All

Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior


Sea Captain

Sea Captain CR 7

Source NPC Codex pg. 67
XP 3,200
Halfling druid 8
NE Small humanoid (halfling)
Init +7; Senses Perception +15

Defense

AC 26, touch 14, flat-footed 23 (+7 armor, +3 Dex, +3 natural, +2 shield, +1 size)
hp 61 (8d8+22)
Fort +9, Ref +7, Will +12; +2 vs. fear, +4 vs. fey and plant-targeted effects

Offense

Speed 15 ft.
Melee mwk scimitar +11/+6 (1d4+3/18–20)
Ranged mwk sling +11/+6 (1d3+3)
Special Attacks wild shape 3/day
Spell-Like Abilities (CL 8th; concentration +12)
8/day—lightning lord
7/day—storm burst
Druid Spells Prepared (CL 8th; concentration +12)
4th—control water, flame strike (DC 18), freedom of movement, sleet stormD
3rd—call lightningD (DC 17), greater magic fang, protection from energy, quench, wind wall
2nd—barkskin, bull’s strength, fog cloudD, gust of wind (DC 16), warp wood
1st—cure light wounds (4), endure elements, obscuring mist
0 (at will)—create water, detect magic, flare (DC 14), light
D Domain spell; Domain Weather

Tactics

Before Combat The druid casts barkskin and bull’s strength.
During Combat The druid is well aware of his physical shortcomings, and wild shapes into a Medium air elemental the first chance he gets to escape melee combat. Once at a safe altitude, he casts wind wall and freedom of movement. If still threatened, he casts offensive spells such as flame strike or sleet storm, or uses his Weather domain spell-like abilities. If targeted by spellcasters, he casts fog cloud to obscure vision. If forced into melee, he casts greater magic fang before wild shaping into a Huge animal (preferably a triceratops or an orca).
Base Statistics Without barkskin and bull’s strength, the druid’s statistics are AC 23, touch 14, flat-footed 20; Melee mwk scimitar +11/+6 (1d4+1/18–20); Ranged mwk sling +11/+6 (1d3+1); Str 12; CMB +6; CMD 19; Skills Climb +6, Swim +3.

Statistics

Str 16, Dex 16, Con 12, Int 10, Wis 18, Cha 10
Base Atk +6; CMB +8; CMD 21
Feats Improved Initiative, Natural Spell, Toughness, Weapon Finesse
Skills Acrobatics +1 (–3 when jumping), Climb +8, Fly +6, Handle Animal +5, Heal +11, Knowledge (nature) +10, Perception +15, Spellcraft +7, Survival +13, Swim +5
Languages Common, Druidic, Goblin, Halfling
SQ nature bond (Weather domain), nature sense, trackless step, wild empathy +8, woodland stride
Combat Gear scroll of owl’s wisdom, alchemist’s fire (3), thunderstone; Other Gear +1 dragonhide breastplate, masterwork heavy wooden shield, masterwork scimitar, masterwork sling with 20 bullets, cloak of resistance +1, headband of inspired wisdom +2, grappling hook, healer’s kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 22 gp

With their ability to control and harness the powers of winds and storms, a number of druids become sea captains, using their abilities sometimes for trade and other times for piracy.

Edal

Edal is the captain of the Unlucky Halfling, a pirate vessel that harasses busy sea-lanes. The ship is named in honor of Edal himself, who had the misfortune of losing an eye and four fingers to a voracious reefclaw during his youth. He is a thrill-seeker, willing to sail seas that most other captains avoid. He feels at home in the middle of a huge storm.

Combat Encounters: Edal is most often found on his ship, along with his crew. When his crew is diminished, he sails in to a port, where he leads press gangs to round up new crew members.

Roleplaying Suggestions: A thrill-seeker by nature, Edal is quick to tell a bawdy joke, accept a dare, or even start a tavern brawl so that he can prove his mettle.