A guide clears the way, scouts ahead, and keeps an eye peeled for natural hazards and dangerous creatures.
Cost to Hire: 2 sp/day
Guide CR 1/3
OFFENSESpeed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Ranged shortbow +1 (1d6/×3)
Str 9, Dex 10, Con 12, Int 10, Wis 15, Cha 9
Base Atk +1; CMB +0; CMD 10
Feats Skill Focus (Survival), Stealthy
Skills Handle Animal +3, Heal +6, Intimidate +4, Knowledge (geography) +5, Knowledge (nature) +5, Linguistics +1, Perception +7, Profession (guide) +6, Stealth +5, Survival +10
Languages Common, +1 additional
Gear studded leather, bottle of fine wine, compass, foothold trap, hunting knife, net, shortbow, 48 gp
A 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.
A 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:
|More than ten creatures||+1 per additional creature|
|Large-sized creatures||+2 per Large creature (including mounts)|
|Huge-sized or larger||Impossible|
|Wagons or wheeled vehicles||+5 per vehicle|
Hirelings: Into the Wild. Copyright 2010 Crystal Frasier