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Sail Master

Sail Master CR 1

Source NPC Codex pg. 62
XP 400
Human druid 2
NE Medium humanoid (human)
Init +1; Senses Perception +5

Defense

AC 17, touch 12, flat-footed 15 (+2 armor, +1 Dex, +1 dodge, +3 shield)
hp 18 (2d8+6)
Fort +5, Ref +1, Will +4

Offense

Speed 30 ft.
Melee mwk club +5 (1d6+3)
Ranged shortspear +2 (1d6+3)
Spell-Like Abilities (CL 2nd; concentration +3)
4/day—storm burst
Druid Spells Prepared (CL 2nd; concentration +3)
1st—cure light wounds, jump, obscuring mistD, shillelagh
0 (at will)—flare (DC 11), know direction, light, stabilize
D Domain spell; Domain Weather

Tactics

During Combat The druid casts obscuring mist at the start of combat and shillelagh before moving into melee range.

Statistics

Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Dodge, Shield Focus
Skills Handle Animal +5, Heal +5, Knowledge (geography) +3, Knowledge (nature) +1, Perception +5, Profession (sailor) +5, Survival +7, Swim +5
Languages Common, Druidic
SQ nature bond (Weather domain), nature sense, wild empathy +2, woodland stride
Combat Gear scrolls of cure light wounds (2), scroll of entangle (2), alchemist’s fire (4); Other Gear masterwork leather armor, heavy wooden shield, masterwork club, shortspear, grappling hook, healer’s kit, hemp rope (50 ft.), holly and mistletoe, spell component pouch, amber necklace (worth 25 gp), 45 gp

Mastery of the wind and weather is a boon on any ship, and many northern druids thus serve as captains, navigators, and battle support.