Expedition Leader
CREATURE 9Full-scale expeditions require a central leader. Expedition leaders tend to have level heads in dangerous situations and can make decisions quickly when time is of the essence.
Explorers are often well-equipped and well-trained for any type of hazard and are eager to lead others into the wild.
+21
Common, Erutaki, Skald, Tien, Varki
Acrobatics +20, Athletics +20, Diplomacy +18, Nature +19, Scouting Lore +21, Survival +18
Str +4, Dex +2, Con +4, Int +2, Wis +3, Cha +0
Machete, Shortbow, Hide Armor, Compass, Tent (Four-Person), Lantern (Hooded), Repair Toolkit, Spyglass, Sun Goggles, Survey Map, Arrows (20)
Familiarity with the Land
The expedition leader isn't affected by severe weather and ignores difficult terrain.
Memories of Expeditions Past
once per day
The expedition leader fails a Survival check
The expedition leader rethinks their choices based on prior experience. The degree of success increases by one step, from critical failure to failure or from failure to success.
On Guard
When the expedition leader Scouts, they grant their party a +2 circumstance bonus to their initiative rolls.
Effect: On Guard
AC 27; Fort +21, Ref +18, Will +15
HP 160
Reactive Strike
A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
25 feet
Melee Machete +21 (deadly d8, magical, sweep), Damage 2d6+10 slashing
Melee Fist +20 (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning
Ranged Shortbow +19 (deadly d10, reload 0, range increment 60 feet), Damage 1d6+6 piercing
Quick Draw
Think Fast!
Pathfinder NPC CoreORC