The Mountaineer (SNS)

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﻿Some guides specialize in traversing the vast chains of mountains that divide the continents. These hardy souls enjoy nothing more than challenging the most difficult terrain. Mountaineers have a difficult job, as some of the fiercest monsters in the world live in mountains (orcs, trolls, goblins, etc.). Even when traversing well-known passes, many travelers prefer to keep a mountaineer along just in case a humanoid ambush forces them to use a secondary route.
1st-level mountaineers must take the following nonweapon proficiencies in addition to Direction Sense: Mountaineering, Rope Use, and Weather Sense.
With Mountaineering, the guide can actually lead a group of people into the mountains and traverse sheer cliffs with the aid of ropes and pitons. Mountaineers receive a +25% bonus to their chance to climb surfaces when using this proficiency. In addition, they receive a bonus of +10% for every subsequent slot of Mountaineering that they take.
Mountaineers need the Rope Use proficiency for similar reasons. With it, they can safely rope all the members of a party together when climbing a mountain or any other sheer surface. This skill gives a +15% bonus to a mountaineer's climbing skills. Mountaineers also enjoy an additional +5% bonus for each subsequent nonweapon proficiency slot they devote to Rope Use.
This means that a 1st-level mountaineer gets a minimum bonus of +40% to any climbing rolls when using a rope. This reflects their dedication to their craft.
As with navigators, true mountaineers need to know about impending changes in the weather, and for this reason they must have the Weather Sense nonweapon proficiency. The weather can change quickly at higher altitudes, and a party caught on the face of a mountain during a thunderstorm is in serious danger.