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A security guard 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.

Alignment: Any.

Hit Die: d8.

Class Skills
The security guard’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier.

Security Guard Main Ability Scores:
The security guard mainly focuses on STR/DEX for combat.

Table: Security Guard

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
Type3/4BadGoodBad
1st+0+0+2+0Gunsmith
2nd+1+0+3+0
3rd+2+1+3+1
4th+3+1+4+1
5th+3+1+4+1Gunsmithing
6th+4+2+5+2
7th+5+2+5+2
8th+6/+1+2+6+2
9th+6/+1+3+6+3
10th+7/+2+3+7+3
11th+8/+3+3+7+3
12th+9/+4+4+8+4
13th+9/+4+4+8+4
14th+10/+5+4+9+4
15th+11/+6/+1+5+9+5
16th+12/+7/+2+5+10+5
17th+12/+7/+2+5+10+5
18th+13/+8/+3+6+11+6
19th+14/+9/+4+6+11+6
20th+15/+10/+5+6+12+6

Class Features

The following are the class features of the security guard NPC class.

Weapon and Armor Proficiency

The security guard is proficient with all simple weapons and one simple firearm of his choice (see below) plus tonfas, and with light armor (as well as all tactical armor).

Gunsmith

At 1st level, a security guard gains one of the following firearms of his choice: trainee pistol, trainee rifle or trainee shotgun. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun 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).

At 5th level, the security guard gains Gunsmithing as a bonus feat.