Loyal Protector Class

When important public figures receive threats to their lives and well-being, it becomes their bodyguards’ responsibility to make sure that no tragedy befalls them. Men and women trained in the art of protection can ensure that safety of their employers when others fail. Elite bodyguards such as loyal protectors are trained from an early age to put themselves between the person they protect and any danger often at the cost of their own lives. These defenders are completely devoted to safeguarding their clients, no matter what it takes.

Loyal Protectors do more than simply ward off physical threats. They must be able to identify and deal with threats such as poisons in food, subtle traps, and a variety of other dangers. They are often also security experts who keep up to date with modern technology and tactics to better defend a client. Many loyal protectors believe that the key to being a good bodyguard is more mental than martial, and spend as much or more time exercising their minds as they do their bodies.

In addition, Loyal Protectors are well trained in the art of disguise. Rather than appear as conspicuous bodyguards, they often assume alternate identities, appearing as harmless suitors, innocuous servants, or even as the individuals they are trying to protect. Conversely, some loyal protectors try to make themselves as noticeable as possible to deter potential attackers while in public. The loyal protector must be prepared for any eventuality, countering the moves of potential assassins with advance planning and the safety of the client always in mind.

To qualify to become a loyal protector, a character must fulfill the following criteria.
Base Attack Bonus: +4
Skills: Disguise 6 ranks, Knowledge (Streetwise) 4 ranks
Feats: Improved Initiative, Heroic Surge

Game Rule Information
Loyal Protectors gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Loyal Protector’s Class skills, and the key abilities for each skill, are as follows.
Balance (Dex), Climb (Str), Craft* (Int), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Profession* (Wis), Sense Motive (Wis), Spot (Wis), Treat Injury (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier.

Class Features
The following are features of the Loyal Protector prestige class.

Starting Feats
The Loyal Protector gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Loyal Protectors often disguise themselves as the people they are trying to defend to throw off potential attackers. They gain a +5 bonus on all Disguise checks when attempting to act as decoys for their clients.

Harm’s Way
At 2nd level, the Loyal Protector may elect to place herself in the path of danger to protect a single ally. As a free action, she selects her ally when she rolls initiative. Once per round, if she is within 2 meters of her designated ally and her ally takes damage from a direct melee or ranged attack, she may switch places with her ally and receive the damage in his stead. She must declare her intention to put herself in harm’s way before the attack roll is made. She may not change her chosen ally for the duration of the encounter.

Shielding Strike
At 3rd level, the Loyal Protector may make an attack of opportunity against an adjacent opponent who attacks her designated ally in melee (as described in the harm’s way class feature). She gains a +1 bonus on this attack, which increases to +2 at 6th level and +3 at 9th level. This ability does not grant the protector more attacks of opportunity than she is normally allowed in a round.

Deflect Attack
Beginning at 4th level, the Loyal Protector can attempt to parry a melee attack against her ally. She must be within 2 meters of her ally to attempt this and holding a melee weapon, shield, or other object with which the attack can be deflected. Once per round when her ally would normally take damage from an attack, she may make a Reflex save (DC equal to the attack roll made against her designated ally). She gains an aptitude bonus of +1 on the Reflex save, which increase to +2 at 7th level and +3 at 10th level. If the Reflex save succeeds, the attack is deflected and her ally takes no damage. If the object or weapon is used to deflect an attack from an energy weapon (such as a blaster or lightsaber), the object takes the damage instead. Deflecting an attack is a reaction that costs the Loyal Protector a move action in her next round.

This ability cannot be performed if the Loyal Protector is flat-footed.

Ignore Pain
At 5th level, the Loyal Protect can continue defending an ally despite being wounded in combat. Whenever the Loyal Protector has declared an ally (as described in the harm’s way class feature, above), she may make a Fortitude save (DC 20) after taking wound damage. If the save succeeds, she does not suffer the normal penalties to Strength and Dexterity.

Remain Conscious
At 8th level, the Loyal Protector can continue functioning beyond her normal capacity after sustaining grievous injuries. Whenever the Loyal Protector has declared an ally (as described in the harm’s way class feature, above), she can remain conscious until her wound points drop to -10.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +2 +1 Decoy +1 +0
2 +1 +2 +3 +2 Harm’s Way +2 +0
3 +2 +2 +3 +2 Shielding Strike +1 +2 +1
4 +3 +2 +4 +2 Deflect Attack +1 +3 +1
5 +3 +3 +4 +3 Ignore Pain +4 +1
6 +4 +3 +5 +3 Shielding Strike +2 +4 +2
7 +5 +4 +5 +4 Deflect Attack +2 +5 +2
8 +6 +4 +6 +4 Remain Conscious +6 +2
9 +6 +4 +6 +4 Shielding Strike +3 +6 +3
10 +7 +5 +7 +5 Deflecting Attack +3 +7 +3
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License