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Expedition Leader

Full-scale expeditions require a central leader. Expedition leaders tend to have level heads in dangerous situations and can make decisions quickly when time is of the essence.

Recall Knowledge - Humanoid (Society): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Expedition LeaderCreature 9

Medium Human Humanoid 
Source NPC Core pg. 58
Perception +21
Languages Common, Erutaki, Skald, Tien, Varki
Skills Acrobatics +20, Athletics +20, Diplomacy +18, Nature +19, Scouting Lore +21, Survival +18
Str +4, Dex +2, Con +4, Int +2, Wis +3, Cha +0
Familiarity with the Land The expedition leader isn't affected by severe weather and ignores difficult terrain.
On Guard When the expedition leader Scouts, they grant their party a +2 circumstance bonus to their initiative rolls.
Items +1 hide armor, +1 striking machete, compass, four-person tent, hooded lantern, repair toolkit, shortbow (20 arrows), spyglass, sun goggles, survey map
AC 27; Fort +21, Ref +18, Will +15
HP 160
Reactive Strike [reaction] Memories of Expeditions Past [reaction] Frequency once per day; Trigger The expedition leader fails a Survival check; Effect The expedition leader rethinks their choices based on prior experience. The degree of success increases by one step, from critical failure to failure or from failure to success.
Speed 25 feet
Melee [one-action] machete +21 [+16/+11] (deadly d8, magical, sweep), Damage 2d6+10 slashingMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] shortbow +19 [+14/+9] (deadly d10, range increment 60 feet), Damage 1d6+6 piercingQuick Draw [one-action] The expedition leader Interacts to take out their machete or shortbow, then Strikes with the weapon.Think Fast! [one-action] Requirements The expedition leader has a hand free; Effect The expedition leader scoops up a handful of rubble and throws it. Each creature in a 15-foot cone must succeed at a DC 27 Reflex save or be dazzled and off-guard until the start of the expedition leader's next turn.

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.