Guide

In touch with the heart of a force known only as “The Storyteller”, guides are a fey-blessed lot who offer divine guidance to their parties. Chosen by the Storyteller for a task, guides are the meekest of souls but they carry within them the strength to ignite the hearts of heroes.

A guide has all the answers. Though their connection to The Storyteller they have access to the infinite knowledge of the universe. However, with an (ostensibly) infinite amount of information at their fingertips they require a great deal of time to locate it. Contained within the information in a guide’s database is not only all the “real” information but a much larger amount of “potential” information that could or might have existed under different circumstances and even projections about the future.

The Storyteller takes only the meekest of the fey as his earthly agents and pixies, brownies, and even the occasional dryad are typically found in his employ. He is a shy creature in his own right and generally avoids contact with anyone of a size category larger than him (small sized). Though non-fey guides are rare, occasionally the Storyteller will seek out a particular individual for a specific task where their race would be an asset.

Guides possess the ability to enter a bauble - a form that protects them from harm for a period of time - as well as having keen observational skills that are unrivaled. They provide an integral role as a utility character and while they are not as useful on the frontline of combat, they have a number of unique abilities that can aid their charge.

Hit Dice: d4

Race: A guide may be from any race, though The Storyteller prefers fey, those with a touch of fey blood in them, creatures of a small size category or smaller, or at the very least, particularly wise.

Suggestions: GathlainARG, Gnome, or Halfling

Role: Guides are the masters of support and knowledge checks. While having even fewer Hit Points than a Wizard they have defensive abilities that can sustain them temporarily if the situation arises.

Alignment: Any

Guides are drawn to parties who share their alignment and whose goal is not opposed to their beliefs. Evil guides are often in the employ of wicked sorceress, serving as their eyes and ears. Good aligned guides are found wandering the world and helping out those who don’t yet have the strength to stand up for themselves. There are many stories in which guides help children achieve their dreams; be they the dreams of a low-born boy to become a knight, the tears of a little girl who wants to become a beautiful princess and meet Mr. Right, or even the cries for help of an overburdened young hero who just needs to know how to defeat a specific type of enemy.

The Storyteller: Guides are empowered by the enigmatic fairy king known only as “The Storyteller”. While his power exceeds that of a normal fey lord, being more akin to a lesser deity, he seems to be content to watch the history of the world unfold. While he doesn’t answer clerics, writers sometimes spill a bit of ink on the ground as a salute to him. So captivated by a good story is he that he will dispatch guides, sometimes on both sides, to make the story even more dramatic. However, being of a chaotic good alignment, he is a sucker for happy endings and truth triumphing over evil.

The Storyteller seems to be almost cognizant in the meta-sense of all information and helps guide it into the form of stories fit for reading by later generations. He is a shy, polite, bashful man who normally takes the form of an old male pixie or halfling with a long white beard and a tall, scruffy looking, patched, cap. Very few mortals/creatures, even amongst the guides, have ever seen or directly conversed with him. Often their actions are guided by him and they are relatively unaware of his tampering in their existence beyond the powers he grants them.

If your campaign setting has a more appropriate deity or being of great power, please feel free to use that in place of The Storyteller. He is merely a placeholder for a benevolent deity with lots of knowledge.

Starting Wealth: 2d6 × 10 gp (average 70gp.) In addition, each guide begins play with an outfit worth 10 gp or less.

Class Skills: The guide class skills are Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).

Skill Ranks Per Level: 8 + Int Modifier

Class Features

Table: The Guide
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Bauble form, charm of protection, interaction
2nd +1 +0 +3 +3 Etheric aura (20%), ray of light
3rd +1 +1 +3 +3 Interaction, healing light
4th +2 +1 +4 +4 Early warning, nondetection
5th +2 +1 +4 +4 Interaction, shell enhancement
6th +3 +2 +5 +5 Revealing gaze
7th +3 +2 +5 +5 Interaction
8th +4 +2 +6 +6 Wildwards
9th +4 +3 +6 +6 Interaction, shell enhancement
10th +5 +3 +7 +7 Hand of the Storyteller, heroes’ hearts, limited wishes
11th +5 +3 +7 +7 Interaction
12th +6/+1 +4 +8 +8 Etheric aura (50%)
13th +6/+1 +4 +8 +8 Interaction, shell enhancement
14th +7/+2 +4 +9 +9 Nondetection
15th +7/+2 +5 +9 +9 Interaction
16th +8/+3 +5 +10 +10 True sight
17th +8/+3 +5 +10 +10 Interaction, shell enhancement
18th +9/+4 +6 +11 +11 Wildwards
19th +9/+4 +6 +11 +11 Interaction
20th +10/+5 +6 +12 +12 Empowered wishes

Weapon and Armor Proficiencies

The guide is proficient with no weapons or armor.

Bauble (Su)

At 1st level, a guide gains the ability to become nothing more than a diminutive-sized orb of light. While in this form she becomes a Tiny-sized etheric creature. The guide may enter this form as a move action and resume her own form as a swift action. A guide may indefinitely remain in her bauble state.

She gains the following characteristics while in her bauble form:

  • A guide can shed a soft colored light on command. This allows her to shed light like a light spell at will and change her color at will.
  • She gains a fly speed equal to her land speed with average maneuverability.
  • She gains no benefit from armor or shield bonuses to her AC.
  • As she is a glowing mote of light her creature type changes to that of an elemental. It provides the following benefits:
    • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
    • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
    • As she has no limbs or hands she may not wield weapons, carry objects, or otherwise take actions that require hands or the like.
    • All objects on her person merge into her form and are considered weightless for the purpose of determining their weight for her encumbrance, so long as the amount does not exceed her maximum encumbrance.
  • As a Tiny-sized creature she has the following adjustments.
    • +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Keep in mind that a guide in her bauble form sheds light like a torch.
    • Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny creatures have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures cannot flank an enemy.

Note: Bauble Form or Not?

In this class, abilities marked with a “(B)” can only be used while in bauble form. Anything marked with a “[A]” can be used while in any form.

Charm of Protection (Ex) (B)

While in their bauble form a guide gains a luck bonus to their AC equal to their Charisma modifier.

Interactions (Sp) (B)

At 1st level, when in a bauble form a guide gains unique abilities - known as interactions - to interact with the world around her. A guide can use these interactions when in her bauble form.

At 1st level and every odd level thereafter they must select 1 new interaction. At various levels, the guide also gains additional options that they may choose from.

Extinguish/Ignite (Su)

A guide can extinguish all (or just some) non-magical fires or other non-magical light sources within a 30 ft radius. If the fire or light source is magical, a guide makes a dispel magic attempt using her HD as her caster level. This suppresses the illuminating aspect of the magic for a number of rounds equal to the guide’s Wisdom modifier but does not impact other functions of it (example: a brilliant energy weapon would still function as per normal but would not shed light as if it were a torch). A guide must be aware of the source of light to be able to target this ability. A guide may do this a number of times per day equal to her Wisdom modifier.

Alternatively, a guide can ignite or turn on any unattended object whose express purpose is to shed light (torches, candles, campfires, sunrods, etc) within 30 feet as a standard action. A guide must be aware of this object to target it with this ability.

Fairy Blessing (Su)

A guide grants a single ally within 30 feet of her a luck bonus on attack rolls equal to 1/4th her guide level (minimum +1). Once this is taken, it is permanently active, though the guide can suppress it at will as a swift action. The guide can switch who the target of this ability is as a move action. The guide can take a move action to extend the benefit of this to all allies within 30 feet until the start of the guide’s next turn. A guide may never benefit from this ability.

Lock/Unlock (Sp)

A guide can lock or unlock and open or close all unattended doors within a 30 ft radius as if by knock , arcane lock, and open/close . The locked/unlocked and opened/closed condition of each door may be determined on a case by case basis. This ability also applies to windows, closets, chests, and other unattended lockable or hinged objects. A guide may do this a number of times per day equal to her Wisdom modifier.

Move (Sp)

A guide can interact with the world around them while in her bauble form as if by mage hand as a spell-like ability at will.

Spark of Life (Su)

At 1st level a guide can stabilize a dying creature they touch as a swift action. A guide cannot stabilize herself with this ability.


3rd level and higher

Alarm (Sp)

A guide gains the ability to use alarm as a spell-like ability a number of times per day equal to her Wisdom modifier.

Navigation (Sp)

A guide gains the ability to use know direction and locate object as spell-like abilities a number of times per day equal to her Wisdom modifier.

Sensors (Sp)

A guide gains the ability to use deathwatch and detect magic as a spell-like ability at will.


5th level and higher

Detect Thoughts (Sp)

A guide gains the ability to use detect thoughts as a spell-like ability a number of times per day equal to her Wisdom modifier.

Eruption of Light (Sp)

A guide can release an overwhelming explosion of light, dealing 1d6 fire damage per 2 levels of guide to all creatures in a 30 foot radius centered on her position. A Reflex save (DC 10 + 1/2 guide level + Wisdom modifier) reduces this damage by half. A guide automatically takes minimum damage from the explosion as non-lethal damage and is fatigued for a number of rounds equal to the number of damage dice she dealt (6d6 would deal 6 damage to her and fatigue her for 6 rounds). A guide cannot use this ability while fatigued. A guide may chose to do less than her maximum amount of damage dice.

Etheric Sensory Input (Su)

A guide gains blindsense and darkvision up to 20 feet. If they have any of these senses, their effective radius improves by 20 feet.

Fount of Healing (Su)

Any ally who sleeps within 30 feet of a guide who sleeps in her bauble form is restored three times their HD in healing (as opposed to the normal amount of healing gained from resting).

Pull/Push (Sp)

As a standard action a guide can pull or push all (or some) creatures and unattended objects that weigh less than 30 lbs. within 30 feet either 10 feet closer to or 10 feet further away from the guide. Creatures affected must either all be pulled or all be pushed on a given turn (some cannot be pushed while others are being pulled). Creatures can make a Reflex save (DC 10 + 1/2 guide level + Wisdom modifier) to resist this movement. A guide cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or a wall of fire spell. A guide may use this ability a number of times per day equal to her Wisdom modifier.

Read Aura (Sp)

A guide gains the ability to use detect good, detect evil, detect chaos, and detect law as spell-like abilities a collective number of times per day equal to her Wisdom modifier.

Scry (Sp)

A guide gains the ability to use scrying as a spell-like ability a number of times per day equal to her Wisdom modifier.


7th level and higher

Selfless Resurrection (Sp)

Once per day, as a full round action, a guide can cast raise dead by touching a deceased creature who falls within the parameters of what the spell can restore to life. However, doing so automatically reduces the guide to -1 HP and they begin to die. At 15th level this begins to function as per resurrection rather than raise dead.


11th level and higher

Fairy's Boon (Sp)

A guide gains the ability to cast polymorph as a spell-like ability a number of times per day equal to her Wisdom modifier. A guide may not benefit from this ability, only an ally.

Possession (Sp)

A guide gains the ability to cast magic jar as a spell-like ability a number of times per day equal to her Wisdom modifier.

Wall of Force (Sp)

A guide gains the ability to cast wall of force as a spell-like ability a number of times per day equal to her Wisdom modifier.


15th level and higher

Emergency Teleport (Sp)

A guide gains the ability to cast teleport as a spell-like ability a number of times per day equal to her Wisdom modifier.

Fairy's Curse (Sp)

A guide gains the ability to cast baleful polymorph as a spell-like ability a number of times per day equal to her Wisdom modifier.

Fey Banishment (Sp)

A guide gains the ability to cast dismissal as a spell-like ability a number of times per day equal to her Wisdom modifier. However, unlike the normal version of this spell there is a 100% chance that the creature will be banished to a plane other than their own.


Ray of Light (Sp) (B)

At 2nd level, a guide can focus her energy and shoot several small beam of energy while in her bauble form. This allows her to cast scorching ray as a spell-like ability, though without the normal limitation of a maximum number of rays (normally imposed at 11th level). A guide may do this a number of times per day equal to her Wisdom modifier. Additionally, a guide may cast magic missile at-will at 2nd level.

Etheric Aura (Su) (B)

At 2nd level, while in her bauble form attacks against the guide have a 20% miss chance. At 12th level this improves to a 50% miss chance. Abilities that bypass ethereal miss chances (such as those granted by ethereal jaunt) bypass this miss chance as well.

Healing Light (Su) (B)

At 3rd level the light of a guide can cure the wounds of a creature within 30 feet as a swift action (or an immediate action). She has 2d6s per guide level that she can heal per day with this ability. As a swift action she may heal a creature for as many d6s as she wishes so long as she has d6s of healing remaining. A guide must be in her bauble form to utilize this class feature. A guide may not heal herself with this ability.

Early Warning (Ex) (B)

At 4th level, the guide develops a supernatural sense of danger. While in her bauble form a guide gains the all-around vision monsters ability. In addition, a guide always get to act during an enemy’s surprise round. Furthermore, she may elect to grant her ability to act during the surprise round to an ally adjacent to her at the start of combat.

Nondetection (Sp) [A]

At 4th level, the guide is constantly under the effects of nondetection as a spell-like ability. She may lower or resume this as a swift action. At 14th level, this additionally functions as per detect scrying and envelops all allies within 30 feet of the guide.

Shell Enhancement (Ex) (B)

At 5th level and every 4 levels thereafter a guide gains a further benefit from being in her bauble state as she learns to manipulate her “shell”. A thin web of magic protects the guide and she learns to strengthen it with her force of spirit and emotions.

Aerodynamic Bauble

The guide’s fly speed while in her bauble improves by 10 feet and she gains perfect maneuverability.

Battle Bauble

When firing a ray of light, the guide gains a +4 bonus on attack rolls.

Doubt Shield

The guide and all adjacent allies gain a +4 bonus against fear effects.

Natural Bauble

The guide gains energy resistance 1 + 1/2 her guide level to one type of energy from the following list: fire, cold, acid, or electricity. As a move action she may change the energy type she has a resistance to.

Protective Shell

The guide gains a +4 natural armor bonus to her AC while in her bauble.

Wind Barrier

Ranged attack rolls against the guide take a -2 penalty when trying to hit the guide or an ally in an adjacent square. Likewise, any ranged attack rolls made adjacent to a guide with this benefit active takes -2 penalty. A guide may activate or deactivate this ability as a swift action.


Revealing Gaze (Su) [A]

At 6th level, a guide gains the ability to peel back the layers of reality and see beneath them. At will, a guide gains the benefit of x-ray vision as a swift action.This benefit is maintained as long as she takes a swift action to maintain it on her turn.

X-ray vision allows her to see into and through solid matter at a range equal to their own visual range. The guide sees as if she were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. At 10th level a guide can see through twice that amount of each substance. Thicker substances or a thin sheet of lead blocks the vision.

Wildwards (Su) [A]

At 8th level, all allies within 30 feet of a guide (including herself) gain Spell Resistance equal 10 + her guide level. At 18th level, once per day a guide may cast spell immunity as a spell-like ability. This may be raised or lower by the recipient as a free action.

Hand of the Storyteller

At 10th level, the guide’s rapport with the Storyteller grows to a point where she can be trusted by him with greater power. Any interaction ability that can be utilized a number of times per day equal to her Wisdom modifier can be instead utilized a number of times per day equal to 1/2 her guide level + her Wisdom modifier.

Heroes’ Hearts (Sp) [A]

At 10th level a guide can establish a telepathic link between her friends at will, as a standard action. This functions as per the spell telepathic bond.

Limited Wishes (Sp) [A]

At 10th level, once per week the guide can use limited wish as a spell-like ability. However, the guide may not request the wish and the ability will fail if the guide seeks to influence the request (at the GM’s discretion). A guide cannot ask someone else to wish for something for them (for example). The wish must benefit the creature wishing and must be approved by the guide (she has a choice if she wishes to grant the wish or not). A guide need not have the material component for the limited wish spell and may cast it as a swift action.

True Sight (Sp) [A]

A guide of 16th level gains the ability to see the world as it truly is. At will, a guide can use true seeing, as the spell, as a swift action. This benefit is maintained as long as she takes a swift action to maintain it on her turn.

Empowered Wishes (Sp) [A]

At 20th level, once per week the guide can use wish as a spell-like ability. However, the guide may not request the wish and the ability will fail if the guide seeks to influence the request (at the GM’s discretion. A guide cannot ask someone else to wish for something for them for example). The wish must benefit the creature wishing and must be approved by the guide (she has a choice if she wishes to grant the wish or not). A guide need not have the material component for the wish spell and may cast it as a swift action.

This replaces the limited wishes class feature of the guide.


Note: Caster Level

Though the guide has no spells it has an effective caster level for the purpose of determining the effectiveness of her class features equal to her guide level. The save for a guide’s spells and abilities are Wisdom based.


GMing a Guide

Allowing a player to play a guide will impact the way you run your game so you should be aware of the benefits and changes of the choice. Guides are excellent for delivering exposition and vital information, directing a party, or just providing information. However, you will have to share information with a guide that you would not typically share with a normal player. A guide might become privy to things like the location of traps, the statistics of creatures, the DC of saves/challenges, and other such information. Don’t stifle this relationship, encourage it. Work with your party’s guide and let him look over your shoulder from time to time. Give him information you want the party to A) get and B) trust. Allow your guide to be a sort of “sub-gm”, working part with you and part with the rest of your players. If all else fails, a guide can make the perfect NPC for a GM to play! It allows the GM to play a less intrusive character that has a reason for guiding and offering exposition.


A Player’s Guide to the Guide

When playing a Guide, the fundamental thing to bear in mind is that you exist to support somebody else. Don’t expect to deal massive amounts of damage. In fact, don’t expect to ever pick up a weapon; you can’t use weapons while in bauble form, and you should never leave bauble form if you can help it.

Your interactions determine how you are able to help the party, so pay attention to these. Fighters and barbarians will love fairy blessing, a party without a rogue will want the lock/unlock interaction, and selfless resurrection ensures the party won’t lose a key member in pinch. Beyond interactions, guides can serve as combat healers with their healing light ability. Healing can be doled out in needed doses, or you can splurge all the daily uses to heal someone for a large amount.

Guides aren’t completely without offensive capability though; ray of light means you can always hit with a magic missile each turn. Don’t overlook this consistent damage, because a steady application of damage can be what the party needs to turn the tide. Beyond ray of light, certain interactions can hamper your enemies, like wall of force or fairy’s curse. Just remember you are going to be the most fragile member of your party, so avoid the line of fire whenever possible. Flying out of reach of enemies is never a bad plan.

When choosing feats, keep in mind you probably won’t be using a real weapon, and instead look for feats that boost your spell-like abilities or your ability to assist your party. Feats like Empower Spell-Like Ability, Quicken Spell-Like Ability, and Shake It Off are good options. When in doubt, look for feats to shore up your own defenses, or that work off your strong skill selection.


Archetypes

-Fairy Godmother

The Fairy Godmother has even more of a fey connection than most guides, and sacrifice the sturdiness of their Bauble forms to better help a single charge.


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