Sea Captain CR 7
Druid Spells Prepared (CL 8th; concentration +12)
4th—control water, flame strike (DC 18), freedom of movement, sleet storm D
3rd—call lightning D (DC 17), greater magic fang, protection from energy, quench, wind wall
2nd—barkskin, bull’s strength, fog cloud D, gust of wind (DC 16), warp wood
1st—cure light wounds (4), endure elements, obscuring mist
0th (at will)—create water, detect magic, flare (DC 14), light
D Domain spell; Domain Weather
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).
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.
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
Languages Common, Druidic, Goblin, Halfling
SQ nature bond (Weather domain), nature sense, trackless step, wild empathy +8, woodland stride
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
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.
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.