Expedition Leader

Level 9
Creature· humanMediumRemaster
AC
27
HP
160
Speed
25 ft.
Perception
+21
Fort
+21
Ref
+18
Will
+15
Languages common, erutaki, skald, tien, varki
Skills acrobatics +20, athletics +20, nature +19, diplomacy +18, survival +18
Recall Knowledge DC 26 (society)

Attacks

Melee Machete +21 (deadly-d8, magical, sweep), Damage 2d6+10 slashing
Melee Fist +20 (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning
Melee Shortbow +19 (deadly-d10, reload 0 ft.), Damage 1d6+6 piercing

Abilities

Familiarity with the Landinteraction

The expedition leader isn't affected by severe weather and ignores difficult terrain.

Memories of Expeditions Pastinteraction

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.

On Guardinteraction

When the expedition leader Scouts, they grant their party a +2 circumstance bonus to their initiative rolls.

Effect: On Guard

Reactive Strike
Quick Draw

The expedition leader Interacts to take out their machete or shortbow, then Strikes with the weapon.

Think Fast!

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.

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.


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