Guide — Veteran Wilderness Scout (Human Expert 9)

Someone has moved the trail markers since yesterday. The guide notices where the old stakes were pulled from the earth and finds fresh hoofprints leading away from the road. One horse belongs to a courier who never reached the next town. The guide can still bring the travellers through the hills, but first wants to know who has been directing caravans towards the ravine.
At a Glance
| Rules | Pathfinder 1e · Human Expert 9 · CR 7 (3,200 XP) |
|---|---|
| Work | Caravan escort, long-range courier, mounted scout and wilderness tracker |
| Best skills | Survival +17, Ride +15, Perception +14, Stealth +13 |
| In a fight | Uses a crossbow and distance rather than holding the front line |
| Boon | Can track a particular creature or guide the party safely through wilderness for up to three days |
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Hiring a Guide
Guides are trailblazers and pathfinders, master trackers and experts at finding their way through the wilderness. They are outriders and scouts par excellence, but they leave the heavy fighting to others, preferring to snipe from long range while keeping well out of harm’s way. Guides might also be used as highly-skilled long-range messengers, or perhaps members of a specially trained royal courier corps. Guides might also serve as elite dragoons or mounted infantry in a powerful army. A single guide may be encountered escorting two pilgrims (CR 8) or a pair of traveling merchants and their sellsword bodyguard (CR 10), or she might lead an entire caravan, with eight caravan guards and eight vagabonds (CR 10). A guide might also partner with a monster hunter or minstrel (CR 8) or two knights hunting evil in the wilderness (CR 9). A wise guide frequently works with a pair of trappers who are intimately familiar with an area (CR 8).
| Guide CR 7 |
| XP 3,200 Human expert 9 N Medium humanoid Init +2; Senses Perception +14 |
| DEFENSE |
| AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dexterity) hp 40 (9d8) Fort +3, Ref +5, Will +8 |
| OFFENSE |
| Speed 30 ft. Melee mwk shortspear +7/+2 (1d6) or dagger +6/+1 (1d4/1920) Ranged +1 light crossbow +9 (1d8+1/1920) or mwk shortspear +9 (1d6) or dagger +8 (1d4/19-20) |
| STATISTICS |
| Strength 10, Dexterity 14, Constitution 10, Intelligence 11, Wisdom 14, Charisma 8 Base Atk +6; CMB +6; CMD 18 Feats Animal Affinity, Endurance, Far shot, Mounted Combat, Point Blank Shot, Skill Focus (Survival) Skills Climb +8, Handle Animal +12, Knowledge (Geography) +12, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +9, Perception +14, Ride (Dexterity)+15, Stealth +13, Survival +17, Swim +4 Languages Common, Elven, Gnoll, Gnome, Halfling, Orc, Sylvan Combat Gear potion of Spider Climb, smokestick, tanglefoot bags (2); Other Gear +1 chain shirt, +1 light crossbow with 20 bolts, dagger, mwk shortspear, climber’s kit, heavy horse (combat trained) with studded leather barding and horseshoes of speed, tindertwigs (5), 5 gp Boon A guide can track a particular creature or lead the PCs safely through a wilderness area for up to 3 days. |
Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Keep this reference growing
If this page helped with your reading or game, you can support its upkeep or explore the curated books.
Explore the Bookshop — epics, classics and stories behind imagined worlds.
