pathfinder:off-the-shelf:ships_boats:shipscrews
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pathfinder:off-the-shelf:ships_boats:shipscrews [2023/04/03 16:33] – [Crew] johnb | pathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/06 06:20] – johnb | ||
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====== Ships' Crews ====== | ====== Ships' Crews ====== | ||
- | In //The Stolen Lands// game, there is a range of vessels that can be used for fishing and trade - | + | These standard NPC teams can be used to build crews for the complete range of vessels used in the game - |
- | Note: Sailors | + | The following crew profiles are based on Humans WITHOUT any racial modifiers. |
+ | ------ | ||
+ | ++++Deckhand | ||
+ | Deck hands do the basic deck work aboard a ship and aren’t generally required to go up in the rigging. | ||
- | ===== Crew ===== | + | Note: A team of 5x Deckhands costs 70gp to recruit in a port town but are unarmed (club only). |
+ | |||
+ | * Hit Dice:, (2d6)+5 (Toughness, + 2 x Favoured class), | ||
+ | * Initiative:, | ||
+ | * AC: 10 (touch 10, flatfooted 10) \\ | ||
+ | * Attacks:, | ||
+ | * Saves:, Fortitude: +1, Reflex: +1, Will: +1 \\ | ||
+ | * Abilities:, STR 11 (+0), DEX 11 (+0), CON 11 (+0), INT 11 (+0), WIS 11 (+0), CHA 11 (+0) \\ | ||
+ | * Skills: Climb 4, Perception 4, Profession (Sailor) 4, Swim 4 \\ | ||
+ | * Feats:, Toughness \\ | ||
+ | ++++ | ||
+ | Sailor (Expert-2 ) – a skilled sailor| | ||
+ | Sailors know how to sail a ship, navigate while at sea, and defend the vessel against pirates and other hostile boarders. Sailors are prepared to defending their ship, and have basic combat training. | ||
+ | |||
+ | Note: A team of 5x sailors costs 90gp to recruit in a port town, but are unarmed (club only). | ||
+ | |||
+ | * Init +1; Senses Perception +3 | ||
+ | * DEFENSE: | ||
+ | * Combat: Club +2 (1d6+1) //or Boarding Pike +2 (1d8+1/ | ||
+ | * Abilities:, all = 12 (+1) \\ | ||
+ | * Feats Athletic, | ||
+ | * Skills Acrobatics +6, Craft (?) +6, Climb +8, Perception +6, Profession (sailor) +6, Swim +8 | ||
+ | |||
+ | Seamen (Expert-1/ | ||
+ | Seamen can replace sailors in naval ships, or other vessels expected to travel into dangerous areas. | ||
+ | |||
+ | Note: a team of 5x Seamen (or women) cost 145gp to recruit, although that includes the price of a boarding axe and a light shield for each member of the team. Seamen generally expect | ||
+ | |||
+ | * Init +1; Senses Perception +4 | ||
+ | * DEFENSE: AC 12, hp 16 (Toughness & Favoured Class x2) | ||
+ | * Combat: Combat: Boarding axe +2 (1d6+1/ | ||
+ | * Abilities:, all = 12 (+1) \\ | ||
+ | * Feats: toughness | ||
+ | * Skills Acrobatics +5, Climb +6, Perception +6, Profession (sailor) +6, Swim +5 | ||
+ | * Gear: Light Shield (wood), Boarding Axe. | ||
+ | . | ||
+ | Marine Mercenaries (Warrior-2) – soldiers who can be used as guards or for assault| | ||
+ | |||
+ | Mercenaries can be found just about anywhere, either fighting wars or acting as guards for nobles, caravans or ships. | ||
+ | |||
+ | Note: a team of 5x Marine Mercenaries cost 220gp to recruit, although that does not include the price of their weapons as well. Having a team of Mercenaries aboard will convert your Seamen into assault troops. | ||
+ | |||
+ | Note2: | ||
+ | |||
+ | * Warrior L2 | ||
+ | * Initiative: +1 | ||
+ | * AC: 15 HP: 18 (2d10, con +2, Toughness +3, Favoured Class +2) | ||
+ | * Fort +4: Ref +2: Will +1 | ||
+ | * Melee: Cutlass | ||
+ | * Ranged: | ||
+ | * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha: | ||
+ | * Trait: | ||
+ | * Feats: | ||
+ | * Skills: | ||
+ | * Favoured Class: HPx2 | ||
+ | * | ||
+ | * Gear: Studded Leather, Shield (Light, Wooden), Cutlass, Dagger, LXB. | ||
+ | ++++ | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ++++ Marine (Fighter 2) – soldiers skilled in the use of siege engines| | ||
+ | Fighters trained for shipboard combat, including the use of siege engines. | ||
+ | |||
+ | Note: a team of 5x Marines cost 250gp to recruit, although that does not include the price of their weapons as well. Having a team of Marines aboard will convert your Seamen into assault troops. | ||
+ | |||
+ | Note2: | ||
+ | |||
+ | Note3: | ||
+ | |||
+ | * Init +6; Senses Perception +1 | ||
+ | * AC: 15 HP: 17 (2d10, con +4, Favoured Class +2 | ||
+ | * Fort +4, Ref +2, Will +1; +1 vs. fear | ||
+ | * Combat: Melee boarding pike* +5 (1d8+3/×3) or Cutlass +4 (1d6+2/ | ||
+ | * Combat: Ranged light crossbow +4 (1d8/ | ||
+ | * STATISTICS: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10 | ||
+ | * Feats Exotic Weapon Proficiency, | ||
+ | * Skills Climb +6, Intimidate +4, Knowledge (engineering) +4, Swim +6 | ||
+ | * Combat Gear potion of cure light wounds; | ||
+ | * Other Gear | ||
+ | * studded leather, light crossbow with 10 bolts, boarding pike*, cutlass, | ||
+ | * SPECIAL ABILITIES: Exotic Weapon Proficiency. | ||
- | These standard NPC templates can be used to build crews for the complete range of vessels used in the game - from the simplest vessels, though commercial fishing boats, right up to armed river traders. | + | <color # |
- | These make up the bulk of the crew, and are generally known as Deck Hands. | ||
------ | ------ | ||
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++++ Shipmate (Expert-1/ | ++++ Shipmate (Expert-1/ | ||
- | TN - Sailors are used to defending their ship, and are trained in combat. | + | TN - Sailors are used to defending their ship, and are trained in combat. |
* Init +1; Senses Perception +4 | * Init +1; Senses Perception +4 | ||
* DEFENSE: AC 16, hp 17 (Toughness & Favoured Class x2) | * DEFENSE: AC 16, hp 17 (Toughness & Favoured Class x2) | ||
- | * Combat: Boarding | + | * Combat: |
* Feats Dodge, toughness | * Feats Dodge, toughness | ||
* Skills Acrobatics +5, Climb +6, Craft (ships) +5, Perception +5, Profession (fisherman) +5, Profession (sailor) +6, Survival +5, Swim +6 | * Skills Acrobatics +5, Climb +6, Craft (ships) +5, Perception +5, Profession (fisherman) +5, Profession (sailor) +6, Survival +5, Swim +6 |
pathfinder/off-the-shelf/ships_boats/shipscrews.txt · Last modified: 2024/05/17 10:34 by johnb