Navigator Creature 2
NMediumHumanHumanoid
Pathfinder Gamemastery Guide (Second Edition), page 242; family: Seafarers
A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge.
Perception +9
Languages Common
Skills Acrobatics +6, Nature +11, Sailing Lore +14, Society +8, Survival +9
Str +0, Dex +2, Con +1, Int +4, Wis +3, Cha +0
Items dagger, scroll case with ship’s charts, writing set
Chart a Course (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.
AC 18; Fort +7, Ref +8, Will +9
HP 28
Speed 25 feet
Melee dagger +8 (agile, finesse, versatile S), Damage 1d4+4 piercing plus navigator’s edge
Ranged dagger +8 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus navigator’s edge
Navigator’s Edge The navigator deals an additional 1d6 weapon damage when on a ship.