====== Ships' Crews ====== These standard NPC teams can be used to build crews for the complete range of vessels used in the game - from the simplest vessels, though commercial fishing boats, right up to armed river traders. Larger, seagoing, vessels need a bespoke senior command, but the bulk of the crew would come from these templates. Most vessels will have a mixture of different crew types, as befits their primary purpose. The following crew profiles are based on Humans WITHOUT any racial modifiers. I use the extra feats and skills to personalise crew (when I need to) but don’t change basic abilities. If you change the race of a specific crewmember - remember to subtract 2 points from one ability, to cancel out the ‘Human’ racial adjustment, before you add racial ability changes. Personally, I only make those changes if I want a crew member to take a more active role in the campaign. ------ ===== Recruiting ===== 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. - 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. ------ ===== 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) 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) – 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. 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 \\ * Initiative:, +0, Walk 30 ft. \\ * AC: 10 (touch 10, flatfooted 10) \\ * Attacks: Club +0 (1d6); \\ * 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) \\ * Skills: Climb 4, Swim 4 * Feats:, Toughness \\ ++++ ++++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. 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. * Hit Dice:, (2d6)+5 (Toughness, + 2 x Favoured class), Hit Points: 12 \\ * Initiative:, +0, Walk 30 ft. \\ * AC: 10 (touch 10, flatfooted 10) \\ * Attacks:, Club +0 (1d6); \\ * 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) \\ * Skills: Climb 4, Profession (Sailor) 4, Swim 4 (Plus one Craft or Profession) \\ * Feats:, Endurance \\ ++++ ++++Sailor (Expert-2 ) – a skilled sailor| Sailors know how to sail a ship, navigate while at sea, and defend the vessel against pirates and other hostile boarders. Sailors are prepared to defending their ship, and have basic combat training. They don't, generally, board and fight on other ships, but will fight to defend their own vessel. Note: A team of 5x sailors costs 90gp to recruit in a port town (DC14), but are unarmed (club only). If you want them to use other weapons, you must pay the extra cost (eg. an extra 40gp for 5xboarding pikes). A lest one team of sailors are required for any vessel larger than a keel boat) * Init +1; Senses Perception +3 * DEFENSE: AC 11, hp 11 (2d8 & Favoured Class x2) * Combat: Club +2 (1d6+1) //or Boarding Pike +2 (1d8+1/x3),// * Abilities: all = 12 (+1) \\ * Feats Athletic, * Skills Acrobatics +6, Climb +8, Knowledge (Geography) +6, Perception +6, Profession (sailor) +6, Swim +8 ++++ ++++Seamen (Expert-1/Warrior-1) – fighting sailors preferred by navies. | Seamen can replace sailors in naval ships, or other vessels expected to travel into dangerous areas. They don't like boarding, and fighting, on other ships, but will use boarding axes to defend their own vessel, and attack in support of marines. Note: a team of 5x Seamen (or women) cost 145gp to recruit (DC14), although that includes the price of a boarding axe and a light shield for each member of the team. Seamen generally expect to have a team of marines to bear the brunt of the fighting, but are a worthy support force. * Init +1; Senses Perception +4 * DEFENSE: AC 12, hp 16 (Toughness & Favoured Class x2) * Combat: Combat: Boarding axe +2 (1d6+1/x3) * Abilities:, all = 12 (+1) \\ * Feats: toughness * Skills Acrobatics +5, Climb +6, Perception +6, Profession (sailor) +6, Swim +5 * Gear: Light Shield (wood), Boarding Axe. ++++ ------ ===== Military Crew ===== Are used to defend ships or provide an assault force for navies and freebooters. Because of their military training, marines tend towards Lawful alignments, and the 'average' alignment of a team of marines is LN. However, you should note that in some areas, such as The Shackles, piracy is legal, while in other areas (including the open ocean) piracy is not illegal. Freebooters, sailing under a Letter of Marque, are generally legal in their own lands. ++++Marines (Warrior-1) – soldiers who can be used as guards or for assault| Marines are equipped for fighting aboard ship and can form part of your boarding team. However, they do not count as part of the ‘minimum Crew’ required to sail the vessel. Note1: a team of 5x Marines cost 220gp to recruit (DC12), although that includes the cost of a Cutlass. It might be best to spend 390gp to equip your ship with an armoury. An armoury can support up to ten marines with weapons and armour. This is different from land based Soldiers, who demand much heavier armour. Note2: Having a team of Marines aboard will convert your Seamen into assault troops, as long as the marines lead the assault. * Warrior L1 * Initiative: +1 Perception: +1 * AC: 15 HP: 12 (1d10, con +21, Toughness +3, Favoured Class +2) * Fort +4: Ref +2: Will +1 * Melee: Cutlass +2 (d6+1 x2 18-20 x2) * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Trait: Deft Dodger (reflex +1) * Feats: L1: Toughness (+3hp) * Skills: Intimidate +5, Profession(Soldier) +5, Swim +5 * Favoured Class: HPx2 * * Gear: Cutlass. ++++ ++++ Marine Artillerists (Fighter 2) – soldiers skilled in the use of Ballistae| Fighters trained for shipboard combat, including the use of siege ballistae, which are the most common siege engines found aboard ships. Often associated with National Navies, although other groups employ marine artillerists as well. They do not count as part of the ‘Minimum Crew’ required to sail the vessel. They are more about their siege engine and defending their own ship/position - but will act as assault troops, if required. Note1: a team of 5x Marine Artillerists (Ballistae) cost 300gp to recruit (DC16), although that does not include the price of their weapons as well. Ironically, a team of 5 can support 8 ballistae - one on the prow, one at the stern and a battery of three on each side of the ship, however, only one battery can be used at a time. Note2: It might be cheaper to spend 390gp to equip your ship with an armoury, than buy weapons individually. An armoury can support up to ten marines with weapons and armour. If you have more than ten marines, you need more armouries. This is different from land based Soldiers, who demand much heavier armour. Note3: In combat, Marines command siege engines as you close for battle, then defend their ship with boarding pike and LXB. They join the assault, using cutlasses, if ordered. Note that each siege engine requires a Marine to command it, and a crew to work it. The crew can be made up of any members of the crew (including deckhands and other marines) however, the artillery crew must be over and above the Minimum Crew requirements to sail the vessel. Note4: Siege engines are expensive to run, as they require extra crew and may want to use expensive ammunition for the extra damage. :} * Init +6; Senses Perception +1 * AC: 15 HP: 17 (2d10, con +4, Favoured Class +2 * Fort +4, Ref +2, Will +1; +1 vs. fear * Combat: Melee boarding pike* +5 (1d8+3/×3) or Cutlass +4 (1d6+2/19–20) * Combat: Ranged light crossbow +4 (1d8/19–20), Ballista +4 (Varies) * STATISTICS: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10 * Feats Exotic Weapon Proficiency (Ballista), Improved Initiative, Weapon Focus (boarding pike*) * Skills Climb +6, Intimidate +4, Knowledge (engineering) +4, Swim +6 * Combat Gear potion of cure light wounds; * Other Gear * studded leather, light crossbow with 10 bolts, boarding pike*, cutlass, ++++ ++++ Elite Marine (Warrior-3) - frontline military troops| Note1: a team of 5x Elite Marines cost 330gp to recruit (DC16), although that does not include the price of their weapons as well. Having a team of Marines aboard will convert your Seamen into assault troops. Note2: It might be best to spend 390gp to equip your ship with an armoury. An armoury can support up to ten marines with weapons and armour. This is different from land based Soldiers, who demand much heavier armour. Note3: In combat Elite Marines defend your vessel, or lead the assault on an enemy vessel. * Warrior L3 * Initiative: +1 Perception: +7 * AC: 15 HP: 30 (3d10+9) (Takes hp as favoured class benefit per level) * Fort +4: Ref 1: Will +1 * Melee: Cutlass +4 (1d6+2/19–20) : 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), L3 Additional Traits (hardly a fool (sense motive), Eyes & Ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Perception +7, Profession(Soldier) +5, Sense Motive +7, Swim +5 (+6) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * Gear: Studded leather, Light Shield (Wood), Cutlass, Dagger, LXB. ++++ ===== Pirate Crew ===== Pirate teams are unusual in that they are sailors and fighters, and are generally considered to be Bandits of the Sea - they are only found in Pirate towns and cities. However, this covers Pirates, Buccaneers, Corsairs, Freebooters and other, similar, 'aggressive' crew types. They tend to be expensive to recruit, fickle and unruly in their behaviour - their 'average' alignment is CN. These teams do not follow my normal NPC build rules, but are based around NPC builds from various PF adventure paths. ++++Pirate (Warrior-2) - Sailor/Bandits | Pirates are unpredictable, and are generally self-centred and 'unloveable' - with a tendency to be mean. They party and carouse at the first opportunity, and expect paying in rum and loot, and will jump ship if they don't get enough action. However, they can count towards your Minimum Sailing crew, and will happily join an assault force. Note1: a team of 5x Pirates cost 220gp to recruit (DC14), although that includes the price of their weapons as well. Having a team of Pirates aboard will convert your Seamen into assault troops. * Init +2; Senses Perception +0 * DEFENSE: AC 12, hp 17 (2d10 +2) * Combat: Combat: Boarding axe +2 (1d6+1/x3) * Abilities: Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8 * Feats: Skill Focus (Profession (Sailor)) * Skills: Climb +5, Intimidate +3, Profession (Sailor) +6, Swim +5, * Gear: Boarding Axe. ++++ ++++ Buccaneer (Fighter 2) Experienced pirate, skilled with Ballistae| It costs 300gp (DC16) to recruit a team of Buccaneers, stronger pirates who are capable of firing siege weapons effectively. Most are Ballista operators, although you can get catapult crew for an extra 50gp (retraining cost) PER HEAD. These guys might even be worth it, without any siege engines aboard, as they shoot Ballistae as you close, then charge straight into the assault. Note: Siege engines are expensive to run, as they require extra crew and may want to use expensive ammunition for the extra damage. :} * Human fighter 2 - CN Medium humanoid (human) * Init +2; Senses Perception +2 * DEFENSE * AC 13, touch 13, flat-footed 13 ( +2 Dex, +1 dodge) hp 19 each (2d10+4) * Fort +5, Ref +4, Will +0; +1 vs. fear - Defensive Abilities bravery +1 * OFFENSE * Speed 30 ft. * Melee cutlass* +4 (1d6+2/18–20) * Ranged throwing axe +4 (1d6+2): Ballista +4 (various) * STATISTICS * Str 14, Dex 15, Con 15, Int 12, Wis 10, Cha 8 * Base Atk +2; CMB +4; CMD 17 * Feats Dodge, Exotic Weapon Proficiency (Ballista), Lightning Reflexes, Power Attack * Skills Climb +6, Intimidate +4, Knowledge (engineering) +5, Perception +2, Profession (sailor) +5, Swim +5 * Languages Common, Polyglot * Gear cutlass*, throwing axes (2): gold jewellery worth 30 gp ++++ ===== Petty Officers ===== The junior officers aboard a ship who oversee the day-to-day work of the vessel. They are more skilled than the crew, and may have PC classes. The following examples are from [[https://www.d20pfsrd.com/| D20PFSRD]] andn while they might be immediately useful, you might want to modify their skills and alignment to suit your game situation. A petty officer may well be the 'captain' of small vessels such as a Shallop, River Boat, Pinnace, Great Launch or Area Patrol Boat. Recruitment costs and DC will vary. Petty Officers will probably be L2/3 in a character class, L3/4 in an NPC class. * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/accomplished-angler-halfling-commoner-4/|Ship's Cook - swap Prof:Fishing for Sailor]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-1/human-rogue-2-smuggler/|Smugger/Quartermaster 1 - swap Handle Animal for Prof:Sailor]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/pirate-smuggler-human-rogue-3/|Smuggler/quartermaster 2 - swap Stealth for Prof:Sailor]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/ex-sailor-and-restaurant-owner-human-expert-4/|Watch Officer 1]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/human-adept-4/|Watch Officer 2 - swap Prof:Fortune Teller for Prof:Sailor]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/storm-pirate-half-orc-rogue-3/|Pirate]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/veteran-buccaneer-human-warrior-4/|Veteran Buccaneer]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-1/sail-master-human-druid-2/|Sailing Master]] ===== Officers ===== 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. Recruitment costs and DC vary. * [[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/river-cleric-human-cleric-4/|Ship's Priest]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-4/pirate-priest-cleric-5/|Pirate Priest]] 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-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/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]] * [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-9/pirate-queen-halfling-ranger-10/|Pirate Queen]] ===== 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. **The Folding Boat Crew** 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 (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 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. **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, 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. * **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