NavigatorCreature 2
Source Pathfinder NPC Core
Perception +9
Languages Common
Skills Lore +14, Acrobatics +6, Nature +11, Society +8, Survival +9
Str +0, Dex +2, Con +1, Int +4, Wis +3, Cha +0
AC 17; Fort +7; Reflex +8; Will +9;
HP 30
Speed 25 feet
Dagger
+9 (+5, +1) to hit (agile, finesse, versatile s) 1d4+4 PiercingDagger
+9 (+5, +1) to hit (agile, thrown 10, versatile s) 1d4+4 PiercingFist
+9 (+5, +1) to hit (agile, finesse, nonlethal, unarmed) 1d4+4 BludgeoningChart a Course (concentrate)
By spending 10 minutes of work and succeeding at a DC 22 sailing-loreSailing 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 SpecialistFor encounters involving navigation or sailing, the navigator is a 4th-level challenge.
Navigator's EdgeThe navigator's Strikes deal an additional 1d6 damage when on a ship.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.