A guide clears the way, scouts ahead, and keeps an eye peeled for natural hazards and dangerous creatures.
Cost to Hire: 2 sp/day
XP 135 DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor) 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 SPECIAL ABILITIES
Country FoodA 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 GuideSo 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. TrailblazerA 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:
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