Anza the Jay

Wilderness Guide

Description:

ANZA THE JAY    CR 1/2
Female Human (Taldan) Expert 2
CN Medium Humanoid (Human)
Init 0; Senses Perception +7


DEFENSE

AC 13, touch 10, flat-footed 13   (3 armor)
hp 12 (2d8+2)
Fort 1, Ref 0, Will 5

OFFENSE

Spd 30 ft.
Melee Dagger +0 (1d4-1/19-20/x2) and
   Unarmed Strike +0 (1d3-1/20/x2)
Ranged Shortbow -3 (1d6-1/20/x3)

STATISTICS

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 Acrobatics -1, Climb -2, Escape Artist +1, Fly -1, Handle Animal +3, Heal +6, Intimidate +1, Knowledge: Geography +5, Knowledge: Nature +5, Linguistics +4, Perception +7, Prof: Guide +6, Ride -1, Stealth +6, Survival +10, Swim -2
Languages Common, Hallit
Combat Gear Arrows (20), Dagger, Shortbow, Studded Leather;

SPECIAL ABILITIES


Country Food: A competent wilderness guide can help stretch upplies by gathering “country food” from the wild. Assume an NPC uide takes 10 each day to collect bush tucker as the party travels, feeding themselves first and supplying additional food for the party with the excess. Anza can provide food for four additional people each day spent in the wild.
Trailblazer: 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 successful DC 15 Profession (guide) check, the guide increases 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

Bio:

When Anza lost her husband and son to plague ten years ago,
her tolerance for the world around her fell apart. The trappings
of civilized life felt like a lie, and her smiling neighbors traded
mockeries behind her back. She eventually set out into the woods,
leaving her home and past behind overnight. These days, the
weathered woman survives by hunting and trapping in the marshy
wilderness, and knows the southlands and their inhabitants better
than most humans.
Anza is quiet and distant. Over the years she’s mostly forgotten
her life before setting off in the night, and prefers not to think
about it. While normally a loner, her body feels the stiff ache of
approaching age and she knows she can’t survive independently
forever. Her retirement fund comes from guiding traders and
explorers through the forests and hills, protecting them from all
hazards save their own stupidity. She is no noble protector of the
land or disciple of the wild, just a cantankerous hermit staring down
the barrel of old age.

Anza the Jay

Desperate Measures MarkNorfolk