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Navigator

Version: 1.0 (05-May-2001)
Author: Michael S. Thibault

On the deck of a ship, blanketed in a north-sea fog, stands a man barking orders at the steersmate. He cannot even see the ships prow through the mist but he knows the course that must be taken and is confident of the cargo's safety. The Navigator is a mystic adventurer who uses the gifts and skills of prescience as the basis of his power. The Navigators are often hired, or even given commissions, to advise ship's captains or even occasionally as guides in the mountains or woods and are feared and respected for their unnatural powers by superstitious travellers. The sailor who tows the line on a ship with a Navigator at the helm is never sure if he is blessed or cursed.

The Navigators have existed since the dawn of the Age of Reparation. They serve no common cause or master and rarely organise. When pirates blockaded the Muddy Sea, however, an entire crew of Navigators took it upon themselves to open the lanes. While the pirates were obviously the better swordsmen, the Navigators always seemed to be fighting from an advantage and the blockade was broken.

Some Navigators consider the protection of their ship and its cargo as a point of pride, second only to that of the Captain. Others, however, are more mercenary and will simply protect his ship in order to be paid at the end of the voyage. The former considers it an honour to go down with the ship, the latter does not.

Navigators are very rare on dry land, although there are some who have lost their taste for the sea and initiated land-loving apprentices into their divine arts.

Alignment: Any
HD: d8
Prerequisites:
Base Attack Bonus: +6
Knowledge (Religion) 5 ranks
Intuit Direction 2 ranks
Profession (Sailor) 5 ranks
Use Rope 3 ranks
Feats: Dodge, Improved Initiative, Skill Focus (Intuit Direction)

Skill Points: 4 + Int modifier / level
Class Skills: The Navigator's class skills (and the key ability for each skill) are: Concentration (Con), Intuit Direction (Wis), Profession (Sailor) (Wis), Speak Language, Spot (Wis), Use Rope (Dex)

Weapon and Armour Proficiencies:
The Navigator is proficient with all Simple and Martial Weapons, and with Light Armour.

Base AttackFort.Ref.WillSpecial Abilities
L1+1+0+2+0True Strike 1/day, Evasion
L2+2+0+3+0Anticipation
L3+3+1+3+1True Strike 2/day
L4+4+1+4+1Anticipation 2/day
L5+5+1+4+1True Strike 3/day
L6+6/+1+2+5+2Uncanny Dodge
L7+7/+2+2+5+2True Strike 4/day
L8+8/+3+2+6+2Improved Anticipation
L9+9/+3+3+6+3True Strike 5/day
L10+10/+4+3+7+3Improved Anticipation 2/day, Improved Evasion

Note: Evasion, Uncanny Dodge and Improved Evasion are Supernatural Abilities that cannot be used in Armours heavier than light armour.

True Strike: As the spell True Strike. Upon activating this spell-like ability the character gains temporary, intuitive insight into the immediate future during the character's next attack. The character's next single attack roll (within the duration of the spell) gains a +20 insight bonus. Additionally, the character is not affected by the miss chance that applies to attacks against a concealed target.

Anticipation: The Navigator can enter a mystical state where an opponents actions are temporarily and intuitively revealed an instant before they occur. The time lag between the Anticipation and the action is not sufficient for the action to be countered or avoided outright but the pre-emptive actions taken by the Navigator amount to a 20% miss chance by the attacker as with one-half concealment. The effect lasts 1 minute per Navigator level. This is a spell-like ability.

Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Navigator takes no damage with a successful saving throw. Evasion can only be used if the Navigator is wearing light armour or no armour. It is an supernatural ability.

Uncanny Dodge: The Navigator retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. This is a supernatural ability.

Improved Anticipation: As with Anticipation, except that the time lag is greater. The time lag between the Improved Anticipation and the action is still not sufficient for the action to be countered or avoided outright but the pre-emptive actions taken by the Navigator amount to a 50% miss chance by the attacker, as with full concealment. This does not stack with Anticipation. The effect lasts 1 minute per Navigator level. This is a spell-like ability.

Improved Evasion: The Navigator takes only half damage on a failed save. This is a supernatural ability.

Spells: The Navigator casts Divine spells. A Navigator is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. The number of spells a Navigator knows is not affected by his Charisma bonus.

A Navigator may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.

To learn or cast a spell, a Navigator must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the Navigator's Charisma modifier.

Spells per Day
123
L30--
L40--
L51--
L610-
L710-
L8210
L9210
L10211
Spells Known
123
L31*--
L41*--
L52--
L621*-
L731*-
L8321*
L9321*
L10432

*Provided the Navigator has sufficient Charisma to have a bonus spell of this level.

L1 - Locate Object , Misdirection, Obscure Object, Augury, Guidance, Darkvision, Comprehend Languages

L2 - Freedom of Movement, Find the Path, Discern Location, Locate Creature, Contact Other Plane, Teleport

L3 - Commune, Vision, Foresight, Control Weather, Teleport Without Error


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