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pathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/12 21:22] – [Petty Officers] johnbpathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/17 10:34] (current) – [Sailing Crew] johnb
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-These rules fall someway between the Pathfinder Downtime system and the recruiting rules from Skull & Shackles. +These rules fall some way between the Pathfinder Downtime system and the recruiting rules from Skull & Shackles. 
  
   - There is a cost associated with recruiting any team, which covers agents, money spent while looking and ‘starting payments’ to new members of the crew.  Team numbers, skills and costs reflect those in the Downtime systems, although there are minor differences.   - There is a cost associated with recruiting any team, which covers agents, money spent while looking and ‘starting payments’ to new members of the crew.  Team numbers, skills and costs reflect those in the Downtime systems, although there are minor differences.
-  - You must also make a good impression on the crew members you with to recruit, so there is also an Influence Check.  This can be a Bluff, Diplomacy or Intimidation check, the DC is 10 plus 2xLevel of the team, +2 if the team have a PC class.  A team Deckhands (Commoner-1) has a DC of 12, a team of Elite Marines (Warrior-3) has a DC of 16, while a team of  Specialist Marines (Fighter-2)  also have a DC of 16. +  - You must also make a good impression on the crew members you wish to recruit, so there is also an Influence Check.  This can be a Bluff, Diplomacy or Intimidation check, the DC is 10 plus 2xLevel of the team, +2 if the team have a PC class. A team of Deckhands (Commoner-1) has a DC of 12, a team of Elite Marines (Warrior-3) has a DC of 16, while a team of  Specialist Marines (Fighter-2)  also have a DC of 16.  While this sounds counter-intuitive, and many sailors were press-ganged historically, good ships always have strict rules and regimes and an intimidating officer can enforce those rules without violence.   
-  - To recruit any  of the Maritime teams listed below, you must be in an appropriate port town or city.  You won’t find a team of Elite Marines, etc, in a small village -  but you might find a team of Deck Hands.+  - To recruit any of the Maritime teams listed below, you must be in an appropriate port town or city.  You won’t find a team of Elite Marines, etc, in a small village -  but you might find a team of Deck Hands.
  
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 ===== Sailing Crew ===== ===== Sailing Crew =====
  
-The teams in this section can be used to build the Minimum Crew Criteria for a vessel.  Smaller vessels (such as fishing boats or keelers) my be crewed solely by Deckhands and Rowers.  For larger vessels, Sailors or Seamen must make up at least 50% of the crew.   Sailing teams come from a variety of different backgrounds, and their 'average' alignment is TN.+The teams in this section can be used to build the Minimum Crew Criteria for a vessel.  Smaller vessels (such as fishing boats or keelers) may be crewed solely by DeckhandsRowers.  For larger vessels, Sailors or Seamen must make up at least 50% of the crew.   Sailing teams come from a variety of different backgrounds, and their 'average' alignment is TN.
  
-++++Deckhand (Commoner1) – Basic sailors+++++Deckhand (Commoner1) – Shipboard Labourers
-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. +Deck hands do the basic deck work aboard a ship and aren’t generally required to go up in the rigging, they can also serve as rowers or siege engine crew.  They do not attack other vessels but will fight to defend their own ship.   
- +Note:  A team of 5x Deckhands costs 70gp to recruit (DC12) in a port town, but are unarmed (club only).   Deck hands often make up most of the  crew of small vessels and fishing boats.
-Note:  A team of 5x Deckhands costs 70gp to recruit (DC12) in a port town, but are unarmed (club only).   Deck hands often make up the entire crew of small vessels and fishing boats.+
  
   * Hit Dice:, (1d6)+1 ( + 1 x Favoured class),  Hit Points: 5 \\   * Hit Dice:, (1d6)+1 ( + 1 x Favoured class),  Hit Points: 5 \\
   * Initiative:, +0,  Walk 30 ft. \\   * Initiative:, +0,  Walk 30 ft. \\
   * AC: 10 (touch 10, flatfooted 10) \\   * AC: 10 (touch 10, flatfooted 10) \\
-  * Attacks:,  Club +0 (1d6);   \\+  * Attacks: Club +0 (1d6);   \\
   * Saves:, Fortitude: +1, Reflex: +1, Will: +1  \\   * 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) \\   * Abilities:, STR 11 (+0), DEX 11 (+0), CON 11 (+0), INT 11 (+0), WIS 11 (+0), CHA 11 (+0) \\
-  * Skills: Climb 4,  Profession (Sailor) 4+  * Skills: Climb 4, Swim 4
   * Feats:, Toughness \\   * Feats:, Toughness \\
 ++++ ++++
  
-++++Experienced Deckhand (Commoner-2) – Sailors with secondary skills| +++++Experienced Deckhand (Commoner-2) – Basic Sailors with secondary skills| 
-These guys have been knocking about on boats and ships for a while, and have learned the skills needed to keep the vessel ticking along during a voyage, and learned how to avoid the most backbreaking work.  They all have a useful secondary skill (carpenter, cook, fisher, sailmaker etc) and have served as  Carpenter’s Mate, Cook’s Mate (etc) on a ship of some sort.  They may command a fishing boat, or some other small vessel.+These guys have been knocking about on boats and ships for a while, and have learned the skills needed to keep the vessel ticking along during a voyage, and learned how to avoid the most backbreaking work.  They all have a useful secondary skill (carpenter, cook, fisher, sailmaker etc) and often serve as Carpenter’s Mate, Cook’s Mate (etc) on a ship of some sort.  They make good siege engine crew, because of their flexibility, and may command a fishing boat, or some other small vessel.
  
 Note:  A team of 5x Experienced deckhands costs 90gp to recruit (DC14) in a port town, but are unarmed (club/belaying pin only). They are weak combatants, but can supply the secondary skills needed by many vessels. Note:  A team of 5x Experienced deckhands costs 90gp to recruit (DC14) in a port town, but are unarmed (club/belaying pin only). They are weak combatants, but can supply the secondary skills needed by many vessels.
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 The ship's Captain and their most trusted lieutenants.  They oversee the petty officers, take watches and can take responsibility for the ship when required. The following examples are from [[https://www.d20pfsrd.com/| D20PFSRD]] and  while they might be immediately useful //in some circumstances// you might want to modify their skills and alignment to suit your game situation.   The ship's Captain and their most trusted lieutenants.  They oversee the petty officers, take watches and can take responsibility for the ship when required. The following examples are from [[https://www.d20pfsrd.com/| D20PFSRD]] and  while they might be immediately useful //in some circumstances// you might want to modify their skills and alignment to suit your game situation.  
  
-These Junior Officers will probably be L3 in a character class or L4 in an NPC class (at the minimum). They may well be the 'captain' of vessels from a large boatyard, but will rarely be in charge of anything from a commercial shipyard.  They probably have a petty officer or two to assist them.+Recruitment costs and DC vary.
  
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/charlatan-human-rogue-4/|Quartermaster]] - swap Perform:Sing for Prof:Sailor +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/pirate-officer-half-elf-bard-4/|Pirate Officer]] 
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/enforcer-human-adept-5/|Watch Officer]] - swap Know:Local for Prof:Sailor +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/river-cleric-human-cleric-4/|Ship's Priest]] 
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/gamester-cr-3/|Watch Officer]] - swap Perform:Act for Prof:Sailor +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/pirate-officer-half-elf-bard-4/|Pirate Officer]] officer. +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/river-cleric-human-cleric-4/|Ship's Priest]] - Someone of this spec has replaced Sandra as Kaleb's+
   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/pirate-priest-cleric-5/|Pirate Priest]]   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/pirate-priest-cleric-5/|Pirate Priest]]
  
-Characters of Level 5 might Captain ships from commercial shipyards.  They often  have an officer and petty officers to manage the ship for them.   Pirate and naval ships, or any vessel with a larger than average crew) need more officers than merchant vessels.+Characters of Level 5, or more, might Captain ships from commercial shipyards.  They often have an officer and petty officers to manage the ship for them.   Pirate and naval ships, or any vessel with a larger than average crew) need more officers than merchant vessels.
  
   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/longboat-captain/|Longship Captain]]   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/longboat-captain/|Longship Captain]]
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-5/traveling-merchant-human-expert-7/|Merchant Captain]] -  swap Handle Animal for Prof(Sailor) 
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-6/aliciette-cardoso/|Ship's Captain]] - swap Know:Dungeoneering for Prof:Sailor 
   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-5/pirate-captain-human-fighter-5-rogue-1/|Pirate Captain]]   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-5/pirate-captain-human-fighter-5-rogue-1/|Pirate Captain]]
   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-7/sea-captain-halfling-druid-8/|Sea Captain]]   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-7/sea-captain-halfling-druid-8/|Sea Captain]]
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-7/viking-human-barbarian-2-fighter-6/|Longship Captain 2]] +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-7/viking-human-barbarian-2-fighter-6/|Longship Captain]] 
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-8/first-mate-human-expert-4-fighter-5/|Ship's Captain 2]] +  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-8/first-mate-human-expert-4-fighter-5/|Ship's Captain]]
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/human-ranger-4-rogue-6/|Ship's Captain 3]] +
-  * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/merchant-prince-cr-9/|Great Merchant Captain]] - swap Perform:Seance for Prof:Sailor+
   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/pirate-queen-halfling-ranger-10/|Pirate Queen]]   * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/pirate-queen-halfling-ranger-10/|Pirate Queen]]
  
-===== Marines ===== 
  
-Most naval vessels, and armed merchantmen, have a contingent of marines aboard.  They are trained to fight on ships, boats and coastal areas, and often have their own officer to take charge of their activities.+===== Bespoke Crews =====
  
-++++ Marine|+You might, one day, acquire a second ship/boat that you want to have crewed by NPCs. It would be best to use crew members that you trust as captain and officers, but you might need to recruit extra people to fill gaps in your staff.  These example crews give you an idea of what you could aim for. Note, however, I tend to reuse NPCs that I like, and these crews have appeared in earlier games, so don't be surprised if they turn up somewhere in your game.   
 +**The Folding Boat Crew**
  
-  * Warrior L3 +This bespoke crew were used as the crew of a magical //folding boat//which was used by adventuring parties for river travel so they are tough enough to survive quite serious fights. The PCs from two games rewarded them (occasionallywith various pieces of cast-off equipment so some of them have better gear than you might expect :)
-  * Initiative: +1 Perception: +7 +
-  * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) +
-  *  +
-  * Fort +4: Ref 1: Will +3 +
-  * Melee: Boarding Axe +4  (d6+1 x3) : Dagger +4 (d4+1 19-20 x2) : Boarding Pike (d8+1 x3) +
-  * Ranged: LXB +4 (1d8  19-20/x2) Range 80 | Dagger +4 (d4+1 19-20 x2) Range 10 +
-  *  +
-  * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) +
-  * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) +
-  * SkillsClimb +5 (+6), Intimidate +5, Perception +7, Profession(Soldier) +5, Profession(Sailor) +5, Ride +4 (+5), Sense Motivel +7, Swim +5 (+6) | (in brackets - without AC Penalty),  +
-  * Favoured Class: HPx3 +
-  * Gear: Studded leather, Light Shield (steel), Boarding Axe, Dagger, LXB. +
-+++++
  
-++++ Marine Officer|+  * **Captain**: Helga (Commoner-5) - a large female half-orc who has been knocking around the river for years.  She is very intimidating, but her crew know that she will always have their best interests at heart. In times of trouble, she wears Leathers and wields a Great Axe 
 +  * **First Mate**:Tom Salt (Expert-5) - He started life as a farmer, went to sea and then finished up on the river.  He is responsible for communications when they are in port and oversees any trading activities. 
 +  * **Second Mate**: Carin Fisher (Half-elf, Commoner-3/Adept-1) - He has spent most of his life fishing along the river, and became a minor priest of the river spirit in later life. He is, by far, the best fisherman aboard and knows the river as well as anyone. 
 +  * **Crew**: Harriet Sheets (Warrior-2/Commoner-2) - She used to work as a guard on an armed trader out of Pitax, but decided that she wanted a quieter life.  Harriet is Helga's support muscle. 
 +  * **Crew**: Nora Fencemend (Halfling, Commoner-1/Expert-1) - The newest member of the crew, Nora is the ship's cook and general dogsbody.  She is often assigned lookout duties.
  
-  Note:  I use a level of Aristocrat to represent Officer Training for Military (or pseudo-military) NPCs. +**The crew of //Golden Brown//**
-  * Light Foot (Marine) Officer +
-  * Human;  Warrior3 Aristocrat1 +
-  * Hit Dice: (3d10)+(1d8)+11 +
-  * Hit Points: 35 +
-  * Initiative: +1 +
-  * Speed: Walk 30 ft. +
-  * AC: 15 (touch 11, flatfooted 14) +
-  * Attacks: *Masterwork Scimitar +6; *Darkwood Buckler +5; Dagger +5; Dagger (Thrown) +4; LXB +4; +
-  * Damage: *Masterwork Scimitar 1d6+2; *Darkwood Buckler 1d3+1; Dagger 1d4+2; Dagger (Thrown) 1d4; LXB (1d8  19-20/x2) Range 80; +
-  * Vision:  +
-  * Face Reach: 5 ft. by 5 ft. 5 ft. +
-  * Special Qualities: Bonus Feat, Skilled +
-  * Saves: Fortitude: +6, Reflex: +2, Will: +4 +
-  * Abilities: STR 14 (+2), DEX 12 (+1), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 12 (+1) +
-  * Skills: Acrobatics 0, Appraise 5, Bluff 1, Climb 5, Craft (Untrained) 1, Diplomacy 6, Disguise 1, Escape Artist 0, Fly 0, Heal 1, Intimidate 7, Perception 9, Perform (Untrained) 1, Profession (Sailor) 5, Profession (Soldier) 7, Ride 4, Sense Motive 7, Stealth 0, Survival 5, Swim 5, Swim 5 +
-  * Feats: Alertness, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Great Fortitude, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency +
-  * Challenge Rating: 2 +
-  * Alignment: Neutral +
-   +
-  Possessions: Masterwork Scimitar; Darkwood Buckler; Outfit (Artisan's); Studded Leather; Dagger; LXB;  +
-+++++
  
 +//Golden Brown// is dhow (keel boat stats), that was taken by the players in a TT game.  They repurposed the vessel for minor 'Tax Collecting' and trade, and sent her out under the command of a trusted member of their crew.  Then  members of the crew were used for side adventures, when some of the players were missing.  Not all the 'Shore Crew' were used for every side venture, although they all got the occasional trip out.  Because of this, they are a bit tougher, and a bit better equipped, than the crew you would expect to find on a vessel this size.
  
-===== Bespoke Crew Example =====+  * **Skipper -**  Barefoot Sam Toppins (Warrior-3 /Expert-1) - A former fisherwoman and pirate who is a long term, and trusted, acquaintance of the main party. 
 +  * **Bosun** Tek Kulzur (commoner-3) A Large and well muscled 1/2-Orc with a distinctive under bite.  An ex-galley slave, Tek joined the party's crew early in their pirating career, before being posted to //Golden Brown//.  
 +  * **Bosun** Louise 'Shark Bait' Preston (Warrior-2, Expert-1) A tired looking woman with straggly hair, who joined the party's crew early in their pirating career, before being posted to //Golden Brown//. She always appears slightly unsure of herself. 
 +  * - 
 +  * **Ship's Cook** Hal Sandiman (Aristocrat1/Rogue2)  This halfling was taken as a slave while still a child, but was rescued by the party.  Since then, he has trained as a hunter, and is part of the 'Shore Crew'. 
 +  * **Sailing Master** Lyre 'Windy' Salem (Druid2)| A Bonowat Druid from The Shackles, who was an early recruit for //Golden Brown// He is part of the 'Shore Crew'
 +  * **Leading Hand** Jack Pugwash (Adept4)  He was recently recruited and is part of the 'Shore Crew'
 +  * **Leading Hand** Gertie Silver-tooth (Warrior 3) an ageing Pirate, who wants a slightly quieter life.  She was recently recruited and is part of the 'Shore Crew'
 +  * - 
 +  * **General Crew** - 1x Deckhand, 3x Sailors, 2x Pirates
  
-I have a bespoke crew that I use for special missions and those times when I need a crew that can take an active part in Role Play.  Slightly higher level, and much more diverse, than a standard crew they crew a magical //folding boat//which is used by adventuring parties  on river journeys. 
  
-I tend to reuse NPCs, especially those I like, and most of this crew have appeared in an earlier game.  The PCs in that game rewarded them (occasionally) with various pieces of cast-off equipment - so some of them  have better gear than you might expect :) 
- 
-  * **Captain**: Helga (Commoner-5) - a large female half-orc who has been knocking around the river for years.  She is very intimidating, but her crew know that she will always have their best interests at heart. In times of trouble, she wears Leather armour and wields a Great Axe 
-  * **First Mate**:Tom Salt (Expert-5) - He started life as a farmer, went to sea and then finished up on the river.  He is responsible for communications when they are in port and oversees any trading activities. 
-  * **Second Mate**: Carin Fisher (Half-elf, Commoner-3/Adept-1) - He has spent most of his life fishing along the river, and became a minor priest of the river spirit in later life. He is, by far, the best fisherman aboard and knows the river as well as anyone. 
-  * **Crew**: Harriet Sheets (Warrior-2/Commoner-2) - She used to work as a guard on an armed trader out of Pitax, but decided that she wanted a quieter life.  Harriet is Helga's support muscle. 
-  * **Crew**: Nora Fencemend (Halfling, Commoner-1/Expert-1) - The newest member of the crew, Nora is the ship's cook and general dogsbody.  She is often assigned lookout duties. 
    
  
pathfinder/off-the-shelf/ships_boats/shipscrews.1715541760.txt.gz · Last modified: 2024/05/12 21:22 by johnb