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    Guide (Human Expert 2)

    A guide clears the way, scouts ahead, and keeps an eye peeled for natural hazards and dangerous creatures.

    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

    Str 9, Dex 10, Con 12, Int 10, Wis 15, Cha 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

     SPECIAL ABILITIES

    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 guide 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 Str 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

    A guide 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