Latest NewsKefka Icon

Another Update for 2025!

Home > Classes > Base Classes > Gunner > Archetypes (Gunner) >

A security chief is a person employed by a government or private party to protect the employing party’s assets from a variety of hazards by enforcing preventative measures and typically overseers other security guards.

The security chief is an archetype of the gunner class.

Security Guards (Ex)

At 1st level, a security chief gains the assistance of two security guard non-player characters. These security guards use the security guard NPC class and level up as such, never deviating. Once a month, the security chief must pay their salary of 50 gil per engineer level each or risk losing them to unemployment. The security chief also handles upgrading their equipment, if he wants.

Security Guard

STARTING STATISTICS

Size: Same as security chief; Race: Same as security chief; Speed: Same as security chief; Ability Scores: Str 14, Dex 15, Con 13, Int 8, Wis 10, Cha 12

 

Table: Security Guard Base Statistics
Class Level HD BAB Fort Ref Will Skills Feats Special
1st 1 +0 +0 +2 +0 4 1 Devotion, Gunsmith
2nd 2 +1 +0 +3 +0 8 1
3rd 3 +2 +1 +3 +1 12 2
4th 3 +2 +1 +3 +1 12 2
5th 4 +3 +1 +4 +1 16 2 Ability score increase
6th 5 +3 +1 +4 +1 20 3 Gunsmithing
7th 6 +4 +2 +5 +2 24 3
8th 6 +4 +2 +5 +2 24 3
9th 7 +5 +2 +5 +2 28 4
10th 8 +6 +2 +6 +2 32 4 Ability score increase
11th 9 +6 +3 +6 +3 36 5
12th 9 +6 +3 +7 +3 36 5
13th 10 +7 +3 +7 +3 40 5
14th 11 +8 +3 +7 +3 44 6
15th 12 +9 +4 +8 +4 48 6 Ability score increase
16th 12 +9 +4 +8 +4 48 6
17th 13 +9 +4 +9 +4 52 7
18th 14 +10 +4 +9 +4 56 7 Improved Devotion
19th 15 +11 +5 +9 +5 60 8
20th 15 +11 +5 +9 +5 60 8

 

  • Class Level: The character’s gunner level.
  • HD: This is the total number of eight-sided (d8) Hit Dice (security guard levels) the security guards possess, each of which gains a Constitution modifier, as normal.
  • BAB: This is the security guard’s base attack bonus.
  • Fort/Ref/Will: These are the security guard’s base saving throw bonuses. The security guards have good Reflex saves.
  • Skills: This lists the total skill ranks for the security guards.
  • Feats: This is the total number of feats possessed by the security guards.
  • Devotion (Ex): The security guards gain a +4 morale bonus on Will saves against enfeebling spells and effects.
  • Gunsmith: At 1st level, the security guards gain one of the following firearms of his choice: trainee pistol, trainee rifle or trainee shotgun. Their starting weapon is battered, and only they knows how to use it properly. All other creatures treat their guns as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gil when sold).
  • Gunsmithing: At 5th level, the security guards gain Gunsmithing as a bonus feat.
  • Improved Devotion (Ex): The security guards gain immunity to fear effects.

This ability replaces skirmish and personal armory.

Stun Baton: Also, at 1st level, a security chief receives a stun baton as part of his equipment. This stun baton belongs to the government or private party that employs him. If the security chief ever switches classes, he must voluntary give this back. Small: 1d4 (Bludgeoning), 1d6 (Lightning). Medium: 1d6 (Bludgeoning), 1d8 (Lightning). This stun baton has an insulated grip and a conductive tip. All bludgeoning damage dealt by an active stun baton is nonlethal, while the electrical charge can be either nonlethal or lethal. By activating a control in the handle as a swift action, the security chief can switch the attack between a nonlethal jolt and a lethal shock. On a confirmed critical hit, a target must succeed at a Fortitude saving throw (DC = 10 + the damage dealt by the critical hit) or be staggered for 1 round.

This ability replaces fast movement.

Security Talents

At 2nd level and every two gunner levels thereafter, a security chief gains a new talent to assist him in his duties. A security chief may take gunnery talents that don’t modify skirmish or these talents. Security talents marked with an asterisk (*) add effects to a security chief’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Blinding Strike* (Ex): When the security chief deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently blinded. A successful saving throw reduces this to dazzled for 1d4 rounds. The DC for this Fortitude save is equal to 10 + half of the engineer’s level + his Intelligence modifier. This talent has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM’s discretion). Blindness can be cured by esuna, or similar abilities. Prerequisite(s): A security chief must be at least 16th level to select this talent.

Canny Observer (Ex): When a security chief with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Coax Information (Ex): A security chief with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.

Confusing Strike* (Ex): When the security chief deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or become confused for 1d4+1 rounds. A successful saving throw reduces the duration to 1 round. The DC for this Fortitude save is equal to 10 + half of the engineer’s level + his Intelligence modifier. Constructs, mindless creatures, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are not affected by this ability. Prerequisite(s): A security chief must be at least 18th level to select this talent.

Deafening Strike* (Ex): When a security chief deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or become permanently deafened. A successful saving throw reduces the duration of this effect to 1 round. The DC for this save is equal to 10 + half of the engineer’s level + his Intelligence modifier. This talent has no effect on deaf creatures. Deafness can be cured by esuna, or similar effects. Prerequisite(s): A security chief must be at least 14th level to select this talent.

Domino Effect* (Ex): When the security chief uses studied strike, he uses his opponents against each other and sets himself up for his next move. Whenever he successfully deals damage to an opponent with studied strike, as a free action the security chief can apply the effects of studied combat to an opponent adjacent to the first. Prerequisite(s): A security chief must be at least 6th level to select this talent.

Essential Gear: In addition to his stun baton, the security chief gains the following equipment:

  • Duty Belt: This holds essential gear like flashlights, handcuffs, and pepper spray can.
  • Flashlights: Essential for visibility, especially during night patrols.
  • Handcuffs: Used for detaining individuals who may pose a threat. Use the masterwork manacles for details.
  • Pepper Spray Can: A non-lethal deterrent for use in self-defense or when dealing with aggressive individuals. This can has 50 uses before becoming unusable. When used on a target within 10 feet, the target must make a Fortitude save (DC 15) or become blinded and nauseated for 1d8 rounds each.
  • Two-way Radio: Enables communication with other officers and supervisors.
  • Cell Phone: For calling for assistance or communicating with superiors and authorities.

Follow Clues (Ex): A security chief with this talent can use Perception to follow tracks as per the Survival skill.

Hard to Fool (Ex): Once per day, a security chief with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A security chief can use this ability one additional time per day for every 5 engineer levels he possesses.

Heads Up (Ex): When you make a Perception check, as an immediate or swift action, the security chief can allow one adjacent ally to act as if they had also made a Perception check with the same result.

Item Lore (Ex): A security chief can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells. Prerequisite(s): A security chief must be at least 6th level to select this talent.

Prolonged Study* (Ex): The security chief can study his opponents for long periods of time. The effects of his studied combat ability last for a number of rounds equal to twice his Intelligence modifier (minimum 2) or until he deals damage with a studied strike, whichever comes first. Prerequisite(s): A security chief must be at least 12th level to select this talent.

Quick Study (Ex): A security chief can use his studied combat ability as swift action instead of a move action. Prerequisite(s): A security chief must be at least 6th level to select this talent.

Rapid Perception (Su): A security chief with this talent can attempt a Perception check to intentionally search for a specific item or creature as a swift action instead of a move action. If she is intentionally searching for an invisible creature, the creature’s bonus on its Stealth check from its invisibility is halved.

Read Tells (Ex): Once per day, a security chief with this talent can add +10 to a single Sense Motive skill check. This talent can be taken more than once and each time the security chief takes it, he gains an additional use of the ability.

Repositioning Strike* (Ex): When the security chief deals damage with studied strike, he can perform a reposition combat maneuver as a free action against the creature damaged by studied strike. This reposition does not provoke attacks of opportunity. Prerequisite(s): A security chief must be at least 12th level to select this talent.

Sapping Offensive* (Ex): When the security chief damages a studied target, that creature cannot make attacks of opportunity for 1 round. Prerequisite(s): A security chief must be at least 4th level to select this talent.

Sickening Offensive* (Ex): When the security chief damages a studied target, that creature is also sickened for 1 round. Prerequisite(s): A security chief must be at least 4th level to select this talent.

Slowing Strike* (Ex): When the security chief deals damage with studied strike, the opponent must succeed at a Fortitude save (DC = 10 + half of the engineer’s level + his Intelligence modifier) or be slowed by the crippling blow. A slowed opponent’s movement speeds are each reduced by 5 feet (to a minimum of 5 feet) until the creature is healed through the application of any spell that cures hit point damage or with a successful DC 15 Heal check. Multiple slowing strikes stack, to a minimum of 5 feet. Prerequisite(s): A security chief must be at least 6th level to select this talent.

Studied Defense (Ex): When a security chief with this talent uses his studied combat ability, he can choose to apply that ability’s insight bonus to his AC against attacks made by the target of his studied combat instead of to attack rolls against the target of his studied combat. (The insight bonus on damage rolls remains.) He must choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again. Prerequisite(s): A security chief must be at least 8th level to select this talent.

Swift Tracker (Ex): While following tracks, the security chief can move at her normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice her normal speed while following tracks is reduced to –10. Prerequisite(s): A security chief must have the Follow Clues talent to select this talent.

Thoughtful Reexamining (Ex): Once per day, a security chief with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. Prerequisite(s): A security chief must be at least 12th level to select this talent.

Timed Strike* (Ex): The longer the security chief studies his opponent, the greater the damage he ultimately deals with his studied strike. When the security chief makes a studied strike, he deals a number of points of additional damage equal to the number of consecutive rounds he studied the target with studied combat. Prerequisite(s): A security chief must be at least 6th level to select this talent.

Toppling Strike* (Ex): When the security chief deals damage with studied strike, he can perform a trip combat maneuver as a free action against the creature damaged by studied strike. This steal does not provoke attacks of opportunity. Prerequisite(s): A security chief must be at least 8th level to select this talent.

Trap Spotter (Ex): Whenever a security chief with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

These abilities may replace gunnery talents.

Stern Gaze (Ex)

Security chiefs are skilled at sensing deception and intimidating their foes. At 2nd level, a security chief receives a morale bonus on all Intimidate and Sense Motive checks equal to half his engineer level (minimum +1). He also receives a morale bonus on opposed Perception checks against other creatures’ Disguise and Stealth checks equal to half his engineer level (minimum +1). He grants this bonus to all adjacent allies.

This ability replaces precision aiming

Trap Sense (Ex)

At 2nd level, a security chief gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 5th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +7 at 20th level).

This ability replaces nimble.

Detect Alignment (Sp)

At 3rd level, at will, a security chief can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

This ability replaces cover fire.

Studied Combat (Ex)

With a keen eye and calculating mind, a security chief can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, a security chief can use a move action to study a single enemy that he can see. Upon doing so, he adds half his engineer level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. A security chief can only have one target of studied combat at a time.

This ability replaces flanking fire.

Studied Strike (Ex)

At 4th level, a security chief can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every two engineer levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the security chief’s attack used a weapon that deals nonlethal damage (like a sap, stun baton, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the security chief chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The security chief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A security chief cannot use studied strike against a creature with concealment.

This ability replaces gun training.

Discern Lies (Sp)

At 7th level, a security chief can discern lies, as per the spell, for a number of rounds per day equal to his engineer level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

This ability replaces disengage.