Sea Captain (Halfling Druid 8)

Sea Captain CR 7

XP 3,200
Halfling Druid 8
NE Small humanoid (halfling)
Init +7; Senses Perception +15


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


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
Domain Spell-Like Abilities (CL 8th; concentration +12)

8/day—lightning lord
7/day—storm burst

Druid Spells Prepared (CL 8th; concentration +12)

D Domain spell; Domain Weather


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.


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.

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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