Original Ideas for SHIPS around the Shattered Continent of Azlant & the Sightless Sea?


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So I’m helping Deaths Adorable Apprentice out with an Azlanti Campaign setting, populating islands of the Shattered Continent with some pretty outrageous ideas attributed to the Earthfall.
I’m also creating some pirate, merchant, smuggler and even ghost ships.
That is the reason for this thread; What original ideas do any of you have for some SHIPS around the waters of Azlant & the Sightless Sea?
Below I have some examples of what I’ve come up with and would look forward to seeing what you can contribute.
If you could use the following format, it would be helpful. Thanks in advance. ;-)

Pirate Airship - - Cervantes’ Warhawk - - the Plane of Air - - CR 9 (Osirion made sailing ship)
DEFENSE: INIT +6, AC 16, touch 5; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d10 (reinforced keel)
CREW: Captain Cervantes Alba (CG male aasimar gunslinger 5/Brawler 5; Profession [sailor] +20), First Officer Wilbur M’Tura (CG male tiefling swashbuckler 9), 10 ship’s officers (CG human swashbuckler 1/fighter 5), 60 pirates (CN human rogue 3), 50 sailors (minimum 20)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, reinforced extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 5 points of plunder (ship’s arsenal and pirated goods). Many doors and chests are trapped to keep them off-limits to swabs and common sailors.

Cervantes’ Warhawk is Captained by Cervantes Alba, a notorious pirate Free Captain of the Shackles who has long plagued Chelish merchant shipping in the Inner Sea and Arcadian Ocean. Compact but fierce, Alba has more muscles than most his crew, he's known for carrying 5 single shot pistols and fighting in close with twin blades.
The Warhawk has a secret. It’s also an airship capable of calling forth a gate to the plane of air. One of Warhawks main tactics is to travel in the clouds to stay out of sight for as long as possible. Swooping in from on-high to use its reinforced keel to ram the target ship, usually crippling the other vessel, and making her the next mark in the Warhawk’s list of trophies. Alba is not known to leave survivors, but recycles taken ships to add to his pirate fleet.

Ships of the Shattered Continent:

Pirate Ship - - Devastation - - CR 9 Chelish man-o’-war (sailing ship)
DEFENSE: Init +4, AC 19, touch 2; Hardness 7, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Paracount Sebastian Von Strom (LE male human fighter 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kera Toomes (LE female human cavalier 6), 14 ship’s officers (LE human aristocrat 2/expert 3), 120 Chelish pirates (LE human fighter 2), 60 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)

Sebastian Von Strom is a Chelish Paracount turned pirate, stealing a man-o’-war pirate hunter, one of several powerful ships sent by Cheliax to patrol the western coasts of the Inner Sea region and occasionally scout along the edges of the Shackles. It was easy for him to trick the Chelish Naval captain into turning over command of the vessel to him and he gradually recruited and replaced the crew with pirates and sailors loyal to him. By replace, Captain Sebastian killed them quietly, or at least well away from the rest of the crews prying ears. Despite his Nobel beginnings he is perhaps the most feared Free Captain on the water, and not just because of his impressive ship, Devastation. He is blood thirsty and vicious, capable of the most heinous murders imaginable.

Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 Urdefhan whaler ghostship (sailing ship)
DEFENSE: Init +8, AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE: Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will); Acceleration 30 ft., Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
CREW: Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 28 brine zombies, 20 male Urdefhan fighter3/rogue3,
EQUIPMENT: Gear heavy ballista with 20 bolts (fore), ram, bite, Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls used as teeth for the megalodon like maw of the vessel.

Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Ghost Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.

Pirate Ship - - Morning Breeze/Devil’s Breath - - (Andoran merchant sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Acceleration 30 ft., Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Arin “Undertow” Wraithwind (N male undine expert3/rogue6; Profession [sailor] +20), 7 ship’s officers (LE human aristocrat 2/expert 3), 70 pirates (NE human fighter 2), 30 sailors (minimum 10)
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)

This ship is glammered to appear as a slow moving merchant caravel (the “Morning Breeze”) when in reality it is a sleek, aggressive sailing ship (the “Devil’s Breath”).
Captained by the portly undine Arin “Undertow” Wraithwind, Arin plays up the merchant angle to the hilt. He even has his crew dress the part, keeping the ship under glamour most of the time, until he spies a likely target. This is when the glamour drops and the Devil’s Breaths’ pirate flag is raised and all bets are off. Undertow might be on the heavy side but he swims like a shark and fights like a dervish.

Smuggler’s Vessel, Elemental - - The Corbi - - (Varisian sailing ship)
DEFENSE: Init +8, AC 20, touch 5; Hardness 7, hp 1,200 (sails 600), Save +14
OFFENSE: Maximum Speed 240 ft. Acceleration 60 ft., Ranged 5 light ballistae +5 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 5d8
CREW: Captain Elias Corbi (N male human rogue10; Profession [sailor] +20) 5 ship’s officers (LE human expert 3 / rogue 3), 10 pirates (NE human fighter 3), 20 sailors (minimum 10)
EQUIPMENT: 5 light ballistae with 100 bolts (port, starboard and aft), 1 standard catapult with 15 stones (fore), broad rudder, shallow keel, magically treated sails, light ram, rapid deploy silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 10 points of plunder (ship’s arsenal and smuggled stores)

This already sleek and fast smugglers vessel is also powered by a water elemental, effectively doubling its speed or rigging the ship for silent running at normal speed.
Captain Elias Portran was once a Chelish Naval captain when his Patrol boat was sunk by pirates. Injured, he was floating on the remnants of his ship when he was found by a female sylph smuggler called Corbi. She nursed him back to health and they fell in love. Corbi continued to smuggle but was betrayed while she was on land, and promptly hung for being a pirate. Elias, distraught, took her name for his last in remembrance. He has been smuggling and upgrading their ship ever since. He holds no love for the Chelish Navy.

Pirate Hunter - - Gold Kissed Pearl - - CR 10 Munavri man-o’-war (sailing ship)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,620 (sails 960), Save +16, capable of teleporting between the Arcadian Ocean and the Sightless Sea 3/day.
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
CREW: Captain Francesca Caviezel (LG female half-dragon munavri paladin 10; Profession [sailor] +20) Commander Lazlo Kurl (LG male munavri cleric 6), 14 ship’s officers (NG munavri fighter 2/expert 3), 120 munavri free soldiers (NG munavri fighter 3), 60 sailors (minimum 20)
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (both fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy silk sails, sturdy hull, 120 squares of violet sails (four masts), Cargo 8 points of plunder (ship’s arsenal and stores)

The polished, powerful violet-sailed, intricately carved ivory ship is part of the Munavri initiative to destroy the Urdefhan presence in the Sightless Sea, be they pirate or otherwise. The Pearl’s ability to teleport grants her a tremendous advantage when combating other vessels.
Captain Francesca Caviezel is a half gold dragon munavri paladin held in high esteem by much of the munavri race. Her part draconic heritage makes her a formidable combatant, resulting in her being a feared captain of the Sightless Sea. So much so, the Urdefhan flee the sight of her Gold Dragon flag unless they out number her. Francesca’s kind heart is only over matched by her tenacity.

Pirate Barrel Boat - - Barrel O’ Terrible - - CR 5 Derro barrel boat (submersible ship)
DEFENSE: INIT +4, AC 16, touch 5; Hardness 5, hp 610 (no sails), Save +8, (magic; can submerge and reappear anywhere within ½ mile at will);
OFFENSE: Maximum Speed 90 ft., 120 ft. for short sprints, Ranged 6 underwater ballistae +3 (3d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8 plus 5d6 electricity damage (lightning coil ram),
CREW: Captain Driig (CE male derro sorcerer 4/oracle 4), Commander Zluur (CE male derro sorcerer 6, Profession [sailor] +14), 1 ship’s officer (CE derro fighter 4), 20 pirates (CE derro rogue 3), 20 sailors (minimum 10 who rotate out after each use of the lightning coil ram).
EQUIPMENT: 6 underwater ballistae with 120 bolts (2 port, 2 starboard, 1 fore and 1 aft), broad rudder, lightning coil ram, periscope, sturdy hull, Cargo 3 points of plunder (ship’s arsenal and pirated goods).

Each Barrel Boat is equipped with a lightning coil ram powered by the constant fo ot-peddling of derro sailors. It takes 3 full rounds to peddle enough to charge the Coil, 3 rounds the derro use to reposition. The Coil releases its charge when it deals ram damage, inflicting an additional 5d6 electricity damage to everyone in a 30ft cone in front of the boat at the point of impact Reflex DC15 for half, and automatically stunning the 10 sailors peddling the boat for 1 round, but dealing them no damage.
Barrel O’ Terrible is Captained by Driig, a notorious derro pirate Captain of the Silent Sea who has long plagued its waters. Crazy but possessed of an insane cunning, Driig is perhaps the most stable of his crew, he's known for carrying out brilliant ambushes utilizing 6 to 10 barrel boats.
The Barrel O’ Terribles’ ability to submerge and reappear is unique to Driig’s vessel. It’s workings are currently unknown to Commander Zluur, who will launch a mutiny against Captain Driig as soon as he can figure it out and take his place as captain.

[While the Barrel Boats are all R.A. Salvatore’s’, the lightning coil ram is all mine.]

Pirate Ship - - Wrath of Ydersius - - Serpentfolk man-o’-war (serpent ship)
DEFENSE: Init +8 AC 19, touch 5; Hardness 7, hp 1,215 (no sails), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 30 light ballistae +8 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Ssscarzina (NE female serpentfolk swashbuckler 10; Profession [sailor] +20) Commander Ssseperado (NE male serpentfolk rogue 6), 8 ship’s officers (NE serpentfolk fighter 2/rogue 3), 120 serpentfolk pirates (NE serpentfolk fighter 3), 90 sailors (minimum 30)
EQUIPMENT: 30 light ballistae with 300 bolts (port, starboard, fore and aft), broad rudder, linked extended keel, ram, sturdy hull, Cargo 6 points of plunder (ship’s arsenal and stores)

Made of darkwood and polished to a scaly shine, this powerful 450-ft long vessel magically unjulates sinuously and rapidly across the water, looking like great serpent. The 30-ft broad head of the ship gradually narrows to 5-ft wide at its tail. The head is capable of rearing 50-ft into the air and slamming down onto the deck, driving two 10-ft fangs into the target ship, hooking the two vessels together for boarding.
Captain Ssscarzina is a purecaste serpentfolk of white, red and gold scales, often referred to as Daughter to Ydersius by the degenerate serpentfolk. She fights with cold, casual, sinuous grace paired with deceptively quick strikes. Her intellect works the same way and she is most adept at flirting during a fight to distract her opponents if she deems them worthy adversaries.

Pirate Ship - - Eclipse All Light - - CR 10 (Drow sailing ship)
DEFENSE: INIT +7, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 10 heavy ballistae +5 (4d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Maluster Darkholm (CE male drow magus 6/ rogue 4; Profession [sailor] +20), Commander Pyrjerolm Darkholm (CE male drow fighter 8), 10 ship’s officers (CE drow magus 6), 80 pirates (CE drow fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 10 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, quick release piercing ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 9 points of plunder (ship’s arsenal and pirated goods).

Eclipse All Light is a mat-black vessel enchanted with a variety of non-detection spells and countermeasures. It can go invisible and lay a false water wake via hallucinatory terrain 3 times per day for 1 minute each use. The ship can also cast deeper darkness at the pilots will.
Captain Maluster Darkholm is wiry, whip-quick and fights in-close with a rapier that absorbs blood. Maluster is an otherwise forgettable dark elf. This is an affection he purposely cultivates. He likes to blend in, as much as a drow elf can, using disguise kits and a hat of disguise. Even among other Darkholm elves he is virtually anonymous. Maluster is meticulous and never leaves evidence of his doings. He leaves no trace of himself and no one but Maluster knows how he disposes of his victims or their ships.

He possesses an artifact of the Darkholm, a tiny adamantine bell called the Anvilknell that when struck against the hull, can teleport any ship of 3-masted size or smaller to a massive ravine on a smallish island (called the Riven Isle) in the Shattered Continent, creating its own ship graveyard on dry land.

Spire Outrigger Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 2 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: 3 passengers.
EQUIPMENT: 2 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated low profile rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: None.

The Mordant Spire elves travel the perimeter of the Shattered Continent on skimmers. The outrigger magical vessels carry up to 3 elves on it to patrol. This outrigger skimmer has the ability to send messages back and forth between the Mordant Spire and other outrigger skimmers. The outrigger can be operated as a sailing ship using command words in elvish or manually.

Spire Surf Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 150 (no sails), Save +12, Base Stealth +10
OFFENSE: Maximum Speed 90 ft. CMB +15; CMD 20, Ramming Damage 1d8
CREW: Single passenger, can carry 2 at half speed.
EQUIPMENT: long board, sturdy hull, Cargo: None.

The agile surf skimmer is designed primarily for stealth and maneuverability and its not uncommon to see Mordant Spire elves firing bows from the stable platform. The surf skimmer can move at a height of 2 feet above the water for up to 5 hours per day. It can also cloak the board and rider to look like a dolphin or a shark for up to an hour per day, making viewers from ships believe they are seeing large pods of dolphins escorting them.

Spire Ship - - Acavna’s Reach - - Adjacent to the Ethereal Plane (Mordant Spire sailing ship)
DEFENSE: INIT +8, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Retsulum Whitewave (LG male mordant elf sorcerer 10; Profession [sailor] +20), Commander Mlorej (LG male mordant elf rogue 8), 10 ship’s officers (LG male mordant elf magus (Spire Defenders) 6), 60 Vigilant Needle (LN male mordant elf fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 20 Spire Surf Skimmers, 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated low profile sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and ship’s stores).

Acavna’s Reach is constructed from some form of rune carved white wood that seems to radiate moonlight in the dark of night. The ship can also cast a variant of the daylight spell that generates moonlight at the pilots will.
In addition the ship and its occupants each have the ability to Ghostwalk as a swift action with a range of “personal”, targeting either the ship or any passenger whose been on the ship for 24 hours or more, for a duration of 1 round up to 3 times per day. The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator or ship gains the incorporeal subtype. This is an Ethereal plane using maneuver.
Captain Retsulum Whitewave is a witty if dour Mordant Spire Elf with a regal and commanding personality. He is in command of a small fleet of Mordant Spire outrigger and surf skimmers.

The Ghostship - - Roaming Rift to many places - - "Ghostship stories have been floating around forever about ghost ships encountered in every corner of the seas. Why, in my day, I was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why I had such a start, I know my tongue plain dried up! Now I was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so I turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but I knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me I’d be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all…"
partial decree of the august bodies of Such & Such; "...are of the opinion that the second ship, the, er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, and based on the stars and moons lunar alignment, the Plane of Air..."


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(For a moment, I was thinking of another kind of ships. Oh well… nevermind.)


Pan, definitely not a Kitsune wrote:
(For a moment, I was thinking of another kind of ships. Oh well… nevermind.)

Don't get me wrong, we'd welcome any ships you might have in mind. Well, maybe no space ships. Please, feel free to contribute! :-)


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I think Pan means 'ships' like 'I am Nemesis x Death's Adorable Apprentice'. Your characters may object to being shipped in such fashion.

& sorry, putting together ship stat blocks looks like too much work.


avr wrote:
& sorry, putting together ship stat blocks looks like too much work.

that's no problem, i can configure ship stat blocks based on how many masts.

4 masts are man o' wars, 2 & 3 masts are sailing ships, single masts are usually outriggers.
and of course you can come up with something unique with no sails and i'll wing it, just give me an idea of size.


OK, a few ideas then.

Merchant Ship - Kelpie's Crossing - (Human sailing ship)
CREW: Captain Polly Threeteeth (CN female human oozemorph shifter 8), ~20 sailors, lots of oozes.
Poorly maintained and lacking obvious defences, the Kelpie's Crossing looks as though it tries to avoid pirates by being too poor to attack. That's true only up to a point; those who board the vessel can find themselves stepping in a slick of oil which then tries to eat them. Polly can get the cooperation of oozes and keeps a number on the ship.
The reputation and the appearance of the ship is such that few will buy passage or transport for their goods on it. Polly can be a willing accomplice in underhanded or illegal schemes for the coin to keep it sailing.

Scavenger/Pirate Ship - The Smile of Gozreh - (Merfolk towed shell)
A giant clam shell used to hold the wealth of the Amber Spears clan, the danger is less the 'ship' itself than its clan of merfolk who may try to impose a tax on passing ships. There are a number of heavy spikes with attached bubble kelp on the shell which the merfolk can guide rapidly upwards towards the hulls of passing ships however.

Pirate Ship - Five Fires - (Asmodean pirate)
CREW: Diflins (LE female goblin cleric of Asmodeus 8), Derlin Webb (LE male human alchemist 8), 4 bullies (barbarian 2 / rogue 2), 20 sailors
Diflins is on a holy mission to acquire slaves for her church, whether by purchase, Derlin's drugs, or outright assault. She is willing to do honest trade along the way, but only up to a point. Also she really likes setting things on fire.


Merchant Ship - - Kelpie's Crossing - - (Andoran merchant caravel)
DEFENSE: Init +4, AC 16, touch 2; Hardness 5, hp 810 (sails 480), Save +9
OFFENSE: Maximum Speed 120 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8
CREW: Captain Polly Threeteeth (CN female human oozemorph shifter 8) Profession [sailor] +10; First Mate Ketra Semoo (CN female human rogue 5), 20 sailors, 10 oozes, usually below decks in the bilge),
EQUIPMENT: 20 light crossbows with 200 bolts (mobile), 25 boarding axes (weapons locker), standard rudder, standard keel, ram, standard sails; heavily patched, sturdy hull, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)

Poorly maintained and lacking obvious defenses, the Kelpie's Crossing looks as though it tries to avoid pirates by being too poor to attack. That's true only up to a point; those who board the vessel can find themselves stepping in a slick of oil which then tries to eat them. Polly can get the cooperation of oozes and keeps a number on the ship.
The reputation and the appearance of the ship is such that few will buy passage or transport for their goods on it. Polly can be a willing accomplice in underhanded or illegal schemes for the coin to keep it sailing.


Scavenger/Pirate Ship - - The Smile of Gozreh - - (Shell towed by Merfolk)
DEFENSE: Init +4, AC 18, touch 10; Hardness 6, hp 405 (no sails), Save +12
OFFENSE: Maximum Speed 90 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +15; CMD 25,
CREW: Leader Temarlan (CN male merfolk barbarian 8) 70 pirates (entire clan),
EQUIPMENT: 20 light underwater crossbows with 200 bolts, 70 tridents, no rudder, no keel, no ram, sturdy hull (shell), Cargo 6 points of plunder (shell’s arsenal, collected sunken treasures & stores)

A giant clam shell used to hold the wealth of the Amber Spears clan, the danger is less the 'ship' itself than its clan of merfolk who may try to impose a tax on passing ships. There are a number of heavy spikes with attached bubble kelp on the shell which the merfolk can guide rapidly upwards towards the hulls of passing ships.


Pirate Ship - - Five Fires - - (Asmodean sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Diflins (LE female goblin cleric of Asmodeus 8); Profession [sailor] +20), Commander Derlin Webb (LE male human alchemist 8), 4 Human bullies (barbarian 2 / rogue 2), 5 ship’s officers (LE goblin cleric 6), 40 pirates (LE human fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically fire resistant (10) sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 8 points of plunder (ship’s arsenal, stores and 40 slaves).

Diflins is on a holy mission to acquire slaves for her church, whether by purchase, Derlin's drugs, or outright assault. She is willing to do honest trade along the way, but only up to a point. Also she really likes setting things on fire.


Zombie whale (or other mass of undead flesh) with undead crew.


deuxhero wrote:
Zombie whale (or other mass of undead flesh) with undead crew.

I like the way you think. While we already have a megalodon shark/ship and it's brine zombie & Urdefhan crew;

Quote:

64. Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 (Urdefhan whaler ghostship sailing ship)

Init +8 DEFENSE AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will); Acceleration 30 ft.
Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
CREW Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 28 brine zombies, 30 male Urdefhan (fighter 3/rogue 3),
EQUIPMENT Gear heavy ballista with 20 bolts (fore), ram, bite,
Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls, now used as teeth for the megalodon like maw of the vessel.
Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.

... i'll try and see if i can spin a whale-of-a-tale!

No Ishmael and Moby Dick or Lemurian Panther Shark War Steed, maybe an
Ancient Mariner riding a vampire spawn killer whale?:

The Ancient Mariner CR 6
XP 2,400
Male advanced mummy of the deep (Tome of Horrors Complete 439)
NE Medium undead (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +12
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
DEFENSE
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 67 (9d8+27)
Fort +7, Ref +3, Will +8
DR 5/—; Immune undead traits; Resist fire 10
OFFENSE
Speed 20 ft., swim 20 ft.
Melee slam +12 (1d6+7 plus grab)
Special Attacks curse of the deep
Spell-Like Abilities (CL 8th; concentration +10)
1/day—control water
STATISTICS
Str 21, Dex 10, Con —, Int 6, Wis 14, Cha 15
Base Atk +6; CMB +11 (+15 grapple); CMD 21
Feats Great Fortitude, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (slam)
Skills Disguise +10, Perception +12, Stealth +10, Swim +18
SPECIAL ABILITIES
Curse of the Deep
(Su) On a successful grapple check, a mummy of the deep presses its lips against an opponent’s and regurgitates sea water into the opponent’s lungs. Each round thereafter, for the next 10 rounds, the victim must succeed at a DC 16 Fortitude save or be dazed and take 1d4 points of damage that round. Three consecutive successful saves means the victim has coughed up enough water to shake off the effects of the attack and takes no further damage. When a victim reaches 0 or fewer hit points, it falls unconscious. In the next round, it drowns. Holding one’s breath does not prevent drowning (water is already in the lungs). A remove curse, heal spell, or DC 20 Heal check halts the damage if applied before the creature reaches 0 or fewer hit points. The save DC is Charisma-based.
Despair (Su) All creatures within a 30-foot radius that see a mummy of the deep must succeed at a DC 16 Will save or be paralyzed with fear for 1d4 rounds.Whether or not the save is successful, that creature cannot be affected again by that mummy of the deep’s despair ability for 24 hours. This is a paralysis and mind-affecting fear attack. The save DC is Charisma-based.

This sleek black whale has a distinctive white patch near each glowing red eye and a mouth filled with sharp teeth and fangs.
Orca, Vampire Spawn CR 7
XP 2,800
N Huge animal (undead)
Init +6; Senses blindsight 120 ft., low-light vision; Perception +19, Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses resurrection vulnerability, vampire weaknesses, no water weakness
DEFENSE
AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
hp 67 (9d8+27)
Fort +9, Ref +8, Will +5
OFFENSE
Speed swim 80 ft.
Melee bite +17 (2d6+13 plus energy drain)
Space 15 ft.; Reach 10 ft.
Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14)
STATISTICS
Str 27, Dex 15, Con 16, Int 2, Wis 15, Cha 6
Base Atk +6; CMB +16; CMD 28
Feats Endurance, Improved Initiative, Skill Focus (Perception, Swim), Weapon Focus (bite)
Skills Perception +19, Swim +28; Racial Modifiers +8 Perception
SQ hold breath
SPECIAL ABILITIES
Hold Breath[/b] (Ex)
An orca can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning, not that it needs to in it's undead state.
Blood Drain (Su)
A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire spawn heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Dominate (Su)
A vampire spawn can crush a humanoid opponent’s will as a standard action. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampire spawns might be able to affect different creature types with this power.
Energy Drain (Su)
A creature hit by a vampire spawn’s slam (or other natural weapon) gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes.
Fast Healing (Su)
A vampire spawn also gains fast healing 2. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Resurrection Vulnerability (Su)
A raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex)
A vampire spawn casts no shadows and shows no reflection in a mirror.
Weaknesses
Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire spawn’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Driving a coral stake or spear through a helpless vampire spawn’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.


This is amazing!

And I have never had someone claim to ship me with someone :D


Deaths Adorable Apprentice wrote:

This is amazing!

And I have never had someone claim to ship me with someone :D

[Laughs] The shipping together thing might get cramped, literally!

As long as this thread gets fresh ideas, I'll keep configuring ship stat blocks for everyone [which was an impossibility for the Orca, deuxhero, sorry].
This thread could become useful to any DM running a Pirate campaign!


A few more.

Pirate Ship - - The Moon's Vengeance - - Strix Outrigger
CREW: Captain Ixitach (NE female strix bard 7), Commander Tlachl (LE male strix inquisitor 5), 3 moon warriors (strix slayer 4), 10 sailors
Without the numbers to take over a sizable ship, the crew of The Moon's Vengeance prefer to steal goods. They may take a hostage to protect against immediate retaliation, but don't keep them for ransom. No longer useful hostages have a very short expected lifespan.

Mercenary Ship - - The Moon's Vengeance (II) - - {fast sailing ship?}
CREW: Captain Laurence (LN female half-elf swashbuckler 7)
Unrelated to the above The Moon's Vengeance and very very irritated by the coincidence of names. Captain Laurence and her crew see themselves as honest soldiers, for all they work as mercenaries. Fast cargo and passenger delivery is their other line of work.

Scavenger/Pirate Ships - - Goblin Outriggers

They may last no more than a year or two even if they never meet enemies, but goblin outriggers seem eternal. Some parts of the ships can be recycled many times so the same snake figurehead can reappear even after the first ship it was on is defeated.
Goblins will scavenge rather than attack most times, but odd things may provoke them.


In particular of goblin outriggers
- - Snakesnake
There's nothing magical about the winged serpent figurehead on this ship, but Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7) will claim otherwise loudly. On occasion Farah (medusa) or one of her kin will travel aboard and lend a sort of credence to these claims to outsiders.
- - Blackwoods
Burned timbers warn that the goblins aboard are careless even as goblins go in their use of fire. The current leader is Burny Brak (N male goblin pyrokineticist 5), but there's a rapid turnover in the leadership here as unsuccessful leaders are burned out.
- - Black Star
Little Vruta (NE female goblin summoner 7) and her cadre of nihilistic worshippers of the Great Old Ones are exactly as creepy and dangerous as they look. Living sacrifices and torture - goth goblins don't just mess around with warpaint.

Grand Lodge

Floating bazar. Basically a floating village of raft-like boats tied together. Moves by oars or sail, but only around the shallow waters of a large penisula.


Scavenger/Pirate Ships - - Goblin Outriggers
They may last no more than a year or two even if they never meet enemies, but goblin outriggers seem eternal. Some parts of the ships can be recycled many times so the same snake figurehead can reappear even after the first ship it was on is defeated. Goblins will scavenge rather than attack most times, but odd things may provoke them. In particular of goblin outriggers;

Pirate Outrigger - - Snakesnake - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +8
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7), Commander Farah (female medusa bard 5), 3 male goblin (barbarian 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 1 points of plunder (ship’s arsenal and stores).

There's nothing magical about the winged serpent figurehead on this ship, but Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7) will claim otherwise loudly. On occasion Farah (medusa) or one of her kin will travel aboard and lend a sort of credence to these claims to outsiders.

Pirate Outrigger - - Blackwoods - - (Goblin Outrigger)
DEFENSE: INIT +5, AC 14, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Burny Brak (N male goblin pyrokineticist 5), Commander Red Scar (male hobgoblin barbarian 5), 4 male hobgoblin (fighter 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and pirated goods).

Burned timbers warn that the goblins aboard are careless even as goblins go in their use of fire. The current leader is Burny Brak (N male goblin pyrokineticist 5), but there's a rapid turnover in the leadership here as unsuccessful leaders are burned out.

Pirate Outrigger - - Black Star - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 17, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Little Vruta (NE female goblin summoner 7), Commander Goth (male bugbear barbarian 6), 4 male goblin (rogue 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 5 points of plunder (ship’s arsenal and pirated goods).

Little Vruta (NE female goblin summoner 7) and her cadre of nihilistic worshippers of the Great Old Ones are exactly as creepy and dangerous as they look. Living sacrifices and torture - goth goblins don't just mess around with warpaint.


Pirate Outrigger - - The Moon's Vengeance - - (Strix Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 10 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Captain Ixitach (NE female strix bard 7), Commander Tlachl (LE male strix inquisitor 5), 3 moon warriors (strix slayer 4), 10 sailors
EQUIPMENT: 10 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and stores).

Without the numbers to take over a sizable ship, the crew of The Moon's Vengeance prefer to steal goods. They may take a hostage to protect against immediate retaliation, but don't keep them for ransom. No longer useful hostages have a very short expected lifespan.

Mercenary Ship - - The Moon's Vengeance (II) - - (Varisian sailing ship)
DEFENSE: Init +6, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Acceleration 30 ft., Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Laurence (LN female half-elf swashbuckler 7) 7 ship’s officers (LN human fighter 2/ rogue 3), 50 pirates (NE human fighter 2), 30 sailors (minimum 15)
EQUIPMENT: 20 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 3 points of plunder (ship’s arsenal and stores)

Unrelated to the above The Moon's Vengeance and very very irritated by the coincidence of names. Captain Laurence and her crew see themselves as honest soldiers, for all they work as mercenaries. Fast cargo and passenger delivery is their other line of work.


I just wanted to comment on all the lovely ideas floating around here!

Merchant Ship - Kelpie's Crossing: I have a player who in a short module played an oozemorph shifter and they will love this one.

The Smile of Gozreh: Woo something for the wonderful underwater stuff or the Plane of Water! I like it and I love the name

Five Fires: I am Nemesis gave an idea for the The Silent Brotherhood of Asmodeus and them being a problem for Aesocar’s Bastion that you so lovely created for me and I may be using that there!

The Moon's Vengeance: Both of these are delightful and the irritation at the same name is a wonderful element

The goblin ones are lovely and I really like the Black Star.

avr you have quiet the skill for naming things!

Floating bazar: I thought I remembered a group of gnomes doing just this but all I found was Gogpodda But a crazy mass of jury-rigged boats seems like something a group of gnomes would do.


And I will leave the naming to someone more creative than me but the idea of a plant ship. Kind of like a mobile mangrove with its own critters that live in the submerged part and the top part resembling a ship. It would be kind of self sustaining.


Glad you like them. Though if there's some you like more or less let me know, I won't take offence and it does help to have some guidance as to what works best/what doesn't work for you when making more.

Would that tree-ship be a unique thing, or do you imagine a species of floating trees with some colonised and some not?


Let me think on the plant-ship, trying to wrap my imagination around salt-water plants (like mangroves) and their populations.
For the name of the bazaar, i borrowed Aahoo Jahansouz's name, Google it. She is my one of my favorite actresses.

Floating Bazaar - - Aahoo Jahansouz’s Bazaar - - (floating village of boats tied together)
DEFENSE: INIT +0, AC 12, touch 2; Hardness 5, hp 4,050 (sails 1200, oars 2160), Save +14
OFFENSE: Maximum Speed 60 ft. (Moves by oars or sail, but only around the shallow waters of a large peninsula),
Ranged 200 light ballistae +5 (3d8/19–20), 25 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Proprietor/Mayor Aahoo Jahansouz (LG female elfing (half elf/half quickling) gunslinger 1 (mysterious stranger) /swashbuckler 1 (inspired blade) / paladin 4 (holy gun) / fighter 4 (trench fighter); Profession [sailor] +20), Commander *Khan* Nod (CG male half elf /half orc shaman 8), 10 village marshal (CG male human fighter 6), 260 pirate/mercenary (LN male & female various races fighter 3), 240 sailors (minimum 85)
EQUIPMENT: 200 light ballistae with 4000 bolts (port and starboard), 20 standard catapults with 500 stones (fore and aft), no rudder, magically treated sails, rapid deploy sails, 300 squares of sails (multiple masts), Cargo 25 points of plunder (villages arsenal, villages stores and fenced stolen goods).
Titles •••••••• The Floating Ruby,
Nation •••••• n/a
Region •••••• Arcadian Ocean
Size •••••••••• Large Village
Population ••3,423
Demographics ••• 65% human, 10% elf, 10% dwarf, 3% aasimar, 2% muavri, 4% tiefling, 1% halfling, 5% other
Government •••••• Merchant Council
Alignment ••••••••• Neutral Good

Charismatic and beautiful, Aahoo actually started this floating village on the remnants of merchant vessel that had not been fully pirated. Said pirates took to the winds to avoid a Chelish man o’ war pursuing them. Being the only survivor and first mate, she tried time after time to barter away back home but ended up turning a tidy profit, and more and more ships tied themselves off to get in on the heavy trading activity. As a half quickling, Aahoo Jahansouz became very popular very quickly shaking hands all the way. She learned who had what goods and who need this or that and was quick enough to get the word to the right ear, and turned even more profit. Eventually she made enough gold to pay death benefits for each and every member of her departed crew and payoff the lien on the ship and replace the bartered cargo. Aahoo Jahansouz is a crack shot and an excellent face for the village being a paladin of Abadar.


By far it is the two Moon's Vengeance's. That half elf is gonnna most likely be from the Mordant Spire. The name fits rather well as Acavna, who turned the Spire into her tomb, was a Goddess of the Moon.

While the strix on Azlant never had to deal with the persecution the ones in Avistan had to. So they are much more peaceful and do not have the same hatreds. This group will be a fun surprise for them that I am rather looking forward to.

As to the tree thing I assumed it would be something unique but the idea of them growing naturally does have a certain appeal.

The Azlanti people were very magically and technologically savvy. They wove magic into most everything, that is how their ruins can still be found 10,000 years later. The idea of some of those boats that were found below the waves being re-purposed or fused together might be cool.

Also ghost ships. I like ghost ships. Oh and living ships. Big ships, little ships, ships that function in all the various planes, ect. I like ships.

Aahoo Jahansouz’s Bazaar sounds like a delightful place!


I've less time & energy than I'd like - this was a gaming night for me. Here's one idea for that plant ship you mentioned though.

Floating village -- Seedhaven --
CREW: Captain Kaede Steelgrip (LG female human ward speaker brawling blademaster samurai 9),
The Seedhaven is a great floating tree which is propelled slowly by its undulating roots. It used to move about on a long circuit of its own until Kaede spoke to its kami and discovered how to guide it. Now she takes it where it's needed - Seedhaven brings a profusion of young fish with it wherever it goes which can raise fishing yields in the future.
With near two hundred people settled on it Seedhaven is a village, if not a floating bazaar. Kaede has ambitions to rival Aahou Jahansouz though and has started a small fishing fleet based off Seedhaven, and would like to expand it into a small port.
A plaque above Kaede's home in a space built into the tree reads in High Azlanti 'Mobile Hatchery #6'. Some believe that the secret of controlling Seedhaven is within but she refuses to confirm or deny that.


avr that is excellent work, i've added in a ship stat block and buffed a little. Very very good! I love the name and could gush more but that would be unsightly.
Let me know what you think.

Floating village - - Seedhaven - - (Living Sentient Tree; Classification: advanced man o’ war)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,900 (sails; leaves 1260), Save +18,
OFFENSE: Maximum Speed 120 ft. Ranged 15 light ballistae +10 (3d8/19–20)
Roots can reach the broken remnants of vessels on the sea floor, allow the villagers to salvage what they can before passing the wrecks into Seedhaven’s expansive branches to be used catapult style or just dropped on marauding pirates +9 (6d6), CMB +28; CMD 38, Ramming Damage 10d8
CREW: Captain Kaede Steelgrip (LG female human ward speaker brawling blademaster samurai 9); Profession [sailor] +18) Commander Arthur Curry (N male aasimar (Aquatic, Drovier) Druid 7), 7 ship’s officers (NG human druid 2/expert 3), 110 villagers (NG various races expert 3), 60 sailors/fishermen.
EQUIPMENT: 15 light ballistae with 300 bolts (strategically placed about the trunk), root rudder, trunk ram, sails; leaves can overlap in such a fashion as to perform as sails, sturdy trunk, 120 squares of leaf sails (equivalent to four masts), Cargo 7 points of plunder (ship’s arsenal, stores and salvage)

The Seedhaven is a great floating tree which is propelled slowly by its undulating roots. It used to move about on a long circuit of its own until Kaede spoke to its kami and discovered how to guide it. Now she takes it where it's needed - Seedhaven brings a profusion of young fish with it wherever it goes which can raise fishing yields in the future.
With near two hundred people settled on it Seedhaven is a village, if not a floating bazaar. Kaede has ambitions to rival Aahoo Jahansouz though and has started a small fishing fleet based off Seedhaven, and would like to expand it into a small port.
A plaque above Kaede's home in a space built into the tree reads in High Azlanti 'Mobile Hatchery #6'. Some believe that the secret of controlling Seedhaven is within but she refuses to confirm or deny that.


I love Seedhaven! This thing is awesome.


I hadn't thought of Seedhaven's roots and limbs being animate beyond providing movement, that's cool. And possibly terrifying. PCs seldom fight something that could reasonably be described as terrain. Of course Kaede is an unlikely adversary for most PCs but perhaps some sneaky enemy with speak with plants will gain influence over Seedhaven for a while.

A couple more.
Merchant Ship - - Oakheart - - {smallish sailing ship}
CREW: Klaus the Carver (CG male dwarf dwarven scholar bard 10), Daisy (CG wyrwood wizard 6), 20 poppets
Some may sneer at Klaus and his ship, calling it the Ship of Lost Dolls for his preoccupation with 'rescuing' lost or discarded statues and similar then animating them, but Klaus is a canny businessman and doesn't hold it against them. The cost of animating an entire crew is substantial but he makes enough to cover the costs.
Along the way Klaus and Daisy have picked up a great deal of information about ruins Azlanti or otherwise. Klaus will charge through the nose before he parts with any of it though.

Merchant Ship - - Pride of the Seventh Sea
CREW: Captain Indrani (NG female sea singer bard 7), Commander Teriltan (N male elf haunt collector occultist 7)
With masts and rails made of metal salvaged from Azlanti ruins the Pride gleams in the sunlight. An odd effect of the ancient metal is that if the ship passes too close to a haunt the haunt may attach itself to the ship rather than its original location. The old hands among the crew know this very well and amuse themselves with newcomers' reactions until Teriltan shows up to deal with the matter.


I have a thought of a Sahuagin angler fish equivalent.

It appears to be a moderately wealth trader with few defenses crewed a family of elves (malenti) but the ship is like an iceberg in that the larger part is hidden underneath is filled with the sahuagin warriors ready to swarm and devour anything foolish enough to attack the ship.

I'd have to leave the names and stats up to you as those things are not my strong point.


Merchant Ship - - Oakheart - - (Chelish small sailing ship)
DEFENSE: Init +6, AC 17, touch 2; Hardness 5, hp 810 (sails 480), Save +10
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +9 (3d8/19–20) , 1 standard catapult +7 (6d6), CMB +10; CMD 20, Ramming Damage 5d8
CREW: Klaus the Carver (CG male dwarf dwarven scholar bard 10) Profession [sailor] +20; First Mate Daisy (CG wyrwood wizard 6), 20 poppets tirelessly crew the Oakheart.
EQUIPMENT: Ranged 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)

Some may sneer at Klaus and his ship, calling it the Ship of Lost Dolls for his preoccupation with 'rescuing' lost or discarded statues and similar then animating them, but Klaus is a canny businessman and doesn't hold it against them. The cost of animating an entire crew is substantial but he makes enough to cover the costs.
Due to limited cargo space, Klaus operates primarily as a courier, delivering letters, contracts, treaties and the like and he’s not above skimming the items for information he can make use of or turn a profit on. As a result, Klaus and Daisy have picked up a great deal of information about ruins Azlanti and other useful bits of knowledge that only a select few are awear of. Klaus will charge through the nose before he parts with any of it though.


Merchant Ship - - Pride of the Seventh Sea - - (Varisian sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 7, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 100 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Indrani (NG female sea singer bard 7), Profession [sailor] +14), Commander Teriltan (N male elf haunt collector occultist 7), 2 ship’s officers (N human skald 4), 2 ship’s officers (NG dwarf cleric 4), 40 sailors (minimum 20)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 7 points of plunder (ship’s arsenal, trade goods, cast-off ancient metal and stores).

With masts and rails made of metal salvaged from Azlanti ruins, the Pride gleams in the sunlight. An odd effect of the ancient metal is that if the ship passes too close to a haunt, the haunt may attach itself to the ship rather than its original location. The old hands among the crew know this very well and amuse themselves with newcomers' reactions until Teriltan shows up to deal with the matter.
Due to the heavy metal on-board, the Pride is slightly slower than the average Varisian ship. Currently Captain Indrani is trying to salvage and trade for enough of the ancient metal to reinforce the keel and ram of the shining Pride.


Bertious wrote:

I have a thought of a Sahuagin angler fish equivalent.

I'd have to leave the names and stats up to you as those things are not my strong point.

I have to say i really like the Sahuagin Mutant, Malenti. So much so i play one called “Bait”, and thus the Captain is named.

Merchant (Pirate) Ship - - Angler - - (Andoran sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Bait (CE male sahuagin mutant (malenti) barbarian 10; Profession [sailor] +18), Commander Natlirae the Death-Kiss (N female sahuagin mutant (four-armed) barbarian 9), 7 ship’s officers (CE malenti cleric 5), 70 pirates (CE sahuagin fighter 4), 20 malenti sailors (minimum 10)
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)

The Angler appears to be a moderately wealthy trader with few defenses, crewed by a tribe of elves (malenti) but the ship hides menace like an iceberg, and the destruction that lies beneath. The main tactic is for the Angler to run-up the white flag if pirates are pursuing, then slow to a stop and await boarders. The hold is filled with 50 sahuagin fighters ready to swarm the deck and devour anyone foolish enough to attack the ship. The other 20 sahuagin pirates swim to the opposite side of the boarders’ ship and climb aboard to attack from the flank.
Captain Bait is mated to Commander Natlirae the Death-Kiss and their mating “rituals” leave them both with heavily scarred backs.


Oakheart or Ship of Lost Dolls is delightful and I love it. So wonderfully creepy.

Pride of the Seventh Sea is gonna make me have to learn the Occultist and I am ok with that.

Sahuagin angler fish gave rise to Bait and I am ok with that. Bait and the Angler are delightful


Occultists are your standard 6-level spellcasters with two twists. First their spells known are limited by the implements they have. A 7th level occultist gets 4 implements, and if they have 2 conjuration implements, 1 abjuration and 1 transmutation then for each spell level they know 2 conjuration, 1 abjuration and 1 transmutation spell.

Second the point pool that a lot of PF classes get (mental focus for an occultist) matters to them more than most. They divide it between their implements. They then get a passive bonus dependent on the amount of points they put into each implement at the start of the day, and can spend those points to use the special powers of the implement (generally as a standard action).

The haunt collector archetype gets a couple of further twists. Sorry, didn't think of what you might be familiar with. They get an ability which they can use on haunts to force them to answer questions - since haunts are usually easy to lay to rest when you know their secrets this does help. Also, when they get an implement they can choose to get a 'haunted' one which gets a medium's seance bonus, and if they put points of mental focus into it they can get bonuses to rolls associated with one of a medium's spirits (as a swift action, for 1 round). This is in place of an implement's usual powers.


Your good. I have been meaning to get a better familiarity with the Occult Classes. I only really know the Spiritualist. This just gives me a reason to make the time to look into the class.

Also I want to throw out the idea of weaponized oozes that I friend and I were talking about. gunpowder ooze cannon balls.


'Because of its volatile nature, a gunpowder ooze may explode around open flames or sparks.' Eeep. Be careful with that anywhere near a cannon. Size large; That's a big cannon which can fit it in the ammo.

I mean, it's a great anti-cannon weapon, but delivery looks like a major problem.


avr wrote:

'Because of its volatile nature, a gunpowder ooze may explode around open flames or sparks.' Eeep. Be careful with that anywhere near a cannon. Size large; That's a big cannon which can fit it in the ammo.

I mean, it's a great anti-cannon weapon, but delivery looks like a major problem.

I think you would be better served using a catapult with large barrels filled with your favorite ooze(s).

should work just as well and you can have your musket wielding sniper in your own crows nest fire up your gunpowder ooze with every shot.


Bottled Ooze sadly it is limited to CR 6 but it proves you can do something similar. So some sort of magical item could be made to house the ooze. But catapults are awesome!


Decanter of Ooze, 1,000gp per hit die or some such, granted a princely sum but it should be considering the chaos that will follow. Only to be used for major battles, as is that costly.


Deaths Adorable Apprentice, feel free to ply your mind to some ship ideas and i'll apply ship stat blocks to them.


A Ulfen ghost ship. One of the many that failed to reach Valenhall in distant Arcadia.

No clue if it would be undead or something else but a ship with some sort of name like Hunger or something that consumes. But I want to be really fast and to make a noise similar to a Banshee's wail. A ominous shrill sound.

Something or somethings that would be really good in a swamp

seems fun underwater

A ship made from the skull, maybe more, of a massive creature. Like a enormous dragon.


95. Pirate Ghost Ship - - Wailing Devourer - - Ulfen Langskip Warship (ghost ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 5, hp 1,215 (sails 240, oars 240), Save +14, Submerge underwater at will and move at no loss of speed
OFFENSE: Maximum Speed 150 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Deville (LE Male advanced mummy of the deep (Tome of Horrors Complete 439) Skald 5); Profession [sailor] +20), Commander Dubios (LE male human alchemist 8), 5 ship’s officers (CE Ghast barbarian 3), 40 pirates (NE ghoul rogue 3), 40 brine zombie sailors/rowers
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically fire resistant (10) sail, ram, sturdy hull, 60 squares of sails (single masts), Cargo 5 points of plunder (ship’s arsenal and stores).

When they failed to reach Valenhall in distant Arcadia, Captain Deville was chained to the anchor by his crew and dropped in the Aracadian Ocean. There he remained trapped with his deep platinum neckless of adaptation until he starved to death. He cursed his crew, blaspheming every unholy god he could think of before he perished. He turned into a mummy of the deep and lie trapped for 1000 years, such was his malice and rage it infected the anchor, which became an animated object that crawled to all the way to Valenhall as Deville impotently railed and raged. He was come upon by hapless beachcombers who unchained what they thought was a corpse from the anchor. Once they tried to remove his necklace Deville and the anchor attacked and killed the first members of his new crew. He now uses the anchor like a massive maul, which issues a keening wail when swung, and when he hits a target the anchor animates and initiates a grapple, then attempts to drag the victim overboard.
Rotting and bandaged in chains, Captain Deville slides with a slightly awkward gait as he moves. His body is covered in tattered and torn bandages. Seaweed hangs from his unloving form and water drips in a constant state from his desiccated body. If this Ancient Mariner is killed he, his ship and crew will vanish to the Ethereal Plane and will be unable to manifest again for one week, fully restored. Captain Deville can only be permanently killed if he is parted from his deep platinum necklace of adaptation and killed on the Ethereal Plane.


well crap, i screwed up the Commander Dubios.
change to Commander Dubios (CE male Ghul (Bestiary 3 125))

I am Nemesis wrote:

95. Pirate Ghost Ship - - Wailing Devourer - - Ulfen Langskip Warship (ghost ship)

DEFENSE: INIT +7, AC 18, touch 2; Hardness 5, hp 1,215 (sails 240, oars 240), Save +14, Submerge underwater at will and move at no loss of speed
OFFENSE: Maximum Speed 150 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Deville (LE Male advanced mummy of the deep (Tome of Horrors Complete 439) Skald 5); Profession [sailor] +20), Ghul (Bestiary 3 125)) 5 ship’s officers (CE Ghast barbarian 3), 40 pirates (NE ghoul rogue 3), 40 brine zombie sailors/rowers
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically fire resistant (10) sail, ram, sturdy hull, 60 squares of sails (single masts), Cargo 5 points of plunder (ship’s arsenal and stores).
When they failed to reach Valenhall in distant Arcadia, Captain Deville was chained to the anchor by his crew and dropped in the Aracadian Ocean. There he remained trapped with his deep platinum neckless of adaptation until he starved to death. He cursed his crew, blaspheming every unholy god he could think of before he perished. He turned into a mummy of the deep and lie trapped for 1000 years, such was his malice and rage it infected the anchor, which became an animated object that crawled to all the way to Valenhall as Deville impotently railed and raged. He was come upon by hapless beachcombers who unchained what they thought was a corpse from the anchor. Once they tried to remove his necklace Deville and the anchor attacked and killed the first members of his new crew. He now uses the anchor like a massive maul, which issues a keening wail when swung, and when he hits a target the anchor animates and initiates a grapple,, then attempts to drag the victim overboard.
Rotting and bandaged in chains, Captain Deville slides with a slight gait as he moves. His body is covered in tattered and torn bandages. Seaweed hangs from his unloving form and water drips in a constant state from his desiccated body. If this Ancient Mariner is killed he, his ship and crew will vanish to the Ethereal Plane and will be unable to manifest again for one week, fully restored. Captain Deville can only be permanently killed if he is parted from his deep platinum neckless of adaptation and killed on the Ethereal Plane.


96. Alien “Ship” - - Rusalka - - Plane Shifts to/from the First World - - (Totally Alien Vessel; Classification: advanced man o’ war)
DEFENSE: Init +8, AC 20, touch 5; Hardness 10, hp 2,025 (no sails, no oars), Save +16
OFFENSE: Maximum Speed 150 ft.
Tresses (Ex) The Rusalka’s long chain “hair” is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, the Rusalka does not gain the grappled condition itself. It can attack targets anywhere on or within the ship with up to 10 of its chain "hairs". +10 (4d8/20)
Rend Ship (Ex) As a full-round action, the Rusalka can attempt to use four tightly braided chains of "hair" to grapple a ship of its size (gargantuan) or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Rusalka gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the Rusalka grapples the ship, it holds the ship motionless for boarding. It can also simply rend the vessel, doing 10d8 each round with a successful grapple check.
CMB +35; CMD 40, Ramming Damage 10d8
CREW: Captain Vantess (alignment unknown, female unknown fey, wizard of unknown specialty 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kadraena (alignment unknown, female unknown fey, cavalier 9), 20 ship’s officers (alignment unknown, male unknown fey, fighter 7), 220 (alignment unknown, male/female various aquatic fey, various classes 4), 110 charmed slave sailors
EQUIPMENT: Hundreds of strands of fine chain “hair”, 10 attack strands of chain “hair” 300’ long, 4 tightly braded strands of rending chain “hair” 500’ long, unknown rudder, unknown keel, no sails, ram (chin), sturdy hull, Cargo 10 points of plunder (ship’s arsenal, stores, salvage and treasure)

This beguiling fey female head and porcelain face is partly obscured by long flowing black chains which resemble hair that dances and flows around it as if it were underwater. This “ships” totally alien design strikes both fascination and dread in observers. The fey face is both beguiling and beckoning.
It’s not known if it’s the chain "hair" or if magic or if it is some other strange means of egress that provides propulsion. The “ships” hull most closely resembles porcelain but is harder and lighter than steel.
To date, the Rusalka has never left survivors and scuttles the ships. It will pursue witnesses relentlessly to keep its presence here secret.


currently working on a gargantuan Deep Sea Serpent skull ship- i have a few minor issues with it but its getting there


97. Submersible Ship - - Little Death - - (Deep Sea Serpent Submersible Ship; Classification: advanced man o’ war)
DEFENSE: Init +8, AC 20, touch 5; Hardness 10, hp 2,025 (no sails, no oars), Save +16
Elusive (Ex) As a full-round action while in water, the Little Death sea serpent ship can move up to its run speed (200 feet) without leaving any trace of its passing (identical in effect to pass without trace). The elusive Little Death gains a +40 circumstance bonus on its Stealth check. In addition, except when in combat, the Little Death is considered to be under the effects of a nondetection spell. Both of these effects function at caster level 20th and cannot be dispelled.
OFFENSE: Maximum Speed 200 ft. Ranged 20 heavy undersea ballistae +5 (4d8/19–20), CMB +30; CMD 35, Bite Damage 6d10, Constrict Damage 6d8, Ramming Damage 10d8, Swallow Whole (3 masts and smaller) 10d6 bludgeoning damage AC 21 33hp to escape, Tail Slap +33 (6d8/19–20 plus grab),
Powerful Tail (Ex) The Little Death’s tail slap is always a primary attack. When the deep sea submersible serpent ship deals damage to an object with its tail slap or via constrict damage, it ignores the first 10 points of hardness that object possesses.
Surge (Ex) The Little Death can surge forward as a fullround action at a speed of 400 feet. It must move in a straight line, but does not provoke attacks of opportunity while surging.
EQUIPMENT: 20 heavy undersea ballistae with 400 bolts (port and starboard), flexible rudder, flexible spinal keel, magically treated sea silk (sturdy hull), ram, no sails (no masts), Cargo 8 points of plunder (ship’s arsenal, ship’s stores, salvage and pirated goods).
CREW: Captain Oonmat (CE male? veiled master psion 10; Profession [sailor] +20), Commander Uagropf (CE female? aboleth kinetecist 8), 20 ship’s officers (CE male Sahuagin Mutant (Malenti) fighter 7), 150 pirates (CE male skum fighter 3), 190 (CE, male/female Adaros/Gutaki/Iku-Tursos, various classes 4), 150 enslaved sailors

This frightening gargantuan deep sea serpent skull, spine and ribs has a 50’ long tail of magically treated sea silk (treated to have the hardness of a ship’s hull) attached to it. Primary goal is to gain more slaves. To that end the Little Death first bites and swallows whole, the Adaros, Gutaki, Iku-Tursos and Skum then attack the crew of the entrapped ship, taking care to not kill potential slaves, as veiled master Oonmat will likely feed them to Little Death’s ravenous crew if they do.


98. Smugglers Nautiloid - - Sunken Treasure - - submersible nautiloid ship
DEFENSE: Init +6, AC 20, touch 5; Hardness 10, hp 1,620 (sails 240, oars 240) Save +14
Elusive (Ex) As a full-round action while underwater, the Sunken Treasure can move up to its run speed (120 feet) without leaving any trace of its passing (identical in effect to pass without trace). The Sunken Treasure is enchanted with a variety of non-detection spells and countermeasures. It can project image and lay a false water wake via the spell hallucinatory terrain 10 times per day for 3 minutes each use.
OFFENSE: Maximum Speed 150 ft. Ranged 15 light undersea ballistae +5 (3d8/19–20), CMB +25; CMD 30, Ramming Damage 10d8,
Surge (Ex) The Sunken Treasure can surge forward as a fullround action at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while surging.
EQUIPMENT: 15 light undersea ballistae with 300 bolts (port, starboard and fore), long broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 60 squares of sails (two masts), Cargo 7 points of plunder (ship’s arsenal, ship’s stores, salvage and smuggled goods).
CREW: Captain Gulper (NG male merfolk hunter 10; Profession [sailor] +20), Commander Burbler (NG male aquatic elf cleric 8), 15 ship’s officers (NG male aquatic elf fighter 6), 50 smugglers (NG male cecaelias rogue 3), 150 (CE, male locathahs various classes 3), 50 sailors

A gargantuan tropical spiral marine conch shell that bears long projections and a flared lip ply’s the oceans as probably the most notorious smuggler of the Arcadian Ocean. Captain Gulper’s vessel can go deeper than any other and salvages sunken treasures from their ships as if plucking an apple from a tree. Most frequently the Sunken Treasure is commissioned to retrieve lost treasure from sunken ships but Captain Gulper is not above taking targets of opportunity and actively seeks out the derelicts of the seas.
The Sunken Treasure can lay at rest on the sea floor for up to 2 weeks before needing to surface and take on fresh air, though the vessel can operate nearly as well with all compartments fully flooded, reducing maximum speed to 120.


99. Swamp Skiff - - who names' a swamp skiff? - - (swamp skiff)
DEFENSE: INIT +0, AC 2, touch 2; Hardness 2, hp 35 (no sails, 2 push poles 10 hp), Save +4,
OFFENSE: Maximum Speed 30 ft. CMB +5; CMD 10, Ramming Damage 1d6
EQUIPMENT: long board, sturdy hull, Cargo: None.
CREW: 4 passenger, can carry 6 at half speed.

This cumbersome skiff is designed primarily for shallow water, and maneuverability is not its strong suit.


Check out Dungeon Issue #63 – Huzza’s Goblin O’War - Overcome a pirate ship captained by a Giant, and crewed by Goblins and Margoyles.

From another thread:

pennywit wrote:

I'm GMing the Shackles soon, and I'm spitballing a few ideas for weird and wonderful ships my players might encounter. A few ideas:

* The S.S. Tucker. It appears to be a derelict, but it's actually covered by traps crewed by kobolds. They stay belowdecks during the day. They ambush people who get caught in the traps above deck.

* An all-halfling ship that preys on Chelaxian ships, especially those carrying halfling slaves. The captain, a merry sort, enjoys chasing after buried treasure and a good intrigue. If she ever stops joking, that means you're in trouble.

* An "aircraft carrier." A huge ship (and a couple supporting vessels) manned by mites who raid ships from atop domesticated giant wasps (using their vermin empathy ability).

* A ship crewed entirely by ghouls, my take on the Black Pearl. They were cursed with ghoulhood after the cook led a mutiny, then cooked and served the ship's former officers after food ran low. In the captains possession is a map that leads back to an island that is the lair of a baby dread lacedon bronze dragon and his undead minions.

/cevah


The Little Death is awesome! The Veiled Master is delightful and I have saved this on the list with a star next to it because I love the idea of possibly catching my players. I wanna know how they might escape!

and I saw it after work and the name made be giggle be cause I am a pervert. Look it up!

The Wailing Devourer is delightful. I have so many ships I wanna throw at my players! So freaking many. And I love the lore on this one! That is a delightful story and I really want to run this encounter.

Sunken Treasure is lovely and I am very fond of it. Plus the name might confuse my players. I enjoy confusing them.


100. Swamp Skiff - - No Darned Name - - (swamp skiff)
DEFENSE: INIT +0, AC 2, touch 2; Hardness 2, hp 35 (no sails, 2 push poles 10 hp), Save +4,
OFFENSE: Maximum Speed 30 ft. CMB +5; CMD 10, Ramming Damage 1d6
EQUIPMENT: long board, sturdy hull, Cargo: None.
CREW: 4 passenger, can carry 6 at half speed.

Mart Featherstone (CN male halfling rogue 5) once had to make a getaway on the first boat he found. It was only later he found the portable hole built inside the tiny cabin with illusionary decorations, a very comfy chair and bed and its own supply of fresh air. At least that did explain the vicious magical runes he had to disable as he crawled onboard.
The extradimensional space makes for an excellent means of smuggling and the permanent nondetection on the boat helps too. Mart lives in fear of the original owner showing up looking for vengeance.

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