If Pathfinder had a naval supplement, what would you like to see?


Homebrew and House Rules


(I have no idea what subforum this should be in. I can't decide between Homebrew, Paizo Products, Compatible Products, Advice, or General Discussion, so I ask that the mods please put it where it goes.)

The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?


Vinland Forever wrote:

(I have no idea what subforum this should be in. I can't decide between Homebrew, Paizo Products, Compatible Products, Advice, or General Discussion, so I ask that the mods please put it where it goes.)

The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

Stormwrack (3.5 product) is pretty good for such things.


Tiny Coffee Golem wrote:
Vinland Forever wrote:

(I have no idea what subforum this should be in. I can't decide between Homebrew, Paizo Products, Compatible Products, Advice, or General Discussion, so I ask that the mods please put it where it goes.)

The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

Stormwrack (3.5 product) is pretty good for such things.

I read that it was missing a lot of stuff it should have had.

Anyway, it's out of print. I'm supposing a new version for Pathfinder were to be put out that didn't need to be acquired used.


Vinland Forever wrote:
Tiny Coffee Golem wrote:
Vinland Forever wrote:

(I have no idea what subforum this should be in. I can't decide between Homebrew, Paizo Products, Compatible Products, Advice, or General Discussion, so I ask that the mods please put it where it goes.)

The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

Stormwrack (3.5 product) is pretty good for such things.

I read that it was missing a lot of stuff it should have had.

Anyway, it's out of print. I'm supposing a new version for Pathfinder were to be put out that didn't need to be acquired used.

Ah. I see. Well, Ultimate Combat has vehicle rules, but admittedly I have only given them a cursory glance. They may be what you need. Otherwise you'll need to look for 3rd party stuff.


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Golorian: Swimsuit Edition, now showing more navels than ever before!

The Exchange

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Vinland Forever wrote:
...If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

1. For the total landlubbers out there, it might be worthwhile doing a 3/4 map view of a ship and pointing out the main parts (shrouds, stays, spars, masts: keel, tiller, stern: basic stuff.) Maybe a compass rose with fore, aft, port, starboard on it.

2. Then get into some nice ship types. Steal designs from Japanese Heike-era troopships, early Chinese junks, Middle Eastern dhouras and xebecs. Focus mainly on ships with enclosed cabins (no disrespect to open-topped ships, but they tend to require less info because they're essentially one rather small encounter area.) A few entirely fantastic options might round out the chapter - enormous town-sized ships prevented from tearing themselves apart by copious magic: enslaved giant sea turtles with ship-like structures on their backs... well, I'm sure you can think of some other exotic ones.

3. Refer the reader to the weather table in the CRB (unless you figure you can make a better one) and include an expansion that accounts for wind direction, as well as how it shifts day to day. (Weather that shifts gradually, affected by the previous day's weather, is a little more realistic than spastic weather determined by a straight percentile roll - a natural disaster every 100 days or so never struck me as a well-thought-out system.)

4. A chapter on ship-to-shore combat could get into types of shoreline, the usual safe depths and distances for anchorage, rules for boarding from boats, etc. - as well as providing various measures by which locals can repel landings.

5. Explore how ships interact with the magic system. Is a ship a (very large) object, or a location, or do spells treat it as both? A few new rules on stuff like living figureheads and "awakened" construct-ships would be nice. Avoid, if you can, the compulsion to add even more new spells to PF - but advice on how existing spells work (or fail to work) underwater, and clarification of stuff like line-of-effect when it passes through a liquid surface might be a good idea.

6. As with spells, I'm rather lukewarm toward the concept of bunches of new monsters. (The Bestiaries, btw, have provided a surprisingly satisfying range of sea monsters.) An analysis of how various classic monsters interact with the sea would be interesting. (Do cloakers have ships, and if so, what could they possibly look like? What if a dragon wants a floating lair? How do CE humanoids reconcile their normal urges with the amount of repetitive work and discipline needed for sea travel? Etc.)

7. Introduce the concept of a ship's log (one natural game effect would be a bonus to navigation checks as long as the log's been properly kept.) You'll want to design a very abstract "supplies" system that accounts for the supplies a ship needs - not just food and water and replacement garments for the crew, but regular replacements of cord, canvas, and even (after storms) wood and nails. You'll want it to be easy to track - possibly even use "supplies" as an additional treasure source PCs can loot after defeating another vessel.

8. The ship-to-ship combat system itself will be tricky, particularly since AoE spells make a lot of historical tactics instantly obsolete... when an AoE is available. You might look at what Stormwrack did just to see how you can improve on it - their Narrative Naval Combat makes the valid point that - until gunpowder - the really interesting part of ship-to-ship combat is the close-quarters battle across bloodstained decks, so any system that streamlines the early part to get to the exciting part is good game design.

Phew! I think that about wraps up my advice, except this - learn from Stormwrack's mistakes. Pre-fab adventures are probably a waste of space, although sample maps (leaving the keys for GMs to fill out) would probably be welcome. Also, SW tried to cover both ships and undersea adventures. It's understandable - this was their one chance to get "ocean adventures" in one hardcover - but it kept the book from maintaining its focus. Eschew stuff that relates to 'how to run an underwater campaign' and stick to your main premise: boats = awesome.


Lincoln Hills wrote:
Vinland Forever wrote:
...If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

1. For the total landlubbers out there, it might be worthwhile doing a 3/4 map view of a ship and pointing out the main parts (shrouds, stays, spars, masts: keel, tiller, stern: basic stuff.) Maybe a compass rose with fore, aft, port, starboard on it.

2. Then get into some nice ship types. Steal designs from Japanese Heike-era troopships, early Chinese junks, Middle Eastern dhouras and xebecs. Focus mainly on ships with enclosed cabins (no disrespect to open-topped ships, but they tend to require less info because they're essentially one rather small encounter area.) A few entirely fantastic options might round out the chapter - enormous town-sized ships prevented from tearing themselves apart by copious magic: enslaved giant sea turtles with ship-like structures on their backs... well, I'm sure you can think of some other exotic ones.

3. Refer the reader to the weather table in the CRB (unless you figure you can make a better one) and include an expansion that accounts for wind direction, as well as how it shifts day to day. (Weather that shifts gradually, affected by the previous day's weather, is a little more realistic than spastic weather determined by a straight percentile roll - a natural disaster every 100 days or so never struck me as a well-thought-out system.)

4. A chapter on ship-to-shore combat could get into types of shoreline, the usual safe depths and distances for anchorage, rules for boarding from boats, etc. - as well as providing various measures by which locals can repel landings.

5. Explore how ships interact with the magic system. Is a ship a (very large) object, or a location, or do spells treat it as both? A few new rules on stuff like living figureheads and "awakened" construct-ships would be nice. Avoid, if you can, the compulsion to add even more new spells to PF - but advice on how...

Excellent. Thank you.

Paizo is doing an official version. Should I still create this, or do something else and wait for the official version to come out?


That's not Paizo, that's Cubicle 7 Entertainment


kyrt-ryder wrote:
That's not Paizo, that's Cubicle 7 Entertainment

A second look shows it's also been delayed over a year. Better to just do it myself.

I now have an alias for this project ^_^.

...Wenche is a feminine Norse name that has nothing to do with promiscuity, smartasses.

Contributor

Lincoln Hills wrote:
Vinland Forever wrote:
...If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

1. For the total landlubbers out there, it might be worthwhile doing a 3/4 map view of a ship and pointing out the main parts (shrouds, stays, spars, masts: keel, tiller, stern: basic stuff.) Maybe a compass rose with fore, aft, port, starboard on it.

2. Then get into some nice ship types. Steal designs from Japanese Heike-era troopships, early Chinese junks, Middle Eastern dhouras and xebecs. Focus mainly on ships with enclosed cabins (no disrespect to open-topped ships, but they tend to require less info because they're essentially one rather small encounter area.) A few entirely fantastic options might round out the chapter - enormous town-sized ships prevented from tearing themselves apart by copious magic: enslaved giant sea turtles with ship-like structures on their backs... well, I'm sure you can think of some other exotic ones.

3. Refer the reader to the weather table in the CRB (unless you figure you can make a better one) and include an expansion that accounts for wind direction, as well as how it shifts day to day. (Weather that shifts gradually, affected by the previous day's weather, is a little more realistic than spastic weather determined by a straight percentile roll - a natural disaster every 100 days or so never struck me as a well-thought-out system.)

4. A chapter on ship-to-shore combat could get into types of shoreline, the usual safe depths and distances for anchorage, rules for boarding from boats, etc. - as well as providing various measures by which locals can repel landings.

5. Explore how ships interact with the magic system. Is a ship a (very large) object, or a location, or do spells treat it as both? A few new rules on stuff like living figureheads and "awakened" construct-ships would be nice. Avoid, if you can, the compulsion to add even more new spells to PF - but advice on how...

Lots of great ideas here. I have to think that Paizo will be tackling a good deal of this with the Skulls & Shackles AP.


Mike Shel wrote:
Lincoln Hills wrote:
Vinland Forever wrote:
...If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

1. For the total landlubbers out there, it might be worthwhile doing a 3/4 map view of a ship and pointing out the main parts (shrouds, stays, spars, masts: keel, tiller, stern: basic stuff.) Maybe a compass rose with fore, aft, port, starboard on it.

2. Then get into some nice ship types. Steal designs from Japanese Heike-era troopships, early Chinese junks, Middle Eastern dhouras and xebecs. Focus mainly on ships with enclosed cabins (no disrespect to open-topped ships, but they tend to require less info because they're essentially one rather small encounter area.) A few entirely fantastic options might round out the chapter - enormous town-sized ships prevented from tearing themselves apart by copious magic: enslaved giant sea turtles with ship-like structures on their backs... well, I'm sure you can think of some other exotic ones.

3. Refer the reader to the weather table in the CRB (unless you figure you can make a better one) and include an expansion that accounts for wind direction, as well as how it shifts day to day. (Weather that shifts gradually, affected by the previous day's weather, is a little more realistic than spastic weather determined by a straight percentile roll - a natural disaster every 100 days or so never struck me as a well-thought-out system.)

4. A chapter on ship-to-shore combat could get into types of shoreline, the usual safe depths and distances for anchorage, rules for boarding from boats, etc. - as well as providing various measures by which locals can repel landings.

5. Explore how ships interact with the magic system. Is a ship a (very large) object, or a location, or do spells treat it as both? A few new rules on stuff like living figureheads and "awakened" construct-ships would be nice. Avoid, if you can, the compulsion to add even more new spells to PF -

...

Good point. Perhaps I should wait, see what it covers, and fill up what it doesn't? When shall it be released?


Vin. You might want to start editing your quoted replies to quote what you're actually replying to. The forum is set up to limit the amount of text automatically quoted.


kyrt-ryder wrote:
Vin. You might want to start editing your quoted replies to quote what you're actually replying to. The forum is set up to limit the amount of text automatically quoted.

B*%&&~%s. I'll be sure to do that from now on.

When IS Skulls and Shackles set to come out?

The Exchange

(Sorry about the length of the post. I do go on, don't I?)


Lincoln Hills wrote:
(Sorry about the length of the post. I do go on, don't I?)

(You can stop now :P)


Vinland Forever wrote:
kyrt-ryder wrote:
Vin. You might want to start editing your quoted replies to quote what you're actually replying to. The forum is set up to limit the amount of text automatically quoted.

B#!@~*$s. I'll be sure to do that from now on.

When IS Skulls and Shackles set to come out?

Why was that censored? That was barely a cuss.

Anyway, I did not find your post too long, Lincoln. You had a lot of advice to convey.

Contributor

Vinland Forever wrote:

When IS Skulls and Shackles set to come out?

The first in the AP, The Wormwood Mutiny comes out around February 2012. My guide to the Isles of the Shackles is due out in March, though it focuses exclusively on the islands and an extensive bestiary/NPC gallery.

Sczarni RPG Superstar 2012 Top 32

I have run ship adventures in the past and starting another atm. Things I found needed more depth. I play with players with sea experience and they always want more realism. Don't pay much attention to the Ultimate Combat (UC) book when designing, it is too simplistic and doesn't gibe well with the Corebook.

1) Ship movement in violent and abnormal sea conditions. The checks provided in the UC book leave alot to be desired. I personally think they are so bad, I ignored most of the chapter. Just DC 5 and 20? BAH!

2) Boarding ships: both are moving up and down, side to side due to the waves. I have the captain's make opposing Profession (Sailor) checks. If the captain of the ship being boarded wins the roll, boarders take a -5 check to board. If the attacking captain wins, there is no bonus since he successfully matched the movement of the target ship. Also how to board is another issue. Swing over, climb a rope to other ship, , boarding ramps, jump, and magic.

3) How to fetch someone that has fallen overboard. Since this normally happens during combat or rough seas, it is difficult to react.

4) Ship sinking: ship is starting to take on water and crew wants to save the ship. Current rules don't cover this and it is a good way to add some suspense to the story.

5) New spells, traits, archetypes, creatures.

6) Ship magic items. My examples: Everfull Sail, Immovable Anchor, Chart of the Navigator (with lesser and greater versions), Returning Life Jackets.

7) Figureheads. Similar to the effigies presented in Land of the Linnorm Kings. Bonuses to crew checks or checks against the enemy.

8) How to apply magic permanently to the ship itself, this should cost a bundle due to the size/weight.

9) Instead of listing specific ships, create rules for building them. How much per square foot. Different materials. Craft (Ship) DCs. Profession (Sailor) or (Shipwright)[NPC most likely] checks to determine seaworthiness and speeds. Don't rely on the Core or UC, the disparities are confusing.

10) Sea hazards.

11) Ship traps. Yes, traps that can catch or hurt a ship. Or that can be dropped from a ship.

12) Small section on sea chases.

13) Ship qualities.


Don't make it a boring simulationist book. It needs to show as much imagination as realism. There's a lot of mythology about sailing.

Seaweed can strangle and constrict. Fog can act like acid. Killing an albatross can kill the wind. Islands can move. Don't forget curses and superstitions.

The Exchange

Did I mention a chapter about shipwrecks, being cast away, open-ocean survival and so forth? Because I just remembered that in my total gaming experience, it's actually more unusual for PCs to successfully sail from one place to another than it is for the ship to meet some horrible, horrible fate.


Definitely a set of comprehensive, modular ship-building rules for customization and scaling


What happens at the edge of the world? Is there a giant Thunderbird there which creates the wind or is there a waterfall into nothingness?


Varthanna wrote:
Definitely a set of comprehensive, modular ship-building rules for customization and scaling

This is exactly what I'm looking for, add in costs for things. Maybe X amount of Gold for each 5-ft square above deck, Y for each square below deck. Give different sized masts and the amount of gold required (4 or 5 different sizes should be good enough to allow nearly everything). Then an amount of tonnage per 5 ft square and how many people different sized ships hold.

It sounds like a lot, but I bet it could fit in 2 pages.


You know what I realized? D&D and Pathfinder supplements are not written by one person. Now what I see how much is needed for one, I understand why.

If you would like to collaborate on this project, email me at vinlandforever@yahoo.com.


Magically powered submarines!


joeyfixit wrote:
Magically powered submarines!

When does world war golarion hit? because if there are magic submarines, youll need magic golarion nazis to run em!

(Hobgoblins perhaps?)


I'd like to see some engine types, magical, mechanical, etc. Also stuff on airships and some basic rules for ship combat in three dimensions.

Grand Lodge

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Ultimate Combat has rules for vehicles,including naval ships. That should be enough to start. Remember that most naval actions of this type generally consist of long range bombardment to take out the sails, than a close for hand to hand combat. As a pirate, you don't generally want to sink the other ship UNTIL you've looted it first.


I have an idea I want to run by you guys. What if I extended the combat round to 5 minutes during the approach to battle, 1 minute during ship to ship fighting, then back to 6 seconds once it closed to boarding? This is to compensate for the long time it takes for ships to close in on each other and load their weapons.

Shadow Lodge

Things I would like to see at sea.

1.) Rules and asjustments for naval (personal combat), don't really want much in the way of "ship" or "mass" combat, honestly.

2.) Dangers at sea.

3.) Underwater setting stuff, if briefly.

4.) Ideas for play

5.) Rules/Archtypes/Prestige Classes for classes (except for Rogue, Fighter, Bards, and other obvious choices).

6.) Ideas for how life at sea is different than say an urban or typical dungeoneering campaign, but also stuff for a short term naval adventure.

7.) Rules for travel time, various uses for skills we wouldn't think of, items we wouldn't think of, etc. . .

8.) Spells that make Clerics, Oracles, Wizards, and Sorcerers that live at sea more atypical.

9.) Myths and beliefs that are common to people often on boats, (like the mermaid, sirens, the "mists", "the triangle", sea monsters, te world is flat, etc. . .).

10.) Maybe a sort of odessy-style theme.

11.) Real world concepts for water travel from various cultures, norse, greek, asian, european, as well as various aspects of Andoran vs Cheliax vs Taldor navy/slave-ship stuff.

12.) Some info on things a little outside of the box, like swamps, large river, river travel, large lakes, and bogs.

13.) Religions and "religious" practices of seafarers. Temples and maybe a pantheistic religion around ocean travel. What makes a Druid, Paladin, Oracle, and mostly a Cleric on a ship different than the norm.

14.) Ideas for playing in a nations official Navy (military), as well as how they handle little threats like pirates or superstition.

15.) How Dracula made it, while other failed.

What I really do not want to see:
1.) Pirate Archtypes or Prestige Classes, especially of the Fighter or Rogue variaty.

2.) Ninjas

3.) Pirates riding dinosaures fighting ninjas who are riding dinosaurs :)

4.) ship vs ship combat

5.) basic information or rules that most DMs could come up with, or information/rules like in the Game Master's uide that just barely touches the subject.

6.) Pirate Archtypes/Prestige Classes

Shadow Lodge

Canoes and maybe some surfing.


gnome submarines
dwarf underwater mining robots

no elves, nothing with long pointy ears, nothing that looks like slim women but is in fact a man.

Pirates, engineers and underwater-magic is a given, I guess.


Here's my current project.

This project being Pathfinder in the Age of Sail (17th to early 19th centuries), naval combat and sailing rules will play a fairly large part. As such, much of the stuff you guys listed in this thread will make appearances. If there is anything you would like to see in an Age of Sail setting that you didn't list here (as you were expecting a medieval setting), feel free to list it.


One thing of note is that not everyone want Cannons and/or firearms in their naval stuff.


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Well, this is an Age of Sail supplement, so if you don't want cannons and firearms, don't play it. This is specifically geared to people who do want them.


Vinland Forever wrote:
Well, this is an Age of Sail supplement, so if you don't want cannons and firearms, don't play it. This is specifically geared to people who do want them.

So, no Phoeniciians or Polynesians or Chinese or Norse or fantastical inspirations? My interest has just sunk.


Darkwing Duck wrote:
Vinland Forever wrote:
Well, this is an Age of Sail supplement, so if you don't want cannons and firearms, don't play it. This is specifically geared to people who do want them.
So, no Phoeniciians or Polynesians or Chinese or Norse or fantastical inspirations? My interest has just sunk.

Actually, it does have that. My plans are outlined in this thread. Though it lacks Phoneciian support, it does have a Polynesian Republic, several Chinese nations, and a couple Nordic nations, and they don't all use the same types of ship. Furthermore, this will have fantasy inspired ships that never existed in real life.

Also, I plan to take heavy inspiration from myth.


Vinland Forever wrote:
Darkwing Duck wrote:
Vinland Forever wrote:
Well, this is an Age of Sail supplement, so if you don't want cannons and firearms, don't play it. This is specifically geared to people who do want them.
So, no Phoeniciians or Polynesians or Chinese or Norse or fantastical inspirations? My interest has just sunk.

Actually, it does have that. My plans are outlined in this thread. Though it lacks Phoneciian support, it does have a Polynesian Republic, several Chinese nations, and a couple Nordic nations, and they don't all use the same types of ship. Furthermore, this will have fantasy inspired ships that never existed in real life.

Also, I plan to take heavy inspiration from myth.

So its not specifically geared to people who want cannons?


Darkwing Duck wrote:
Vinland Forever wrote:
Darkwing Duck wrote:
Vinland Forever wrote:
Well, this is an Age of Sail supplement, so if you don't want cannons and firearms, don't play it. This is specifically geared to people who do want them.
So, no Phoeniciians or Polynesians or Chinese or Norse or fantastical inspirations? My interest has just sunk.

Actually, it does have that. My plans are outlined in this thread. Though it lacks Phoneciian support, it does have a Polynesian Republic, several Chinese nations, and a couple Nordic nations, and they don't all use the same types of ship. Furthermore, this will have fantasy inspired ships that never existed in real life.

Also, I plan to take heavy inspiration from myth.

So its not specifically geared to people who want cannons?

Well, being this this is an Age of Sail (late 17th to early 19th centuries) conversion that happens to have substantial naval support, yes, this is geared to people who want firearms. That said, it has as much support for Asian and Middle Eastern vessels as for European vessels, and small craft, including a not of Native American and Polynesian designs, are also covered.

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/wouldYouLikeToHelpMeDesignSomeCountries

I explain some about the world itself here.

Basically, I'm not writing a naval expansion (A 3rd party company already has that covered), I'm using the suggestions from when I was planning to do so to add in extensive naval rules to an Age of Sail expansion.


Vinland Forever wrote:
The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?

Then I guess this product upcoming product, Armada: Expanded Sea Combat and Rules Sourcebook, will be of interest to you then?


LMPjr007 wrote:
Vinland Forever wrote:
The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?
Then I guess this product upcoming product, Armada: Expanded Sea Combat and Rules Sourcebook, will be of interest to you then?

Yes, actually. This project, as written, is abandoned do to a couple other publishers working on it. However, the suggestions given here are being used for another project found here:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/wouldYouLikeToHelpMeDesignSomeCountries

It's a late 17th to early 19th century conversion, not a naval supplement, but that period of history was called the Age of Sail for a reason, and therefore this conversion will have lots of support for naval encounters.


LMPjr007 wrote:
Vinland Forever wrote:
The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?
Then I guess this product upcoming product, Armada: Expanded Sea Combat and Rules Sourcebook, will be of interest to you then?

Its all in the details. Unlike most it seems I hated storm wreak, I found the ship rules like most 3e ship rules wonky, clunky and gods awful.

Corsairs however was a damned good book.


seekerofshadowlight wrote:
LMPjr007 wrote:
Vinland Forever wrote:
The title says it all. If a supplement dedicated to sea combat were released, what content would you like to see? For those who say more ships, what kinds of ships?
Then I guess this product upcoming product, Armada: Expanded Sea Combat and Rules Sourcebook, will be of interest to you then?

Its all in the details. Unlike most it seems I hated storm wreak, I found the ship rules like most 3e ship rules wonky, clunky and gods awful.

Corsairs however was a damned good book.

There was supposed to be a Pathfinder Corsairs released, but it's been delayed for over a year now.


Honestly the diffidence would be so minor you may not even notice them. I would say get the PDF of the 3.5 one if you can.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Thomas LeBlanc wrote:
1) Ship movement in violent and abnormal sea conditions. The checks provided in the UC book leave alot to be desired. I personally think they are so bad, I ignored most of the chapter. Just DC 5 and 20? BAH!

These are especially bad once you realize that, when piloting an air-powered vessel such as a sailing ship, the DC increases by 10, making it a solid 30 when in combat.

Almost no published Paizonian sailor can hope to make such a check with any regularity.

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