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.
Run Guide in the encounter builder — free, no install.
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