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pathfinder:off-the-shelf:ships_boats:ships_and_boats

Ships and Boats

Overview

When a crew is being defined a 'Sailor' is a person who has put at least one skill point into Profession: Sailor or at least two points into Profession:Fisherman. Any character without either of those skills counts as an Unskilled Labourer. If a seamanship roll is required use the highest Profession:Sailor modifier in the crew - if it falls to a fisherman, they may use half of the Profession:Fisherman modifier. A Master Seaman will have a Profession:Sailor total modifier of 10 or more.

Construction Types

Speed

Maximum Speed: This is the fastest that a ship can move. When a ship has more than one means of propulsion, it may also have more than one maximum speed. If a ship has sails, it can move at double its maximum wind propulsion speed when it moves in the direction of the wind.

Acceleration: This is how fast a ship can increase its speed each round. It also determines the maximum amount a ship can safely decelerate each round. If you are on a river, you might want to add 2 miles an hour for down stream travel, but then remember to subtract it for upstream travel. Unless things are really time dependent, I tend to use the given values (it is much easier) unless I have a reason not to.

Sails are measured in 5' squares, and vessels lose speed when their sails are damaged.

No Boatyard

Overview
There are a few very simple vessels that can be built without access to specialized tools and facilities. There is still a small cost to cover ropes, labour and similar expenses.
Raft Variants
Coracle - Large Boat - Squares 1 (5 ft. by 5 ft.) Cost —
DEFENSE: AC 9; Hardness 5 hp 30 (oars 20) Base Save +0
OFFENSE: Maximum Speed 15 ft. (muscle); Acceleration 10 ft. CMB +1; CMD 11 Ramming Damage None
STATISTICS: Propulsion muscle or current, one deck
Means of Propulsion 1 paddle, Crew 1 )
Cargo = Personal Gear only, no passengers. A light frame made from sticks and covered in leather, that is light enough that it can be picked up and carried easily by one man. It is often used by lone fishermen or marsh dwellers. It is best on quiet waters and needs a lot of maintenance.
Raft - Large Boat - Squares 1 (10 ft. by 10 ft.) Cost —
DEFENSE: AC 9; Hardness 5 hp 30 (oars 20) Base Save +0
OFFENSE: Maximum Speed 30 ft. (muscle); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 1d8
STATISTICS: Propulsion muscle or current, one deck
Means of Propulsion 2 oars, Crew 1 (the pilot, who is also a rower, plus up to 3 additional Medium rowers)
Cargo = 1,000 pounds, up to 3 passengers (a raft can carry a total of 4 Medium creatures, either as crew or passengers)
The most basic and primitive type of ship, a raft is a simple, flat boat with no hull, often made of logs lashed together, using two to four oars for propulsion. Rafts are not designed for ocean travel, but might serve in an emergency. A raft cannot carry any siege engines.

Basic Boatyard

Overview
A basic boatyard can build vessels, up to 30feet in length, using a variety of construction techniques. Some are flat bottomed vessels that are normally rowed or paddled and are at their best when used in quiet waters such as lakes, harbours and slow rivers. Other, with the addition of dagger-boards or lee-boards, can be fitted with a sail.
Row Boat Variants
Row Boat - Large Boat - Squares 1 (5 ft. by 10 ft.) Cost 50 gp
DEFENSE: AC 9; Hardness 5 hp 60 (oars 20) Base Save +1
OFFENSE: Maximum Speed 30 ft. (muscle); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 1d8
STATISTICS: Propulsion muscle or current, one deck
Means of Propulsion 2 to 4 oars Crew 1 (the pilot, who is also a rower, plus up to 1 additional Medium rower) -)
Cargo = 1,000 pounds, up to 3 passengers (a rowboat can carry a total of 4 Medium creatures, either as crew or passengers)
This small boat has two to four oars and is primarily used to ferry a few passengers across small areas of water such as a harbor, stream, or small lake. Larger ships use rowboats as tenders or lifeboats. A rowboat cannot carry any siege engines. Row Boats are not designed for ocean travel, but might serve in an emergency.
Punt-Skiff - Large Boat - Squares 1 (5 ft. by 10 ft.) Cost 40 gp
DEFENSE: AC 9; Hardness 5 hp 60 (oars 20) Base Save +1
OFFENSE: Maximum Speed 30 ft. (muscle); Acceleration 20 ft. CMB +1; CMD 11 Ramming Damage 1d8
STATISTICS: Propulsion muscle or current, one deck
Means of Propulsion 2 to 4 oars Crew 1 (the pilot, who is also a paddler/punter, plus up to 1 additional Medium paddler) -)
Cargo = 1,000 pounds, up to 3 passengers (a punt/skiff can carry a total of 4 Medium creatures, either as crew or passengers)
It is often used by lone fishermen or marsh dwellers. These vessels are particularly effective on sluggish or shallow rivers and wetlands, and are often poled or paddled, rather than rowed. A punt/skiff cannot carry any siege engines. Skiffs are not designed for ocean travel, but might serve in an emergency.
Dinghy - Large Boat - Squares 1 (5 ft. by 10 ft.) Cost 60 gp
DEFENSE: AC 9; Hardness 5 hp 60 (oars 20, Sails 10) Base Save +1
OFFENSE: Maximum Speed 30 ft. (muscle) or 30.ft (wind); Acceleration 20 ft. CMB +1; CMD 11 Ramming Damage 1d8
STATISTICS: Propulsion muscle, wind or current
Means of Propulsion 2 oars or sail (5 squares, 1 Mast, square sail) Crew 1
Cargo = 1,000 pounds, up to 3 passengers
A dinghy is designed for sailing and copes with rough water better that the other small boats. It is fitted with a mast and lugsail sail at purchase. Dinghies can deal with most waters, but should not be taken too far from shore. A dingy cannot carry any siege engines.
Ship's Boat variants
Ship’s Boat - Large Boat - Squares 1 (10 ft. by 20 ft.) Cost 500 gp
DEFENSE: AC 9; Hardness 5 hp 120 (oars 40, sails 40) Base Save +1
OFFENSE: Maximum Speed 30 ft. (muscle or wind); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 1d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 6 oars, 10 squares of sails (one mast, square sail); Crew 4 to 10 Medium rowers
Cargo/Passengers 2 tons/up to 12 passengers
Ship’s boats are usually carried on the decks of larger ships to use as tenders to ferry passengers and cargo from ship to shore or between ships or are used by fishermen. Ship’s boats are not designed for ocean travel, but might serve in an emergency. A ship’s boat cannot carry any siege engines.
A Local Patrol Boat is a Ship's Boat with a military crew that is used to patrol rovers, lakes, harbours and estuaries.
A Fishing Boat has the same specification as a Ship's Boat but is used for fishing and local trade.

Swamp Boat - Large Boat - Squares 1 (10 ft. by 20 ft.) Cost 450 gp
DEFENSE: AC 9; Hardness 5 hp 120 (oars 40) Base Save +1
OFFENSE: Maximum Speed 30 ft. (muscle); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 1d8
STATISTICS: Propulsion muscle or current
Means of Propulsion 6 oars (or paddles); Crew 4 to 10 Medium rowers
Cargo/Passengers 2 tons/up to 12 passengers
The Swamp Boat is little more than a large punt-skiff, and cannot be fitted with a sail. They are often used as work boats in marshes, swamps and bayous. These vessels are particularly effective on shallow rivers, lakes and wetlands. They do not have a cabin and are rarely used for long trips or at night. Swamp boat cannot carry any siege engines.
Other Vessels
Riverboat - Large Boat - Squares 1 (10 ft. by 30 ft.) Cost 2000 gp
DEFENSE: AC 9; Hardness 5 hp 120 (oars 40, sails 40) Base Save +1
OFFENSE: Maximum Speed 30 ft. (muscle, wind or current); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 2d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 8 oars, 10 squares of sails (one mast, square sail); Crew 8 to 10 Medium rowers
Cargo/Passengers 15 tons/up to 12 passengers
The Riverboat is a large boat with a small central cabin, that can also be used for fishing or to transport cargo, on rivers, lakes and estuaries. It is commonly known as a Hog as it is said to wallow like a hog when faced with inclement weather or rough water. It is slow and has a single low hold, so it doesn't generally take passengers. Riverboats are not designed for ocean travel, but might serve in an emergency. A Riverboat cannot carry any siege engines.

Pinnace - Large Boat - Squares 1 (10 ft. by 30 ft.) Cost 2000 gp
DEFENSE: AC 9; Hardness 5 hp 120 (oars 30, sails 50) Base Save +1
OFFENSE: Maximum Speed 40 ft. (wind) 20 (muscle or current); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 2d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 4 oars, 15 squares of sails (two masts, Lateen Sails); Crew 5
Cargo/Passengers 10 tons / up to 10 passengers
Primary used as a fishing boat in coastal waters. It is best used in open waters, and is slow on rivers and canals, where it's sails are not effective. However, it works well in lakes, estuaries and coastal waters. A pinnace cannot carry any siege engines.
Great Launch - Large Boat - Squares 1 (10 ft. by 30 ft.) Cost 2000 gp
DEFENSE: AC 9; Hardness 5 hp 120 (oars 40, sails 40) Base Save +1
OFFENSE: Maximum Speed 20 ft. (wind) 40 (muscle or current); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 2d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 14 oars, 10 squares of sails (one mast, Square Sail); Crew 15
Cargo/Passengers 5 tons / up to 10 passengers
Primary used as a large fishing boat in inshore waters or for ferrying goods around harbours and estuaries - both with a reduced crew and slower speed. It can also be fitted out to carry a military detachment, with its cargo capacity reduced to 2 tons, and act as an area Patrol Vessel. It works well in lakes, estuaries and large rivers. A Great Launch cannot carry any siege engines.

Large Boatyard

Overview
A large boatyard can build vessels, up to 60 feet in length, using a variety of construction techniques. Some are flat-bottomed vessels that are normally rowed or paddled but some are designed to be sailed.
Raft Variants
Flatboat 500gp: 40ftx15ft. Poor build quality and the most basic materials make this the most fragile of vessels - think very large raft. It cannot sail and can only move at a speed of 10 under poles or sweeps. It is OK for gentle local work, floats down rivers easily, but is difficult to row upstream. However, if you wish to move cargo around a quiet lake or down a gentle river, this is probably your best bet.
DC10, Crew:6, Speed Rowed: 1mph
Keelboat Variants
Keeler - Gargantuan ship - Squares 2 (15 ft. by 50 ft.) Cost 3,000 gpgp
DEFENSE: AC 6; Hardness 5 hp 600 (oars 80, sails 80) Base Save +4
OFFENSE: Maximum Speed 30 ft. (muscle), 30 ft. (wind), or 60 ft. (muscle and wind); Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 8 oars, 20 squares of sails (one masts); Crew 15 (7+8 Medium rowers)
Cargo/Passengers 50 tons or up to 50 passengers
Built shallow and narrow (with lee boards), a keeler carries a square sail, has a cabin set midship and open holds at each end. This vessel has a shallow draught and mainly carries deck cargo along canals, rivers, and lakes, although it can cope with estuaries if it must. The keeler is the workhorse of the most river systems. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship.
River Wherry - Gargantuan ship - Squares 2 (17 ft. by 60 ft.) Cost 4,500 gpgp
DEFENSE: AC 6; Hardness 5 hp 600 (oars 80, sails 100) Base Save +4
OFFENSE: Maximum Speed 25 ft. (muscle), 50 ft. (wind), or 75 ft. (muscle and wind); Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 4 oars, 25 squares of sails (one masts); Crew 15 (11+4 Medium rowers)
Cargo/Passengers 60 tons or up to 60 passengers
Built shallow with a gaff rigged sail a cabin aft with a long hold in front of it, this vessel is designed for trading along rivers. It has a shallow draught and can handle fast flowing waters as well as more sedate flows. It is one of the fastest vessels on rivers and lakes, but doesn't cope with estuaries or coastal waters very well. Often favoured for fast delivery of small and valuable items. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship.
Sailing Barge - Gargantuan ship - Squares 2 (20 ft. by 55 ft.) Cost 5,000 gpgp
DEFENSE: AC 6; Hardness 5 hp 600 (oars 80, sails 100) Base Save +4
OFFENSE: Maximum Speed 20 ft. (muscle), 40 ft. (wind), or 60 ft. (muscle and wind); Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 6 oars, 25 squares of sails (one masts); Crew 15 (9+6 Medium rowers)
Cargo/Passengers 70 tons / up to 70 passengers
The Sailing Barge is designed for trading along rivers, lakes and estuary systems - and can deal with inshore waters quite well. However, sailing barges are not good in open water and hugs the coast, if she finishes up at sea. When the lee-boards are down she can handle a lot of sail, and when they are up she can be pulled over a sandbar or beach for the night. She is queen of the inland water trade. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship.
Hoy - Gargantuan ship - Squares 2 (20 ft. by 55 ft.) Cost 5,500 gp
DEFENSE: AC 6; Hardness 5 hp 800 (sails 200) Base Save +4
OFFENSE: Maximum Speed 60 ft. (wind), Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8
STATISTICS: Propulsion Wind
Means of Propulsion 40 squares of sails (one masts, square sail); Crew 15
Cargo/Passengers 80 tons / up to 80 passengers
The Hoy is a lake or coastal trader, and doesn’t travel on inland rivers. When the lee-boards are down she can handle a lot of sail, and when they are up she can be beached for the night. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship.
Dhow - Gargantuan ship - Squares 2 (15 ft. by 55 ft.) Cost 6,000 gp
DEFENSE: AC 6; Hardness 5 hp 600 (sails 200) Base Save +4
OFFENSE: Maximum Speed 80 ft. (wind), Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 40 squares of sails (one mast, lateen sail); Crew 15
Cargo/Passengers 40 tons or up to 40 passengers
The Dhow is used, primarily, a fishing vessel although it is, occasionally, used for trade. The Dhow is at its best on lakes and in coastal waters, although it can be used in wide rivers, estuaries and even open water.
Cog - Gargantuan ship - Squares 2 (20 ft. by 60 ft.) Cost 7,000 gp
DEFENSE: AC 6; Hardness 5 hp 800 (sails 200) Base Save +4
OFFENSE: Maximum Speed 60 ft. (wind), Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8
STATISTICS: Propulsion wind
Means of Propulsion 40 squares of sails (one mast, square sail); Crew 15
Cargo/Passengers 90 tons / up to 90 passengers
The Cog is the only vessel built at a Large Boatyard, that is really capable of ocean travel, although it is at its best in coastal waters. It is not suitable for use on rivers. It is the ‘go to’ vessels for many merchants when they first start in the business.

Commercial Ship Yard

Overview
This yard makes sailing vessels that merchants and shipping companies use for trade. They can, however, be armed or used as troop transports - so many National Navies, buy these vessels and arm them, particularly for carrying important people and fighting longer distance wars. Some merchants use armed vessels on 'difficult' trade routes - although these are often only lightly armed, when compared to military use. Most merchant crews are made up of (about) 50% commoners (basic Sailors), 25% Warriors (Topsmen/defence) and 25% experts (Captain, Navigator, Officers and Senior Sailors in skilled roles).
A normal commercial shipyard can build, maintain and repair vessels of up to ninety feet in length.
Coaster
Coasters are basic merchant vessels, that are used to move non-perishable trade goods over short to medium distances, around the shores of a country or continent. They are significantly cheaper to run than a full-blown sailing ship, but they are slow.
Coaster - Colossal ship – Squares 3 (30 ft. by 90 ft.) Cost 8,500 gp
DEFENSE: AC 2; Hardness 5 hp 1,250 (sails 250) Base Save +6
OFFENSE: Maximum Speed 60 ft. (wind), Acceleration 30 ft. CMB +8; CMD 18 Ramming Damage 6d8
STATISTICS: Propulsion wind
Means of Propulsion 50 squares of sails (one mast, square); Crew 20
Cargo/Passengers 150 tons / up to 120 passengers
Up to 20 Large direct-fire siege engines in banks of 5 positioned on the port and starboard sides of the ship.
Coaster Deck Plans
Ships
Sailing Ships often have raised forecastles and sterncastles. Sailing ships are primarily used for ocean travel. Most merchant ships, and many military and pirate vessels are sailing ships of one type or another. Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship.
Sailing Ship - Colossal ship – Squares 3 (30 ft. by 90 ft.) Cost 10,000 gp
DEFENSE: AC 2; Hardness 5 hp 1,620 (sails 360) Base Save +6
OFFENSE: Maximum Speed 90 ft. (wind), Acceleration 30 ft. CMB +8; CMD 18 Ramming Damage 8d8
STATISTICS: Propulsion wind
Means of Propulsion 90 squares of sails (two or three masts, square or lateen sail); Crew 20
Cargo/Passengers 150 tons / up to 120 passengers
Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship.
Deck Plans

This yard makes galleys for the navies of the Hann Empire. They aren't good for trade as their cargo capacity is limited, and their running costs are high, because of their large crews. Nor do they work well on the high seas, and are generally only used in shallow and coastal waters. Galleys in The Hann Empire are generally rowed by free people, although a few financial convicts may be required to work their debts off by serving in a galley. A normal galley might have a crew of 50% warriors (Soldier/Sailors), 25% Commoners (basic Sailors), and the rest as Experts. Both the commoners and Experts will have some militasry training.

Local Patrol Boat - Large Boat - Squares 1 (10 ft. by 20 ft.) Cost 500 gp
DEFENSE: AC 9; Hardness 5 hp 120 (oars 40, sails 40) Base Save +1
OFFENSE: Maximum Speed 30 ft. (muscle or wind); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 1d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 6 oars, 10 squares of sails (one mast, square sail); Crew 10 Medium rowers
Cargo/Passengers 2 tons/up to 12 passengers
A Local Patrol Boat has a military crew that is used to patrol rivers, lakes, harbours and estuaries, it cannot carry any siege engines.
Area Patrol Boat - Large Boat - Squares 1 (10 ft. by 30 ft.) Cost 2000 gp
DEFENSE: AC 9; Hardness 5 hp 120 (oars 40, sails 40) Base Save +1
OFFENSE: Maximum Speed 20 ft. (wind) 40 (muscle or current); Acceleration 30 ft. CMB +1; CMD 11 Ramming Damage 2d8
STATISTICS: Propulsion muscle, wind or current,
Means of Propulsion 14 oars, 10 squares of sails (one mast, Square Sail); Crew 20 (Marines)
Cargo/Passengers 2 tons / up to 1 passengers
Primary to patrol lakes, estuaries and large rivers. An Area Patrol Boat cannot carry any siege engines.
Light Galley - Colossal ship - Squares 2 (15 ft. by 75 ft.) Cost 12,000 gp
DEFENSE: AC 2 Hardness 5 hp 675 (oars 400, sails 120) Base Save +4
OFFENSE: Maximum Speed 30 ft. (muscle), 60 ft. (wind), or 90 ft. (muscle and wind); Acceleration 30 ft. CMB +8; CMD 16 Ramming Damage 8d8
STATISTICS: Propulsion muscle, wind, or current
Means of Propulsion 40 oars, 30 squares of sails (one mast); Cargo/Passengers 40 tons / up to 80 passengers
This long and relatively narrow boat has a single mast with a square sail and 18, double staffed, oars. It can traverse lakes, Coastal waters, and deep rivers. It can cross oceans, butr, it normally stays close to shore, as it has minimal accommodation for its crew.
Complement: Crew 50 (18 Sailors+32 Medium rowers) 20 marines. 1x Lt Cdr 2x Naval Lt, 5x Petty Officers. 1x Marine Lt, 2x Marine Sgt.
Weapons: It carries two Light Ballistae, positioned one each on the forward and aft sides of the ship. These siege engines can be swivelled to fire out either side of the ship, or either forward or aft, depending on their position. They are crewed by the Marines.

Others

These vessels are not, generally, available in The Stolen lands or the Hann Empire or Stolen Lands game.

Coastal Cutter 5000gp: 60ft by 20 ft and the full cutter rig, this small ship is as fast as anything else on the water and is used primarily by the local coastguard and revenue. It needs a crew of seven (with one master Seaman and four other sailors)) to achieve its sailing speed of 4mph, and can carry up to forty marines. With little need for cargo space, the large cutter has a cabin for its master, another for the crew (up to ten people) and a third for the marines (up to ten marines) - although space in each of the cabins is very tight. Although, the Cutter is primarily a coastal vessel, it works well in deeper coastal waters, and can handle the open sea effectively. It is not well suited to rivers or lakes.
Karvi - Colossal ship - Squares 2 (15 ft. by 65 ft.) Cost 1xxxx gp
DEFENSE: AC 2 Hardness 5 hp 675 (oars 400, sails 120) Base Save +4
OFFENSE: Maximum Speed 30 ft. (muscle), 60 ft. (wind), or 90 ft. (muscle and wind); Acceleration 30 ft. CMB +8; CMD 16 Ramming Damage 8d8
STATISTICS: Propulsion muscle, wind, or current
Means of Propulsion 40 oars, 30 squares of sails (one mast); Cargo/Passengers 40 tons / up to 80 passengers
This long and relatively narrow boat has a single mast with a square sail and 18, double staffed, oars. It can traverse lakes, Coastal waters, and deep rivers. It can cross oceans, butt normally stays close to shore, as it has minimal accommodation for its crew.
Complement: Crew 50 (18 Sailors+32 Medium rowers).
Weapons: It can carry two Light Ballistae, positioned one each on the forward and aft sides of the ship - although it rarely does. These siege engines can be swivelled to fire out either side of the ship, or either forward or aft, depending on their position.
pathfinder/off-the-shelf/ships_boats/ships_and_boats.txt · Last modified: 2022/08/17 16:32 by johnb