Archives of Nethys

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Template Grafts | Universal Monster Rules


Source 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" Family

Captains Club Guide13
Personal Concierge3

Guides, Captains Club Guide

Source Interstellar Species pg. 167

Captains Club Guide CR 13

XP 25,600
Uplifted bear
LN Large magical beast
Init +4; Senses low-light vision; Perception +23


HP 225
EAC 27; KAC 29
Fort +17; Ref +17; Will +12


Speed 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


STR +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 doshakari

Special Abilities

Known 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.


Guides 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 While their information is occasionally out of date, they make up for it with quick thinking, a higher- than-expected ability to defend themselves, and the weight of their name and reputation.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.