Navigator

Level 2
Creature· humanMediumRemaster
AC 17
HP 30
Speed 25 ft.
Fort +7
Ref +8
Will +9
Perc +9
Size Medium
Common
Languages common
Skills nature +11, survival +9, society +8, acrobatics +6
Recall Knowledge society DC 16

Attacks

Melee Dagger +9/+5/+1(agile, finesse, versatile S)
Damage: 1d4+4 piercing
Effect: navigators edge
Melee Dagger +9/+5/+1(agile, thrown 10 ft., versatile S)
Damage: 1d4+4 piercing
Effect: navigators edge
Melee Fist +9/+5/+1(agile, finesse, nonlethal, unarmed)
Damage: 1d4+4 bludgeoning

Abilities

Chart a Courseinteraction(concentrate)

By spending 10 minutes of work and succeeding at a DC 22 sailing-lore check, the navigator plots an optimal course. The severity of environmental conditions other than temperature are reduced by one step for 24 hours (two steps on a critical success). This changes moderate damage to minor damage, winds that create greater difficult terrain cause only difficult terrain, and so on.

Sailing Specialistinteraction

For encounters involving navigation or sailing, the navigator is a 4th-level challenge.

Navigator's Edgeoffensive

The navigator's Strikes deal an additional 1d6 damage when on a ship.

Description

A navigator uses celestial bodies and shipping lanes to determine routes.


Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.