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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 22:30] – [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.
pathfinder/off-the-shelf/ships_boats/shipscrews.1715545852.txt.gz · Last modified: 2024/05/12 22:30 by johnb