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pathfinder:off-the-shelf:ships_boats:shipscrews [2023/04/03 16:33] – [Crew] johnbpathfinder: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 are the standard crews that I use for each type of vessel.  That doesn't mean that every vessel has this crew makeupbut it sets levels and expectations if players (or I) want to design unique crew for vessel.+These standard NPC teams 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.  Largerseagoing, vessels  need bespoke senior command, but the bulk of the crew would come from these templates.  Most vessels will have mixture of different crew types, as befits their primary purpose  
  
-Note:  Sailors  only don armour when they know there is a conflict coming.  Most of the time they are unarmoured and only armed with dagger.  Howeverboarding axes and belaying pins (clubsare freely available aon the decks of most ships.+The following crew profiles are based on Humans WITHOUT any racial modifiers.  I use the extra  feats and skills to personalise crew (when I need to)  but don’t change basic abilities.  If you change the race of specific crewmember -  remember to subtract 2 points from one ability, to cancel out the ‘Human’ racial adjustment, before you add racial ability changes.  PersonallyI only make those changes if I want a crew member to  take a more active role in the campaign. 
 +------ 
 +++++Deckhand (Commoner2– a basic sailor| 
 +Deck hands do the basic deck work aboard a ship and aren’t generally required to go up in the rigging.  They do not attack other vessels but will fight to defend their own ship.
  
-===== Crew =====+Note:  A team of 5x Deckhands costs 70gp to recruit in a port town but are unarmed (club only).  If you want them to use boarding pikes, you must pay the extra cost  (an extra 40gp) -  Deck hands often make up the entire crew of small vessels and fishing boats. 
 + 
 +  * Hit Dice:, (2d6)+5 (Toughness, + 2 x Favoured class),  Hit Points: 12 \\ 
 +  * Initiative:, +0,  Walk 30 ft. \\ 
 +  * AC: 10 (touch 10, flatfooted 10) \\ 
 +  * Attacks:,  Club +1 (1d6); //OR Boarding Pike +1 (1d8)//  \\ 
 +  * 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.  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, but are unarmed (club only).  If you want them to use other weapons, you must pay the extra cost  (an extra 40gp for boarding pikes).  A lest one team of sailors are required for any vessel larger than a keel boat)  Sailors have a craft as a secondary skill (Carpenter, Cook, Sailmaker etc) and can make a vessel liveable and self-maintaining at sea. 
 + 
 +  * Init +1; Senses Perception +3 
 +  * DEFENSE:  AC 11, hp 11 (2d8 & Favoured Class x2) 
 +  * Combat: Club +2 (1d6+1) //or Boarding Pike +2 (1d8+1/x3),// 
 +  * Abilities:, all  12 (+1) \\ 
 +  * Feats Athletic, 
 +  * Skills Acrobatics +6, Craft (?) +6, Climb +8,  Perception +6, Profession (sailor) +6, Swim +8 
 + 
 +Seamen (Expert-1/Warrior-1) – fighting sailors preferred by navies. | 
 +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, 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 
 +  * DEFENSE: AC 12, hp 16 (Toughness & Favoured Class x2) 
 +  * Combat: Combat: Boarding axe +2 (1d6+1/x3) 
 +  * 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.  These marine mercenaries are equipped for fighting aboard ship and can form part of your boarding team.  However, they do not count as part of the ‘minimum Crew’ required to sail the vessel. 
 + 
 +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.  While they are called Mercenaries, they become permanent members of your crew and you do not need recruit them again. 
 + 
 +Note2:  It is best to spend 390gp to equip your ship with an armoury.  An armoury can support up  ten mercenaries or marines with weapons and armour, and is about half the price of equipping them individually. 
 + 
 +  * Warrior L2   
 +  * Initiative: +1   Perception: +1 
 +  * AC: 15    HP:  18 (2d10, con +2, Toughness +3, Favoured Class +2) 
 +  * Fort +4: Ref +2:  Will +1 
 +  * 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)  
 +  * Skills:  Climb+5, Diplomacy +5, Intimidate +5, Profession(Soldier) +5, Swim +5 |  (+1 spare for a hobby/interest)  
 +  * 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.  Often associated with National Navies, although other groups employ marines as well.  However, they do not count as part of the ‘minimum Crew’ required to sail the vessel. 
 + 
 +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:  It is best to spend 390gp to equip your ship with an armoury.  An armoury can support up  ten mercenaries or marines with weapons and armour, and is about half the price of equipping them individually. 
 + 
 +Note3:  In combat Marines command siege engines as you close for battle, then lead the assault.  Note that each siege engine requires a Marine to command it, and a crew to work it.  The crew can be made up of any members of the crew (including deckhands and Mercenaries) however, they must be over and above the Minimum Crew requirements to sail the vessel.   Siege engines are expensive to run  :} 
 + 
 +  * 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+2/19–20) 
 +  * 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, Weapon Focus (boarding pike*) 
 +  * 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.  Marines have Exotic Weapon Proficiency in whatever type of siege engines are carried aboard their ships.
  
-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.+<color #ed1c24>Done to here</color>
  
-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. 
 ------ ------
  
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 ++++ Shipmate (Expert-1/Warrior-1)| ++++ 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 fire bolts in support of their crewmates.+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   * 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 Axe +2 (1d6+1/x3), Light Crossbow +2 (1d8/19–20)+  * Combat: Combat: Boarding Pike +2 (1d8+1/x3)
   * 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