GuidesSource Interstellar Species pg. 166 Guides provide safe passage for a fee, shepherding travelers through dangerous or unfamiliar territory. Most specialize in a specific region, using their knowledge, connections, and adaptability to bring clients to their destination in one piece. Used to situations where they and their clients are on their own, guides tend to prefer finesse to force in tough situations, but if charm doesn’t work, they’ll do whatever it takes to get the job done. While the most straightforward way for players to encounter a guide is by hiring one, guides offer a variety of other potential encounters. Players might find a stowalong on their ship, retrace a captains club guide’s adventure, use a personal concierge to gain access to power, or help a courier track down a local rumor. Guides also often have valuable information about planetary conditions, know the location of unexplored sites, and can make connections with influential locals. Aliens in the "Guides" FamilySource Interstellar Species pg. 167Captains Club Guide CR 13XP 25,600 Uplifted bear LN Large magical beast Init +4; Senses low-light vision; Perception +23
DefenseHP 225 EAC 27; KAC 29 Fort +17; Ref +17; Will +12
OffenseSpeed 40 ft., climb 20 ft. Melee claw +24 (3d12+17 S) or ultrathin doshakari +24 (5d4+17 P; critical wound) Ranged aurora arc pistol +27 (3d6+13 E; critical arc 2d6) Space 10 ft.; Reach 5 ft. Offensive Abilities ferocious charge StatisticsSTR +4; DEX +4; CON +8; INT +6; WIS +4; CHA +3 Feats Laugh at Danger Skills Athletics +23, Intimidate +23, Survival +28 Languages Common; limited telepathy 30 ft. Other Abilities known far and wide Gear d-suit IV, aurora arc pistol with 2 high-capacity batteries (40 charges each), ultrathin doshakariSpecial AbilitiesKnown Far and Wide (Ex) A captains club guide is legendary in the places they’ve traveled to. Lower the DC of Diplomacy and Intimidate checks the guide and their allies attempt in places the guide is familiar with by 5. DescriptionGuides in this unofficial alliance of retired explorers—most of whom weren’t actually captains—can usually be coaxed away from retirement for “one last jaunt” to somewhere they visited in their more active days. While their information is occasionally out of date, they make up for it with quick thinking, a higher- than-expected ability to defend themselves, and the weight of their name and reputation. That reputation is also usually the way they gain work, often spreading news of their exploits around a sector and hinting there might be more adventures yet to come.
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