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skull_shackles:stormthunderer:fullstats

Stormthunderer Stats

Great Carrack

  • +9 bonus to sailing checks in the Shackles, +7 otherwise
  • Colossal ship
  • Squares 3 (35 ft. by 130 ft.) Cost 30,000 gp
  • DEFENSE
  • AC 2; Hardness 7
  • hp 1,620 (sails 420)
  • 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 110 squares of sails (four masts)
  • Crew: See separate sheet
  • Decks 4
  • Cargo: 180 tons (120 modified by a Captain's Locker)
  • Passengers: 100 passengers
  • Modifications: Extended Keel; Narrow Hull; Broad Rudder; Sturdy Hull; Extra Mast
  • Weapons: 20 Light Ballistae (10 on each side), 2 Standard Catapults (1 aft, 1 on forecastle)
  • Stormthunderer has four masts with either square square sails on the main and fore masts, with lateen sails on the two mizzen masts.
  • Weapons Potential: - 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.

Modifications

Captain's Locker
Sailing Modifications (+4 in the Shackles, +2 outside the charts area)

Ship Sentinel CR 7 (Screaming Satyr)

  • XP 3,200
  • N Large construct
  • A staute/construct of a large Satyr, armed with a cross bow, mounted as a figurehead for the vessel.
  • Init +9; Senses darkvision 60 ft., low-light vision, ship sight;
  • Perception +6
  • DEFENSE
  • AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
  • hp 68 (7d10+30)
  • Fort +2, Ref +7, Will +8
  • DR 5/slashing or piercing; Immune construct traits
  • Weaknesses vulnerable to fire
  • OFFENSE
  • Speed 30 ft., swim 30 ft.
  • Melee 2 slams +10 (1d6+4 plus salted wound)
  • Ranged light ballista +12 (3d8 plus salted wound /19–20).
  • Space 10 ft.; Reach 10 ft.
  • STATISTICS
  • Str 19, Dex 21, Con —, Int —, Wis 23, Cha 16
  • Base Atk +7; CMB +12; CMD 27
  • Feats Improved InitiativeB
  • ECOLOGY
  • Environment any water
  • Organization solitary
  • Treasure none
  • SPECIAL ABILITIES
  • Salted Wound (Su) Any living creature damaged by a ship sentinel must make a successful DC 16 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. On a successful critical hit, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration. The save DC is Charisma-based.
  • Ship Sight (Su) A ship sentinel is treated as having tremorsense out to 100 feet while onboard a ship, as its senses permeate the vessel’s timbers. It can only detect creatures in contact with the vessel or on objects in contact with the vessel. It cannot use this ability to detect creatures not in contact with the ship, even if they are within the ability’s 100-foot radius.

Shackles Ensign

  • Aura moderate enchantment; CL 10th
  • Slot none; Price 10,800 gp; Weight 3 lbs.
  • DESCRIPTION
  • This red-and-black naval ensign displays the grinning skull andULL & crossed manacles of the Shackles. While the flag feels as sleek as silk, the material is stronger than the toughest sail canvas. Openly flying a Shackles ensign improves the initial attitude of most hostile or unfriendly pirates by one step, and worsens the starting attitude of those opposed to piracy by one step. The ensign has no effect when not properly mounted on a ship. Once per day, a Shackles ensign can be hoisted and unfurled on a ship to impose a sinister sense of doom upon an opposing ship’s crew. It takes two full-round actions to raise the flag. All non-pirate creatures (defined at the GM’s discretion) within 300 feet who are able to see the flag take a –1 penalty on attack rolls, weapon damage rolls, saving throws, and skill checks for 1 minute. This is a visual mindaffecting effect. In addition, all allied creatures aboard the ship flying the Shackles ensign gain a +1 luck bonus on attack rolls, weapon damage rolls, saving throws, and skill checks for 1 minute.
  • CONSTRUCTION REQUIREMENTS Craft Wondrous Item, prayer; Cost 5,400 gp
skull_shackles/stormthunderer/fullstats.txt · Last modified: 2023/11/16 16:06 by johnb