesting abilities, and fits very thematically.

The best fit, in my opinion, is the Court Bard. Not only does he debuff, making it harder to hit his protectee, but he can hide in plain sight (not the ability, the more narrative sense) as a fellow courtier. He can help promote his bosses interests, while verbally tearing down anyone who challenges him, and potentially making it harder on your PC's to accomplish social challenges (which I'm just guessing there'll be some of, based on you original post).


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

One question: Why is the bodyguard's level falling so far behind his master's? The way you described this character, he should have a high charisma and be able to snag some nice Leadership bonuses to the level of his cohort, which means that you should be able to get him to 12th level when his master is 14th level.

If you are allowed to use D&D 3.5 material, there is a feat that enables a character with Leadership to have a cohort one level below his own level (rather than 2). Alternatively, if he is a nobleman, take a look at the Noble Scion prestige class -- it also enables a character to have a higher than usual level cohort, and gives him a number of suitably aristocratic perks as well.


It would seem to me that if the bodyguard is part of an organization of bodyguards, then leadership is not really appropriate for the NPC. the bodyguard would protect his charge to death, but wouldn't be personally loyal to who he is protecting, rather he is loyal to his organization and code. If you can hire a bodyguard from this group, then you shouldn't need leadership to have a 'loyal unto death' bodyguard from it.

Now, if you have to be 'worthy' to be granted a bodyguard or if their is some sort of personal bond formed between a bodyguard and his leadership might be appropriate.

Dave Duncan has a book series about the King's Blades, an order of bodyguards that are magically bonded to their charge, altering them to be resistant to many types of magic, needing less sleep etc. On the downside, they are completely compelled to protect the charge, can't leave his side unless they are sure he is protected, and, if he dies, they probably go mad and always loss their special powers. Something like this, using either a custom designed prestige class for this organization or a custom template that gets added to the body guard when the secret ritual the group has discovered is cast bonding him to his charge would allow you to use pretty much any class and cover over weaknesses, for example a fighter that is immune to mind effecting spells can be pretty good at protecting someone.

If you don't want custom or unique powers for you bodyguard group I would probably go with a reach cleric build. Versatile and good defenses and I'm sure you can find some divine being that fits with the morality and motivations of the group.


The Crusader wrote:

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The best fit, in my opinion, is the Court Bard. Not only does he debuff, making it harder to hit his protectee, but he can hide in plain sight (not the ability, the more narrative sense) as a fellow courtier. ...

I am not imagining this guy as pretending to be a courtier. This should be an obvious bodyguard. There may or may not be another less obvious bodyguard. :)

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David knott 242 wrote:

One question: Why is the bodyguard's level falling so far behind his master's? The way you described this character, he should have a high charisma and be able to snag some nice Leadership bonuses to the level of his cohort, which means that you should be able to get him to 12th level when his master is 14th level.

If you are allowed to use D&D 3.5 material, there is a feat that enables a character with Leadership to have a cohort one level below his own level (rather than 2). Alternatively, if he is a nobleman, take a look at the Noble Scion prestige class -- it also enables a character to have a higher than usual level cohort, and gives him a number of suitably aristocratic perks as well.

It may not fall quite that far behind. I don't know how charismatic I want to make the boss as yet. It may be more training in diplomatic skills than naturally charismatic. But I am sure he will be getting some reputation penalties as the plot unfolds.

I'd rather not use 3.5 stuff.

I do not yet have Paths of Prestige, but reading up on it, the Noble Scion sounds perfect for this guy. Thanks for mentioning this.
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Dave Justus wrote:

It would seem to me that if the bodyguard is part of an organization of bodyguards, then leadership is not really appropriate for the NPC. the bodyguard would protect his charge to death, but wouldn't be personally loyal to who he is protecting, rather he is loyal to his organization and code. If you can hire a bodyguard from this group, then you shouldn't need leadership to have a 'loyal unto death' bodyguard from it.

Now, if you have to be 'worthy' to be granted a bodyguard or if their is some sort of personal bond formed between a bodyguard and his leadership might be appropriate...

I was thinking along the lines of having to prove your worth before someone in the organization decided he wanted to protect you. But as I haven't finished out the organization, I could make it more mercenary and get rid of the leadership requirement. I will consider.


Sohei Monk/Cavalier/going into Ulfen guard later. Bodyguard, In Harms Way, and make sure the guy he guards wears a buckler.

Monk for saves. Cavalier for the rest.

Now he's always armed even in secure meetings, has a decent base save set, get him some +x Brawling Benevolent Elven Chain (always light armor, +6 AC, +4 max dex, +2 hit/damage with unarmed, adds enhancement to aid another for AC). Some Brass knuckles with Menacing enchant. at the high end.

Human, Sohei/MoMS 2/Honor Guard Cavalier(Order of the Dragon, or Order of the Guard from ISG) 3 at 5th.

15 pt buy is pretty hard, but wearing armor means no wis bonus needed.

Guardy McGuardson:
Str 14 Dex 16 Con 14 Int 10 Wis 12 Cha 8

HP: 40. AC: 23 (14 touch, 20 FF) Saves- Fort: 9 Ref: 8 Will: 8(within 1 hour of having a drink, always have a flask on him). Init +5, Perc +9, Sense Motive +9.

Feats: Combat Reflexes, Dodge, In Harm's Way, Crane Style, Imp Unarmed Strike(monk bonus), Crane Riposte(Monk bonus), Crane Wing(monk bonus) Body Guard(Cavalier bonus)
Traits: Fortified Drinker(+2 will 1 hour after alcohol), some init trait +2.

Gear:gold is assumed to be half PC wealth, so ~5200g. Since you're the GM I suggest you give Darkleaf cloth the same category reduction as Mithral, since it uses the EXACT same benefits text, (-10% spell failure, +2 dex, -3 ACP, half normal weight) still with the caveat that it still requires the normal version of proficiency.

+1 Darkleaf Horn Lamellar (best non-metal):2600g
+1 Heavy Steel Shield 1170g
MW (weapon of choice) 320g
+1 Cloak of Resistance 1000g
Longbow, arrows of various types.

Max Perception, Sense Motive, Acrobatics, and scattered various other skills (10 pts left to spend, suggest survival, knowledges, intimidate).


Samurai order of the Staff...? you could flavor it similar to the Warrior order...dedication to your "Lord" the basis for your bodyguard.
resolve lends alittle more staying power


I don't really Know how to build a monk. I just know that fast movement could mean hitting the opponent head-on without being out of range of the VIP. I do know that you have to archetype to build a decent monk.

Magus is Nova but they do have a few buffs. I'm generally of the opinion that the best tank is the one that distracts the enemy.

As for Witchguard vs. Honor Guard. I'd say Honor Guard with the Order of the Guard is slightly better thematically especially the close at hand ability of the order of the guard. I could see building an adventure based on that.

The deciding factor between them is the level of the campaign. Witchguard gets all of its good stuff early and gets everything by level 7. Honor guard with Order of the Guard needs to get to level 15 to have everything.


I would make a melee dude(magus, figther, barbarian paladin what ever) x horisonten Walker 3 to get dimention door Spell like. And then make a guy that resempeld the executioner From Marvel. He could be built to have staying power and a get away talent for him self and his boss.


Examples of the build I was referring to...

15-pt buy, Heroic NPC WBL
Level 5: (3,450gp)
N Medium Humanoid (Half Elf) Ranger (Witchguard) 4 / Inquisitor (Spellbreaker) 1

Buffs to Ally: +4 AC with Bodyguard Feat (uses an attack of op), +2 dodge bonus to AC, +2 to circumstance bonus to concentration checks with Defend Charge Ability (uses a move action, lasts 1 round while adjacent)

Spoiler:

Initiative +3 (+5 in urban environments) ; Senses Low Light Vision ; Perception +14
AC 22 (Touch 13 , Flat Footed 19 ) (+6 Armor, +3 Shield, +3 Dex) add +3 dodge bonus if fighting defensively
HP 46 (assumes max @ 1st Level, average thereafter, favored class bonus to hp’s)
FORT +8 REF +7 WILL+4
Other Defenses Immune to Sleep, +2 vs. enchantment, Strong Willed (roll twice & take better on Will saves vs. mind-affecting effects), Resistance Spell, Hex Nail (+2 resistance bonus on all saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches), Lessons of Chaldira (1x/day reroll of a save)
Offense
Speed 20ft (30 ft base)
Melee Masterwork Cold Iron Long Sword+7 (1d8+2, 19-20/x2, S) or Spiked Heavy Shield Bash+6 (1d6+2, 20/x2, P) or Alchemical Silver Locking Gauntlet +6 (1d3+2, 20/x2, B) or Cold Iron Spiked Gauntlet+6 (1d4+2, 20/x2, P, Light)
Ranged Masterwork Composite Longbow+8 (1d8+2, 20/x3, 110 ft range increments, P or B depending on ammunition type)
Other Offense Judgment 1x/day, Favored Enemy (+4 vs. human, +2 vs. undead), Shield Slam, Stand Still
Other
Statistics
STR 14 DEX 16 CON 14 (includes +1 at 4th Level) INT 11 WIS 13 CHA 8
Base Attack +4 CMB +6 CMD 19

Racial Abilities Low Light Vision, Keen Senses, Immune to Sleep, +2 vs. enchantment, Skill Focus (Perception), Multitalented, Elf Blood

Traits:
Racial (Adopted/Halfling: Helpful, gives +4 on Aid Another, rather than +2; source: Halfling of Golarion)
Religion (Chaldira Zuzaristan, Lessons of Chaldira: 1x/day you may re-roll a saving throw before the result is known; source: Inner Sea Gods)

Feats:
1: Combat Reflexes
Ranger-2 : Shield Slam
3: Stand Still
Ranger-3: Bodyguard
5: Power Attack

Skills

Acrobatics+6 (3r), Diplomacy+3 (1r), Heal+5 (1r), Knowledge (Arcana, Dungeoneering, Geography, Nature, Planes, Religion)+4 (1r), Knowledge (Nobility)+6 (3r), Linguistics+1 (1r), Perception+14 (5r), Ride+7 (1r), Sense Motive+9 (4r), Spellcraft+6 (3r), Stealth+7 (1r), Survival+5 (+7 if tracking) (1r) ; -6 armor check penalty (-4 for breastplate, -2 for heavy steel shield) not yet applied , +2 racial bonus for perception applied, +3 skill focus for perception applied, +1 bonus to sense motive for stern gaze applied, favored enemy & favored terrain bonuses not applied.

Languages
Common (Taldane), Elven, Skald

CLA’S

Ranger (Witchguard):
Wild Empathy
Combat Style (Sword & Shield)
Track
Favored Enemy: Humanoid (Human) +2
(bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets an equal bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.)
Favored Terrain: Urban
(+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked [though he may leave a trail if he so chooses].)

Defend Charge (2x/day +2)
At 4th level, a witchguard forms a bond with a spellcaster he has sworn to defend. Once per day, this bond allows the witchguard to spend a move action to grant an adjacent spellcaster a +2 dodge bonus to AC and a +2 circumstance bonus on concentration checks.
At 5th level and every 5 levels thereafter, these bonuses increase by 2. The bonuses last for a number of rounds equal to the witchguard’s Wisdom modifier (minimum 1).
At 4th level and every 3 levels thereafter, the witchguard can use this ability one additional time per day.
This ability replaces hunter’s bond.

Inquisitor (Spellbreaker)
Domain (War/Tactics, roll twice on initiative & take better result, 3+WisMod/day [4x/day])
Judgment 1x/day
Strong Willed (roll twice & take better on Will saves vs. mind-affecting effects) (Replaced Monster Lore)
Orisons
Stern Gaze (+1 to sense motive & intimidate)

Inquisitor Spells Known (4/2)
0: Detect Magic, Detect Poison, Resistance, Stabilize
1st: Litany of Sloth, True Strike (for CMB checks)

Inquisitor Spells per day: two 1st Level , Caster Level 1

Ranger Spell Memorized (Caster Level 1)
1st: Abundand Ammunition

Advancement:
1: Ranger-1
2: Inquisitor-1 (Spellbreaker Archtype, War/Tactics Domain)
3: Ranger-2
4: Ranger-3
5: Ranger-4

Equipment (Heroic NPC Level 5: 3,450 gp):

Masterwork Breastplate
Spiked Heavy Steel Shield +1

Masterwork Cold Iron Longsword
Alchemical Silver Locking Gauntlet
Cold Iron Spiked Gauntlet
Masterwork Composite (+2 STR) Longbow
Durable Alchemical Silver Tipped Blunt Arrows x5
Durable Cold Iron Tipped Arrows x5
Durable Adamantine Tipped Arrows x3
Durable Arrows with Ghost Salt Weapon Blanche Applied x5

3 Weapon Cords
Anti-toxin
Air Crystal
Alchemist’s Fire x2
Sunrod x2
3 bags of powder (for revealing invisible creatures)
Vermin Repellent
Smelling Salts
Hex Nail

Scrolls (225gp): Horn of Pursuit (for alarm purposes), Keep Watch, Fallback Strategy, Petulengro’s Validation ; Lead Blades, Aspect of the Falcon, Abundant Ammunition, Gravity Bow, Alarm
Wands (5 charges / 75 gp ea, x3, 225gp total): Wand of Protection from Evil (CL 1, 5 charges), Wand of True Strike (CL 1, 5 charges), Wand of Magic Weapon (CL 1, 5 charges)

10gp, 1sp, 7cp

and at 8th...

15-pt buy, Heroic NPC WBL
Level 8: (7,800gp)
N Medium Humanoid (Half Elf) Ranger (Witchguard) 6 / Inquisitor (Spellbreaker) 1 / Ulfen Guard 1

Buffs to Ally: +5 AC with Bodyguard Feat (uses an attack of op), +4 dodge bonus to AC, +4 to circumstance bonus to concentration checks with Defend Charge Ability (uses a move action, lasts 2 rounds while adjacent), Deflect Arrow while adjacent, May intercept successful attack if adjacent if Bodyguard Feat is used (In Harm’s Way Feat), +1 dodge bonus to AC & +1 bonus to Reflex saves (Chosen Ally Ability).
Total potential ally buff +10 AC Bonus, Deflect 1 arrow, take 1 attack, +4 Concentration, +1 Reflex Save

Spoiler:

Initiative +3 (+5 in urban environments) ; Senses Low Light Vision ; Perception +18
AC 23 (Touch 13 , Flat Footed 19 ) (+7 Armor, +3 Shield, +3 Dex) add +3 dodge bonus if fighting defensively, -1 penalty when Chosen Ally ability active
HP 74 (assumes max @ 1st Level, average thereafter, favored class bonus to hp’s)
FORT +9 REF +7 WILL+5
Other Defenses Immune to Sleep, +2 vs. enchantment, Strong Willed (roll twice & take better on Will saves vs. mind-affecting effects), Resistance Spell, Hex Nail (+2 resistance bonus on all saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches) Lessons of Chaldira (1x/day reroll of a save), Deflect Arrows, Rage (+2 to Will saves while Raging)
Offense
Speed 20ft (30 ft base)
Melee Masterwork Cold Iron Long Sword+10/+5 (1d8+2, 19-20/x2, S) or Spiked Heavy Shield Bash+9/+4 (1d6+2, 20/x2, P) or Alchemical Silver Locking Gauntlet +9/4 (1d3+2, 20/x2, B) or Cold Iron Spiked Gauntlet+9/+4 (1d4+2, 20/x2, P, Light)
Ranged Masterwork Composite Longbow+8 (1d8+2, 20/x3, 110 ft range increments, P or B depending on ammunition type)
Other Offense Judgment 1x/day, Favored Enemy (+4 vs. human, +2 vs. undead), Shield Slam, Stand Still, Rage (6 rounds / day)
Statistics
STR 14 DEX 16 CON 14 (includes +1 at 4th Level) INT 11 WIS 13 (includes +1 at 8th Level) CHA 8
Base Attack +7 CMB +9 CMD 22

Racial Abilities Low Light Vision, Keen Senses, Immune to Sleep, +2 vs. enchantment, Skill Focus (Perception), Multitalented, Elf Blood

Traits:
Racial (Adopted/Halfling: Helpful, gives +4 on Aid Another, rather than +2; source: Halfling of Golarion)
Religion (Chaldira Zuzaristan, Lessons of Chaldira: 1x/day you may re-roll a saving throw before the result is known; source: Inner Sea Gods)

Feats:
1: Combat Reflexes
Ranger-2 : Shield Slam
3: Stand Still
Ranger-3: Bodyguard
5: Power Attack
7: Improved Shield Bash
Ulfen Guard-1: Deflect Arrows (with Ulfen Guard ability, may be used to Deflect Arrows targeting adjacent chosen ally)
Ranger-6: In Harm’s Way, Shield Master

Skills

Acrobatics+6 (3r), Diplomacy+3 (1r), Heal+6 (1r), Knowledge (Arcana, Dungeoneering, Geography, Nature, Planes, Religion)+4 (1r), Knowledge (Nobility)+6 (3r), Linguistics+3 (3r), Perception+18 (8r), Ride+7 (1r), Sense Motive+14 (8r), Spellcraft+9 (6r), Stealth+9 (3r), Survival+8 (+11 if tracking) (3r) ; -6 armor check penalty (-4 for breastplate, -2 for heavy steel shield) not yet applied , +2 racial bonus for perception applied, +3 skill focus for perception applied, +1 bonus to sense motive for stern gaze applied ; favored enemy & favored terrain bonuses not yet applied.

Languages
Common (Taldane), Elven, Hallit, Kelish, Skald

CLA’S

Ranger (Witchguard):
Wild Empathy
Combat Style (Sword & Shield)
Track
Favored Enemy: Humanoid (Human) +4 / Undead +2
(bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets an equal bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.)
Favored Terrain: Urban
(+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked [though he may leave a trail if he so chooses].)

Defend Charge (2x/day +4 bonus)
At 4th level, a witchguard forms a bond with a spellcaster he has sworn to defend. Once per day, this bond allows the witchguard to spend a move action to grant an adjacent spellcaster a +2 dodge bonus to AC and a +2 circumstance bonus on concentration checks.
At 5th level and every 5 levels thereafter, these bonuses increase by 2. The bonuses last for a number of rounds equal to the witchguard’s Wisdom modifier (minimum 1).
At 4th level and every 3 levels thereafter, the witchguard can use this ability one additional time per day.
This ability replaces hunter’s bond.

Inquisitor (Spellbreaker)
Domain (War/Tactics, roll twice on initiative & take better result, 3+WisMod/day [4x/day])
Judgment 1x/day
Strong Willed (roll twice & take better on Will saves vs. mind-affecting effects) (Replaced Monster Lore)
Orisons
Stern Gaze (+1 to sense motive & intimidate)

Ulfen Guard
Rage (Ex): An Ulfen Guard is trained to harness her brutish nature while in combat in the defense of her charge. This works as the barbarian ability of the same name. An Ulfen Guard’s class levels stack with any other classes granting this ability for determining the effects of rage powers and the number of rounds per day the guard can rage.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Chosen Ally (Ex): At 1st level, when entering a rage, an Ulfen Guard can choose an ally to protect as a free action. The Ulfen Guard must make this choice when beginning her rage and cannot change her designated ally while raging. Whenever the Ulfen Guard is adjacent to her chosen ally, she can choose to take a –1 penalty to her AC to grant her ally a +1 dodge bonus to AC and Reflex saves. This bonus increases by 1 at 5th and 10th level.

Deflect Arrows (Ex): The Ulfen Guard gains Deflect Arrows as a bonus feat. If she is adjacent to her chosen ally, she can use this ability to deflect an arrow targeting her chosen ally. The Ulfen Guard does not need to meet the prerequisites for this bonus feat.

Inquisitor Spells Known (4/2)
0: Detect Magic, Detect Poison, Resistance, Stabilize
1st: Litany of Sloth, True Strike (for CMB checks)

Inquisitor Spells per day: two 1st Level , Caster Level 1

Ranger Spell Memorized (Caster Level 3)
1st: Abundand Ammunition, Delay Poison

Advancement:
1: Ranger-1
2: Inquisitor-1 (Spellbreaker Archtype, War/Tactics Domain)
3: Ranger-2
4: Ranger-3
5: Ranger-4
6: Ranger-5
7: Ulfen Guard-1
8: Ranger-6

Equipment (Heroic NPC Level 8: 7,800 gp):

Benevolent Breastplate+1
Spiked Heavy Steel Shield +1

Masterwork Cold Iron Longsword
Alchemical Silver Locking Gauntlet
Cold Iron Spiked Gauntlet
Masterwork Composite (+2 STR) Longbow
Durable Alchemical Silver Tipped Blunt Arrows x5
Durable Cold Iron Tipped Arrows x25
Durable Adamantine Tipped Arrows x3
Durable Arrows with Ghost Salt Weapon Blanche Applied x5

3 Weapon Cords
Anti-toxin
Air Crystal
Alchemist’s Fire x2
Sunrod x2
3 bags of powder (for revealing invisible creatures)
Vermin Repellent
Smelling Salts
Alchemical Solvent

Hex Nail
Snap Leaf
Arrow Magnet

Scrolls (225gp): Horn of Pursuit (for alarm purposes), Keep Watch, Fallback Strategy, Petulengro’s Validation ; Lead Blades, Aspect of the Falcon, Abundant Ammunition, Gravity Bow, Alarm
Wands (5 charges / 75 gp ea, x3, 225gp total): Wand of Protection from Evil (CL 1, 5 charges), Wand of True Strike (CL 1, 5 charges), Wand of Magic Weapon (CL 1, 5 charges)

10gp, 21sp, 7cp

-TimD

The Exchange

How about a Divination School Wizard with a green sting scorpion familiar and the Improved Initiative Feat? Add in a Perception skill with as high a bonus as possible, and make sure they have the Emergency Force Sphere spell in their spellbook and prepared once they're level 7 or higher (and don't let them wander more than 5ft away from you). Add in the Dimension Door spell as well, and you've got a bodyguard who is near guaranteed to win initiative, can completely protect you (and themselves) as an immediate action, has both magical (being a Divination specialist) and mundane (skill-based) means to spot trouble before it happens, and can get you out of trouble (even through the EFS) once it all hits the proverbial fan.

Silver Crusade

Wow, people are getting very fancy for a pretty simple requirement: Keep your client alive. Lacking magic there are many fine ways to save your client. Most pale compared to the 2nd level Divine spell Shield Other. Use a rod of Extend Metamagic for all-day protection. That said, a skilled bodyguard should use layered security. Divine Casters make the best bodyguards.

I've done a couple Cleric bodyguards. They work well. An archery/switch-hitter Inquisitor would do even better. The cohort gets all the prime skills. Inquisitors can get Shield Other at 4th level. Combined with some useful spells and feats, perhaps even the Bodyguard sequence, there's no way the client is dying while the bodyguard still lives.

The bodyguard will stay near the client. If the client is safe(ish) the bodyguard can fire arrows. You'll probably have at least one Domain to play with.

A dual-cursed Oracle would also make an excellent base for a bodyguard. Misfortune is the ultimate bodyguard feat: give the client one re-roll/day, but make each foe who attacks your client re-roll, too!


I have a halfling bodyguard build who buffs AC and tries to take hits for an ally. Base class is paladin so Idk if it would work with your npc or not. Is the npc a villain or just an npc?


Try some teamwork feats. There's the one that prevents attacks of opportunity for moving in adjacent squares, and another one for making coop reflex saves. Are you wanting full builds? I have a co-op anti caster/anti melee build using a familiar if you want me to post it.


I think profpotts has hit the nail on the head. Going first is a must as is the ability to get the client to safety. EFS grants great protection but the best protection is not being there.

Dim door is a nice start
Teleport is very good.
getaway is epic.

If the caster and client have the look out feats or maybe the familiar then the wizard can get a full set of actions in the surprise round. This would allow for a dispel magic to remove dimensional anchor and swift for getaway.


The NPC is not necessarily a villian, though he may end up in opposition to the PC's depending upon what they do. However, neither is he a nice person. Pretty solidly neutral. I don't think paladin fits.

I thought about the teamwork feats. However, this guy is the type that hires a body guard, then the job is the responsibility of the guy hired. He would not feel it is necessary for him to learn significant skills to make that person's job easier. Arrogance is high.

I understand about the teleporting away. But man, wizards are so squishy that I have a hard time seeing one as an effective body guard. Yes, a fully buffed wizard is very difficult to kill. But a bodyguard is not always going to know when getting buffed up is necessary. So one or two hits might be all it takes to eliminate him. I can see him having a wizard around for transport and utility, but I can't see anyone realying on a wizard for protection from assassins.

The Exchange

Gruingar de'Morcaine wrote:
... But a bodyguard is not always going to know when getting buffed up is necessary...

Unless he can somehow see the future with magic? :)


ProfPotts wrote:
Gruingar de'Morcaine wrote:
... But a bodyguard is not always going to know when getting buffed up is necessary...
Unless he can somehow see the future with magic? :)

A level 5-8 caster can't see that far into the future or very often. Unless he gets extremely lucky on when he casts the spell and what he is looking for, it isn't gonna gain him all that much.


If this is for PFS, completely disregard the post. Even when I limit PCs to Core/APG/UA/UC classes, sometimes I allow 3PP sources for NPCs if only for an in-game playtest.

Rite Publishing Way of the Samurai (PFRPG) has some options specific for bodyguard.

Yojimbo (ranger archetype) is one option. "Yojimbo" literally means bodyguard.

Mosa is a prestige class which makes for an excellent frontline combatant or bodyguard. I'd even consider Yojimbo as a base class, then tag on Mosa for an ideal bodyguard.

A samurai clan dedicated to the purpose of providing bodyguards for important personages is also viable. For details on creating samurai clans, that same supplement offers rules for creating detailed samurai clans.

Scarab Sages

A Kensai with the Bodyguard feat and Gloves of Arcane Striking.

Eventually you will have a ridiculous number of AoO actions to add AC.

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