A bodyguard’s abilities are determined by the guarded emissary’s level (hereafter referred to as the bodyguard’s “charge”) and its racial traits. Table: Bodyguard Base Statistics determines many of the base statistics of the bodyguard.
Race: The guarded emissary may select his bodyguard from the following races: dwarf, elf, gnome, half-elf, half-orc, halfling, or human.
Class Level: This is the character’s guarded emissary level.
HD: This is the total number of Hit Dice (d10) the bodyguard possesses, each of which gains a Constitution modifier, as normal.
Base Attack Bonus: This is the bodyguard’s base attack bonus. A bodyguard’s base attack bonus is determined by its type.
Alignment: This is the bodyguard’s alignment. A bodyguard always has an alignment up to one step away on the alignment axis (either lawful through chaotic, or good through evil) from that of his charge.
Fort/Ref/Will: These are the bodyguard’s base saving throw bonuses.
Feats: This is the total number of feats possessed by a bodyguard. A bodyguard may select any feat for which he qualifies.
Special: This includes a number of abilities gained by the bodyguard as it increases in power. Each of these bonuses is described below.
Ability Score Increase (Ex): The bodyguard adds +1 to one of its ability scores.
Guard Ability (Ex): The bodyguard may select any ability listed here, at the indicated levels.
Devotion: A bodyguard gains a +4 morale bonus on Will saves against enchantment spells and effects.
Improved Bodyguard (Ex): The guarded emissary may acquire a more powerful bodyguard, but only when he could normally acquire a new bodyguard. Improved bodyguards otherwise use the rules for regular bodyguards. The guarded emissary may select his new bodyguard from the following list of races: bugbear, dark creeper, drow, duergar, gnoll, hobgoblin, lizardfolk, minotaur, ogre, orc, and svirfneblin. The bodyguard’s racial Hit Dice and racial abilities replace all bodyguard abilities up to and including those gained at a level equal to its Racial Hit Dice. For example, a guarded emissary selects a bugbear as his new bodyguard, which has 3 racial Hit Dice. The bugbear retains its racial Hit Dice and abilities, but forfeits its 1st level guard ability. At 4th level, the bugbear gains its first ability score increase, and any subsequent ability score increases and guard abilities as the guarded emissary increases in level.
The bodyguard is a highly skilled, personal protector, trained in many forms of combat as well as all types of weapons and armor.
Class Skills: The bodyguard’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: Bodyguards are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (including tower shields).
Guard Abilities: The bodyguard may choose one of the following abilities at the indicated levels, as shown on Table: Bodyguard Base Statistics.
Battlefield Medic (Ex): As a full-round action, the bodyguard may automatically stabilize a dying creature through his skilled ministrations.
Bonus Feat: The bodyguard gains one bonus feat for which he qualifies, and may select from those considered as fighter bonus feats. The bodyguard counts 1/2 his Hit Dice as his fighter level for feats with fighter level requirements.
Combat Training (Ex): The bodyguard can select one weapon he is proficient with. Whenever he attacks with that weapon he gains a +1 bonus on attack and damage rolls. This ability may be selected multiple times to a maximum of +3 for a single weapon. The guarded emissary must be at least 5th level to select this ability.
Courage (Ex): The bodyguard gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four guarded emissary levels beyond the level that this ability is selected.
Courtier (Ex): Whenever the bodyguard attends his charge on a visit to the royal court or some other gathering of nobility, he grants his charge a +4 Sense Motive check on interactions with the court’s members during that outing.
Defensive Training (Ex): The bodyguard becomes more maneuverable while wearing armor, reducing the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. This ability may be selected multiple times to a maximum of +3. The guarded emissary must be at least 5th level to select this ability.
Dungeon Delver (Ex): The bodyguard relates his experience patrolling the local sewers, granting his charge a +2 bonus on Knowledge (dungeoneering) checks in the sewers of the current city.
Evasion (Ex): If the bodyguard is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw. The guarded emissary must be at least 5th level to select this ability.
Greater Resilience (Ex): Whenever the bodyguard is within 30 feet of his charge, he grants his charge a +4 morale bonus on Fortitude saves against spells and effects.
Healing Salve (Ex): The bodyguard can concoct a healing salve that applied to a wound heals 1 point of damager per Hit Dice of the bodyguard. The bodyguard can concoct a number of salves per day equal to 1d3+1. A bodyguard’s salves, once created, remains potent for only 1 day before becoming inert, so a bodyguard must re-prepare any salves he desires to have in his possession every day. Concocting a slave takes 10 minutes of work.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, the bodyguard takes no damage if he makes a successful saving throw and only half damage if the saving throw fails. The bodyguard must have the evasion class feature and the guarded emissary be at lest 9th level to select this ability.
Indomitable Will (Ex): Whenever the bodyguard is within 30 feet of his charge, he grants his charge a +4 morale bonus on Will saves against fear spells and effects.
Locate Master (Su): As long as the bodyguard is within 1 mile of his charge, he can locate his charge within 30 minutes through deductive reasoning, eavesdropping, and threatening those with the right information.
Mental Fortitude (Ex): Whenever the bodyguard is within 30 feet of his charge, he grants his charge a +4 morale bonus on Will saves against enchantment spells and effects.
Petitioner of Faith: Once per month, the bodyguard can make a recommendation to lower-ranking priests, ordering them to help his charge as required, granting the charge the aid of a 1st-level adept hireling for 3 days.
Primitive Medicine (Ex): The bodyguard shares the rural remedies he learned as a child with his charge, granting the charge a +2 bonus when using Heal to treat diseases.
Purveyor of Magic: Once per week, the bodyguard can find a seller or buyer of minor magic items.
Quick Reflexes (Ex): Whenever a bodyguard is within 30 feet of his charge, he grants his charge a +4 morale bonus on Reflex saves against attacks that allow a Reflex saving throw for half damage.
Reinforcements (Ex): Once per day, the bodyguard can form a posse, bringing together a group of 2d4 low-level warriors to aid his charge in one specific plan. It requires 1 hour for the bodyguard to gather the posse together.
Rogue Talent (Ex): The bodyguard may select one rogue talent for which he qualifies. The bodyguard may select this ability multiple times.
Scrounger (Ex): Once per day, the bodyguard can obtain one non-magical weapon, piece of armor, or adventuring gear for his charge.
Sneak Attack (Ex): The bodyguard gains the rogue’s sneak attack ability and deals 1d6 points of precision damage. Each time this ability is selected, the bodyguard deals an additional 1d6 points of precision damage, up to a maximum of 5d6.
Swift Combat (Ex): Once per month, the bodyguard can train his charge in the secrets of a specialized fighting style with one specific weapon (longsword, dagger, etc.), providing his charge a +1 bonus on initiative when using that weapon.
Underworld Knowledge (Ex): Once per day, the bodyguard can provide his charge with secret information about a local authority, criminal, or shopkeeper, and grants his charge a +4 bonus on Diplomacy or Intimidate checks against the local citizen.
Table: Bodyguard Base Statistics