pathfinder:off-the-shelf:ships_boats:shipscrews
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pathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/13 09:33] – [Recruiting] johnb | pathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/17 10:34] (current) – [Sailing Crew] johnb | ||
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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. | + | The teams in this section can be used to build the Minimum Crew Criteria for a vessel. |
- | ++++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. | + | 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). | |
- | Note: A team of 5x Deckhands costs 70gp to recruit (DC12) in a port town, but are unarmed (club only). | + | |
* Hit Dice:, (1d6)+1 ( + 1 x Favoured class), | * Hit Dice:, (1d6)+1 ( + 1 x Favoured class), | ||
* Initiative:, | * Initiative:, | ||
* AC: 10 (touch 10, flatfooted 10) \\ | * AC: 10 (touch 10, flatfooted 10) \\ | ||
- | * Attacks:, | + | * 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, | + | * 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 | + | 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, |
Note: A team of 5x Experienced deckhands costs 90gp to recruit (DC14) in a port town, but are unarmed (club/ | Note: A team of 5x Experienced deckhands costs 90gp to recruit (DC14) in a port town, but are unarmed (club/ |
pathfinder/off-the-shelf/ships_boats/shipscrews.1715585632.txt.gz · Last modified: 2024/05/13 09:33 by johnb