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skull_shackles:ship_statistics

Ship Statistics

Overview

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.

  • Name: The name or type of the ship.
  • Size and Type: The size and type of the ship.
  • Squares: The number of 30-foot squares the ship takes up on the battle mat, followed by the ship’s actual dimensions. A ship’s width is always considered to be one square.
  • Cost: The ship’s cost in gp. Sometimes the description or the weapons section provides possible modifications
  • for the ships. These are not included in the cost of the ship, nor are additions like rams or siege engines.
  • AC and Hardness: The ship’s base Armor Class and hardness, based on its size, defenses, and its construction material (hardness 5 for most wooden ships). To calculate the ship’s actual AC, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base AC. Touch attacks against a ship ignore its pilot’s sailing skill or ability modifier; thus a ship’s base AC is its touch AC. A ship is never considered f lat-footed. If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to AC), and an additional –2 penalty to its AC.
  • hp: The ship’s total hit points. A ship that takes damage in excess of half its total hit points gains the broken condition. At 0 or fewer hit points, a ship gains the sinking condition. A ship that sinks completely is considered destroyed. Ships do not have ability scores, and are immune to ability score damage or drain. They are also immune to bleed damage. Unlike other objects, ships do not take half damage from energy attacks, but do
  • take half damage from all ranged weapons except siege engines. This line also lists the total hit points for the ship’s oars and sails, if any.
  • Base Save: The ship’s base save modifier. All of the* ship’s saving throws (Fortitude, Ref lex, and Will) have the same value. To determine a ship’s actual saving throw modifiers, add half the pilot’s sailing skill modifier (or half the pilot’s Wisdom modifier) to the ship’s base saving throw. A ship is immune to most effects that require a Will saving throw (though pilots, crew members, and passengers typically are not).
  • 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.
  • CMB and CMD: The ship’s base CMB and CMD. To calculate the ship’s actual CMB and CMD, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base CMB. A ship is never considered f lat-footed. If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to CMD), and an additional –2 penalty to its CMD.
  • Ramming Damage: The base damage dealt by the ship on a successful ramming attack (without a ram).
  • Propulsion: The types of propulsion used by the ship.
  • Sailing Check: The skills typically used to make a sailing check with this type of ship.
  • Control Device: The typical control device the pilot uses to steer the ship.
  • Means of Propulsion: The actual means and amount of propulsion used to move the ship.
  • Crew: This is the minimum number of crew members needed to move the ship, in addition to the pilot. If a ship uses muscle propulsion, the number and size of creatures providing the propulsion are listed here as well. Any crew required to operate a ship’s siege engines is in addition to this number.
  • Decks: The usual number of decks on a ship and any important information about those decks is given in this section.
  • Cargo/Passengers: The amount of cargo (in tons) a ship can hold, as well as the number of non-crew passengers it can carry.

Coaster

Note: House ruled class (Longship stats with Rower spaces changed to cargo space)

  • Colossal ship
  • Squares 3 (20 ft. by 75 ft.) Cost 7,000 gp
  • DEFENSE
  • AC 2; Hardness 5
  • hp 675 (sails 120)
  • Base Save +5
  • OFFENSE
  • Maximum 60 ft. (wind); Acceleration 30 ft.
  • CMB +8; CMD 18
  • Ramming Damage 8d8
  • STATISTICS
  • Propulsion wind, or current
  • Sailing Check Profession (sailor)
  • Control Device tiller
  • Means of Propulsion 30 squares of sails (one mast)
  • Crew 10
  • Decks 2
  • Cargo/Passengers 100 tons/100 passengers
  • This boat has a single mast with a square sail and a low cargo deck, and can traverse lakes, oceans as well as rivers that are both wide and deep. This stat block can be used to represent various small trade vessels. Commonly used in shallow waters, they can make longer open water voyages, but it is an uncomfortable passage. Passenger accommodation is very basic, and they are generally used to transport basic trade goods.
  • Weapons: Up to two Large direct-fire or indirect-fire* siege engines positioned one each on the forward and aft sides of the ship. These siege engines can be swiveled to fire out either side of the ship, or either forward or aft, depending on their position.

Galley

  • Colossal ship
  • Squares 4 (20 ft. by 130 ft.); Cost 30,000 gp
  • DEFENSE
  • AC 2; Hardness 5
  • hp 1,560 (oars 1,400, sails 320)
  • Base Save +8
  • OFFENSE
  • Maximum Speed 60 ft. (muscle), 60 ft. (wind), or 120 ft. (muscle and wind); Acceleration 30 ft.
  • CMB +8; CMD 18
  • Ramming Damage 8d8
  • STATISTICS
  • Propulsion muscle, wind, or current
  • Sailing Check Diplomacy or Intimidate (when using muscle);
  • Profession (sailor) (when using wind or current)
  • Control Device tiller
  • Means of Propulsion 140 oars, 80 squares of sails (two masts)
  • Crew 200 (60+140 Medium rowers)
  • Decks 3
  • Cargo/Passengers 150 tons/250 passengers
  • One of the largest sailing ships on the sea, a galley has 70 oars on either side. A galley can be any large ship that primarily relies on oars for propulsion, but also contains one to three masts with sails. Galleys typically stick close to the coast, as long ocean voyages are risky in such vessels. This stat block can be used to represent a variety of historical galleys, from biremes and triremes to galliots and dromons.
  • Weapons: Up to 40 Large direct-fire siege engines in banks of 20 positioned on the port and starboard sides of the ship, or up to 12 Huge direct-fire siege engines in banks of six on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship. These siege engines cannot be used while the galley is being rowed.
  • For an additional 8,000 gp, a galley can be fitted with a ram and castles with firing platforms fore, aft, and amidships. Each of these firing platforms can hold a single Large or Huge direct-fire or indirect-fire siege engine. Siege engines on the fore and aft firing platforms can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position. A siege engine on the amidships can be swiveled to fire out either side of the ship.

Junk

  • Colossal ship
  • Squares 3 (20 ft. by 75 ft.) Cost 15,000 gp
  • DEFENSE
  • AC 2; Hardness 5
  • hp 900 (sails 360)
  • Base Save +6
  • OFFENSE
  • Maximum Speed 90 ft. (wind); Acceleration 30 ft.
  • CMB +8; CMD 18
  • Ramming Damage 8d8
  • STATISTICS
  • Propulsion wind or current
  • Sailing Check Profession (sailor)
  • Control Device tiller
  • Means of Propulsion 90 squares of sails (three masts)
  • Crew 10
  • Decks 2
  • Cargo/Passengers 100 tons/100 passengers
  • This flat-bottomed sailing ship from Tian Xia has two or three masts with junk-rigged sails, allowing it to be easily sailed by a small crew. Junks typically have a high poop deck and a flat bottom with no keel, and so rely on daggerboards, leeboards, or large rudders for stability. A junk’s hull is divided into several watertight compartments, like a stalk of bamboo, which strengthen the hull and slow flooding. Junks are capable of ocean travel, and have a waterborne speed of 2 miles per hour or 48 miles per day.
  • Weapons: Up to 12 Large direct-fire or indirect-fire siege engines in banks of six positioned on the port and starboard sides of the ship, or up to four Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship. In addition, up to two Large direct-fire or indirect-fire * siege engines may be positioned one each on the forward and aft sides of the ship (one Huge direct-fire or indirect fire siege engine may be positioned on the aft side of the ship instead, but the forward side can only fit a Large siege weapon). These siege engines can be swiveled to fire out either side of the ship, or either forward or aft, depending on their position.

Keelboat

  • Gargantuan ship
  • Squares 2 (15 ft. by 50 ft.) Cost 3,000 gp
  • 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
  • Sailing Check Diplomacy or Intimidate (when using muscle);
  • Profession (sailor) (when using wind or current)
  • Control Device tiller
  • Means of Propulsion 8 oars, 20 squares of sails (one mast)
  • Crew 15 (7+8 Medium rowers)
  • Decks 1
  • Cargo/Passengers 50 tons/100 passengers
  • This flat-bottomed ship has a few oars to supplement its single mast with a square sail. It can make both sea and river voyages. Keelboats are designed to carry cargo, rather than for fighting. Types of keelboats include the cog, hoy, hulk, karve, and knarr.
  • Weapons: One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship. This siege engine can be swiveled to fire out either side of the ship, or either forward or aft, depending on its position.

Longship

  • Colossal ship
  • Squares 3 (15 ft. by 75 ft.) Cost 10,000 gp
  • DEFENSE
  • AC 2; Hardness 5
  • hp 675 (oars 400, sails 120)
  • Base Save +5
  • OFFENSE
  • Maximum Speed 30 ft. (muscle), 60 ft. (wind), or 90 ft. (muscle and wind); Acceleration 30 ft.
  • CMB +8; CMD 18
  • Ramming Damage 8d8
  • STATISTICS
  • Propulsion muscle, wind, or current
  • Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using wind or current)
  • Control Device tiller
  • Means of Propulsion 40 oars, 30 squares of sails (one mast)
  • Crew 50 (10+40 Medium rowers)
  • Decks 1 (with small cargo area under the deck)
  • Cargo/Passengers 50 tons/100 passengers
  • This long and relatively narrow boat has a single mast with a square sail and 40 oars. It can traverse lakes, oceans, and deep rivers. This stat block can be used to represent Norse longships such as the karvi, snekkja, and skei, as well as the balinger and birlinn.
  • Weapons: Up to two Large direct-fire or indirect-fire* siege engines positioned one each on the forward and aft sides of the ship. These siege engines can be swiveled to fire out either side of the ship, or either forward or aft, depending on their position.

Raft

  • Large ship
  • 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
  • Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using current)
  • Control Device oars
  • Means of Propulsion 2 oars
  • Crew 1 (the pilot, who is also a rower, plus up to 3 additional
  • Medium rowers)
  • Decks 1
  • Cargo/Passengers 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. A raft cannot carry any siege engines.

Rowboat

  • Large ship
  • 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
  • Sailing Check Diplomacy or Intimidate (when using muscle); * Profession (sailor) (when using current)
  • Control Device oars
  • Means of Propulsion 2 to 4 oars
  • Crew 1 (the pilot, who is also a rower, plus up to 1 additional Medium rower)
  • Decks 1
  • Cargo/Passengers 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. This stat block can be used to represent any of a number small open boats propelled by oars, such as dinghies, dories, skiffs, and wherries.

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 or current
  • Sailing Check Profession (sailor)
  • Control Device steering wheel
  • Means of Propulsion 90 squares of sails (three masts)
  • Crew 20
  • Decks 2 or 3
  • Cargo/Passengers 150 tons/120 passengers
  • This massive sailing ship has one to four masts (usually two or three) with either square or lateen sails. Often they 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. Sailing ships come in a variety of different designs, including barques, brigantines, caravels, carracks, larger cogs, frigates, galleons, schooners, sloops, and xebecs. A sailing ship with four masts and outfitted with siege engines is often known as a man-o’-war.
  • Weapons: 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. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship. In addition, up to two Large or one Huge direct-fire or indirect-fire siege engine may be positioned on both the forecastle and sterncastle of the ship. These siege engines can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position.

Ship’s Boat

  • Large ship
  • Squares 1 (10 ft. by 20 ft.) Cost 500 gp
  • DEFENSE
  • AC 9; Hardness 5
  • hp 120 (oars 60, sails 40)
  • Playehr’s Guide
  • h25
  • Base Save +2
  • OFFENSE
  • Maximum Speed 30 ft. (muscle or wind); Acceleration 30 ft.
  • CMB +1; CMD 11
  • Ramming Damage 1d8
  • STATISTICS
  • Propulsion muscle, wind, or current
  • Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using wind or current)
  • Control Device oars
  • Means of Propulsion 6 oars, 10 squares of sails (one mast)
  • Crew 4 to 10 Medium rowers
  • Decks 1
  • Cargo/Passengers 2 tons/up to 12 passengers (depending on size, a ship’s boat can carry up to a total of 16 Medium creatures, either as crew or 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. Some ship’s boats* are reserved for the use of off icers, while others are used as landing craft or to carry boarding parties. An average ship’s boat is 16 to 24 feet long (though the largest ship’s boats can be upward of 30 feet long) and has anywhere from four to 10 oars as well as a single mast with a square or lateen sail. A ship’s boat has a waterborne speed of 2 miles per hour or 20 miles per day. A ship’s boat cannot carry any siege engines. This stat block can be used to represent any of several types of ship’s boats, such as cutters, gigs, jolly boats, launches, longboats, or pinnaces, as well as other small, open boats such as faerings, sampans, and whaleboats.

Warship

  • Colossal ship
  • Squares 4 (20 ft. by 100 ft.) Cost 25,000 gp
  • DEFENSE
  • AC 2; Hardness 10
  • hp 1,200 (oars 600, sails 320)
  • Base Save +7
  • OFFENSE
  • Maximum Speed 60 ft. (muscle), 30 ft. (wind), or 90 ft. (muscle
  • and wind); Acceleration 30 ft.
  • CMB +8; CMD 18
  • Ramming Damage 8d8
  • STATISTICS
  • Propulsion muscle, wind, or current
  • Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using wind or current)
  • Control Device tiller
  • Means of Propulsion 60 oars, 40 squares of magically-treated sails (one mast)
  • Crew 80 (20+60 Medium rowers)
  • Decks 2
  • Cargo/Passengers 50 tons/160 passengers
  • This ship is crafted of reinforced wood with a single mast and magically treated sails, although oars can also propel it. A warship is used for short-distance forays and troop deployment, as it does not have cargo space to carry supplies for large numbers of passengers over a long distance. Like galleys, warships are not designed for sea voyages and tend to stick close to the coast. A warship is not used for cargo. The largest Norse* longships, called drekar or drakkar, as well as very large galleys such as galleasses and lantern galleys, are all considered warships.
  • Weapons: Up to 20 Large direct-fire siege engines in banks of 10 are 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 ship’s port and starboard sides. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship. These siege engines cannot be used while the warship is being rowed.
  • For an additional 8,000 gp, a warship can be fitted with a ram and castles with firing platforms fore, aft, and amidships. Each of these firing platforms can hold a single Large or Huge direct-fire or indirect-fire siege engine. Siege engines on the fore and aft firing platforms can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position. A siege engine on the amidships can be swiveled to fire out either side of the ship.
skull_shackles/ship_statistics.txt · Last modified: 2022/08/21 22:36 by johnb