====== Ships' Crews ====== In //The Stolen Lands// game, there is a range of vessels that can be used for fishing and trade - these are the standard crews that I use for each type of vessel. That doesn't mean that every vessel has this crew makeup, but it sets levels and expectations if players (or I) want to design a unique crew for a vessel. Note: Sailors only don armour when they know there is a conflict coming. Most of the time they are unarmoured and only armed with a dagger. However, boarding axes and belaying pins (clubs) are freely available aon the decks of most ships. ===== Crew ===== 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. Larger, seagoing, vessels need a bespoke senior command, but the bulk of the crew would come from these templates. Most crews will have a mixture of different crew types - but if it comes to combat, use the Pirate or Sailor stats for all the crew. These make up the bulk of the crew, and are generally known as Deck Hands. If one is put in charge of something, they are known as Leading Hands. ------ ++++ Marine (Human, Fighter 2)| Fighters trained for shipboard combat. Normally associated with National Navies or the Aspis Consortium. However, other groups employ marines as well, and there are mercenary marines available for hire. * Init +6; Senses Perception +1 * DEFENSE: AC 15, hp 19 * Fort +4, Ref +2, Will +1; +1 vs. fear * Combat: Melee boarding pike* +5 (1d8+3/×3) or short sword +4 (1d6+2/19–20) * Combat: Ranged light crossbow +4 (1d8/19–20) * STATISTICS: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10 * Feats Exotic Weapon Proficiency, Improved Initiative, PowerAttack, Weapon Focus (boarding pike*) * Skills Climb +7, Knowledge (engineering) +5, Swim +7 * Combat Gear potion of cure light wounds; * Other Gear * masterwork studded leather, light crossbow with 10 bolts, boarding pike*, short sword, * SPECIAL ABILITIES: Exotic Weapon Proficiency. Marines have Exotic Weapon Proficiency in whatever type of siege engines are carried aboard their ships. ++++ ++++ Buccaneer (Human, Fighter 2)| * Human fighter 2 - CN Medium humanoid (human) * Init +2; Senses Perception +2 * DEFENSE * AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) hp 19 each (2d10+4) * Fort +5, Ref +4, Will +0; +1 vs. fear - Defensive Abilities bravery +1 * OFFENSE * Speed 30 ft. * Melee mwk cutlass* +5 (1d6+2/18–20) or mwk boarding axe* +5 (1d6+2/×3) * Ranged throwing axe +4 (1d6+2) or shortbow +4 (1d6/×3) * STATISTICS * Str 14, Dex 15, Con 15, Int 12, Wis 10, Cha 8 * Base Atk +2; CMB +4; CMD 17 * Feats Dodge, Exotic Weapon Proficiency, Lightning Reflexes, Power Attack * Skills Climb +6, Intimidate +4, Knowledge (engineering) +5, Perception +2, Profession (sailor) +5, Swim +5 * Languages Common, Polyglot * Other Gear studded leather, masterwork boarding axe* or masterwork cutlass*, throwing axes (2) or shortbow with 20 arrows, basic pirate clothes*, gold jewelry worth 30 gp * SPECIAL ABILITIES * Exotic Weapon Proficiency Buccaneers have Exotic Weapon Proficiency in whatever type of siege engines are carried * aboard their ships. ++++ ++++ Veteran Buccaneer (Human, Fighter 3)| * Human fighter 2 - CN Medium humanoid (human) * Init +2; Senses Perception +2 * DEFENSE * AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) hp 27 each (3d10+6) * Fort +5, Ref +5, Will +1; +1 vs. fear - Defensive Abilities bravery +1 * OFFENSE * Speed 30 ft. * Melee mwk cutlass* +7 (1d6+2/18–20) or mwk boarding axe* +7 (1d6+2/×3) * Ranged throwing axe +5 (1d6+2) or shortbow +5 (1d6/×3) * STATISTICS * Str 14, Dex 15, Con 15, Int 12, Wis 10, Cha 8 * Base Atk +3; CMB +5; CMD 18 * Feats Dodge, Exotic Weapon Proficiency, Lightning Reflexes, Power Attack, Weapon Focus (Cutlass or Boarding Axe) * Skills Climb +6, Intimidate +4, Knowledge (engineering) +5, Perception +2, Profession (sailor) +5, Swim +5 * Languages Common, Polyglot * Other Gear studded leather, masterwork boarding axe* or masterwork cutlass*, throwing axes (2) or shortbow with 20 arrows, basic pirate clothes*, gold jewelry worth 30 gp * SPECIAL ABILITIES * Exotic Weapon Proficiency Buccaneers have Exotic Weapon Proficiency in whatever type of siege engines are carried aboard their ships. * Armour Training ++++ ++++ Marine Mercenary (Human, Warrior-2)| Mercenaries can be found just about anywhere, either fighting wars or acting as guards for nobles, caravans or ships. These shackles mercenaries are equipped for work aboard ship, don't mind who they work for, and form part of your boarding team. Note: These are average stats- if you create a personal character sheet, you should vary the stats (slightly) using the values set in the points buy system. * Warrior L2 (Human, LN) * Initiative: +1 Perception: +1 * AC: 15 HP: 22 (2d+7) * Fort +4: Ref +2: Will +3 * Melee: Cutlass +3 (d6+1 x2 18-20 x2) | Dagger +3 (d4+1 19-20 x2) * Ranged: Dagger +3 (d4+1 19-20 x2) Range 10, LXB +3 (d8 19-20 x2) * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Trait: Deft Dodger (reflex +1) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2) * Skills: Climb+5, Diplomacy +5, Intimidate +6, Profession(Soldier) +5, Swim +6 | (+1 spare for a hobby/interest) * Favoured Class: HPx2 * * Gear: Studded Leather, Shield (Light, Wooden), Cutlass, Dagger, LXB. ++++ **The following crew profiles appear to have been built without racial benefits taken into consideration.** \\ That doesn't matter for unnamed characters, but you should personalize the statblock if you decide to name the characters. ++ Racial Benefits | (Humans = +1 feat & +2 skill points: Look at racial weapon proficiencies and skills in particular.++ ++++ Pirate (Warrior-2) | * CN sailor/Bandits - who roam the high seas, fight and party a lot... * Human Warrior 2 ; Speed 30 ft. * Init +2; Senses Perception +0, * **DEFENSE**: AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 17 (2d10)+2 Fort +3, Ref +2, Will -1 * **Melee** cutlass +3 (1d6+1/18-20) or dagger +3 (1d4+1/19-20) or throwing axe +3 (1d6+1) * **Ranged** dagger (thrown) +4 (1d4+1/19-20) or throwing axe (thrown) +4 (1d6+1) * **STATISTICS**: Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8 Base Atk +2; CMB +3; CMD 15 * **Feats** Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Athletic, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Profession (Sailor)), Tower Shield Proficiency * **Skills** Acrobatics +2, Bluff -1, Climb +7, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +2, Heal -1, Intimidate +4, Perform (Untrained) -1, Profession (Sailor) +7, Ride +2, Sense Motive -1, Stealth +3, Survival -1, Swim +7, * **Languages** Common ++++ Veteran Pirate (Warrior 3) ++++ Sailor (Expert-1 / Warrior-1)| TN - Sailors are used to defending their ship, and are trained in combat. They don't like boarding and fighting on other ships, but will fire bolts in support of their crewmates. * Init +1; Senses Perception +3 * DEFENSE: AC 15, hp 17 (Toughness & Favoured Class x2) * Combat: Boarding Pike +2 (1d8+1/x3), heavy crossbow +2 (1d10/19–20) * Feats Athletic, toughness * Skills Acrobatics +6, Climb +8, Heal +6, Perception +6, Profession (sailor) +6, Swim +8 * Gear studded leather, heavy crossbow with 10 bolts, Boarding Axe. ++++ ++++ Shipmate (Expert-1/Warrior-1)| TN - Sailors are used to defending their ship, and are trained in combat. They don't like boarding and fighting on other ships, but will use boarding pikes to stop attackers boarding their own vessel. * Init +1; Senses Perception +4 * DEFENSE: AC 16, hp 17 (Toughness & Favoured Class x2) * Combat: Combat: Boarding Pike +2 (1d8+1/x3) * Feats Dodge, toughness * Skills Acrobatics +5, Climb +6, Craft (ships) +5, Perception +5, Profession (fisherman) +5, Profession (sailor) +6, Survival +5, Swim +6 * Gear studded leather, Boarding Axe, LXB with 10 bolts. ++++ ++++ Fisher (Commoner-2)| As Local fishermen, these guys are probably 'first mate' of their fishing boat, but work, PT, as a local thug. As sailors, they are often assigned basic deck work. * Human Commoner2 \\ * Hit Dice:, (2d6)+5 (Toughness, + 3 x Favoured class), Hit Points: 15 \\ * Initiative:, +0 \\ * Speed:, Walk 30 ft. \\ * AC: 11 (touch 10, flatfooted 11) \\ * Attacks:, *Dagger +1 (1d4/19-20); Club +1 (1d6); LXB (1d6/19-20) \\ * 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, Intimidate 2, Perception 4, Profession (Fisherman) 4, Profession (Sailor) 4, Swim 4 \\ * Feats:, Endurance, Toughness \\ * Trait: Bandit * Possessions: Dagger; Club, LXB Padded Armour \\ ++++ ++++ Ex-Galley Slave (Commoner-3)| This example is built as an ex-Farm Labourer, taken as slaves, and then freed/released - who decided to stay afloat. They could have had a different 'first' job. In game - specific crew members have different work skills (Handle Animal, Profession: Farmer) as shown in their personal entry above. \\ Generally TN, they don't mind fighting when required. * Init +0; Senses Perception +0 * DEFENSE: AC 12, HP 19 (3d6+6; Toughness, + 3 x Favoured class) * Combat club +2 (1d6+1) * (L1) Endurance, (L3) Toughness, * Skills //Handle Animal +4, Profession (Farmer) +4//, Perception +4, Profession (Sailor) +4, Ride +4, Swim +4 * Gear: club, Leather Armour ++++ **The following links might work for individual crew members, but probably aren't suitable for a whole crew.** * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-0/old-sailor-elf-expert-2/|Old Elf Sailor]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-0/pirate-sailor-human-rogue-1|Pirate with potential]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-0/human-pirate-buccaneer/|Pirate with potential II ]] ------ ===== Petty Officers ===== The junior officers aboard a ship who oversee the day-to-day work of the vessel. They are more skilled than the crew, and often hac PC classes. 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. A petty officer may well be the 'captain' of small vessels such as a Shallop, River Boat, Pinnace, Great Launch or Area Patrol Boat. Petty Officers will probably be L2 in a character class, L3 in an NPC class or an L4 commoner - at the minimum. * [[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-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 Handle Animal 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-1/sail-master-human-druid-2/|Sailing Master]] ===== 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. These Junior Officers will probably be L3 in a character class or L4 in an NPC class (at the minimum). They may well be the 'captain' of vessels from a large boatyard, but will rarely be in charge of anything from a commercial shipyard. They probably have a petty officer or two to assist them. * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/charlatan-human-rogue-4/|Quartermaster]] - swap Perform:Sing for Prof:Sailor * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/enforcer-human-adept-5/|Watch Officer]] - swap Know:Local for Prof:Sailor * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/gamester-cr-3/|Watch Officer]] - swap Perform:Act for Prof:Sailor * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/pirate-officer-half-elf-bard-4/|Pirate Officer]] officer. * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/river-cleric-human-cleric-4/|Ship's Priest]] - Someone of this spec has replaced Sandra as Kaleb's * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/pirate-priest-cleric-5/|Pirate Priest]] Characters of Level 5 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. * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/longboat-captain/|Longship Captain]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-5/traveling-merchant-human-expert-7/|Merchant Captain]] - swap Handle Animal for Prof(Sailor) * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-6/aliciette-cardoso/|Ship's Captain]] - swap Know:Dungeoneering for Prof:Sailor * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-5/pirate-captain-human-fighter-5-rogue-1/|Pirate Captain]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-7/sea-captain-halfling-druid-8/|Sea Captain]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-7/viking-human-barbarian-2-fighter-6/|Longship Captain 2]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-8/first-mate-human-expert-4-fighter-5/|Ship's Captain 2]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/human-ranger-4-rogue-6/|Ship's Captain 3]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/merchant-prince-cr-9/|Great Merchant Captain]] - swap Perform:Seance for Prof:Sailor * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/pirate-queen-halfling-ranger-10/|Pirate Queen]] ===== Marines ===== Most naval vessels, and armed merchantmen, have a contingent of marines aboard. They are trained to fight on ships, boats and coastal areas, and often have their own officer to take charge of their activities. ++++ Marine| * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * * Fort +4: Ref 1: Will +3 * Melee: Boarding Axe +4 (d6+1 x3) : Dagger +4 (d4+1 19-20 x2) : Boarding Pike (d8+1 x3) * Ranged: LXB +4 (1d8 19-20/x2) Range 80 | Dagger +4 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Perception +7, Profession(Soldier) +5, Profession(Sailor) +5, Ride +4 (+5), Sense Motivel +7, Swim +5 (+6) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * Gear: Studded leather, Light Shield (steel), Boarding Axe, Dagger, LXB. ++++ ++++ Marine Officer| * Note: I use a level of Aristocrat to represent Officer Training for Military (or pseudo-military) NPCs. * Light Foot (Marine) Officer * Human; Warrior3 Aristocrat1 * Hit Dice: (3d10)+(1d8)+11 * Hit Points: 35 * Initiative: +1 * Speed: Walk 30 ft. * AC: 15 (touch 11, flatfooted 14) * Attacks: *Masterwork Scimitar +6; *Darkwood Buckler +5; Dagger +5; Dagger (Thrown) +4; LXB +4; * Damage: *Masterwork Scimitar 1d6+2; *Darkwood Buckler 1d3+1; Dagger 1d4+2; Dagger (Thrown) 1d4; LXB (1d8 19-20/x2) Range 80; * Vision: * Face / Reach: 5 ft. by 5 ft. / 5 ft. * Special Qualities: Bonus Feat, Skilled * Saves: Fortitude: +6, Reflex: +2, Will: +4 * Abilities: STR 14 (+2), DEX 12 (+1), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 12 (+1) * Skills: Acrobatics 0, Appraise 5, Bluff 1, Climb 5, Craft (Untrained) 1, Diplomacy 6, Disguise 1, Escape Artist 0, Fly 0, Heal 1, Intimidate 7, Perception 9, Perform (Untrained) 1, Profession (Sailor) 5, Profession (Soldier) 7, Ride 4, Sense Motive 7, Stealth 0, Survival 5, Swim 5, Swim 5 * Feats: Alertness, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Great Fortitude, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency * Challenge Rating: 2 * Alignment: Neutral * * Possessions: Masterwork Scimitar; Darkwood Buckler; Outfit (Artisan's); Studded Leather; Dagger; LXB; ++++ ===== Bespoke Crew Example ===== I have a bespoke crew that I use for special missions and those times when I need a crew that can take an active part in Role Play. Slightly higher level, and much more diverse, than a standard crew they crew a magical //folding boat//which is used by adventuring parties on river journeys. I tend to reuse NPCs, especially those I like, and most of this crew have appeared in an earlier game. The PCs in that game 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 Leather armour and wields a Great Axe * **First Mate**:Tom Salt (Expert-5) - He started life as a farmer, went to sea and then finished up on the river. He is responsible for communications when they are in port and oversees any trading activities. * **Second Mate**: Carin Fisher (Half-elf, Commoner-3/Adept-1) - He has spent most of his life fishing along the Sellen river, and became a minor priest of Hanspur in later life. He is, by far, the best fisherman aboard and knows the river as well as anyone. * **Crew**: Harriet Sheets (Warrior-2/Commoner-2) - She used to work as a guard on an armed trader out of Pitax, but decided that she wanted a quieter life. Harriet is Helga's support muscle. * **Crew**: Nora Fencemend (Halfling, Commoner-1/Expert-1) - The newest member of the crew, Nora is the ship's cook and general dogsbody. She is often assigned lookout duties.