Race: Halflings Only
Abilities: Wisdom and Dexterity
Hit Die: d6
Class Skills (and assoc. Ability): Balance (Dex), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge – Geography (Int), Knowledge-Local (Int), Listen (Wis), Move Silently (Dex), Profession – Any (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Survival (Wis), Tumble (Dex)
Skill Points: At level 1—5 + Intx4, 5 + Int per level
Starting Gold: 3d6x10 Gp
|1st||+ 0||+ 0||+ 2||+ 0||Fastest Route 25%, Battle Wits + 2|
|2nd||+ 1||+ 0||+ 3||+ 0||Uncanny Dodge|
|3rd||+ 1||+ 1||+ 3||+ 1||Fast Movement + 10, Trackless Step|
|4th||+ 2||+ 1||+ 4||+ 1||Bonus Feat|
|5th||+ 2||+ 1||+ 4||+ 1||Fastest Route 35%, Evasion|
|6th||+ 3||+ 2||+ 5||+ 2||Flawless Stride|
|7th||+ 3||+ 2||+ 5||+ 2||Battle Wits + 4|
|8th||+ 4||+ 2||+ 6||+ 2||Camoflage, Bonus Feat|
|9th||+ 4||+ 3||+ 6||+ 3||Unassuming|
|10th||+ 5||+ 3||+ 7||+ 3||Fastest Route 40%, Blindsense 30ft|
|11th||+ 5||+ 3||+ 7||+ 3||Fast Movement + 20, Skill Focus (Hide)|
|12th||+ 6/+ 1||+ 4||+ 8||+ 4||Bonus Feat|
|13th||+ 6/+ 1||+ 4||+ 8||+ 4||Battle Wits + 6|
|14th||+ 7/+ 2||+ 4||+ 9||+ 4||Hide in Plain Sight|
|15th||+ 7/+ 2||+ 5||+ 9||+ 5||Fastest Route 50%|
|16th||+ 8/+ 3||+ 5||+ 10||+ 5||Bonus Feat|
|17th||+ 8/+ 3||+ 5||+ 10||+ 5||Improved Evasion|
|18th||+ 9/+ 4||+ 6||+ 11||+ 6||Free Movement|
|19th||+ 9/+ 4||+ 6||+ 11||+ 6||Battle Wits + 8, Know the Perilous Path|
|20th||+ 10/+ 5||+ 6||+ 12||+ 6||Blindsight 30ft, Bonus Feat|
Fastest Route (Ex): Halfling Guides have an intimate, and closely guarded secret knowledge and understanding of the lands and terrain of the Northern Continent. Because of this, they are able to find the quickest routes between two points. Use of their expertise can drastically cut down on the amount of time is spent traveling overland.
Starting at 1st Level, Halfling Guides can reduce Travel Times by 25%. At 5th Level, their increased experience in the field reduces Travel Times by 35%, 40% at 10th level and up to 50% at 15th level.
Battle Wits (Ex): Halfling Guides have an acute wariness that grants them bonuses to initiative rolls. Starting at 1st level they are granted a + 2 bonus. They gain an additional + 2 bonus every 6 levels. (NOTE: This Bonus stacks with the feat Improved Initiative.)
Uncanny Dodge (Ex): Starting at 2nd level, a Halfling Guide
cannot be caught flat-footed and reacts to danger before
her senses would normally allow her to do so. See the barbarian
class feature, page 26 of the Player’s Handbook.
Fast Movement (Ex): Starting at 3rd level, a Halfling Guide
gains a +10 foot enhancement bonus to her base land
speed. At 11th level, this bonus increases to +20 feet.
See the monk class feature, page 41 of the Player’s
Handbook. A Guide loses this benefit when wearing medium
or heavy armor or when carrying a medium or heavy
Trackless Step (Ex): Beginning at 3rd level, a Guide
cannot be tracked in natural surroundings. See the druid
class feature, page 36 of the Player’s Handbook.
Bonus Feats: At 4th level and every four levels
thereafter (8th, 12th, 16th, and 20th level), a Guide
gains a bonus feat, which must be selected from the
following list: Acrobatic, Agile, Alertness, Athletic,
Blind-Fight, Brachiation, Dodge, Endurance, Great Fortitude,
Improved Initiative, Improved Swimming, Iron Will,
Lightning Reflexes, Mobility,Point Blank Shot,
Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload,
Shot on the Run, Skill Focus, Track. She must meet all the
prerequisites for the feat.
Evasion (Ex): Beginning at 5th level, a Guide can avoid
damage from certain attacks with a successful Reflex
save. See the monk class feature, page 41 of the Player’s
Flawless Stride (Ex): Starting at 6th level, a Halfling Guide can
move through any sort of terrain that slows movement
(such as undergrowth, rubble, and similar terrain) at her
normal speed and without taking damage or suffering
any other impairment.
This ability does not let her move more quickly
through terrain that requires a Climb or Swim check to
navigate, nor can she move more quickly through terrain
or undergrowth that has been magically manipulated to
A Guide loses this benefit when wearing medium
or heavy armor or when carrying a medium or heavy
Camouflage (Ex): Beginning at 8th level, a Halfling Guide can
use the Hide skill in any sort of natural terrain. See the
ranger class feature, page 48 of the Player’s Handbook. She
loses this benefit when wearing medium or heavy armor
or when carrying a medium or heavy load.
Unassuming (Ex): At 9th level, a Halfling Guide is able to make themselves
less of a target in combat situations. All hostile characters treat the Guide
as one size category smaller that they naturally are.
Blindsense (Ex): At 10th level, a Guide gains the
blindsense ability out to 30 feet. This ability functions
as described on page 306 of the Monster Manual.
Skill Focus (Hide) (Ex): At 11th Level, a Halfling Guide gets the
Skill Focus (Hide) Feat as a free class feature.
Hide in Plain Sight (Ex): Beginning at 14th level, a
Guide can use the Hide skill in natural terrain even while
being observed. See the ranger class feature, page 48 of
the Player’s Handbook. A Guide loses this benefit when
wearing medium or heavy armor or when carrying a
medium or heavy load.
Improved Evasion (Ex): At 17th level, a Guide’s evasion ability
improves. She still takes no damage on a successful Reflex saving
throw against attacks such as a dragon’s breath weapon or a fireball,
but henceforth she takes only half damage on a failed save. A helpless
Guide (such as one who is unconscious or paralyzed) does not
gain the benefit of improved evasion.
Free Movement (Ex): At 18th level and higher, a Halfling Guide
can slip out of bonds, grapples, and even the effects of
confining spells easily. This ability duplicates the effect of
a freedom of movement spell, except that it is always active.
A Guide loses this benefit when wearing medium or heavy
armor or when carrying a medium or heavy load.
Know the Perilous Path (Su): This ability allows the Halfling Guide to find the shortest, most direct physical route to a specified destination as well as how dangerous the immediate future is likely to be along the route, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. This ability works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the Halfling Guide
The ability enables the Halfling Guide to sense the correct direction that will eventually lead her to her destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the ability enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The effect ends when the destination is reached.
As well as providing tips and clues to avoid being lost or caught in traps, Know The Perilous Path gives the Halfling Guide an idea of how safe the route will be.
|Safe:||The Guide isn’t in any immediate danger. If she continues on her present course, She’ll face no significant monsters, traps, or other challenges.|
|Peril:||The Guide will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards.|
|Great danger:||The Guide’s very life is at grave risk. She will likely face powerful NPCs, monsters, or deadly traps.|
Blindsight (Ex): A 20th-level Halfling Guide gains the blindsight
ability out to 30 feet. Her senses become so acute
that she can maneuver and fight flawlessly even in total
darkness. Invisibility, darkness, and most kinds of concealment
are irrelevant, though the Guide must have line
of effect to a creature or object to discern it.