Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


Introduction:

A little bit about Razor Coast:

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.

Every year another colony of hopeful settlers springs up, only to be silenced by the unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned with the bold names of these colonies’ founders are the only testament left to their brief, prideful existence. The last chapter of their story is now told in dust and ash.

Port Shaw is the only survivor. The town clings to the coast like the sea’s most stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along, vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale oil and other treasures.

Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in this whaling boomtown, but evil and abandon take almost every soul who comes her way. This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. It is an easy place to die, and a town where countless legends are born.

- Reiker Glassgrinder, accredited naturalist of the
Guild of Cartographers and Explorers

Game Comments and Expectations:

1. This should be a reasonably fast paced game, so it’s important to check in and post. I would like at least 2 posts per day, per player more posting is welcomed. I tend to post quite a bit. It will not be unusual to get 30-50, (sometimes more) in a day (especially if there is battle going on.). If this seems daunting and you can't keep up, please tell me now because this may not be the game for you.

2. If you have not checked in, I will DMPC your character to move the story forward. This is especially true given the pace that I like to keep with the game. If you can't post for awhile, let me know, so I can DMPC you. I understand that real life happens but communication is important. If we begin battle check in more often, we don’t wait long. I like players to take their own actions, and if possible, I will skip over the player and permit them to post when they get on, or if need be I will DMPC the action. Again, we don’t wait long.

3. GM rolls initiative and track XP.

4. I will link a map at the beginning of each round and often an updated map towards the middle of the round. Please tell me the map coordinates for your movement. Otherwise, you run the risk of me moving you and if there is a chance of an AoO, I will take it. Example: Move E17>E16>E15>F14.

5. I, generally, post mid-round updates and end of round summaries.

6. I will fill in some gaps in the story or action when need be. These tend to be for flow of the game.

7. This particular game is a published dungeon called “Razor Coast” by Frog God Games, I will make changes to the published material as I see fit. I will toughen up, or lessen, the encounters based on the party strengths and weaknesses.

8. Combat/RP- This particular game is good combination of combat and the roleplay. It is important to engage with NPCs and intra-party.

9. I don't mind if you post out of turn, especially if you won't be online. I will do my best to fit the action in, or I will fill the gap in a semi-logical manner. With a large group waiting to take an action can bog down the game.

10. I do not use delay/ready actions to switch/swap initiative orders, as that becomes problematic for me, the DM, to track on the boards. I do permit you to hold your action especially if you are waiting some tactical action.

12. Even though there will be a lot of combat, try to be descriptive in your text rather than posting a bunch of dice rolls. A list of dice rolls is mundane and boring to read. Your only limitation is your imagination.

13. Put your melee and range attack and damage dice on your character sheet, this makes it easy to cut and paste into the game thread, if I need to DMPC the character. It is beneficial, if you post 1-3 typical groupings of actions, that your character would normally do, such as: which buff, which attack, power attack and so forth. This is in case it becomes necessary to DMPC your character.

14. Put your vital stats: AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier.

15. Be forewarned that I, liberally, use monsters from the Tome of Horrors Complete and my favorite 3PP publishers, Rite Publishing and Raging Swan Publishing. Expect some unusual monster templates.

15. I've been playing for years, mostly GMing, I know the rules but I do make mistakes especially with all the Pathfinder's tweaks. I follow the written rules but I'm not hardcore especially if it moves the story along. If I make an error made please point it out and provide a book and page reference or link to the PFSRD.

16. Have Fun!

House Rules:

1. I do not retcon actions. I keep a brisk game pace. It becomes problematic for me to redo actions and consequences. Sorry.

2. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.

3. Roll HPs each level, reroll 1’s.

4. I will occasionally dip into the sanity/madness rules if the situation arises.

5. Just because something appears in a book does not make it automatically available for game play.

6. I will occasionally make an error in a rule interpretation. If that happens, cite the rule link for reconsideration. I will often, but not always, adjust the results. Just because something is arguably RAW does not make it automatically acceptable in this game. Please do not be a rules lawyer and argue every point that gets tedious.

There may be others, GM reserves right to amend.

Combat:

I run a steady combat situation, I try not get bogged down waiting on a player to post. If you you know you won't be on line post your action - the best that you can - and I will work it into the situation (if I can).

If you are not online, I usually skip your turn and let the others go, when the player logs on and posts, I work it into the round. If the player has not posted by the end of the round, I will either DMPC the action (typically based on your normal actions or an effective response); alternatively, I will carry the player's turnover to the next round where he posts both rounds actions (this usually occurs if the combat is not overly threatening).

Combat and Initiative question:

David "Dirk" Hawkins wrote:
Adriel Mistleaf wrote:
So you are in A2, wonderful.

Well, I do my best - but I do have a question:

You have taken your Round 5 action - which happens after the White Marines take action in Round 5 but before the Yellow Marines take action in Round 5 - but the White Marines have not formally acted in Round 5 yet (which technically comes before you and me). Would you have to hold action until after the GM takes his White Marines on Round 5 first? If they spread out (for example) it might change your round 5 action is all...

But all of this is predicated on the GM's actions for the White Marines on Round 5, I think - but I'm not sure.

Since I go after you (and those marines) I'm going to wait to see from the GM what the battle map looks like formally before I post my Round 5 actions as it may effect where I move.

As a follow-up question for the GM: because Adriel has acted, will he be able to keep his moves/bonuses in play even though it was formally before the White Marines acted?

I'm not trying to mess with anyone's strategy, I'm just trying to figure out the general method for dealing with combat in the game is all. Sorry again for all the questions, just trying to get a handle on things is all.

I rarely recon actions. You can see how fast the pace gets, to go back and redo actions is a nightmare. So, what happens if the player posts before his action and the battlefield changes? I work the action in the best that I can. For instance, if the flanked marine was down before Adriel acted I would have shifted the move to the a nearby enemy. If it involved a move action I would have dropped his last attack.

If it's a small 5ft step fudge to make it all work, I do that. So, if you need a small step to see around the enemy or the post that's fine.

I'll adjust a bonus if it no longer applies, for some reason. Another thing that I rarely do, if I miss adding a flank bonus or some damage against the PCs, I rarely go back after-the-fact and tell you to add it in. Again, things happen too fast to split hairs. Besides I'm not trying to kill players.

Perhaps, the most significant thing that happens is this: if a player doesn't post and game's moving and I've updated maps and summaries, I don't go back in time and add the player's action where it normally occurs in the initiative order. I post it when it's made. Otherwise, I have to go back and recreate actions/maps and potentially recon other actions.

Say this is the init order:

Darius - stepped up missed
Astrianna -
Marines, Wht - stepped into Astri and hits for 10 Hp
Adriel - killed on man, missed the other
Dirk - grease then moved
Sath -
Embrianna -
Marines, yellow

The actions above occurred. If Astri would log on and post an action, I slide that in right after Dirk for this round. Astri's action may have been to move out of harms way and the marine that hit her. She can move after Dirk when she posted. The hit will still stand.

This may seem unfair, but the key element is to keep the game moving. One hit or actions rarely tips the scale of the game. You will see that I'm always asking for HP updates that is because I don't keep pounding on one PC to kill them, I subtly shift the attacks unless the player has done something to get himself away from the group.

Quite often, I will not move an enemy if it it significantly impacts a player's posted action. This isn't always the case but it is generally the norm.

One thing that you will notice, I have not added Bri's last sleep yet. Two reasons, she's towards the end of the round and I apply it closer to her turn. If all the enemies are down by the time its actually her turn, she save the hex/spell/resource.

The general theme is I work the posted action to fit the scenario.

Party Members:

Astrianna - 7th bard (CN)
Embrianna - 7th - witch (N)
Sorrin - 7th - fighter 4/rogue3 (NG)
Chell - 7th - Cleric (CG)

Retired Characters:
Darius - 5th fighter (polearm)
Dirk - 5th -bard/ranger(arch)
Sath - 5th -sea druid
Torgue - 6th Barbarian (CN)
Cireladwen - 6th Ranged Fighter (NG)

Adriel - 5th - magus/hexcrafter (NG) dead

NPCs:

Mother's Milk Crew 20 caravel merchant
- Capt Willie Longplank, gnome
- Malta Todd, First Mate Tulita
- Henk, quartermaster, human
- Rita Scurvy, crew, human

Mage Armor does not stack with other armor bonuses when wearing a suit of armor:

Here's the spell description.

"An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor."

But you need to read armor bonus rules which state:

"Armor/Shield Bonus: Each type of armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn't stack with other effects that grant a shield bonus."

Seems like it would have been pretty easy to add a line to the spell description "doesn't stack". I've never like how wizards or pathfinder outlined stacking bonuses.

NPC Level Treatment:

Crunch and Build Requirements:

Point Buy 20, plus your 4th level Stat bonus
No score below a 10, before racial adjustment.

Traits: 1 trait from the APG and 1 trait from Skull & Shackles

Everyone’s base begins: 1 level of either aristocrat, expert or warrior. Consider this your pre-adventuring life. This is a way to give players a small HD, skill, and save bonus. You begin with 1 NPC level and 7 Class levels.

Starting wealth: 23,500 gp. You can have no more than 10,000 GP in any one item.

Alignment: No real alignment restrictions, except you must work well together. I’m obviously not going to have LG and CE players in the same group. Depending on the party selection, I may ask a player to change their alignment to ensure party cooperation.

Hit Points: Max HP’s for your NPC level and class level one, thereafter you roll HPs. Reroll 1’s.

Ability scores and Skills: Explain how you arrive at your ability scores and skill totals. This makes it easy for me, so I do not have to deconstructive builds.

Item Creation: Scrolls and potions should be fine in down time but I doubt there will be enough time and suitable location to craft other items. I try to run a balanced game but unfortunately the balance tips when characters create their and their party members ultimate gear for a fraction of the cost.

Second Wind: Every character gets the innate ability to heal themselves 1d4+1 HP, 2/day, as a standard action.

Develop a brief description/background: I know many players spend a lot of time creating their background, and as a DM I respect that, and try to incorporate some (not all) links into the game. However, what matters more to me as a DM is your posting history. I do read game threads and I will see if there a history of vanishing from games. That being said, if you are new to PBP I do encourage you to submit a character – I was new once too. I have been known to choose one relatively inexperienced player per game, as I feel this helps to pay it forward.

Note: Those selected will get a few extra boons after they are selected.

Adult Themed: This will be adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.

I’m looking for players that can work together and post more than a simple line, or two, of dice stats – descriptive actions will make it enjoyable to read. I try to be descriptive in my posting.

Naval Terms, PFSRD:

The following are some common naval terms, or terms commonly associated with pirates.

Abeam: At right angles to, or beside, the boat.

Aboard: On or in the boat or ship.

Above Board: Above decks, also meaning to be out in the open, visible to all; honest, straight forward.

Above Deck: On the deck.

Adrift: Loose, not on moorings or towline.

Aft: Toward the stern.

Aground: When the hull or keel is against the ground.

Aloft: Overhead or above.

Amidships: The middle of a vessel, either longitudinally or transversely.

Anchor: An object designed to grip the ground, under a body of water, to hold the boat in a selected area.

Astern: Behind the boat.

Avast Ye!: a hailing phrase to indicate that the hailed must "stop" and give attention.

Backstay: A support wire that runs from the top of the mast to the stern.

Bail: To remove water from the boat.

Ballast: Weight in the lower portion of a boat, used to add stability.

Beakhead: A platform or projecting structure forward of the forecastle.

Beam: The width of the boat at its widest. Also a timber mounted athwartships to support decks and provide lateral strength; large beams were sometimes called baulks.

Beam Reach: a point of sail where the boat is sailing at a right angle to the wind.

Bearing: A compass direction from one point to another.

Belay: To fasten a rope, by winding it several times backwards and forwards on a cleat or pin.

Below: Beneath the deck.

Bight: A loop.

Bilge: The lowest part of a boat, designed to collect water that enters the boat.

Binnacle: A kind of box to contain the compasses upon the deck.

Black Jack: A leather tankard made stiff with a coating of tar. Used by dockside pubs and taverns to serve wine and beer.

Black Spot: Tipping the black spot is a way pirates give a death threat.

Block: A pulley.

Board a Ship: To enter an enemy's ship in an engagement.

Boat Hook: A device designed to catch a line when coming alongside a pier or mooring.

Boatswain: An officer in a ship who has charge of the rigging, sails, etc. and whose duty it is to summon the men to their duties with a whistle.

Bolt Rope: A rope sewn into the luff of a sail for use in attaching to the standing rigging.

Boom: The horizontal spar to which the foot of a sail is attached.

Boom Irons: An iron ring fitted on the yardarm through which the studding sail boom slides when rigged out or in.

Boom Vang: A line that adjusts downward tension on the boom.

Bore: Interior of a cannon barrel.

Bow: The front of the boat.

Bowsprit: A spar extending forward from the bow.

Brass Monkey Weather: Refers to very cold weather.

Breast Line: A docking line going at approximately a right angle from the boat to the dock.

Breech: The part of a cannon behind the bore.

Broach: To spin out of control, either causing or nearly causing a capsize.

Broad Reach: A point of sail where the boat is sailing away from the wind, but not directly downwind.

Broadside: A discharge of all the guns on one side of a ship both above and below.

Buoy: An anchored float marking a position or for use as a mooring.

By the Lee: Sailing with the wind coming from behind, and slightly to the side that the sails are on.

Careen: To careen a ship is to take it into shallower waters or out of the water altogether and to remove barnacles and pests from the bottom. Pests include mollusks (worms), shells, and plant growth. Usually this is done by using the tide on a lightly sloped sandy beach to move the vessel progressively higher out of the water. Often a pirate needs to careen his ship to restore it to proper speed. Careening is dangerous to pirates as it leaves the ship inoperable while the work is being done.

Cast Off: To release lines holding boat to shore or mooring, to release sheets.

Cat-o'-Nine-Tails: A whip made from knotted ropes, used to punish crewmen by "flogging".

Centerboard: A fin shaped, often removable, board that extends from the bottom of the boat as a keel.

Chafe: Damage to a line caused by rubbing against another object.

Chain Shot: Two cannonballs chained together and aimed high to destroy masts and rigging.

Chainplates: Metal plates bolted to the boat to which standing rigging is attached.

Chock: A guide for an anchor, mooring or docking line, attached to the deck.

Cleat: A fitting to which a lined is secured.

Clew: The lower aft corner of a sail.

Close Hauled: A point of sail where the boat is sailing as close to the wind as possible Close reach – A point of sail where the boat is sailing towards the wind but is not close hauled.

Companionway: A stairway or ladder leading from one deck to another.

Dance The Hempen Jig: To hang.

Davy Jones' Locker: According to sailor's lore, Davy Jones is an evil spirit in the sea. His locker is the ocean where he receives dead sailors.

Displacement: The weight of the water displaced by the boat.

Dock: The area in which a boat rests when attached to a pier, also the act of taking the boat to the pier to secure it.

Downhaul: A line, attached to the tack, that adjusts tension in the sail.

Drift: The leeway, or movement of the boat, when not under power, or when being pushed sideways while under power.

Ease: To loosen or let out.

Fairlead: A fitting used to change the direction of a line without chafing.

Fathom: A measurement relating to the depth of water, one fathom is 6 feet.

Figurehead: A carved bust of a person or mythical being at the foremost extremity of the bow below the bowsprit.

Foot: The bottom part of a sail.

Forecastle: A short, raised foredeck, the forward part of the upper deck between the foremast and the stem, or the quarters below the foredeck.

Foremast: The forward mast of a boat with more that one mast.

Foresail: The jib.

Forward: Toward the bow of the boat.

Fouled: Entangled or clogged.

Freeboard: The distance from the highest point of the hull to the water.

Freezing the Balls Off a Brass Monkey: A brass monkey is a brass triangle, which is put on the ground and used to keep cannonballs in a neat pile or pyramid beside a gun. When the weather gets very cold the brass triangle contracts more than the iron and causes the cannonballs to roll off, hence the saying.

Furl: To fold or roll a sail and secure it to its main support.

Gallery: A balcony projecting from the stern or quarter of a large ship.

Genoa: A large foresail that overlaps the mainsail.

Gibbet: A wooden frame from which dead pirates are hung, often in a metal cage especially fitted for the dead man. This is done as a warning to others who would think of taking up a career in piracy.

Gimball: A device that suspends a compass so that it remains level.

Gooseneck: A device that connects the boom to the mast.

Ground Tackle: The anchor, chain and rode.

Gundeck: The deck where the guns were located; large ships may have as many as three gun decks called the lower, middle and upper gundeck.

Gunport: Exit in a gunwale or bulwark for the muzzle of a cannon.

Gunwale: The railing of the boat at deck level.

Halyard: The line used to raise and lower the sail.

Hang Him From The Yardarm: Pirate phrase for punishment for shipmates of captured prisoners.

Hard Alee: The command given to inform the crew that the helm is being turned quickly to leeward, turning the boat windward.

Hatch: A rectangular opening in a vessel’s deck.

Head: Top of the sail.

Head to Wind: The bow turned into the wind, sails luffing.

Headsail: A sail forward of the mast, a foresail.

Headstay: A wire support line from the mast to the bow.

Headway: Forward motion.

Heave To: To stop a boat and maintain position (with some leeway) by balancing rudder and sail to prevent forward movement, a boat stopped this way is “hove to.”

Heel: The leeward lean of the boat caused by the action of the wind on the sails.

Helmsman: The member of the crew responsible for steering.

Hempen Halter: The hangman’s noose.

Hike: Leaning out over the side of the boat to balance it.

Hoist: To raise aloft.

Hold: The interior of a hull, especially the part of a merchant ship’s interior where the cargo and ballast were stowed.

Hornswaggle: To cheat.

In Irons: Having turned onto the wind or lost the wind, stuck and unable to make headway.

Jib: A foresail, a triangle shaped sail forward of the mast.

Jibe: A change of tack while going downwind.

Jolly Roger: The pirate's flag.

Keel: A fin down the centerline of the bottom of the hull.

Keel Haul: This is the act of throwing a man overboard at the bow, with a long rope tied around his ankles. He’d drift to the beam along the side of the ship while the other end of the rope would be brought to the other side, and then he’d be dragged from one side to the other and hauled out. Besides the torment of being dragged under water, this drags the victim across the barnacle-studded ship's hull and causes great pain and injury. This is a serious punishment and not administered lightly.

Lanyard: A line attached to any small object for the purpose of securing the object.

Lateen: A triangular sail, or the style of rigging in which the sail is tied to a boom.

Latitude: Degrees north or south of the equator.

Leech: The back edge of a sail Leeward – Downwind.

Letters Of Marque: A commission or license issued by the government authorizing seizure of enemy property.

Lifeline: A rope fence surrounding the deck to help prevent crew from falling overboard.

List: The leaning of a boat to the side because of excess weight on that side.

Longitude: Degrees east or west from a fixed line which travels from the north to south pole along the surface of the planet.

Luff: The front edge of a sail, and the flapping in the wind of the front of the sail (luffing).

Mainsheet: The line that controls the boom.

Maroon: Pirates use marooning as an act of punishment. A transgressor of their codes will be stripped and left upon an isolated island with only a few supplies, if any at all. Most transgressors prefer a quick death to marooning, for it could mean starvation or worse, isolation for years, until rescue or death.

Mast: A long pole or spar of timber set upright on a ship’s keel to support the sails.

Measure Ye Fer Yer Chains: To be outfitted for a gibbet cage.

Mizzen: The shorter mast behind the main mast.

Monkey: A small cannon.

Mooring: An anchor or weight, permanently attached to the sea floor, with a buoy going to the surface, used to hold the boat in a certain area.

Outhaul: The line that adjusts tension along the foot of the sail along the boom.

Painter: A line tied to the bow of a small boat for the purpose of securing it to a dock or to the shore.

Pennant: A triangular flag.

Pinch: To sail as close as possible towards the wind.

Point: To turn closer towards the wind (point up).

Port: The left side of the boat.

Port Tack: Sailing with the wind coming from the port side, with the boom on the starboard side.

Quarter: Deriving from the idea of "shelter", quarter is given when mercy is offered by the pirates. To give no quarter is to indicate that none would be spared. Quarter is often the prize given to an honorable loser in a pirate fight. If enraged, however, a pirate would deprive the loser any such luxury.

Reach: Sailing with a beam wind.

Ready About: Prepare to come about.

Reef: To reduce the size of a sail.

Rhumb Line: A straight line compass course between two points.

Rigging: The standing rigging is the mast and support lines, running rigging is the lines with which you adjust the sails.

Rode: The line and chain that connect the anchor to the boat.

Rudder: A fin under the stern of the boat used in steering.

Run a Shot Across the Bow: Command to fire a warning shot.

Running: A point of sail, going directly downwind.

Scull: Moving the rudder back and forth in an attempt to move the boat forward.

Shake Out: To release a reefed sail and hoist the sail aloft.

Sheave: The wheel of a block pulley.

Sheet: A line used to control the sail.

Shipwright: A master craftsman skilled in the construction and repair of ships. In many instances, the person in charge of a ship’s construction, including the supervision of carpenters and other personnel, control of expenditures and schedules, and acquisition of materials.

Shrouds: Support ropes for the mast.

Spinnaker: A large, light sail used in downwind sailing.

Spreaders: Struts used to hold the shrouds away from the mast.

Spring Line: Docking lines that keep the boat from drifting forward and back.

Starboard: The right side of the boat.

Starboard Tack: A course with the wind coming from starboard and the boom on the port side.

Step: The frame at the bottom of a mast.

Stern: The back of the boat.

Stow: To put away.

Strike: To lower or let down anything. Used emphatically to denote the lowering of colors in token of surrender to a victorious enemy.

Tack: The front, lower corner of the sail. Tack also refers to a course with the wind coming from the side of the boat, also to change course by turning into the wind so that the wind comes from the other side of the boat.

Tender: A small boat used to transport crew and equipment from shore to a larger boat.

Tiller: Controls the rudder and is used for steering.

Topping Lift: A line that holds up the boom when it is not being used, also the line that controls the height of a spinnaker pole.

Transom: The back, outer part of the stern.

Traveler: A device that the mainsheet may be attached to which allows its position to be adjusted.

Trim: To adjust the sails, also the position of the sails.

Under Bare Poles: When a ship has no sail set.

Wake: The swell caused by a boat passing through water.

Walk The Plank: This refers to blindfolding a prisoner, tying his hands to his sides, and forcing him to walk off a plank that is suspended out over the water.

Whisker Pole: A light spar which holds the jib out when sailing downwind.

Windward: Upwind.

Section 15: Copyright Notice

Pirates! Copyright 2003, Living Imagination, Inc.

Privateer Code:

Privateer’s Code

Article 1:
Everyone shall obey order.

Article 2:
All crew shall obey the Captain and the officers.

Article 3:
Booty shares are as follows: 50 shares for the ship; 5 shares for the PC Officers; 2 Shares for the NPC Officers; 1 Share for the crew. Actions, above and beyond, shall be favorably rewarded.

Article 4:
Stealing is punishable by losing a hand and/or keelhauled.
Anyone caught taking more than his fair share of loot, or refuses to disclosure the discovery in a timely manner, shall be keelhauled or marooned.

Article 5:
Anyone keeping secrets to desert or mutiny shall be keelhauled, marooned or put to death. Anyone who shows cowardice in the face of the enemy or deserts in battle shall be keelhauled, marooned or put to death.

Article 6:
Killing a fellow sailor or crewmember is prohibited.

Article 7:
Everyone shall have a share of captured drink and fresh food.

Article 8:
Gambling with money is permitted during leisure time only; there shall be no associated violence onboard the ship.

Article 9:
Consumption of alcohol and/or drunkenness while on duty is prohibited.

Article 10:
Any crewmember who loses a limb in service to the ship shall be compensated 800 gp for its loss.

Article 11:
No “new” crewmember shall take a position on a new ship or talk of leaving until each crew member has acquired at least 1,000 gp of treasure through his labors.

Article 12:
No crewmember shall hide their abilities from the crew. A sailor who can perform magic, of any sort, shall immediately disclose that ability to Quartermaster and Captain. A sailor show can perform magic must use that magic for the benefit of the ship.

Article 13:
Every sailor has an equal right to vote in decisions put to the crew by the captain.

Article 14:
Punishment shall be swift, and in accordance, with the crime committed. Violation of any of these rules is subject o punishment.

Port Shaw:

Districts and locations:

Tide District - Docks

The Run Argound Tavern- The owner, Falgor Finney

Brawd District- entertainment

Broken Skulls Tavern - rough crowd

Player Options: The Ultimate Swashbuckler Feats:

Consider adding some of these nautical and piratical Razor Coast feats to build your ultimate swashbuckler – wherever seawater might flow.

Iron Stomach
You can stomach with ease those situations, food, and creatures that make others queasy.

Prerequisites: +2 base Fortitude save.
Benefit: You are never nauseated and are immune to any creatures’ abilities that rely on stench. In addition, you gain a +2 circumstance bonus to any Fortitude saves against ingested poisons or toxins.

Piratical Nerve
You have faced down the fury of the sea, mere men and monsters cannot inspire fear in you.

Prerequisites: Profession (sailor) 3 ranks, Iron Will. In addition, you must have faced near certain death at the hands of the sea (either an aquatic monstrosity, a storm of epic proportions, or a similar calamity).
Benefit: You gain a +4 to Will saves against mind– affecting fear effects. In addition, you cannot be coerced or shaken through the use of the Intimidate skill under any circumstances.

Seaworthy
You have spent a great deal of your life on the high seas and a seafarer’s life is second nature to you.

Benefit: You gain a +2 competence bonus to all Profession (sailor) checks. In addition you gain a +2 circumstance bonus to all Acrobatics checks made to balance while onboard a seafaring vessel of any kind, and a +2 circumstance bonus to all vision–based Perception
checks made at sea.

Sewer Pirate
“You spend a majority of your time in the sewers and have mastered the nuances of this dark, winding, and unpleasant smelling environment.”

Benefit: When in a sewer, you gain a +4 circumstance bonus on Perception and Survival checks. In addition, whenever you make a Survival check to avoid getting lost, you may roll twice and take the better of the two results.

Stepping Feint
You are skilled at using footwork in harmony with your attacks in order to trick an opponent as you close with them.

Prerequisite: Int 13, Combat Expertise, Improved Feint.
Benefit: You may feint as part of a move action spent to move up to your base speed, allowing you to close the distance to your opponent and feint at the same time. You may not use Stepping Feint on a move action in which you are drawing a weapon, as part of a charge.

Normal: Using Improved Feint allows you to feint as a move action.

New Feat: Helmsman

You are most at home at the helm of a ship. When controlling the ship you and the vessel become one, and your skill as a sailor allows you to save your vessel from certain destruction.

Prerequisite: Profession (sailor) 3 ranks, Seaworthy.

Benefit: When manning the helm of a ship you may substitute a Profession (sailor) check for any Reflex saves made by your vessel against attacks, spells, or other effects. In addition, your vessel gains a +2 dodge bonus
to its AC.

Normal: When your vessel is targeted with an effect requiring a Reflex save, your ship makes a Reflex save and may not use a helmsman’s Profession (sailor) skill.

RC Spells Options:

DEEP DIVE
School transmutation; Level sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, M (A manganese nodule from the seafloor [50 gp])
Range: touch
Target: one creature per two levels
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless);
Spell Resistance: yes (harmless)

This spell grants the target creature(s) immunity to the effects of deep water, including immunity to all normal cold (resist cold 10) and immunity to, pressure, the bends, and surfacing effects. Targets are also granted darkvision up to 120 feet.

BUOYANCY
School transmutation; Level sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (A piece of nautilus shell [20 gp])
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 round/level
Saving Throw: Fortitude negates (see text); Spell
Resistance: yes

This spell makes the target creature either more or less buoyant in water. At the caster’s discretion, the target creature moves up to the surface by 20 feet per round, becomes neutrally buoyant, or sinks by 40 feet per round. It provides no protection against the bends or against the cold of the depths, and can be used offensively to sink foes
into the oceanic abyss. In this case, the target creature may attempt a saving throw to negate the effect. Even if it fails, it may swim to partially counteract the rising or falling movement of the spell.

If a friendly creature with heavy gear is given neutral buoyancy, it will not to sink to the seafloor.

Dueling Rules::

Note: The RC rules on dueling include references to pistols but at this time I am not including black powder.

Dueling
Opponents engaging in duels in Razor Coast may wish to use these optional rules. Typically, the opponent challenging the other to the duel offers his or her opponent the chance to choose their weapon. Traditional dueling weapons used on the Razor are limited to the rapier and the pistol. If facing off with rapiers, opponents typically fight with their own personal swords, but if pistols are the order of the day, the challenger usually supplies a pair of dueling pistols (Gentleman’s or Military). The challenger always allows their opponent to select which pistol they will use in the duel.

Rapiers
All rapier duels are fought unarmored. In some cases, duelists use a secondary dagger for balance and defense. Combatants traditionally fight duels with rapiers in one of three fashions: to the death, to first blood, or to decisive victory. To the death is self-explanatory: the duel begins when both opponents are ready, and they cross swords until one dies. These duels are rare, as few value honor higher than their lives.

First blood duels are common among skilled duelists who value their lives, yet wish to test their abilities against other fine swordsmen. A duel to first blood ends when one opponent scores a palpable hit upon the other, inflicting a wound from which blood freely flows. Typically, opponents dueling to first blood fight defensively and make liberal use
of Combat Expertise.

When a combatant is struck in the duel, they may also attempt a Reflex save (DC 15 plus damage dealt) to turn a palpable hit into a mere scratch, allowing the contest to continue. This does not reduce the damage they are dealt in any way, but allows them to come away with torn clothing, strains, and a scratch instead of a free-flowing wound.

Decisive victory duels end when one opponent is disarmed, killed, or yields. A duelist who strikes an unarmed or yielding opponent is disgraced in the eyes of their peers and may even find themselves the target of rivals seeking the death of such a coward.

God: Quell, The Sea King, Lord of the Blue:

Holy Symbol
Portfolio: Oceans, seas, sailors, maritime exploration and
trade, sea ports

Alignment: Chaotic Good
Domains: Community, Travel, Water, Weather
Subdomains: Home, Exploration, Oceans, Flotsam, Storms, Trade
Symbol: Sea king seated upon a giant clam shell throne
Garb: Practical shipboard clothing in blues and grays and long coat with a blue collar
Favored Weapon: Harpoon or trident
Form of Worship and Holidays: Equinoxes are special celebrations of the seasons and tides with the sounding of conch shells and the giving of gifts. Daily prayers are held with the changing of the tides.

Typical Worshippers: Explorers, sea traders, sailors, people
that rely on the sea for their livelihood.

Quell is a god of ancient Hyperborea that has found his way into the pantheon of every culture to occupy Akados since the days of that great empire. He represents the dangers of a life upon the sea and those who brave them either to earn a living or for the sake of adventure. Most major ports have a Chapterhouse of Quell where a sea priest conducts blessings upon the fleets and provides guidance of coming weather patterns. As a god of hearth and home for seafarers, the Chapterhouses of Quell also do charitable work for the poor and destitute of their
home cities seeking to ease suffering, feed the poor, and heal the sick. They only charge those who can afford to pay for their services from.

Quell has become the most prevalent god upon the Razor Coast, certainly within Port Shaw, and perhaps supplanting even the veneration of the native gods by the Tulita, such is his influence. Many Tulita that look to the sea for their survival and feel abandoned by their totem gods have turned to the worship of Quell in hopes of capturing some of the prosperity that seems to cling to the mainlander colonists.

Port Shaw Locations and Shop Maps:

Locations of Note:

Port Shaw labeled

Shops:

Fiddlesticks - music shop: Fiddlesticks Map

Jaspar Jak's - Weapons and armor: Jaspar Jak's Weapons Map

Sagacious Samuel's Magic Empotium - magic and potions: Magic Shop Map

Dontorian's House of Haberdashery (no map yet)

Miss Molly's Bathhouse: Bath House Map

Native's Delight Tattoo Parlor: Native's Delight Map

Featherton's Divinity Shop: Featherton's Divinity Shop

Taverns and Inns:

Broken Skull Tavern: Broken Skull Map

Captain's Wheel - Captain's Wheel Inn

The Run Aground Tavern - The Run Aground tavern

Churches:

Quell's Chapterhouse - (no map)

Ship Maps:

Baron of the Tides (aka Baron) Description:

1. Poop Deck

The poop deck occupies about one third of the Baron of the Tides overall length.

2. Waist Deck

This sizable weather deck is crowded and bustling. Here the ship’s boatswain drives his sailors to constantly improve their skills. There is plenty of room to tending the sails, making rope, or performing other maintenance duties.. During non-inclement weather the deck can double as a sleeping area.

Forward of the foremast, the whole deck can hold a large capapult or a springal.. There is a box is fastened to the deck on the starboard side of the mast and holds that can hold ammunition, but it is now empty. Clearly this ship has been stripped of some of its equipment.

3. Wardroom/Officers’ Quarters

This large cabin within the sterncastle serves both as the dining and meeting area for the Baron’s officers: On each side of the room, two racks fold down into beds. A table and four chairs stand in the middle of the room, and a cabinet beside the door on the aft bulkhead holds plates, cups, and utensils for meals. On the other side of the door is a bookshelf, which could hold the ship’s logs, navigational charts, and other nautical paraphernalia (it is now empty).

The spaces beneath the ladders leading up to the forecastle deck (area 5) hold well-concealed smuggling compartments, accessible from area 3, which can be used to hide important materials or people if the Baron is ever boarded and searched (Perception DC 20).

4. Captain’s Stateroom

This narrow cabin holds a hammock, a water basin, and a small foldaway writing desk with a stool. Here, the Captain takes her rest and updates the ship’s log. While cramped and lacking any decorative flair, the room provides a bit of privacy.

5. Forecastle Deck

The forecastle deck is always a place at least one lookout, it can also double as an outside sleeping area.

6. Firing Deck

A ladder down from the waist deck (area 2) leads to this cramped compartment filled with four large ballistae. Racks on either side of the ship hold 16 bolts each (empty now), allowing the eight ballista crew members to fire up to eight shots from either side before having to reload from the bilge (area 9), which is reached through a door in the deck. A perfect location for the Master-at-Arms to direct the maintenance and firing of these weapons. Having a couple additional sailors around would assist assisting the siege weapon crews and retrieving more bolts from the bilge in times of conflict.

The ballistae are well oiled and bolts well maintained with some inspection you will notice that they can be easily disassembled if the ship is attempting to pass as a non-military vessel to assuage enemy suspicion. The equipment can be made to look like stacks of lumber, if necessary. (2 minutes per ballistae to disassemble, 4 minutes to assemble. Using a crew of three to do the work.)

7. Aft Crew Quarters and Galley

This compartment serves as sleeping quarters for several crew members (4-10), but is primarily used as the space where the cook prepares and serves meals and where crew members gather to socialize when not working or on watch.

8. Forward Crew Quarters and Stowage

The majority of the crew sleeps and stores their belongings in this space, which is hung with several hammocks and folding racks. Racks along the bulkhead also hold the crew’s weapons until combat is imminent.

9. Bilge

The lowest level of the ship, the bilge is the area below the firing deck, and is tightly packed and very dark. Somehow, the former crew managed to cram all of their vital supplies into this space and locate what they need when the time comes to retrieve it.

This are is now empty but you can see how mundane items intended to keep the ship afloat and its crew healthy could be safely and securely stored.. Sail cloth, wood, glue, nails, tools, cleaning supplies, and similar materials were kept in the forward part of the ship, while food, water, wine, ale, and a few cases of spirits were designed to be stored aft.

The middle of the bilge, closest to its access stairs, contains racks of spare weapons, room for 80 extra ballista bolts, and crates to hold up to 16 extra stones or a springal packs of ammunition.

The Baron’s lower smuggler’s compartment (see area 3) is also accessible from this portion of the ship. The narrow compartment runs beneath the deck along the keel, disguised as part of the ship’s hull. Here the crew can keep people or goods that they fear will be revealed on a routine search. A successful DC 20 Perception check reveals this compartment (a successful DC 20 Craft [ships] check grants a +4 bonus on this Perception check).

Fees and taxes:

ship dockage fee:

50 x 20 ft ship x .025 = 25 gold night. = 750 for 30 days.

85 x 20 ft ship x .025 = 42.5 gold night = 1275 for 30 days

Per diem is .025 a day.

Off shore tender: half price.

Cargo tax: 1 sp per 2 pounds = 20 lbs of cargo = 1 gold (example: 10,000 lbs of cargo = 500 gp tax)

passenger tax: 10 gold per person. Paid once but the passenger must retain the stamp document for proof of payment.

Crew Tax: 1 sp per member, waived if home port.

TABLE 20: CREW TYPES:

Crewman Pay/Day Skills HP AC Saves

Landsman 1 sp — 4 11 0 / 1 / 0

Seaman 3 sp +4 Profession (sailor) 8 12 1 / 4 / 1

Marine 3 sp +1 BAB, 1 useful combat feat 12 14 4 / 1 / 0

Able 1 gp +5 Profession 20 13 2 / 5 / 2
Seaman (sailor)

Veteran 1 gp +3 BAB, 2 useful combat feats 27 15 5 / 2 / 1

Corsair or Buccaneer
2 gp +7 Profession(sailor), 1 useful combat feat
30 17 3 / 7 / 2

Recruiting Crew:

A ship’s crew is its lifeblood, operating the rigging, raising and lowering the sails, pulling the oars, and firing its artillery. While a vicious pressgang can round up unwilling “volunteers” to crew a ship, highly paid and trained specialist crewmen are worth their weight in gold.
Potential crewmen congregate at port towns of any size, usually in the taverns or at the waterfront, waiting for the right captain and ship to offer the right wage for service — though smaller towns may not have the exact crew desired by the Captain. As a rule of thumb, no more than one-third of a town’s population can be hired (or forced) to become
crewmen without the townsfolk attacking. In such circumstances, treat most such townsfolk as “Landsman” in the table below; they possess no special skills required for sailing or maintaining a ship, regardless of their class or level.

Recruitment Roll:

While at dock, a Captain can recruit as many crewmen as she likes, up to one-third the town’s population. To actively recruit crew, the Captain makes either a Diplomacy check to gather information or a Profession (sailor) check, whichever is higher. If the Captain has the Leadership feat, he gains a +2 circumstance bonus on this check. If the
Captain has earned great renown for his work, he gains a bonus from +1 to +4 (GM’s discretion). A successful DC 10 check allows the Captain to recruit 11–20% (1d10+10) of the number of crew he seeks. A DC 18 check allows the Captain to recruit 41–50% (1d10+40). A DC 25 check allows the recruiting of 81-90% (1d10+80) of the crew. A check of 30 or higher allows the Captain to find all the crewmen he seeks (up to the maximum allowed for the town).

Note, however, that just because the Captain can find the number of crewmen he seeks doesn’t mean he finds the exact sailor he needs. Normally 31-50% (1d20+30) of potential recruits will be no more skilled than a seaman. Regardless of the number of crewmen recruited, this check represents one day’s work by the Captain and his Mates.

Should the Captain or his Mates seek to press crewmen (kidnap them) rather than actively recruit, the Captain makes either an Intimidate or Profession (sailor) check. The check DCs are the same as above, except pressganging a crew results in 61–80% (1d20+60) of the recruits being no
better than landsman.

Crew on Your Ship:

Rigging Locations, artillery, and oars require a minimum level of crew to function and a surplus of crew is usually handy once the battle casualties start rolling in. Remember that, if you plan to capture an enemy ship, you will need enough crew to sail that one as well as your own vessel. For each crew member, a supply of food and equipment is required. Each crew member requires 600 lbs. of weight capacity on board a ship to represent their weight and personal effects, and costs 5 sp per day to feed. Extra or reduced rations affect the crew’s Loyalty.

Crew Advancement:

Crew who survive a battle gain XP as normal. Determine the encounter levels of all battles, and assign XP to the crew. When a crewmember gains a new level, his or her pay — and rank — should increase accordingly. In addition, a higher level crew is more adroit at accomplishing the tasksneeded on a ship. If at least half the crewmen commanded by a Mate possess 3 or more ranks in Profession (sailor), the Mate gains a +1 circumstance bonus to all his ship-based actions. If at least half the crewmen commanded by a Mate possess 6 or more ranks in Profession (sailor), the bonus increases to +2. If at least half possess 10 or more ranks in Profession (sailor) — a truly legendary crew — the bonus increases to +4.

Standard Crew Roles:

While the crew, mates, and leaders of a ship have been lumped together as an abstraction in game terms, the following are actual ship positions a crew member may fill:

Officer Roles

Master and Commander (Captain), 1st–6th Lieutenant (Mate), Boatswain (Mate), Chaplain (Chaplain), Doctor (Surgeon), Engineer (Mate), Fire Chief (Mate), Gunnery Sergeant (Mate), Jailer (Mate), Marine Captain (Mate), Master-at-Arms (Mate), Midshipman (Mate), Nurse (Surgeon or Mate), Sailing Master/Navigator (Master), Ship’s Corporal (Mate), Surgeon’s Mate (Mate)

Enlisted Roles

Able Seaman, Armorer, Armorer’s Mate, Barber, Boatswain’s Mate, Botanist, Botanist’s Assistant, Butcher, Cabin Boy, Carpenter, Carpenter’s Mate, Clerk, Cook, Cooper, Coxswain, Fireman, Foreman, Gunner, Gunner’s Mate, Gunsmith, Helmsman, Landsmen, Logbook Keeper, Lookout, Master’s Mate, Medic, Nurse, Oarsman, Powder Monkey, Purser, Quartermaster, Quartermaster’s Mate, Rigger, Ropemaker, Sailmaker, Seaman, Steward, Stoker, Swabby, Tailor.

Ships for Sale:

Ram:

SIMPLE WEAPONS COST DMG CRITICAL RANGE WEIGHT TYPE SPECIAL
Ship’s Ram 4,000 gp +6d8 ×2 — 1000 lb. B, P Colossal, add to collision damage

Large/Huge Indirect-Fire Siege Engines:

Cost Dmg Critical Range Type Crew Aim Load
Catapult, light 550 gp 4d6 ×2 150 ft. (50 ft. min.) B 2 2

Catapult, standard 800 gp 6d6 ×2 200 ft. (100 ft. min.) B 3 2
Springal, arrow 1,000 gp 3d8 ×3 100 ft. (50 ft. min.) P 3 2

TABLE 13: SHIP ARMOR:

ARMOR COST ARMOR BONUS WEIGHT BUILD TIME
Scale +1,750gp +5 +1,000 lbs. 5 days
Link +1,000gp +3 +750 lbs. 3 days
Iron Plates +2,250gp +8 +2,500 lbs. 1 week
Sculpted Iron
Plates
+10,000gp +8 +2,500 lbs. 2 weeks
Deflective Iron
Plates
+6,500 gp +8 +2,500 lbs. 1.5 weeks
1: Cost is per Hull Location
2: See description

Common Crew Dice Modifiers:

Crowsnest

Elf
[dice=elf]1d20+11[/dice

Non-elf
[dice=non-elf]1d20+9[/dice

I've already factored in the +5 bonus for crowsnest

Navigation/pilot/helmsman

The landman can be trained and be helmsman.

[dice=sailor]1d20+4[/dice

[dice=able seaman]1d20+5[dice

Lt ballista

[dice=siege gunner, siege engineer, naval gunnery bab, dex mod ]1d20+3+3[dice ;[dice=damage]3d8[/dice

*120 range, 19-20 crit x 2
[ooc]Note I've given the seige crew extra feats: exotic weapon and naval gunner (an FaSB feat pg 47)

Naval Feats:

Naval Gennery
You understand the roll and pitch of a ship at sea and adjust
your ranged attacks accordingly.

Prerequisites: Profession (sailor) 1 rank.
Benefit: The penalty you take when using a ranged
weapon while on board a ship is halved: –2 instead of –4
if your ship is moving.

Special: A Mate can pass this feat on to his crewmen if
they are trained

Naval Combat Rules:

The ship-based combat rules here function much like the existing combat rules. Participants proceed in order of initiative, performing all their actions on their turn. The biggest difference is scale. An officer, especially a PC, simply issuing an order triggers a series of events that affects the entire ship. For example, while the player saying, “Fire the Ballistae!” seems to be a small-scale action, in reality that simple order by the player results in 20 NPC crewmen swinging into action to fire 5 ballistae at an enemy vessel.

The rules use the same exact initiative order, even when “the-whole-ship-is-involved” naval combat actions occur at the same time as “small scale” actions like melee or spell-casting against a single foe. Consequently, an officer — especially a PC in the role of an officer — may take two distinct kinds of action every time it is her turn in the initiative order: she has the option to take her regular action (standard + move, in its various permutations), plus she may also opt to take a naval action, which affects the ship as a whole and its combat with the opposing ship.

Order of Play
Naval combat plays out much like standard combat, and the actions the Captain and officers perform take place within the standard initiative order. The following is a quick guide to the order of play, followed by details for each step.

1. Determine if the ship furthest upwind can Claim the Weather Gauge

2. Roll for Initiative twice: once for normal initiative and a second time for Naval Initiative.

3. Perform Actions in order of initiative, highest to lowest. On normal initiative, perform actions from the Pathfinder Core Rulebook and other sourcebooks. On Naval Initiative, perform naval actions. More on Naval Actions will follow.

4. At the end of the round, before the new round starts, apply the Effects of Damage and any destroyed Locations to the ship

5. Count Casualties

6. Move Crewmen between Locations as desired

7. If any ship stole the weather gauge during the round, apply bonuses accordingly

Repeat step 3–7 until combat resolves.

In addition to their regular actions, “naval” actions are permitted at the appropriate position in the initiative order. As a rule of thumb, a naval action is an order given by an officer that is then immediately carried out by the crewmen under her command. For example, the Navigator commands her crewmen to lower the main sail while extending the stays so as to enable the ship to better make a sharp turn; the gunnery sergeant barks out orders for all port-side ballistae to “Fire as She Bears,” which is followed by bolts firing on the enemy vessel.

Sometimes, an officer needs to take crewmen to a specific Location to perform some task. Spending 3 rounds moving across the decks of a ship is boring, and not a series of actions anybody is particularly interested in taking. To help keep the action flowing, officers (and crewmen accompanying them) can take special movement on their Naval Initiative, at the end of which they can perform a Naval Action. Determine the officer’s maximum running distance, keeping in mind that this can be affected by wearing medium or heavy armor, carrying a medium or heavy load, or possessing the Run feat. Divide this maximum running distance by 20 to determine the number of Locations an officer and her crew can move through during the officer’s Naval Initiative. To accomplish this, the officer must make a DC 20 Profession (sailor) check.

The following tasks can be initiated during a character’s Naval Initiative in the round. The basic name of the task is followed by the officer who is typically in charge of the function, plus a brief description I'll add the descriptions later.

Standard Actions

Extinguish Fires (Mates).
Fire the Ballista (Mate) -
General Orders (Captain) -
Grapple a ship (Mate)
Inspiration (Capt)
Lead a Boarding Party(Mate or Capt)
Position your Crew (Any)
Reload the Ballista (Mate)
Repairs (Mate) -
Scuttle Ship (Capt)
Ship’s Movement (Navigator)
]Surrender (Capt)
Take Unawares (Capt)
Water Bailing (Mate) -

Special Attacks

The Captain always has the option of ordering specific Special Attacks during combat. Executing a Special Attack is a two-step process coordinated between a Captain and the Navigator. Once they have fulfilled the prerequisites of the Special attack, the various Mates and their crewmen spring into action.

To execute a Special Attack, a ship must fulfill two conditions: the Captain of the attacking ship must succeed in a Take Unawares naval action against the opposing Captain, after which the Navigator (on his Naval Initiative) must maneuver the ship into the position required by the Special Attack. These two conditions must be fulfilled in order, although a Navigator could delay his Naval Initiative to act after his Captain.

Broadside
Crossing the Boards -
Crossing the T
Fire as She Bears
Ram Attack -