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Ninth Army BodyguardCreature 1

Source Pathfinder Society Scenario #3-11: No Time For Treason
Perception +8
Languages Common
Skills Athletics +7, Intimidation +6, Society +2
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0

AC 16; Fort +8; Reflex +7; Will +4;
HP 25
Speed 25 feet

Greatclub One Action +7 (+2, -3) to hit (backswing, shove) 1d10+4 Bludgeoning
Sap One Action +7 (+3, -1) to hit (agile, nonlethal) 1d6+4 Bludgeoning

Bodyguard's Defense Two Actions

The bodyguard selects one creature they can see and hear within 30 feet. That creature gains a +2 circumstance bonus to AC as long as the bodyguard is adjacent to the chosen creature and can act; this bonus lasts until the start of the bodyguard's next turn.

Effect: Bodyguard's Defense

Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons.

A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.