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pathfinder:off-the-shelf:ships_boats:shipscrews [2025/07/27 22:03] – [Sailing Crew] johnbpathfinder:off-the-shelf:ships_boats:shipscrews [2025/12/01 13:20] (current) johnb
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 The teams in this section can be used to build the Minimum Crew Criteria for a vessel.  Smaller vessels (such as fishing boats or keelers) may be crewed solely by Deckhands, Rowers.  For larger vessels, Sailors or Seamen must make up at least 50% of the crew.   Sailing teams come from a variety of different backgrounds, and their 'average' alignment is TN. The teams in this section can be used to build the Minimum Crew Criteria for a vessel.  Smaller vessels (such as fishing boats or keelers) may be crewed solely by Deckhands, Rowers.  For larger vessels, Sailors or Seamen must make up at least 50% of the crew.   Sailing teams come from a variety of different backgrounds, and their 'average' alignment is TN.
  
-++++Labourers (Swabbies) (Commoner-1) |+++++Lubbers (Labourers) (Commoner-1)  No sailing skills |
 Labourers do the basic deck work aboard a ship and aren’t required to go up in the rigging, they serve as rowers, cargo handlers or siege engine crew.  They do not attack other vessels but will fight to defend their own ship.   Labourers do the basic deck work aboard a ship and aren’t required to go up in the rigging, they serve as rowers, cargo handlers or siege engine crew.  They do not attack other vessels but will fight to defend their own ship.  
 Note:  A team of 5x Labourers costs 70gp to recruit (DC12) in a port town, but are unarmed (club only).   Deck hands often make up part of the  crew of small vessels and fishing boats. Note:  A team of 5x Labourers costs 70gp to recruit (DC12) in a port town, but are unarmed (club only).   Deck hands often make up part of the  crew of small vessels and fishing boats.
  
-  * Hit Dice:, (1d6)+1 ( + 1 x Favoured class),  Hit Points: 5 \\+  * Hit Dice:, (1d6) ( + 1 x Favoured class),  Hit Points: 5 \\
   * Initiative:, +0,  Walk 30 ft. \\   * Initiative:, +0,  Walk 30 ft. \\
   * AC: 10 (touch 10, flatfooted 10) \\   * AC: 10 (touch 10, flatfooted 10) \\
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 ++++ ++++
  
-++++Deckhand (Expert-1) – Basic Sailors| +++++Deckhand (Commoner2) – Basic Sailors, Fishers, Rowers
-These guys have been knocking about on boats and ships for a while, and have learned the skills needed to keep the vessel ticking along during a voyage, and learned how to avoid the most backbreaking work.  They may have a useful secondary skill (carpenter, cook, fisher, sailmaker etc) and might serve as Carpenter’s Mate, Cook’s Mate (etc) on a ship of some sort.  They make good siege engine crew, because of their flexibility, and may command a fishing boat, or some other small very vessel.+These guys have been knocking about on boats and ships for a while, and have learned the skills needed to keep vessel ticking along during a voyage, and learned how to avoid the most backbreaking work.  They may have a useful secondary skill (carpenter, cook, fisher, sailmaker etc) and might serve as Carpenter’s Mate, Cook’s Mate (etc) on small vessels.  They make good siege engine crew, because of their flexibility, and may command a fishing boat, or similar small vessel.
  
 Note:  A team of 5x deckhands costs 80gp to recruit (DC14) in a port town, but are weak combatants. May have one of the secondary skills needed by sailing vessels. Note:  A team of 5x deckhands costs 80gp to recruit (DC14) in a port town, but are weak combatants. May have one of the secondary skills needed by sailing vessels.
  
-  Init +1; Senses Perception +3 + 
-  * DEFENSE:  AC 11, hp 10 (d8 & Favoured Class x1stat+1+Hit Dice:, (2d6) ( 2 x Favoured class),  Hit Points: 9 \\ 
-  * Combat: Club +1 (1d6+1//or Boarding Pike +1 (1d8+1/x3),// +  * Initiative:, +0,  Walk 30 ft. \\ 
-  * Abilities: all =  12 (+1\\ +  * AC10 (touch 10flatfooted 10\\ 
-  * Feats Athletic+  * Attacks: Club +1 (1d6);   \\ 
-  * Skills Acrobatics +5, Climb +7, Knowledge (Geography) +5, Perception +5, Profession (sailor) +5, Swim +7 +  * Saves:, Fortitude: +1, Reflex: +1, Will: +1  \\ 
-  * Gear:  Boarding Pike, Buckler.+  * Abilities:, STR 11 (+0), DEX 11 (+0), CON 11 (+0), INT 11 (+0), WIS 11 (+0), CHA 11 (+0)  
 +  * Feats Endurance
 +  * Skills (Sailor): Climb +4Knowledge (geography) +4, Profession (sailor) +4, Swim +4  
 +  * Skills (Fisher): Climb +4Profession (fisher) +4, Profession (sailor) +4, Swim +4  
 +  * Skills (Rower): Knowledge (geography) +4, Perception +4, Profession (sailor) +4, Swim +4 
 +  * Gear:  Club (Belaying Pin)
 ++++ ++++
 +
  
  
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 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.  They don't, generally, board and fight on other ships, but will fight to defend their own vessel. 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.  They don't, generally, board and fight on other ships, but will fight to defend their own vessel.
  
-Note:  A team of 5x sailors costs 90gp to recruit in a port town (DC14), but are unarmed (club only).  If you want them to use other weapons, you must pay the extra cost  (eg. an extra 40gp for 5xboarding pikes).  least one team of sailors are required for any vessel larger than a keel boat)  +Note:  A team of 5x sailors costs 90gp to recruit in a port town (DC14), but are unarmed (club only).  If you want them to use other weapons, you must pay the extra cost  (eg. an extra 40gp for 5xboarding pikes).  At least one team of sailors are required for any vessel larger than a keel boat)  
  
   * Init +1; Senses Perception +3   * Init +1; Senses Perception +3
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 Seamen can replace sailors in naval ships, or other vessels expected to travel into dangerous areas.  They don't like boarding, and fighting, on other ships, but will use boarding axes to defend their own vessel, and attack in support of marines. Seamen can replace sailors in naval ships, or other vessels expected to travel into dangerous areas.  They don't like boarding, and fighting, on other ships, but will use boarding axes to defend their own vessel, and attack in support of marines.
  
-Note:  a team of 5x Seamen (or women) cost  145gp to recruit (DC14), although that includes the price of a boarding axe and a light shield for each member of the team.  Seamen generally expect to have a team of marines to bear the brunt of the fighting, but are a worthy support force.+Note:  a team of 5x Seamen (or women) cost 145gp to recruit (DC14), although that includes the price of a boarding axe and a light shield for each member of the team. Seamen generally expect to have a team of marines to bear the brunt of the fighting, but are a worthy support force.
  
   * Init +1; Senses Perception +4   * Init +1; Senses Perception +4
-  * DEFENSE: AC 12, hp 16 (Toughness & Favoured Class x2)+  * DEFENSE: AC 12, hp 16 (Toughness & Favoured Class x1, stat+1)
   * Combat: Combat: Boarding axe +2 (1d6+1/x3)   * Combat: Combat: Boarding axe +2 (1d6+1/x3)
   * Abilities: all =  12 (+1) \\   * Abilities: all =  12 (+1) \\
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 Are used to defend ships or provide an assault force for navies and freebooters.  Because of their military training, marines tend towards Lawful alignments, and the 'average' alignment of a team of marines is LN.  However, you should note that in some areas, such as The Shackles, piracy is legal, while in other areas (including the open ocean) piracy is not illegal. Freebooters, sailing under a Letter of Marque, are generally legal in their own lands. Are used to defend ships or provide an assault force for navies and freebooters.  Because of their military training, marines tend towards Lawful alignments, and the 'average' alignment of a team of marines is LN.  However, you should note that in some areas, such as The Shackles, piracy is legal, while in other areas (including the open ocean) piracy is not illegal. Freebooters, sailing under a Letter of Marque, are generally legal in their own lands.
  
 +<color #ed1c24>**NOTE:  These crew need regular wages, they are not (generally) pirates**</color>
  
 ++++Marines (Warrior-1) – soldiers who can be used as guards or for assault| ++++Marines (Warrior-1) – soldiers who can be used as guards or for assault|
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-===== Petty Officers =====+===== Unique Characters  =====
  
 +Unique Characters are more skilled than the crew, and may have PC classes, and have the potential to serve as Petty Officers.  The following examples are from [[https://www.d20pfsrd.com/| D20PFSRD]] However, evil aspects of alignment will be changed to Neutral.  They may well be the 'captain' of small vessels such as Keelers or fishing boats.
  
-The junior officers aboard a ship who oversee the day-to-day work of the vessel.  They are more skilled than the crew, and may have PC classes.  The following examples are from [[https://www.d20pfsrd.com/| D20PFSRD]] andn while they might be immediately useful, you might want to modify their skills and alignment to suit your game situation.  A petty officer may well be the 'captain' of small vessels such as a Shallop, River Boat, Pinnace, Great Launch or Area Patrol Boat.+Recruitment costs and DC will vary.  NOTE:  These are examples - and you may well get someone completely different.
  
-Recruitment costs and DC will vary+  * 1x Marine Artillerist - As Above, TN, will serve aboard a pirate vessel
- +  * 1x Artillerist (see PCG Character), will serve aboard pirate vessel
-Petty Officers will probably be L2/3 in character class, L3/4 in an NPC class   +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-1/sail-master-human-druid-2/|Sailing Master'Mate]] 
- +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/ex-sailor-and-restaurant-owner-human-expert-4/|Ex-Sailor, Disillusioned Innkeeper]] 
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/accomplished-angler-halfling-commoner-4/|Ship's Cook - swap Prof:Fishing for Sailor]] +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/storm-pirate-half-orc-rogue-3/|Storm Pirate]]
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-1/human-rogue-2-smuggler/|Smugger/Quartermaster 1  - swap Handle Animal for Prof:Sailor]] +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/pirate-smuggler-human-rogue-3/|Smuggler/quartermaster 2 - swap Stealth for Prof:Sailor]] +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/ex-sailor-and-restaurant-owner-human-expert-4/|Watch Officer 1]] +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/human-adept-4/|Watch Officer 2  - swap Prof:Fortune Teller for Prof:Sailor]] +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/storm-pirate-half-orc-rogue-3/|Pirate]]+
   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/veteran-buccaneer-human-warrior-4/|Veteran Buccaneer]]   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/veteran-buccaneer-human-warrior-4/|Veteran Buccaneer]]
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-1/sail-master-human-druid-2/|Sailing Master]]+  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/pirate-officer-half-elf-bard-4/|Pirate Officer]] 
 +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/river-cleric-human-cleric-4/|Ship's Priest]] 
  
-===== Officers ===== 
  
-The ship's Captain and their most trusted lieutenants.  They oversee the petty officers, take watches and can take responsibility for the ship when required. The following examples are from [[https://www.d20pfsrd.com/| D20PFSRD]] and  while they might be immediately useful //in some circumstances// you might want to modify their skills and alignment to suit your game situation.   +===== Captains =====
- +
-Recruitment costs and DC vary. +
- +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/pirate-officer-half-elf-bard-4/|Pirate Officer]] +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/river-cleric-human-cleric-4/|Ship's Priest]]  +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/pirate-priest-cleric-5/|Pirate Priest]]+
  
-Characters of Level 5, or more, might Captain ships from commercial shipyards.  They often have an officer and petty officers to manage the ship for them.   Pirate and naval ships, or any vessel with a larger than average crew) need more officers than merchant vessels.+Characters of Level 5, or more, might Captain ships from commercial shipyards.  They often have an officer and petty officers to manage the ship for them.   Pirate and naval ships, or any vessel with a larger than average crew) need more officers than merchant vessels.  There are here to give some idea of who might command other vessels.
  
   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/longboat-captain/|Longship Captain]]   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/longboat-captain/|Longship Captain]]
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 ===== Bespoke Crews ===== ===== Bespoke Crews =====
  
-You might, one day, acquire a second ship/boat that you want to have crewed by NPCs. It would be best to use crew members that you trust as captain and officers, but you might need to recruit extra people to fill gaps in your staff.  These example crews give you an idea of what you could aim for. Note, however, I tend to reuse NPCs that I like, and these crews have appeared in earlier games, so don't be surprised if they turn up somewhere in your game.  +You might, one day, acquire a second ship/boat that you want to have crewed by NPCs. It would be best to use crew members that you trust as captain and officers, but you might need to recruit extra people to fill gaps in your staff.  These example crews give you an idea of what you could aim for. Note, however, I tend to reuse NPCs that I like, and these crews have appeared in earlier games, so don't be surprised if they turn up somewhere in your game. 
 +  
 **The Folding Boat Crew** **The Folding Boat Crew**
  
-This bespoke crew were used as the crew of a magical //folding boat//which was used by adventuring parties for river travel - so they are tough enough to survive quite serious fights. The PCs from two games rewarded them (occasionally) with various pieces of cast-off equipment - so some of them have better gear than you might expect :)+This bespoke crew were used as the crew of a magical //folding boat// which was used by two different adventuring parties for river travel - so they are tough enough to survive quite serious fights. The PCs rewarded them (occasionally) with various pieces of cast-off equipment - so some of them have better gear than you might expect :)
  
   * **Captain**: Helga (Commoner-5) - a large female half-orc who has been knocking around the river for years.  She is very intimidating, but her crew know that she will always have their best interests at heart. In times of trouble, she wears Leathers and wields a Great Axe   * **Captain**: Helga (Commoner-5) - a large female half-orc who has been knocking around the river for years.  She is very intimidating, but her crew know that she will always have their best interests at heart. In times of trouble, she wears Leathers and wields a Great Axe
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