
Vong |

Hello, I have been doing much research and I have not been able to find where it shows the DC to sail a ship in the various wind force categories.
I have found the chart in the players guide (scroll down to Table: Wind Effects) that shows the various force categories.
In the fast play ship combat in skull & shackles players guide it states:
Outside of combat, the base DC for all sailing checks is DC 5. In combat, the base DC for all sailing checks is DC 20. A ship without a full crew complement, but with at least half its crew, takes a –10 penalty on all sailing checks.
and then there is the trait Hurricane Savvy
You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
Yet nowhere do I see the DC increase for the various force categories. Am I just blind, or are they not published?

zebuxoruk |
I need this information too and can't find it anywhere.
So bippity bump.
I'm looking to take Hurricane Savvy, two levels in Inner-Sea Pirate, and four levels in Shackles Pirate to eventually get -3 to wind intensity.
Gonna sail into the Eye of Abendego. Would like to know what kind of rules I'm looking at.

illithid29 |
From Ultimate Combat:
Driving Check: When a driver takes a driving action,
she must make a driving check to determine the
maneuverability and speed of the vehicle that round.
The vehicle’s propulsion determines what skill is
used for the driving check. A driver can always make a
Wisdom check in place of a driving check. The base DCs
for all driving checks are DC 5 and DC 20. Use the lower
DC when the driver is not in combat and the higher DC
when the driver is in combat.
Air Current: Air-current vehicles are rather diverse. They
can be sailing ships, airships, land ships, or even gliders. A
vehicle propelled by air with a crew of two or more creatures
requires a Profession (sailor) or Knowledge (nature) check as
its driving check. Because of their complexity, air-current
vehicles always have their driving check DCs increased by
10. Smaller air-current vehicles, such as gliders and wind
sleds, use Acrobatics or Fly instead. Much of their control
depends on knowledge of f light or proper movements of
the body to control the vehicle.....
On Table 13–10: Wind Effects on pg. 439 from the Core Rulebook, I apply the "Fly Penalty" to the PCs sailing check. Or just add the penalty to the DC rather than a minus to the PCs roll. Whichever is easier.
That's how I do it at least.
I would use the "minus to wind intensity" as the wind is that many categories lesser.