Guide — Veteran Wilderness Scout (Human Expert 9)

indian, horse, warrior, Guide

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

RulesPathfinder 1e · Human Expert 9 · CR 7 (3,200 XP)
WorkCaravan escort, long-range courier, mounted scout and wilderness tracker
Best skillsSurvival +17, Ride +15, Perception +14, Stealth +13
In a fightUses a crossbow and distance rather than holding the front line
BoonCan 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.]

Source: Pathfinder d20pfsrd.com

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 (1d4/19–20)

Ranged +1 light crossbow +9 (1d8+1/19–20) 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.

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