Each PC can normally take two ship actions each day – one during the day and one at night. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of the night, but to do so the PC must make a successful Con check (DC10 +4/extra ship action taken), or be fatigued the next day.
Daytime ship actions:
Work Diligently (+4 bonus on any one check for a job’s daily task)
Influence (attempt to influence a single NPC)
Sneak (explore one area of the ship; can make 1 check with no chance of detection)
Shop (visit the quartermaster’s store; get a -2 to your daily task check)
Shirk (take -2 to your daily task and take time exploring one area of the ship. Take 10 on a Perc check or other skill check, but run the risk of getting caught)
Nighttime ship actions:
Sleep (go to bed early and sleep through the night to automatically recover from fatigue)
Gamble (Play or gamble on a game of chance or pirate entertainment)
Entertain (Make one perform check to entertain the crew)
Influence (Attempt to influence a single NPC)
Sneak (take time exploring one area of the ship. The PC 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. The PC must make a check to avoid being discovered)
Influencing an NPC - Using a ship action to attempt to change an NPC's attitude towards a PC can be done using Bluff (to pretend to be friendly), Diplomacy (to be genuine), or Intimidate (to frighten an NPC into submission.) The PC can only attempt one check per day against the given NPC. A DC15 Diplomacy check to gather information or DC15 Sense motive check can be used to identify any characteristics that influence the NPC's thinking.