Mountaineer
Creature 5 — human, humanoid
FlankerCrasherLAND
Mountaineers usually travel solo, but some guide expeditions into dangerous terrain. 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 +15
Languages common, petran, pyric
Skills acrobatics +13 (+15 to Balance on slippery ice), athletics +13, Mountain Lore +15, nature +12, survival +12
Str
+4
Dex
+3
Con
+2
Int
+0
Wis
+3
Cha
+0
Items Hatchet (2), Pick, Hide Armor, Climbing Kit (Extreme), Compass, Spyglass, Survey Map, Chalk (10)
AC 21
Fort +14
Ref +12
Will +9
HP 80
Speed 25 feet (arctic passage)
Offense
Melee Pick (fatal-d10) +14, Damage 1d6+10 piercing
Melee Hatchet (agile, sweep) +14, Damage 1d6+10 slashing
Ranged Hatchet (agile, sweep, thrown-10) +13, Damage 1d6+10 slashing
Melee Fist (agile, finesse, nonlethal, unarmed) +14, Damage 1d4+10 bludgeoning
Abilities
Chasm Crossing — The mountaineer Strides twice and Leaps up to 20 feet horizontally.
Experienced Steps — A mountaineer isn't impeded by difficult terrain caused by snow or ice. They gain a +2 circumstance bonus to Acrobatics checks to Balance on slippery ice.
Lost My Footing — Frequency once per day
Trigger The mountaineer critically fails a check to Balance or Climb
Effect Training kicks in, and the mountaineer catches themself, improving the check from a critical failure to a failure.
Trigger The mountaineer critically fails a check to Balance or Climb
Effect Training kicks in, and the mountaineer catches themself, improving the check from a critical failure to a failure.
Professional Climber — While climbing, the mountaineer can have up to five allies Following the Expert and grants a +3 circumstance bonus to Athletics checks to Climb.
Team Awareness —
Tuck and Roll — During an avalanche, the mountaineer gains a +2 circumstance bonus to their Reflex save against bludgeoning damage and natural disasters.
Arctic Passage — The mountaineer ignores difficult terrain caused by ice or snow.
Quick Draw — The mountaineer Interacts to draw their hatchet or pick, then Strikes with the weapon.
WORKS WELL WITH
AnvilLANDThe Anvil holds enemy attention while the Flanker circles for off-angle strikes, creating numerical advantage.
MenderLANDThe Mender heals the Flanker as it presses forward, sustaining its aggressive positioning tempo.
SniperLANDThe Sniper covers approach lanes while the Flanker advances with Chasm Crossing, balancing ranged support with melee pressure.
PUNISHES
✖ standing still✖ terrain dependency✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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