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Gamekeeper

Gamekeepers know every beast that walks, slithers, flies, or swims in their territory and where to find them; try to keep up with the pack if you think you can. The land has chosen these people as guardians, giving them mysterious powers while in their territory. They are prepared to keep balance.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

GamekeeperCreature 6

Medium Human Humanoid 
Source NPC Core pg. 56
Perception +14
Languages Common
Skills Athletics +13, Diplomacy +11, Hunting Lore +11, Intimidation +13, Nature +15, Survival +15
Str +3, Dex +4, Con +2, Int +0, Wis +2, Cha +1
Move It! The gamekeeper can Hustle for 30 minutes longer and is not affected by difficult terrain while in their territory.
Items +1 arbalest (40 bolts), animal treats, club
AC 23; Fort +17, Ref +13, Will +12
HP 95
Sic 'Em! [reaction] (auditory, emotion, mental) Trigger An animal within 60 feet of the gamekeeper is killed; Effect The gamekeeper stokes the ire of the wild. Until the end of the gamekeeper's next turn, they and all animals in a 60-foot emanation gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls.Keeper's Revenge (curse, primal) When the gamekeeper dies, all creatures in a 60-foot emanation that have damaged the gamekeeper in the last minute must succeed a DC 24 Will saving throw or be cursed. All animals the cursed creature encounters have an initial attitude toward them that is one step worse. This curse can be removed only by an effect that specifically targets curses.
Speed 25 feet
Melee [one-action] club +15 [+10/+5], Damage 1d6+9 bludgeoningMelee [one-action] fist +15 [+11/+7] (agile, finesse, nonlethal, unarmed), Damage 1d4+9 bludgeoningRanged [one-action] arbalest +17 [+12/+7] (backstabber 1, magical, range increment 110 feet, reload 1), Damage 1d10+6 piercingLeader of the Pack The gamekeeper depends on a small pack of dogs or other pack animals suitable for the environment to patrol their area. Creatures that are adjacent to a hostile animal are considered off-guard to the gamekeeper.

All Monsters in "Explorer"

NameLevel
Chronicler3
Expedition Leader9
Forger1
Gamekeeper6
Guide4
Hunter7
Mountaineer5
Natural Scientist2
Poacher2
Tomb Raider5
Torchbearer0
Tracker3
Wooly Wrangler8

Explorer

Source NPC Core pg. 52
Explorers are often well-equipped and well-trained for any type of hazard and are eager to lead others into the wild.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bleachling survivor (level 2), orc gamekeeper (level 4), tripkee camoufleur (level 2), tripkee scout (level 1), woodland scouts (level 8)

Sidebar - Additional Lore Famed Forests

The Verduran Forest is the largest woodland on the continent of Avistan; the druids and rangers of the Wildwood Lodge earned the forest great autonomy through a thousand-year treaty. The Forest of Spirits stretches over a thousand miles of Tian Xia and is the primeval birthplace of the nature spirits known as kami. The Fangwood in Nirmathas and the Gravelands is home to Crystalhurst, a village of druids who fought the terrible Darkblight that devastated the 7,000-year-old fey court who once guarded the wood. The Fierani Forest covers the majority of the elven nation Kyonin.

Sidebar - Treasure and Rewards Foraging for Fun and Fortune

For some, variety is the spice of life, as long as you're certain of the plant you've just plucked. In lieu of finding manufactured treasure in a natural setting, a GM might allow for certain herbs, flowers, and vegetables discovered in the wild to act as level 1 alchemical elixirs. For instance, the white flowers known as fairycups have a spicy flavor when nibbled on, granting the benefits of a lesser cheetah's elixir. A nutritious knotted longbean restores health like a minor elixir of life. Such foraged items last only 24 hours after being plucked and can't be sold.

Sidebar - Advice and Rules Knowledge Exploration

While Survival and Nature are crucial skills for any explorer, various Lore skills can also prove useful for any NPC adventuring in the wilderness and can be easily swapped to make the skill set more applicable.
  • Architecture Lore
  • Engineering Lore
  • Fishing Lore
  • Herbalism Lore
  • Hunting Lore
  • Mining Lore
  • Sailing Lore
  • Scouting Lore

Sidebar - Advice and Rules Tips From The Guide

For the Follow the Expert exploration activity, an explorer is considered an expert from levels 1–6, a master from levels 7–14, and legendary from levels 15 or higher. You might allow PCs who Follow the Expert when led by an explorer to continue to add their level to the skill check for some time afterward: 1 hour if the explorer is an expert, 1 day for master, or 1 week for legendary. A character can have this benefit for only one skill at a time.