Houserules:
HP's are either rolled, or take half, at each level after 1st, decided BEFORE the roll is made.
Free Leadership feat at 9th.
Crit/Fumble skills is +/- 10 to the roll.
Peg Legs & Eye Patches massive damage rule, but changed to kick in when a nat 20 is rolled to confirm a crit on a nat 20.
A day in the life of a sailor:
In addition to the regular workload that a sailor has from day to day, there is just enough time leftover, both during the day and evening, to try and do a little extra.
Each day allows for two extra 'Ship Actions'. 1 may be taken during the day, and 1 during the night. Up to 2 extra actions may be taken during the middle watch at the dead of night, but at a cost of risking fatigue.
Daytime actions include:
Work Dilligently: Gain a +4 bonus on any ONE check for a job's daily task.
Influence: Attempt to influence a single NPC during work (Can be done with Diplomacy [be nice], Bluff [act nice], or Intimidate [act tough]).
Sneak: Attempt to briefly explore one area of the ship (make a single Perception check or other skill check in the area with no chance of detection.)
Shop: Take a -2 Penalty on ALL checks for a job's daily task and visit the quartermaster's store.
Shirk: Take a -2 on ALL checks for a job's daily task and take time exploring one area of the ship. You can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered slacking.
Evening actions include:
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue).
Gamble: Play or gamble on a game of chance or pirate entertainment.
Entertain: Make a Perform check to entertain the crew.
Influence: Attempt to Influence a single NPC (Can be done with Diplomacy [be nice], Bluff [act nice], or Intimidate [act tough]).
Sneak: Take time exploring one area of the ship. You can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal: Attempt to open a locked door or locker. Must make a check to avoid discovery.
Dead of night actions include:
Influence, Sneak, and Steal as above in evening actions. If a dead of night action is performed a DC 14 Con check must be made to avoid fatigue the next day, if two dead of night actions are performed the DC increases to 18.
Other shipboard rules
Rum Rations:
A half pint of rum is given each evening, and is expected to be drunk. When taking rum rations there are three options.
Drink Normally: Deals you 1 Con damage (Which heals overnight) with no other effect.
Drink Deeply: Deals 1d3 Con Damage and requires a DC 5 Fort save or the drinker becomes addicted, but gives you +2 to any checks to influence the crew for the next 24 hours.
Fake it: Requires a DC 10 Stealth or Sleight of Hand Check, but getting caught dumping rum will earn you lashes in punishment.
Punishments:
There are various forms of punishment used to encourage acting accordingly when given orders. These include, but are not limited to:
Rope Bash: This is mostly an on-the-spot punishment, and could even be considered good-natured ribbing. A rope bash consists of being struck with the heavy end of a ship's rope. This does 1 point of Non-lethal damage.
The Lash: The most common form of official punishment, primarily delivered during the bloody hour (at sunset in front of all the crew as witnesses). The lash consists of being whipped, usually by the boatswain. It does Non-lethal whip damage.
Cat-o'-Nine-Tails: Often referred to as 'The Cat', is a whipping, but with a cat-o'-nine-tails instead of a common whip. This punishment deals slashing damage.
Sweatbox: The sweatbox is a long term punishment in which the victim is placed in a cramped metal box left on deck to bear the full brunt of the sun's rays. It is equal to being in hot conditions. This punishment is commonly for anywhere between 8-24 hours.
Keelhauling: Being keelhauled is considered the last stroke in punishment, as death is expected to be the final result. The victim is bound by rope, tossed over a ship's keel (the beam that runs down the center of the bottom of a ship), and dragged down one side and up the other. If done fast, the damage is greater (1d6/round), but if done slower the damaged is lessend (1d3/round) and the risk of drowning greater. Depending on the size of the ship keelhauling can take longer or slower.
Wormwood Crew:
Barnabas Harrigan (Captain), Male Human
Riaris Krine (Master Gunner), Female Human
Peppery Longfarthing (Sail Master), Female Human
Habbly Quarne, the "Stitchman" (Surgeon/Carpenter), Male Human
Kipper (Gunner's Mate), Male Human
Patch Patchsalt (Bosun's Mate), Female Gnome
"Caulky" Tarroom (Cabin-girl), Female Human
Cut-Throat Grok (Quartermaster), Female Half-orc -Helpful-
20 Rahadoumi Sailors
Man's Promise Crew:
Mr. Plugg (Captain), Male Human
Master Scourge (Boatswain), Male Human
Ambrose "Fishguts" Kroop (Ship's Cook), Male Human -Helpful-
Owlbear Hartshorn (Guard), Male Human -Helpful- Riggers
Barefoot Samms Toppin, Female Human -Helpful-
"Ratline" Rattsberger, Male Halfling -Helpful-
Tam "Narwhal" Tate, Male Dwarf -Helpful-
Conchobar Turlach Shortstone, Male Gnome -Hostile-
Maheem, Male Human -Hostile-
Slippery Syl Lonegan, Female Human -Hostile- Swabs
Sandara Quinn, Female Human -Helpful-
Rosie Cusswell, Female Halfling -Helpful-
Giffer Tibbs, Female Gnome -Helpful-
Jack Scrimshaw, Male Human -Helpful-
Tilly Bracket, Female Human -Helpful-
Rahadoumi Sailor, Male Human -Unfriendly-
"Badger" Medlar, Female Half-elf -Hostile-
Shivikah, Female Human -Hostile-
Aretta Bansion, Female Human -Hostile-
Fipps Chumlet, Male Human -Hostile-
Jaundiced Jape, Male Half-orc -Hostile-
Gambling:
I like the DC method, and from this point forward I will work it as such.
The DC will be set at the onset, to represent both the stakes and the skill of your toughest opponent.
Using Profession (Gambler) for your roll drops the DC by 5
Having 1 rank in Bluff, Sense Motive, Perception, or Sleight of Hand grants you a blanket +2 for each one. At 10 ranks they become +4
If you don't have Profession (Gambler), you can use any one of the synergy skills instead, but don't get to use the synergy for having that skill (i.e. you can't use Bluff, and get a +2 for having a rank in it).
The amount you win will follow the method before of [your check result divided by 5, and then multiplied by the amount of your bet]. That's how I see it, if you want to add anything, just let me know and I'll see how I would want to work it in.
To bet on events you're not participating in, it is just either a simple Int, Sense Motive, or Perception check. Synergies for the skills apply. This way, with less benefits tied to the betting on, you have a chance of winning more by participating.
If you fail the DC, you lose your bet, if you fail by 5 or more, you lose the total of your bet extra. I'm not putting a specific 1 or 20 rule, since 1 is minus 10, and 20 is plus 10, you already win or lose more by getting the penalty/benefit.