Sail MasterSail Master CR 1Source NPC Codex pg. 62 XP 400 Human druid 2 NE Medium humanoid (human) Init +1; Senses Perception +5DefenseAC 17, touch 12, flat-footed 15 (+2 armor, +1 Dex, +1 dodge, +3 shield) hp 18 (2d8+6) Fort +5, Ref +1, Will +4OffenseSpeed 30 ft. Melee mwk club +5 (1d6+3) Ranged shortspear +2 (1d6+3) Spell-Like Abilities (CL 2nd; concentration +3) 4/day—storm burst Druid Spells Prepared (CL 2nd; concentration +3) 1st—cure light wounds, jump, obscuring mistD, shillelagh 0 (at will)—flare (DC 11), know direction, light, stabilize D Domain spell; Domain WeatherTacticsDuring Combat The druid casts obscuring mist at the start of combat and shillelagh before moving into melee range.StatisticsStr 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Dodge, Shield Focus Skills Handle Animal +5, Heal +5, Knowledge (geography) +3, Knowledge (nature) +1, Perception +5, Profession (sailor) +5, Survival +7, Swim +5 Languages Common, Druidic SQ nature bond (Weather domain), nature sense, wild empathy +2, woodland stride Combat Gear scrolls of cure light wounds (2), scroll of entangle (2), alchemist’s fire (4); Other Gear masterwork leather armor, heavy wooden shield, masterwork club, shortspear, grappling hook, healer’s kit, hemp rope (50 ft.), holly and mistletoe, spell component pouch, amber necklace (worth 25 gp), 45 gp
Mastery of the wind and weather is a boon on any ship, and many northern druids thus serve as captains, navigators, and battle support.
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