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Guide (Human Expert 9)


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 Dex)
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

Str 10, Dex 14, Con 10, Int 11, Wis 14, Cha 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 +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.