JohnB's Games

Role-Playing, my way.

User Tools

Site Tools


pathfinder:off-the-shelf:ships_boats:shipscrews

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
pathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/13 09:48] – [Sailing Crew] johnbpathfinder:off-the-shelf:ships_boats:shipscrews [2024/05/17 10:34] (current) – [Sailing Crew] johnb
Line 21: Line 21:
 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 Deckhands, 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 Deckhands, 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.
  
-++++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 can also serve as rowers or siege engine crew.  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 the entire 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 most of the  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 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.+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.1715586519.txt.gz · Last modified: 2024/05/13 09:48 by johnb