The Navigator (SNS)

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﻿Some guides find their true calling on the high seas. They study the skies and direct the path of a ship by way of the stars. Without them, many a ship would have long since run aground. Only the most desperate sailors will take a seagoing craft across the water without the assistance of an experienced navigator. Adventurers would be wise to follow the examples of professional ship captains and hire on a capable navigator.
All navigators must select the following nonweapon proficiencies at first level (in addition to Direction Sense): Navigation and Weather Sense.
Normally a character with the Navigation proficiency can reduce the chance of getting lost up to 20% The navigator's base number, however, is 25%. A navigator can reduce the chance of getting lost by an additional 10 percentage points (up to a maximum of 50 percentage points) for each extra proficiency slot he dedicates to Navigation. Navigators also require a deep understanding of weather. Unexpected storms have sunk many a stout ship. If a guide detects bad weather early enough, there's a chance that he can navigate the ship away from the storm or into a safe harbor.
﻿The 1st-level navigator is free to spend his remaining nonweapon proficiency slots on anything that he wants. However, navigator characters are strongly encouraged to choose the Swimming proficiency.
Later on, the navigator may want to pick up the Seamanship nonweapon proficiency, too. A good navigator knows the basic operations of a sea-going vessel. An extra set of skilled hands may mean the difference between life and death when struggling with the wild nature of the sea.