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Navigator

CREATURE 2

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.


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 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.


AC 17; Fort +7, Ref +8, Will +9
HP 30

Speed 25 feet
Melee Dagger +9 (agile, finesse, versatile s), Damage 1d4+4 piercing plus Navigators Edge
Melee Dagger +9 (agile, thrown 10, versatile s), Damage 1d4+4 piercing plus Navigators Edge
Melee Fist +9 (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Navigator's Edge

The navigator's Strikes deal an additional 1d6 damage when on a ship.

Pathfinder NPC CoreORC