Frontiersmen Guild

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An adventuring guild which lends out its members as scouts and trackers for other organizations.

Overview

The Frontiersmen isn't a normal adventuring guild, at least by Obsidian Bay's standards.

The guild exists to provide supplemental scouting and tracking services to other groups, be they an adventuring guild, trading company, or agents of a nobleman.

It's members are legendary for their extreme survival and tracking skills, but are not reknowned as fighters -- they favor evasion over combat.

In addition, Frontiersmen tend to be loners -- most only take on jobs as scouts when their financial stituation dicates it. When not in the city, they are usually ranging far afield on solitary treks across the Pomarj.

A handful of Frontiersmen are of a more militant sort, and these can be found occasionally cooperating with the Orcslayers and the Knights of the Fist, but these are rare. Return to top

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Statblocks

Frontiersmen Level 4

Frontiersmen Level 4 (Male Human Rgr2/Exp2), Medium Humanoid; CR 4; HD 2d6+2d8+8; hp 30; Init +2; Spd 30 ft/x4; AC 15 (+3 armor, +2 dex), touch 12, flat-footed 13 (Studded Leather) Base Atk/Grapple +3/+4; Full Atk +5 Two-handed (1d8;20/x3, Longbow), +4 Two-handed (1d8+1;20/x3, Spear), +4 One-handed (1d6+1;20/x2, Club); AL N; SV Fort +5, Ref +5, Will +5; Str 12(+1), Dex 14(+2), Con 15(+2), Int 14(+2), Wis 14(+2), Cha 10(+0); Skills: Climb +4, Handle Animal +1, Hide +8, Jump +1, Knowledge (dungeoneering) +3, Knowledge (geography) +8, Knowledge (local) +7, Knowledge (nature) +10, Listen +9, Move Silently +9, Profession (Guide) +8, Spot +9, Survival +12, Use Rope +3. Feats: Skill Focus(Survival), Stealthy, Toughness; Equipment: Longbow, 20 Arrows, Spear, Club, Studded Leather Armor