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Guide

Creature 4 — human, humanoid

Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards. Explorers are often well-equipped and well-trained for any type of hazard and are eager to lead others into the wild.

Source: pathfinder-npc-core

Perception +14
Skills athletics +12, nature +8, stealth +10, survival +12
Str
+4
Dex
+1
Con
+2
Int
+1
Wis
+3
Cha
+0
AC 20 Fort +14 Ref +8 Will +11
HP 60
Speed 25 feet

Offense

Melee Greataxe +12, Damage 1d12+8 slashing
Melee Fist +12, Damage 1d4+8 bludgeoning
Ranged Composite Shortbow +9, Damage 1d6+6 piercing

Abilities

Guide's Warning
Guiding Words — The guide points out a weakness of a creature within 30 feet. Until the start of the guide's next turn, the guide and all allies that can hear the guiding words gain a +1 circumstance bonus to attack rolls against that creature, and the guide's Strikes deal an extra 1d4 precision damage to that creature.

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