Table of Contents

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.

  1. 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.
  2. 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.
  3. 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

Experienced Deckhand (Commoner-2) – Basic Sailors with secondary skills

Sailor (Expert-2 ) – a skilled sailor

Seamen (Expert-1/Warrior-1) – fighting sailors preferred by navies.


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

Marine Artillerists (Fighter 2) – soldiers skilled in the use of Ballistae

Elite Marine (Warrior-3) - frontline military troops

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

Buccaneer (Fighter 2) Experienced pirate, skilled with Ballistae

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 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.

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 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.

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.

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 boatwhich 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 :)

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.