Guide (Human Expert 2)
A guide clears the way, scouts ahead, and keeps an eye peeled for natural hazards and dangerous creatures.
[This content was created for the Pathfinder rules by a publisher other than Paizo.]
Cost to Hire: 2 sp/day
Guide CR 1/3 |
XP 135 human expert 2 CN Medium humanoid (human) Init +0; Senses Perception +7 |
DEFENSE |
AC 13, touch 10, flat-footed 13 (+3 armor) hp 12 (2d8+3) Fort +1, Ref +0, Will +5 |
OFFENSE |
Speed 30 ft. Melee dagger +0 (1d4-1/19-20) Ranged shortbow +1 (1d6/×3) |
STATISTICS |
Strength 9, Dexterity 10, Constitution 12, Intelligence 10, Wisdom 15, Charisma 9 Base Atk +1; CMB +0; CMD 10 Feats Skill Focus (Survival), Stealthy Skills Handle Animal +3, Heal +6, Intimidate +4, Knowledge (Geography) +5, Knowledge (nature) +5, Linguistics +1, Perception +7, Profession (guide) +6, Stealth +5, Survival +10 Languages Common, Hallit Gear studded leather, bottle of fine wine, compass, foothold trap, hunting knife, net, shortbow, 48 gp |
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SPECIAL ABILITIES
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Country Food
A competent wilderness guide can help stretch supplies by gathering ‘country food’ from the wild. Assume an NPC guide takes 10 each day to collect food as the party travels, feeding themselves first and supplying additional food for the party with the excess. The one described here can provide food for four additional people each day spent in the wild.
Foothold Trap 25 gp
Type mechanical; Perception DC 20; Disable Device 15 Trigger location; Reset manual Effect Atk +10 melee (1d6+1/x3); target cannot move from trapped square; DC 20 Strength check to release.
Guide
So long as an expedition employs a guide, everyone involved gains a +2 bonus to all Survival checks to avoid natural hazards and a +2 bonus to all Craft: Cartography skill checks.
Trailblazer
One familiar with the terrain can exploit game trails and sidestep hazards that even keen-eyed city dwellers miss. Their lives revolve around efficient overland travel. With a successful DC 15 Profession (guide) check, the guide increases a small group’s effective speed by five feet for the purposes of determining overland travel speed. This check can be attempted once each day, and its effects last for 24 hours. This ability has no effect on individual party members’ movement or combat speeds. Large or heavily-equipped groups increase the DC as follows:
Condition | DC Increase |
More than ten creatures | +1 per additional creature |
Large-sized creatures | +2 per Large creature (including mounts) |
Huge-sized or larger | Impossible |
Wagons or wheeled vehicles | +5 per vehicle |
Section 15: Copyright Notice – Hirelings Into the Wild
Hirelings: Into the Wild. Copyright 2010 Crystal Frasier