Sail Master (Human Druid 2)

Sail Master CR 1

XP 400
Human Druid 2
NE Medium humanoid (human)
Init +1; Senses Perception +5


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


Speed 30 ft.
Melee mwk club +5 (1d6+3)
Ranged shortspear +2 (1d6+3)
Domain Spell-Like Abilities (CL 2nd; concentration +3)

4/day—storm burst

Druid Spells Prepared (CL 2nd; concentration +3)

D Domain spell; Domain Weather


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


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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

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