Navigator
Level 2Creature· humanMediumRemaster
AC
17
HP
30
Speed
25 ft.
Perception
+9
Fort
+7
Ref
+8
Will
+9
Languages common
Skills nature +11, survival +9, society +8, acrobatics +6
Recall Knowledge DC 16 (society)
Attacks
Melee Dagger +9 (agile, finesse, versatile-s), Damage 1d4+4 piercing
Melee Dagger +9 (agile, thrown 10 ft., versatile-s), Damage 1d4+4 piercing
Melee Fist +9 (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Abilities
Chart a Courseinteraction
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.
Sailing Specialistinteraction
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.
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.