Characters

Sea Captain

CR: 7 XP: 3,200


NE Small humanoid (halfling)


Init: +7 Senses: Perception +15


Defense

AC: 26, touch 14, flat-footed 23 (+7 armor, +3 Dex, +3 natural, +2 shield, +1 size)


HP: 61 (8d8+22)


Fort: +9 Ref: +7 Will: +12, +2 vs. fear, +4 vs. fey and plant-targeted effects


Offense

Speed: 15 ft.


Melee: mwk scimitar +11/+6 (1d4+3/18–20)


Ranged: mwk sling +11/+6 (1d3+3)


Special Attacks: wild shape 3/day


Spell-Like Abilities: (CL 8th; concentration +12) 8/day—lightning lord 7/day—storm burst


Spells Prepared: (CL 8th; concentration +12) 4th—control water, flame strike (DC 18), freedom of movement, sleet stormD 3rd—call lightning (DC 17), greater magic fang, protection from energy, quench, wind wall 2nd—barkskin, bull’s strength, fog cloudD, gust of wind (DC 16), warp wood 1st—cure light wounds (4), endure elements, obscuring mist 0 (at will)—create water, detect magic, flare (DC 14), light D Domain spell, Domain Weather


Statistics

Str: 16 Dex: 16 Con: 12 Int: 10 Wis: 18 Cha: 10


Base Atk: +6 CMB: +8 CMD: 21


Feats: Improved Initiative, Natural Spell, Toughness, Weapon Finesse


Skills: Acrobatics +1 (–3 when jumping), Climb +8, Fly +6, Handle Animal +5, Heal +11, Knowledge (nature) +10, Perception +15, Spellcraft +7, Survival +13, Swim +5


SQ: nature bond (Weather domain), nature sense, trackless step, wild empathy +8, woodland stride


Languages: Common, Druidic, Goblin, Halfling


Combat Gear: scroll of owl’s wisdom, alchemist’s fire (3), thunderstone


Other Gear: +1 dragonhide breastplate, masterwork heavy wooden shield, masterwork scimitar, masterwork sling with 20 bullets, cloak of resistance +1, headband of inspired wisdom +2, grappling hook, healer’s kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 22 gp


Description

Halfling druid 8

Before Combat: The druid casts barkskin and bull’s strength.

During Combat: The druid is well aware of his physical shortcomings, and wild shapes into a Medium air elemental the first chance he gets to escape melee combat. Once at a safe altitude, he casts wind wall and freedom of movement. If still threatened, he casts offensive spells such as flame strike or sleet storm, or uses his Weather domain spell-like abilities. If targeted by spellcasters, he casts fog cloud to obscure vision. If forced into melee, he casts greater magic fang before wild shaping into a Huge animal (preferably a triceratops or an orca).

Base Statistics: Without barkskin and bull’s strength, the druid’s statistics are AC 23, touch 14, flat-footed 20; Melee mwk scimitar +11/+6 (1d4+1/18–20); Ranged mwk sling +11/+6 (1d3+1); Str 12; CMB +6; CMD 19; Skills Climb +6, Swim +3.

With their ability to control and harness the powers of winds and storms, a number of druids become sea captains, using their abilities sometimes for trade and other times for piracy.

Edal: Edal is the captain of the Unlucky Halfling, a pirate vessel that harasses busy sea-lanes. The ship is named in honor of Edal himself, who had the misfortune of losing an eye and four fingers to a voracious reefclaw during his youth. He is a thrill-seeker, willing to sail seas that most other captains avoid. He feels at home in the middle of a huge storm.

Combat Encounters: Edal is most often found on his ship, along with his crew. When his crew is diminished, he sails in to a port, where he leads press gangs to round up new crew members.

Roleplaying Suggestions: A thrill-seeker by nature, Edal is quick to tell a bawdy joke, accept a dare, or even start a tavern brawl so that he can prove his mettle.

Source: NPC Codex, p. 67