TEXT: 1
  
  2
  Hirelings 
  into tHe Wild
  by Crystal Frasier
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Hirelings: Into the Wild. Copyright 2010 Crystal Frasier 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  
  3
  H
  eroes live thrilling lives of swashbuckling, romance, and 
  intrigue. But surviving in the wilderness requires much more 
  than steel blades and iron nerves. It requires an intimate 
  knowledge of the local fauna, a keen sense of organization, a strong 
  back, and sometimes warm companionship to keep away the cold 
  on long, rainy nights. Hirelings: Into the Wild presents four NPC 
  stat blocks useful for any wilderness-oriented campaign: A camp 
  follower, a camp steward, a guide, and a porter. Each entry includes 
  a full stat block as well as bonuses the hireling provides, services 
  they perform, and their daily rate. Optional character background 
  rounds out the NPCs and provide GMs with roleplaying elements 
  and plot hooks to help tie the hirelings into their adventures.
  The camp follower is a common sight among military and 
  exploratory expeditions. Overwhelmingly women, they follow a 
  force to provide for the physical needs an army may lack, whether 
  medical services or intimate attentions.
  The guide is an indispensible ally for any group setting off into the 
  unknown. Their keen senses and hard-won experience afford some 
  protection from the dangers uncivilized lands have to offer.
  The porter is a common fixture in overland travel. Smarter than 
  a mule and better able to navigate difficult terrain, human porters 
  support extensive trade and supply networks on their sturdy backs.
  The steward initially seems out of place away from the refined 
  courts of settled lands, but successful wilderness expeditions 
  depend as much on organization and logistics as they do a strong 
  sword arm. The steward expertly juggles the mundane aspects of 
  maintaining a camp or caravan.
  Hireling Bonuses
  The hirelings listed herein provide special bonuses to represent their 
  expertise and usefulness. Most provide a constant skill bonus under 
  specific circumstances. Unless stated otherwise, this bonus applies 
  to an entire group of up to ten people at a time. 
  Most hireling stat blocks also list one or more special abilities 
  they can perform on behalf of their employer. An employer is the 
  individual who pays their wage and most directly oversees them. At 
  the GM’s discretion, multiple characters may employ a hireling, each 
  paying the regular wage and benefitting from a hireling’s special 
  abilities. A single hireling can juggle a number of employers equal 
  to its Wisdom modifier (minimum 1). Multiple hirelings of the same 
  type may be employed. The bonuses they provide do not stack.
  If gamemasters find these bonuses too unbalancing, they should 
  feel free to remove them.
  Morale and tactics
  While some hirelings are bold mercenaries or bodyguards, Into the 
  Wild presents characters whose strengths lie elsewhere. None of the 
  NPCs listed are paid to risk their lives, nor do they seek glory or legacy. 
  In a fight, their first instinct is self-preservation; whether that entails 
  hiding, running, surrender, or fighting back depends on the situation.
  Assume that skill-based NPCs like these rely on the player 
  characters for protection, remaing behind the heroes in any conflict 
  they are unfortunate enough to be a part of. Once safely behind 
  cover, they make ranged attacks, cast helpful spells, or shout 
  warnings.  They engage in melee only if cornered, and even then flee 
  as soon as possible.
  the Care and Feeding of Hirelings
  Hirelings are human beings, not simply treasure or pack animals. 
  The benefits they provide only last as long as payment and good 
  will does. Most NPCs would prefer to be paid daily, but will settle 
  for weekly payments without grumbling. For every week beyond 
  the first they go without pay, their attitude worsens by one category. 
  Interaction skills can be used to modify this attitude, but suffer a 
  cumulative -2 penalty per week the hireling remains unpaid. Paying 
  a hireling complete back wages returns their attitude to default 
  (indifferent for most hirelings).
  Paying a 50% bonus over their fee improves a hireling’s attitude by 
  one category. Doubling their fee improves this attitude by two steps.
  GMs may decide to apply conditions that will improve or 
  decreased a hireling’s default attitude towards their employer. For 
  example, Anando Veresisi is fastidious and orderly; his starting 
  attitude towards a Lawful employer is Friendly, while his starting 
  attitude towards Chaotic employers is Unfriendly.
  Hireling wages are priced assuming NPC class  levels. A hireling’s 
  daily rate is 1 cp per class level for unskilled labor. Unskilled labor 
  is any job that doesn’t require or especially benefit from training in 
  a skill, such as digging ditches, carrying loads, light construction, 
  mining, or farming. Such characters usually have ranks in the 
  Profession skill, but few related skills.
  Skilled labor assumes a daily rate of 3 sp per class level. Skilled 
  labor is nearly any task that requires specialization, years of study, 
  and apprenticeship to master. Artisians or every sort fill this niche, 
  as well as personal attendants, medics, scholars, and soothsayers. 
  Especially dangerous professions also fall under the purveiw of 
  ‘skilled labour,’ including mercenaries, bodyguards, and thugs. 
  Spellcasters are rarely available on salary, and are normally paid 
  based on which spells they cast. Player characters who wish to retain 
  a full time caster can expect to pay two to three times the skilled 
  labor rate.
  Hirelings built using heroic classes unbalance encounters. Heroic 
  characters are also a rare exception within the population, making 
  them much more difficult to recruit. Game masters are strongly 
  advised to disallow heroic hirelings.
  Heroes exploring the wilderness should keep in mind that their 
  hirelings will need food and shelter in addition to timely payment. 
  NPCs will assume that these necessities of living are provided above 
  and beyond their rate while traveling away from home, and forcing a 
  hireling to pay for their own supplies worsens their default attitude 
  by one step.
  Any of the stat blocks provided serve equally well as a one-off 
  NPC. Below are suggested roles for these NPCs that players may 
  encounter anywhere.
  Camp Follower: apothecary, medic, prostitute, temple acolyte
  Guide: bandit, rancher, scout, teamster
  Porter: bar patron, bartender, day laborer, shepherd
  Steward: lawyer, scholar, shopkeeper, translator, tutor
  Printable paper miniatures for the characters presented in this 
  supplement can be found in the Pathfinder Paper Minis set for 
  Kingmaker: Stolen Land. 
  it’s dangerous to go alone...
  
  4
  CaMp FolloWer 
  Naleksa Vijic 
  CR 1/3
  XP 135
  human adept 1 
  CG Medium humanoid (human)
  Init +0; Senses Perception +1
  Defense
  AC 10, touch 10, flat-footed 10
  hp 3 (1d6)
  Fort +0, Ref +0, Will +3
  Offense
  Speed 30 ft.
  Melee -1 backpack (1d6-1)
  Ranged dart +0 (1d4–1)
  Adept Spells Prepared (CL 1st; concentration +2)
  1st—cure light wounds, endure elements
  0—barren fields, ghost sound, guidance
  statistics
  Str 9, Dex 10, Con 11, Int 10, Wis 12, Cha 13
  Base Atk +0; CMB –1; CMD 9
  Skills Craft (herbal medicine) +4, Heal +5, Perform (Dance) +2, 
  Profession (oldest) +5, Catch Off-Guard, Scribe Scroll
  Languages Common
  Gear costume jewelry, five darts, healer’s kit, herbalist’s tools, 
  manacles, sewing needle, 36 gp
  Born on the roads and raised behind one army after another, 
  Naleksa Vijic is a confidant and bawdy young woman who has 
  seen more than some women twice her age. Occupying a nebulous 
  space between medic, counselor, and prostitute, Naleksa enjoys the 
  physical and social freedom her camp follower lifestyle provides 
  her. She provides whatever services an expedition may need, having 
  dabbled in everything from herbalism and magic to exotic eastern 
  lovemaking. While far from an expert in any field, she strives to be 
  useful. After all, there’s money to be made filling every sort of need.
  While not officially tied to the church of Calistria, Naleksa is an 
  avid worshipper. She sees her sexual services as important to the 
  mental health of an army or camp, and refuses to feel ashamed of 
  any aspect of her lifestyle. It is a delicate topic nonetheless, and her 
  temper flares up whenever the word ‘whore’ is bandied about. Not 
  one for debate, the young mystic quickly turns to insults and even 
  threats when pressed. She’s been thrown kicking and screaming 
  from taverns in every major city within fifty miles.  
  When the PCs set out, or perhaps after they’ve developed a 
  reputation, Naleksa joins their group. Her ideal situation is to 
  travel with the expedition itself, but she is used to following up to 
  a mile behind if the group proves reluctant. So long as she feels 
  there is money to be made from the group, she happily provides 
  whatever services she can. Only knowing a nomadic life, Naleksa 
  rarely concerns herself with the future and doesn’t plan for anything 
  beyond the next winter. She loves strong drink, seeing new sights, 
  and hearing tales of faraway lands.
  As a well-traveled and skilled woman, Naleksa has a cool 
  confidence abut her that can be mistaken for boredom. Much of 
  her free time is spent scribing scrolls, by far her most lucrative but 
  least employed talent. While she enjoys her work, she clings to 
  the nomadic lifestyle both because she enjoys it and because the 
  thought of settling down is so alien. 
  What a Camp Follower does
  Unlike more traditional hirelings, a camp follower is not hired to 
  come along, but rather tags along on her own. PCs will need to 
  pay for any individual services they want, but so long as they don’t 
  chase away these largely-autonomous hangers-on, camp followers 
  will be available to provide goods and services somewhere nearby. 
  Companionship: Camp followers historically fill two major 
  roles, the best-remembered of which is companionship. While 
  this often involves intercourse, it just as often involves providing 
  a sympathetic ear or a warm body to hold in the night. Typically, 
  a clean companion for the night runs 1sp, while less savory or 
  professional encounters can be as cheap at 2cp. Naleksa charges 2sp, 
  but makes liberal use of cantrips to justify the expense. A night’s 
  companionship relieves stress and allows 
  a character to recover two points of 
  ability damage to mental attributes 
  per night of rest. 
  Healing: The second traditional 
  role of a camp follower is field 
  medic. Most know the basics 
  of first aid, and many are well-
  versed on inexpensive herbal 
  medicine. A camp follower 
  can provide any applications 
  of the Heal skill for 3sp, 
  though their reluctance to 
  enter combat means they 
  rarely apply first aid. 
  Marketer: In the field coin 
  isn’t always available. Camp 
  followers inevitably gather 
  eclectic collections of gear and 
  trade items as payment for their 
  services. At the GM’s discretion, 
  a camp follower may be treated 
  as a Thorp-sized community for 
  determining the GP limit of trade 
  items and mundane items she 
  has available for sale or trade. A 
  camp follower’s prices are 10% 
  higher than standard due 
  to scarcity. Any equipment 
  purchased is limited by the 
  follower’s carrying capacity 
  unless she owns a mount, 
  wagon, or other transport.
  New Spell: BaRReN FieldS
  School Transmutation Level bard 0, cleric 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, M
  Range touch
  Target creature touched
  Duration 30 min./level
  Saving Throw Fortitude negates; Spell Resistance yes
  Barren fields, also known as doxy’s blesing, renders a 
  creature sterile and incapable of conceiving a child for the 
  spell’s duration. It does not prevent the transmission of 
  diseases and has no effect on existing pregnancies.
  
  5
  guide 
  2 sp/day
  anza the Jay 
  CR 1/3
  XP 135
  human expert 2 
  CN Medium humanoid (human)
  Init +0; Senses Perception +7
  Defense
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 12 (2d8+3)
  Fort +1, Ref +0, Will +5
  Offense
  Speed 30 ft.
  Melee dagger +0 (1d4–1/19–20)
  Ranged shortbow +1 (1d6/×3)
  statistics
  Str 9, Dex 10, Con 12, Int 10, Wis 15, Cha 9
  Base Atk +1; CMB +0; CMD 10
  Feats 
  Skills & Feats Handle Animal +3, Heal +6, Intimidate +4, 
  Knowledge (geography) +5, Knowledge (nature) +5, Linguistics +1, 
  Perception +7, Profession (guide) +6, Stealth +5, Survival +10, Skill 
  Focus (Survival), Stealthy
  Languages Common, Hallit 
  Gear studded leather, bottle of fine wine, compass, foothold trap, 
  hunting knife, net, shortbow, 48 gp
  When Anza lost her husband and son to plague ten years ago, 
  her tolerance for the world around her fell apart. The trappings 
  of civilized life felt like a lie, and her smiling neighbors traded 
  mockeries behind her back. She eventually set out into the woods, 
  leaving her home and past behind overnight. These days, the 
  weathered woman survives by hunting and trapping in the marshy 
  wilderness, and knows the southlands and their inhabitants better 
  than most humans.
  Anza is quiet and distant. Over the years she’s mostly forgotten 
  her life before setting off in the night, and prefers not to think 
  about it. While normally a loner, her body feels the stiff ache of 
  approaching age and she knows she can’t survive independently 
  forever. Her retirement fund comes from guiding traders and 
  explorers through the forests and hills, protecting them from all 
  hazards save their own stupidity. She is no noble protector of the 
  land or disciple of the wild, just a cantankerous hermit staring down 
  the barrel of old age.
  Practicality and saving for the future inform all of the guide’s 
  decisions; she is more likely to take the expedition on a three-day 
  detour to avoid a hazard and prefers stealth over open combat. The 
  opinions of other matter little to her, and ultimately she is all too 
  willing to abandon a foolhardy employer rather than risk her own 
  neck. Tobacco is one of the few luxuries Anza still enjoys, as her raw 
  voice can attest to.
  What a guide does
  A guide clears the way, scouts ahead, and keeps an eye peeled for 
  natural hazards and dangerous creatures. So long as an expedition 
  employs a guide, everyone involved gains a +2 bonus to all Survival 
  checks to avoid natural hazards and a +2 bonus to all Craft: 
  Cartography skill checks.
  Country Food: A competent wilderness guide can help stretch 
  supplies by gathering “country food” from the wild. Assume an NPC 
  guide takes 10 each day to collect bush tucker as the party travels, 
  feeding themselves first and supplying additional food for the party 
  with the excess. Anza can provide food for four additional people 
  each day spent in the wild.
  Trailblazer: A guide familiar with the terrain can exploit game 
  trails and sidestep hazards that even keen-eyed city dwellers 
  miss. Their lives revolve around efficient overland travel.  With 
  a successful DC 15 Profession (guide) check, the guide increases 
  a small group’s effective speed by five feet for the purposes of 
  determining overland travel speed. This check can be attempted 
  once each day, and its effects last for 24 hours. This ability has no 
  effect on individual party members’ movement or combat speeds. 
  Large or heavily-equipped groups increase the DC as follows:
  Condition 
  DC Increase
  More than ten creatures 
  +1 per additional creature
  Large-sized creatures 
  +2 per Large creature
   (including mounts)
  Huge-sized or larger 
  I1mpossible
  Wagons or wheeled vehicles 
  +5 per vehicle
  Foothold Trap 
  25 gp
  Type mechanical; Perception DC 20; Disable Device 15
  effects
  Trigger location; Reset manual
  Effect Atk +10 melee (1d6+1/x3); target cannot move from 
  trapped square; DC 20 Str check to release.
  
  6
  porter 
  1 Cp/day
  Jacobi 
  CR 1/3
  XP 135
  human commoner 1 
  N Medium humanoid (human)
  Init –1; Senses Perception +3
  Defense
  AC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex)
  hp 4 (1d6+1)
  Fort +1, Ref –1, Will –1
  Offense
  Speed 30 ft.
  Melee club +2 (1d6+2)
  statistics
  Str 15, Dex 9, Con 12, Int 10, Wis 8, Cha 11
  Base Atk +0; CMB +2; CMD 11
  Skills & Feats Handle Animal +4, Knowledge (history) +1, 
  Perception +3, Profession (porter) +3, Endurance, Packmaster
  Languages Common 
  Gear padded armor, backpack, belt pouch, club, two large sacks, 
  King of the Stump set, 5 gp
  Carrying Capacity
   
  Light 
  Medium 
  Heavy
   
  Load 
  Load 
  Load
  Standard 
  66 lbs. 
  133 lbs. 
  200 lbs.
  w/ Packmaster 
  86 lbs. 
  173 lbs. 
  260 lbs.
  Wanderlust infects the blood of Jacobi, just as it did for his father 
  and grandmother. Fortunately, so does practicality. While his 
  grandmother did at the hands of a dragon and his father fell in 
  battle as a soldier, Jacobi tempers his desire to see new things with 
  a profound sense of self-preservation. For a time he apprentices 
  with a book binder to see new things, but his size and endurance 
  eventually lead him into caravan and portage work, slaking his thirst 
  for new sites with a minimum of person risk.
  Jacobi is a friendly and practical man, and comes well-
  recommended by his former employers. He takes pride in his work, 
  simple or no. Despite being a self-interested person, his motivations 
  and methods are largely benign. He enjoys striking up conversations 
  on any topic while on the road, but in town his professional 
  demeanor  vanishes for up to a day at a time as most of his pay 
  vanishes in a storm of liquor and loose women. 
  Jacobi’s interest in joining a colonial expedition is entirely selfish. 
  The idea of seeing whole regions that no living man has yet appeals 
  to him, as does the thought of eventually gaining land of his own to 
  pass down to the four children he’s fathered with various women. 
  On his own time and when not relieving the stresses of hard travel, 
  Jacobi enjoys reading adventure stories and playing board games.
  What a porter does
  Porters carries heavy loads and perform brute labor. While not as 
  strong as a donkey or horse, a human porter compensates with surer 
  footing, ingenuity, and flexibility. In camp, they handle the task of 
  setting up and breaking down, leaving heroes free to stand watch, 
  maintain their adventuring gear, and prepare spells. On the road, 
  porters are cheap and easily-available labor, cheaper than a pack 
  animal in the short-term and easier to direct. Experienced porters 
  carry surprisingly heavy loads for hours on end.
  King of the stump
  King of the Stump is a popular board game in the northern reaches, 
  especially during the long, dark winters.  The simple rules make 
  it easy to learn and popular among children, but the strategies 
  involved require years to master. King of the Stump consists of 
  a board painted in a three-by-three grid (the “Stump”) and four 
  figurines: the grasshopper, the crow, the old toad, and the rat. Each 
  figurine moves and interacts with the other three differently, and 
  players take turns moving the figure of their choice on the grid. The 
  goal is to arrange the figures so the opponent can’t move anything 
  on their turn. King of the Stump sets are typically carved from wood, 
  although clay figurines are common. Many noble families consider 
  the game excellent training for political maneuvering, and most 
  noble households own a King of the Stump set carved from exotic 
  woods, ceramic, or semi-precious stones. 
  Mastering King of the Stump 
  requires a forceful and deceptive 
  personality and knowledge 
  of tactics. Players or 
  NPCs make a series of 
  opposed skills checks: 
  Bluff, Intimidate, and 
  Knowledge (history). 
  Victory goes to 
  whoever wins 
  two of the three 
  checks.
  New FeaT: paCkmaSTeR
  You have learned how to pull your own weight, and a good 
  deal more when necessary.
  Prerequisites: Str 13, Profession (porter) 1 rank
  Benefits: You may take 30 minutes to carefully arrange 
  and pack your load, allowing you to carry much heavier 
  loads than normal. Figure your carrying capacity as if your 
  Strength were two points higher whenever you take this 
  time to pack. Dropping a load packed in this manner is a 
  full-round action. Retrieving a stowed object requires a 
  standard action, but this upsets the careful displacement 
  of weight. Replacing items requires 10 minutes to repack; 
  adding new items to the load requires a full 30 minutes.
  
  7
  steWard 
  2 sp/day
  anando Veresisi 
  CR 1/3
  XP 135
  halfling aristocrat 2 
  LN Small humanoid (halfling)
  Init +0; Senses Perception +3
  Defense
  AC 12, touch 11, flat-footed 12 (+1 armor, +1 size)
  hp 9 (2d8)
  Fort +1, Ref +1, Will +5; +2 vs. fear
  Offense
  Speed 20 ft. 
  Melee dagger +0 (1d3–2/19–20)
  Ranged light crossbow +2 (1d6/19–20)
  statistics
  Str 7, Dex 10, Con 11, Int 13, Wis 12, Cha 12
  Base Atk +1; CMB –2; CMD 8
  Skills & Feats Appraise +6, Diplomacy +5, Knowledge 
  (engineering) +5, Knowledge (history) +5, Knowledge (local) 
  +5, Knowledge (nobility) +6, Linguistics +6, Profession 
  (steward) +6, Skill Focus (Profession [steward])
  Languages Azlanti, Common, Draconic, Halfling, Skald, 
  Gear padded armor, blank book, box of candles, crossbow with 
  20 bolt, inks (black and red), hooded lantern, inkpens, ledger, 
  pony with saddle, bags, and tack, scholar’s outfit, 242 gp
  A tiny man with grand ambition, Anando hails originally from the 
  southern coastlands. His parents, former slaves to a particularly 
  cruel noble estate, made the run to freedom when their son was 
  born in the hopes that their children would know a better life. 
  With a wealth of experience managing noble houses, the Veresisi 
  never wanted for employment among the bickering noble houses 
  of the far north, especially those looking to emulate southern 
  sophistication. Anando found the family work suited him and 
  developed into a fine valet and finally a steward of some reputation. 
  His scrutinizing gaze and forceful voice more than compensated 
  for his tiny physical stature. The irony that he is now employed in 
  the same duties his family so desperately escaped is not lost on the 
  shrewd halfling, but he enjoys the work and is quick to point out 
  that it is the lifestyle that makes a slave, not the duties.
  Now approaching middle age, Anando chafes under his 20-
  year tenure of estates and political maneuvering. A simpler life 
  calls to him, ideally one that would still benefit from his talent for 
  organization. While he has no desire to lead an expedition, his 
  deferential yet confidant attitude makes for an ideal assistant. He fully 
  expects that his years overseeing tournament camps will translate well 
  into the duties of managing an expedition, and while he detests filth 
  and disorganization, the halfling is willing to roll up his own sleeves 
  and work hard when the situation demands. He cannot tolerate 
  laziness; a lazy subordinate is all but guaranteed a bawling out or 
  lashing, while a lazy master will not enjoy Anando’s services for long. 
  Sensitive about his family’s heritage, Anando has no patience for 
  those who do not respect the position his years of experience grant 
  him. Anando glorifies his freedman status, and is all too willing to 
  leave a position if he feels mistreated or unappreciated.
  When not working, Anando enjoys studying heraldry and solving 
  riddles. He fancies himself a cook as well, and will take over that 
  duty around the camp so long as his ego is carefully tended.
  What a steward does
  Adventurers lead busy lives, and don’t have time to track the 
  minutia of a complicated expedition. A steward steps in to balance 
  the mundainities of expedition logs, supplies, payroll, and general 
  camp order. With a camp steward organizing and delegating, 
  everyone in camp receives a +1 bonus to all skill checks that would 
  benefit from an orderly and well-maintained camp, such as Survival 
  checks to find food or Perception checks while on guard. A Steward 
  reduces the cost of a single character’s lifestyle by 10% as long as he 
  remains employed. See the “Cost of Living” section on page 405 of 
  the Pathfinder Roleplaying Game.
  General Management: Well-versed in motivational techniques, 
  a steward can help coordinate complicated tasks, taking much of the 
  stress and confusion out of the process. Once per day, a steward may 
  make an aid another check using the Profession skill rather than the 
  relevant skill.
  Paymaster: Entrusting NPCs with up-front payment is a risky 
  proposition. Nothing guarantees that a lazy porter or shiftless 
  guard won’t disappear in the night with a month’s advance pay. 
  On the other hand, not paying a follower is a recipe for disaster. 
  A steward can safeguard funds and dispense them in a timely 
  manner whether their employer is deep within the wilderness or 
  trapped in a foul dungeon. So long as hirelings are paid in a timely 
  manner, their attitude improves by one category; assume the 
  default attitude for a hireling is indifferent, modified by treatment 
  and working conditions.
  a little Conflict
  Anando offers several impressive mechanical benefits for a fairly low 
  price. While the practical halfling’s skills will usually be unavailable 
  in the middle of a fight or deep within an ancient tomb, exploration 
  and political campaigns may still benefit from a steward’s gifts 
  disproportionately. Gamemasters who want players to earn those 
  bonuses may wish to play up Anando’s delicate ego and fussy nature, 
  making him a resource that must be tended to retain.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Crystal Frasier - Hirelings, Into the Wild.pdf