|To Medieval Characters|
[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
|Guide CR 7|
Human expert 9
N Medium humanoid
Init +2; Senses Perception +14
|AC 17, touch 12,
flat-footed 15 (+5 armor, +2 Dexterity)
hp 40 (9d8)
Fort +3, Ref +5, Will +8
|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 (1d4/1920)
|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, climbers 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.
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 harms 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).
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.
|To Medieval Characters|
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