A vast variety of boats and ships exist in the real world, from small rafts and longboats to intimidating galleons and swift galleys. To represent the numerous distinctions of shape and size that exist between water-going vessels, the following stat blocks categorize several standard ship sizes and their respective statistics, including all water vehicles that characters can purchase in the Core Rulebook. GMs can use or alter the statistics below to create new ships for specific cultures or races to suit the needs of their individual campaigns. All ships have the following traits.
Note: House ruled class (Longship stats with Rower spaces changed to cargo space and extra sail)
Narrow Hull: Light Build:
Sailing ships cover a range of deepwater vessels capable of sailing over long distances, there are a number of different categories. However, t the size, cargo capacity and weapon criteria change. Note that the cost for any sailing ship does not include crew or any weaponry.
..* Crew don’t like them much, as accommodations are cramped and there is little unused space. While they have the same crew requirements as other sailing ships, the larger sails can be more difficult to work with.. They are favoured by navies for for exploration, as messengers, scouts and fleet vessels and by smugglers who like the extra speed.