Sail Master
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
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
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
SQ: nature bond (Weather domain), nature sense, wild empathy +2, woodland stride
Languages: Common, Druidic
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
Description
Human druid 2
During Combat: The druid casts obscuring mist at the start of combat and shillelagh before moving into melee range.
Mastery of the wind and weather is a boon on any ship, and many northern druids thus serve as captains, navigators, and battle support.
Source: NPC Codex, p. 62
