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Navigator

A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge.

Recall Knowledge - Humanoid (Society): DC 16

Elite | Normal | Weak
Proficiency without Level

NavigatorCreature 2

NMediumHumanHumanoid
Source Gamemastery Guide pg. 242
Perception +9
Languages Common
Skills Acrobatics +6, Nature +11, Sailing Lore +14, Society +8, Survival +9
Str +0, Dex +2, Con +1, Int +4, Wis +3, Cha +0
Chart a Course (concentrate) 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.
Items dagger, scroll case with ship's charts, writing set
AC 18; Fort +7, Ref +8, Will +9
HP 28
Speed 25 feet
Melee Single ActionSingle Action dagger +8 [+4/+0] (agile, finesse, versatile S), Damage 1d4+4 piercing plus navigator's edgeRanged Single ActionSingle Action dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus navigator's edgeeNavigator's Edge The navigator deals an additional 1d6 weapon damage when on a ship.

All Monsters in "Seafarers"

NameLevel
Bosun3
Navigator2
Pirate2
Ship Captain6

Seafarers

Source Gamemastery Guide pg. 242
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Sidebar - Additional Lore Nautical Superstitions

  • Never use phrases like “good luck,” “drowned,” or “goodbye.”
  • No whistling onboard.
  • Never kill certain creatures, such as albatrosses or dolphins.
  • Never change the name of a vessel without protective rites.
  • Never set sail on certain days of the week.
  • Tengus absorb bad luck into themselves to create good luck.

Sidebar - Advice and Rules Shipboard Spells

The captain can gain all these spells in place of Dual Disarm. The bosun can exchange Pike and Strike to gain the cantrips and 1st-level spells. Primal Prepared Spells DC 24 (DC 18 bosun), attack +16 (+10 bosun); 2nd summon elemental, water breathing, water walk; 1st feather fall, gust of wind (×2); Cantrips (2nd, 1st for bosun) electric arc, guidance, know direction, light, tanglefoot