Naval PFS mission, a PC owns ships...what now?


Pathfinder Society

2/5

Good day.

I'm about to run a 1st Edition mission, which will have the PCs travel the seas.
Likewise, there will be a naval encounter.

I have just found out, that one of the PCs owns 2 ships, including a warship.
Are those ships really a thing, and allowed to accompany a regular voyage all the way?

If they are, have any of my fellow GMs encountered such a situation before?
How did you proceed with something like this?

Regards,

The Exchange 4/5 5/5

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Can you post the name of the scenario in a spoiler? And the source of their ships. (Prestige buy?) Trying to think how this would possibly have an effect on play. If it’s a combat that takes place on the PCs ship I would say “sure, you’re taking your ship.” And when combat breaks out “we don’t have an exact map of your ship, so we’re going to use this one as a representation.” (Which just happens to be the map from the scenario.)

Horizon Hunters 2/5 ***** Venture-Agent, California—Silicon Valley

Confirm that the PC has the appropriate boons. The boons will explain what the ship can and can't do. They are usually vanity only boons.

I know there's one that says something along the lines of "If you have to travel by sea for an adventure you can use this ship instead", plus a couple of other perks, but no combat stuff.

The one boon I know about:
#10-17: On Sevenfingers's Sails gives the one mentioned above.

Grand Archive 4/5 ****

For most PC ships, the only thing it would change is that they are the "captain"/"owner" and possibly the map, if they have one, of shipboard combat. And possibly some skill checks if it says so on the boon they use.

It could be fun if the PC has the ship from the end of #6-22 (Out of Anarchy)

2/5

The property vanities available in the Pathfinder Society Field Guide include a

Ship:
Ship (10 PP): You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

The Chronicle boon that Cordell cites functions pretty much identically to that vanity. Neither boon adds an additional ship to any adventure; you just get free sea passage on a ship you're familiar with instead. For most PFS missions involving long sea voyages, the Society covers the cost of travel anyway, so there's no real mechanical benefit. There are some scenarios where the PCs will have to negotiate their own passage for a shorter voyage (for example, to an island just off the coast, or whatever), in which case the vanity saves the time and money required to make those arrangements, but that's it.

(And FWIW, the ship from #6-22 is NOT unlocked via a Chronicle sheet. That's a scenario-specific bit of weirdness that firmly stays in the hands of an NPC.)

Now, technically, the Core Rulebook does list ships in the equipment chapter, but I'm not entirely sure if those are legal for play. The Additional Materials document's entry for Ultimate Equipment states that the Transports on pages 86-87 are not available for purchase, but I haven't yet found anything 100% explicit about whether that means that vehicles in the CRB (all of which are included in UE) are excluded, too.* Regardless, the price of a ship doesn't include its crew, supplies, or upkeep, which IMO, is far more bookkeeping than belongs in Society play--that's why there is a vanity for a self-sustaining ship!

* If that text is meant to exclude CRB vehicles, too, then I know of a few players whose PCs who need to ditch the wagons they insist on bringing along each adventure!

2/5 5/5

For what it's worth, I'd do what I could to accommodate the player by incorporating their ship into the adventure. Don't let it disrupt things overmuch, but let them have some fun with the fact that they bought/earned something cool and now get a chance to use it.

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