FELLDRAKE BODYGUARD "Fuck off." Felldrake bodyguards are tasked with protecting Elven royalty (or at least very important persons), visitors who are important as well,
BECOMING A FELLDRAKE BODYGUARD Generally you have to be a pretty decent Felldrake Warrior who hasn't made any serious goofups, like letting one of your charges get killed or publicly embarrassed,
ENTRY REQUIREMENTS Race: Horned Felldrake
Skills: Sense Motive 4 ranks, Spot 4 ranks
Feats: Bodyguard, Veteran Bodyguard
BAB: +6
Spells: Must be able to cast spells from the Ranger spell list.
Class Skills The Felldrake Bodyguard's class skills (and the key ability for each skill) are BLuff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, Nature, Nobility), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 2 + int
Hit Dice: d8
BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Takedown Charge, + Level of Divine Spellcasting Class
2. +2 +3 +0 +3 Distracting Roar, + Level of Divine Spellcasting Class
3. +3 +3 +1 +3 Piercing Gaze, + Level of Divine Spellcasting Class
4. +4 +4 +1 +4 Takedown Charge, + Level of Divine Spellcasting Class
5. +5 +4 +1 +4 Distracting Roar, + Level of Divine Spellcasting Class
6. +6 +5 +2 +5 Piercing Gaze, + Level of Divine Spellcasting Class
7. +7 +5 +2 +5 Takedown Charge, + Level of Divine Spellcasting Class
8. +8 +6 +2 +6 Distracting Roar, + Level of Divine Spellcasting Class
9. +9 +6 +3 +6 Piercing Gaze, + Level of Divine Spellcasting Class
10.+10 +7 +3 +7 Deadly Charge, + Level of Divine Spellcasting Class
Weapon Proficiencies: Felldrake Bodyguards gain no new weapon or armor proficiencies.
Takedown Charge (Ex): At 1st Level, whenever you perform a successful Charge Attack against an opponent you may choose to make a Trip Attack as a Free Action against it without provoking an Attack of Opportunity (and if it fails your opponent gets no Trip attempt in return). You also get a +4 Circumstance Bonus on the Trip Check (this stacks with the Improved Trip Feat).
At 3rd Level, whenever you perform a successful Charge Attack against an opponent you may choose to make a Bull Rush Attack as a Free Action against it without provoking an Attack of Opportunity. You also get a +4 Circumstance Bonus on the Trip Check (this stacks with the Improved Trip Feat).
At 6th Level when using your Trip or Bull Rush Class Abilities, if your opponent fails the opposed Check he must also make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or drop whatever he is holding as well.
Distracting Roar (Su): At 2nd Level, once per round as a Standard Action you can make a loud resonating roar that has many effects. Anything within 30' of you takes a -6 Penalty on all Concentration Checks, and has a 25% chance of botching a spell until your next turn (the Spell is lost for the day and has no effect).
At 5th Level anything within 30' of you automatically fails any spell they were casting this round as well as any Concentration Checks. They have a -6 Penalty to Concentration Checks and a 25% chance to fail to cast spells for a number of rounds equal to your Charisma Modifier.
At 8th Level anything within 30' is Stunned one round, loses one spell they had memorized for the day, and is -6 to Concentration Checks for the duration of the encounter. They still have a 25% chance to fail at spellcasting for a number of rounds equal to your Charisma Modifier.
Piercing Gaze (Ex): At 3rd Level you gain a Bonus on Sense Motive and Spot Checks equal to half your Felldrake Bodyguard Level.
At 6th Level you can cast Detect Magic at will as a Supernatural Ability.
At 9th Level you permanently gain the benefits of the See Invisible spell as a Supernatural Ability.
Deadly Charge (Ex): At Level 10 whenever you successfully hit an opponent with a Charge Attack you automatically threaten a critical, and he is Stunned for 1 round (he receives no Save against this effect), and drops whatever he is holding.
PLAYING A FELLDRAKE BODYGUARD You are the bodyguard to the cream of Elven society. Other Elves recognize this and usually provide you the proper respect. Non-Elven races at best consider you a dangerous pet. You have...issues with this.
Combat: Your job is to identify threats, charge, and take them down. You're usually part of a team, and you are the point man.
Advancement: Advancement for you depends on what skills you need to protect your current charge. If it means learning to swim you do so. If it means learning some obscure fighting art you do that as well.
Resources: Since you guard fairly wealthy individuals, they do sometimes outfit you with the equipment necessary to do your job.
FELLDRAKE BODYGUARDS IN THE WORLD "I'm not afraid of a pet lizard." You generally interact with the world by staring it down until it submits. No one approaches your employer unless you say it's okay. No one. Even Devils. Granted you'll have to think fast against them, but still...
Daily Life: Almost all your time is spent guarding your master. What little is left is usually consumed by training. You're ambivalent about the training because you know you need it to get better, but somebody else has to guard the Master while you take time off.
Notables:
Organizations: There are several training schools for Felldrake Bodyguards, and you probably have attended at least one of them. They tend to look out for graduates if they can.
NPC Reaction You make NPC's nervous, and that's good. It's your job to make them nervous.
FELLDRAKE BODYGUARDS IN THE GAME This generally assumes are a significant military/economic power. If not, there may be some tweaking of the fluff required.
Adaptation: Probably better for serious campaigns.
Encounters: Bodyguards are usually encountered during diplomatic visits or during wartime, or whenever an Elven noble goes on holiday.
Sample Encounter EL 12: The PC's have applied to become mercenaries for an Elven Duke. Their interviewer is a dragonlike creature who looks at them like they're dinner, as does his interpreter. Gonna be a bad day...
NameNG Male Horned Drake Ranger 4/Felldrake Bodyguard 2
Init +6,
Senses: Listen +7, Spot +6, Low Light Vision, Dark Vision 60'
Languages Draconic, Sylvan
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AC , touch , flat-footed (+2 Dex +7 Natural, )
hp 103 (10 HD)
Fort +16,
Ref +10,
Will +10
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Speed 30 ft. (6 squares)
Melee Base Atk +10,
Grp +15
Atk Options Favored Enemy (Orcs) +2, Charge, Combat Style (Charging Rhino)
Combat GearSpells Per Day 2/Day (DC 13), Caster Level 3
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Abilities Str 20, Dex 14, Con 20, Int 4, Wis 14, Cha 6
SQ Immunity to Sleep/Paralysis Effects, Draconic Empathy, Natural Casting,
Feats Alertness, Bodyguard, Veteran Bodyguard, Endurance (B), Eschew Materials (B), Reckless Charge (B), Track (B)
Skills Concentration +9, Hide +6, Jump +9, Knowledge (Local, Nobility) +0, Listen +7, Move Silently +6, Sense Motive +10, Spot +6
PossessionsEPIC FELLDRAKE BODYGUARD Hit Die: d8
Skills Points at Each Level : 2 + int
Class Ability Class AbilityBonus Feats: The Epic Felldrake Bodyguard gains a Bonus Feat every x levels higher than 20th
HORNED FELLDRAKE FEATSBodyguardYou are quick and discerning.
Prerequisites: Horned Felldrake, Alertness
Benefits: You get a +2 Bonus to Initiative and Sense Motive Checks. This stacks with Improved Initiative.
Veteran BodyguardYou are difficult to get by.
Prerequisites: Horned Felldrake, Bodyguard
Benefits: Your Bonus increases to +4.
Draconic AtavismYou are more like your Dragon ancestors.
Prerequisites: Horned Felldrake, must be taken at 1st Level
Benefits: Your Dark Vision extends to 120'.
Greater Draconic AtivismYou are very sensitive to the presence of other beings.
Prerequisites: Horned Felldrake, Draconic Atavism, Wis 15+
Benefits: You gain Blindsight out to 30'.
Horns of PowerYour horns are terrible weapons.
Prerequisites: Horned Felldrake, Greater Draconic Atavism
Benefits: Your horns are considered +1 weapons, and may now be enchanted as any other manufactured weapon.
Piercing HornsYour horns are terrible indeed.
Prerequisites: Horned Felldrake, Weapon Focus (Horns)
Benefits: Your horn attack does x3 damage on a successfully confirmed critical.
Mage EaterYou are trained in killing mages.
Prerequisites: Horned Felldrake, Draconic Atavism
Benefits: You gain a +2 Competence Bonus on all Saving Throws against Spells or Spell-Like Abilities.
Wings of DoomYou can fly as your wings have assumed their full size and strength.
Prerequisites: Horned Felldrake, Greater Draconic Atavism, 12 Hit Dice.
Benefits: You gain a Fly speed of 60' (Good).