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Frontier (Guide)

Frontier (Guide) CR 7

Source GameMastery Guide pg. 277
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.

Guides are trailblazers and pathfinders, master trackers and experts at finding their way through the wilderness. They are outriders and scouts par excellence, but they leave the heavy fighting to others, preferring to snipe from long range while keeping well out of harm’s way.

Guides might also be used as highly-skilled longrange messengers, or perhaps members of a specially trained royal courier corps. Guides might also serve as elite dragoons or mounted infantry in a powerful army.

A single guide may be encountered escorting two pilgrims (CR 8) or a pair of traveling merchants and their sellsword bodyguard (CR 10), or she might lead an entire caravan, with eight caravan guards and eight vagabonds (CR 10). A guide might also partner with a monster hunter or minstrel (CR 8) or two knights hunting evil in the wilderness (CR 9). A wise guide frequently works with a pair of trappers who are intimately familiar with an area (CR 8).