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pathfinder:off-the-shelf:ships_boats:shipscrews

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pathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/12 22:23] – [Bespoke Crews] 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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 ===== Bespoke Crews ===== ===== Bespoke Crews =====
  
-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. +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** **The Folding Boat Crew**
  
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 **The crew of //Golden Brown//** **The crew of //Golden Brown//**
  
-//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.  Members of the crew were used for side adventures when players were missing.+//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 adventureswhen 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.
  
   * **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.   * **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.
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   * **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.   * **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 (TN, Halfling, Aristocrat1/Rogue2)  This halfling was taken as a slave while still a child, but was rescued by the party.  Since then, he was trained as a hunter and is part of the 'Shore Crew'.+  * **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 hunterand 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'.   * **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** Jack Pugwash (Adept4)  He was recently recruited and is part of the 'Shore Crew'.
pathfinder/off-the-shelf/ships_boats/shipscrews.1715545410.txt.gz · Last modified: 2024/05/12 22:23 by johnb