Navigator
Creature 2 — human, humanoid
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.
Source: pathfinder-npc-core
Perception +9
Skills acrobatics +6, nature +11, society +8, survival +9
Str
+0
Dex
+2
Con
+1
Int
+4
Wis
+3
Cha
+0
AC 17
Fort +7
Ref +8
Will +9
HP 30
Speed 25 feet
Offense
Melee Dagger +9, Damage 1d4+4 piercing
Ranged Dagger +9, Damage 1d4+4 piercing
Melee Fist +9, Damage 1d4+4 bludgeoning
Abilities
Chart a Course (concentrate) — By spending 10 minutes of work and succeeding at a DC 22 Sailing-lore{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 Specialist — For encounters involving navigation or sailing, the navigator is a 4th-level challenge.
Navigator's Edge — The navigator's Strikes deal an additional 1d6 damage when on a ship.
Run Navigator in the encounter builder — free, no install.
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