Characters

Sail Master

CR: 1 XP: 400


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


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