This long and relatively thin boat has a single mast with a square sail. It can traverse lakes, oceans, and deep rivers.
A longship can carry 50 tons of cargo or 100 soldiers.
Colossal water vehicle
Squares 45 (15 ft. by 75 ft.); Cost 10,000 gp
DEFENSE AC 2; Hardness 5
hp 675 (337)
Base Save +5
OFFENSE Maximum Speed 120 ft. (current and muscle) or 30 ft. (muscle only); Acceleration 30 ft. (current and muscle) or 15 ft. (muscle only)
CMB +8; CMD 18
Ramming Damage 8d8
DESCRIPTION Propulsion current (air; 10 squares of sails, hp 50), current (water), or muscle (pushed; 40 Medium rowers)
Driving Check Diplomacy or Intimidate while rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used
Forward Facing the ship’s forward
Driving Device rudder
Driving Space the two middle rear squares of the longship
Decks 1 (with small cargo area under the deck)
Longship Crewman (33 left):
Sailor CR 1/2 XP 200
Human rogue 1
Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0
Speed 30 ft.
Melee falchion +2 (2d4+3/18–20) or mwk dagger +3 (1d4+3/19–20)
Special Attacks sneak attack +1d6
STATISTICS Str 15, Dex 16, Con 13, Int 12, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Combat Reflexes, Dodge
Skills Acrobatics +7, Bluff +3, Climb +6, Diplomacy +3, Disable Device +7, Escape Artist +7, Intimidate +3, Knowledge (local) +5, Perception +4, Sense Motive +4, Swim +6
Languages Common, Polyglot
SQ trapfinding +1
Aspis Mercenary (22 left):
Aspis Mercenary CR 1 XP 400
Male human warrior 3
Init +4; Senses Perception -1
DEFENSE AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 18 (3d10+3)
Fort +4, Ref +1, Will +0
OFFENSE Speed 20 ft.
Melee longsword +5 (1d8+1/19-20)
Ranged light crossbow +2 (1d8/19-20)
STATISTICS Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 14
Expert Climber (Ex)
A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.
Combat Trained:An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Mercenaries' Mass Combat Stats:
Aspis Mercenaries Size Type[/]b
ACR Speed Morale
Consumption DV OM
Player Character's Goals
Corridan - Slay Whisper. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.
Iliante - Meet in person and hear the words of your deity or your deity's chosen herald. If you worship a pantheon of deities, you must meet and hear a member of that pantheon... a herald does not suffice in this case. If you worship no specific deity, you must hear the words of an appropriate entity of the GM's choice.
Penance - Die in pursuit of your faith's goals and be brought back to life. If you die in circumstances that don't involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.
Shinjuko - Explore and conquer an area of at least 1,000 square miles, in the process decisively defeating a challenging foe. You must also lay claim to the land either in your own name or in the name of a leader you directly report to, and establish a stronghold or other fortification to defend it.
Telemakos - Regain your family's lost claim (of genie-bound nobility), either for yourself or another in your family. In the process of completing this claim, you must decisively defeat a challenging foe that seeks to deny your birthright.
1- Emerion & Devram
2- Penance & Telemakos (who benefits from Keep watch)
3- Iliante & some NPC
4- Shinjuko & Corridan