Dudemeister's S&S Houserules


Skull & Shackles

The Exchange

Narrative Ship Combat

I altered ship-to-ship combat to make it run a little faster, and simpler and definitely more interactive for the whole party. This is absolutely stolen from Narrative Starship Combat from Starfinder Enhanced.

Narrative Ship Combat Overview:


  • The combat takes place over a series of rounds, during which the PCs attempt to destroy, disable or board one or more enemy ships.
  • Each round, the GM chooses a tactic for the enemy forces, which might affect the actions the PCs take on their turn.
  • Each PC crew member takes an action related to their role on board the vessel, which might prompt them to attempt a skill check. The enemy forces take a number of hits based on the number of skill checks the PCs succeed at.
  • The combat ends when the enemy forces take a certain number of hits or when the PCs’ ship takes a certain number of hits. (A GM might rule that a narrative starship combat ends due to other criteria, such as the enemy forces surrendering or the passage of a specific number of rounds.)

Ship Stats:

Like standard ship combat and tactical combat, narrative ship combat requires stats for the enemies the PCs face as well as stats for the vessel (or vessels) that the PCs control. However, the stat blocks for this system are more streamlined and contain only a few pieces of key information.

Name: This is the name of the ship or threat.
CR: This is the tier of the ship or threat. CRs in narrative ship combat work the same way as in standard starship combat for the purposes of determining the difficulty of the encounter and awarding XP. See page 326 of the Core Rulebookfor more information.
Average DC and Hard DC: Use the below tables for the Average and Hard DCs.
HP: This is the number of hits a starship can take before it’s taken out of the fight. Most ships have 5 HP.
Threshold: This is the number of skill checks that the PCs must succeed at to deal a hit; this statistic appears only on NPC starship stat blocks.
Skill Bonus: This statistic, which appears only on NPC starship stat blocks, is used when an NPC ship attempts a skill check.
Skill Modifiers: Some ships grant bonuses and penalties to certain skills as determined by their systems. These modifiers don’t affect an NPC’s skill check, so this line usually appears on PC ship stat blocks.
Special Abilities: This section of the stat block details any special abilities a starship might have. They’re usually only the purview of NPC ships, but that doesn’t mean a PC’s ship can’t do something unique as well!

CR - Base DC - Hard DC:

CR - BDC - HDC
01 - 11 - 16
02 - 13 - 18
03 - 14 - 19
04 - 15 - 20
05 - 16 - 21
06 - 18 - 23
07 - 19 - 24
08 - 20 - 25
09 - 22 - 27
10 - 24 - 29
11 - 26 - 31
12 - 27 - 32
13 - 28 - 33
14 - 30 - 35
15 - 31 - 36
16 - 33 - 38
17 - 34 - 39
18 - 36 - 41
19 - 38 - 43
20 - 40 - 45

Using Existing Ship Stats:

Step 1 - Determining the DCs: Use the CR of the Enemy ship to determine base DCs for the ship.
Step 2 - Determine hp. Medium Ships have 1 HP. Large Ships have 2 HP. Gargantuan Ships have 3 HP. Colossal ships have 5 HP. If the ship is larger than Colossal, add an additional HP.
Step 3 - Determine Threshold: A ship with no defensive upgrades has a threshold of 2. Armor Plating increases Threshold by 2, Magically treated control device, hull or sails increase Threshold by 1 each, Wooden Plating increases threshold by 1. These all stack to a maximum of Threshold of 6.
Step 4 - Determine Skill Bonus: Use the Profession (Sailor) skill of the captain of the NPC ship.
Step 5 - Consider Special Abilities: Some stat blocks (especially those of ship sized creatures) feature interesting special abilities, and ignoring them could cause the ship to lose what makes it special. Some special abilities can be used as written as the foe's tactic for the round, while the others require more adjustment. Compare the special ability to the listed tactics and tweak it to allow it to work within narrative starship combat.

Building and Advancing the PC Ship:

Step 1 - The Player's ship level starts at level 1, as the crew builds familiarity with the ship their level increases. The maximum level of the ship is equal to the APL of the Command Crew (the PCs).
Step 2 - PC ships list the following items.
For a colossal ship the HP are listed as follows:
Fore 4 (Fore Weapons - Gunner Weapons)
Aft 4 (Aft Weapons - Gunner Weapons)
Port 4 (Port Weapons - Gunner Weapons)
Starboard 4 (Starboard Weapons - Gunner Weapons)
Sails/Masts: 3 (Lookout)
Control: 2 (Pilot)
Crew: 1 for every 10 Crew (Captain, Officers)
Cargo: 1 for every Plunder (Shipwright)
Step 3 - Mount Weapons - Choose positions for weapons, Fore, Aft, Port, Starboard. Rams are always mounted Fore.
Weapon Range Bands:
000 - 049 feet - Close
050 - 100 feet - Near
101 - 200 feet - Far
201 - Further - Wherever You Are... I mean Extreme.
Indirect Weapons: Cannot target within Close Range.

Earning Ship XP:
After each ship battle the Ship gains 1 XP. Gain an additional XP if the opposing ship was of a higher CR than the Ship Level.
Once the ship gains XP equal to their current level the party can level up the ship whenever they reach port by spending gold equal to the new level x 100 gp. (Level 2 costs 200 gp, Level 3 costs 300 gp etc.)

Before Combat Begins:

In narrative ship combat, as with standard ship combat, each PC should know which role they’re performing before combat begins (see roles below). In addition, the GM describes the foes (though they need not go into specifics about the stat blocks) and area in which the combat takes place to the players. The GM should also inform the players of any special rules or victory or loss conditions added to this particular combat.

You can use a combat map, draw concentric circles around each enemy ship to represent range bands.

Combat Rounds:

    [1] Determine Range "There are 4 range bands in Ship-to-Ship Combat.
    Extreme: Out of range of weapons and spells, a ship can escape if they use the tactic at this range.
    Far: Usually only can be targeted by indirect-fire weapons. Extreme range spells.
    Near: Can be targeted by indirect and direct fire weapons. Long range spells.
    Close: Can be targeted by direct fire, grapple, ram, boarding weapons. "

    [2] Determine Ship Roles Each player assigns a character or NPC to a ship role. Characters can change roles from round to round.

    [3] Determine Advantage The Captain of each vessel makes an opposed Profession (Sailing) check. The winner gains combat advantage granting the entire Crew a +1 circumstance bonus to skill checks for the round. Each consecutive advantage won increases this bonus by 1 to a maximum of +3. This bonus resets if the opposing captain wins the check.

    [4] Opponents Choose Tactics Opponents set their tactics for the round or utilize special abilities.

    [5] Players Act "Players select their actions from their role on the ship, and make appropriate checks to try and beat listed DCs.
    Enemy ships have thresholds and hit points."

    [6] Cleanup Any uncleared damage becomes permanent and will need to be repaired in downtime. If opposing ship is at 0 Hits remaining, has succeeded at an escape tactic at Extreme range or has put up a flag of surrender the combat finishes. Otherwise go to step one.

Taking a Hit "If the enemy succeeds on their check on a tactic that counts as a hit, the PCs (default to Captain) determines where to assign damage.
If the roll is a Natural 20, the GM doubles the amount of hits, and can choose where to apply them. "

Same Tactic Twice Using the same action twice in a row inflicts a -4 penalty to the check as the enemy learns to anticipate the move.

Ship Level vs CR The difference between ship levels acts as a penalty on all checks.

Enemy Tactics:

Each round, the GM chooses one of the following tactics for each enemy vessel. GMs can also create their own tactics tailored to a particular setting or foe, basing them off the ones presented here. No two enemy ships can choose the same tactic in a round.

Each tactic notes how it affects the combat in that particular round, usually by granting a bonus to an enemy ship or by imparting a penalty on the PCs or damaging their ship. Some tactics require the enemy ships to attempt a skill check before the tactic takes effect; these skill checks use the skill bonus listed for that ship.

All-Out Attack
Source Starfinder Enhanced pg. 177
An enemy ship concentrates a salvo of attacks!
Effect: The enemy ship attempts two skill checks against the Hard DC of a PC ship. If both succeed, that ship takes 2 hits. If even one check fails, the PC ship takes no damage.
Special: If successful, this tactic can’t be chosen again by any enemy starship until after the following round.

Cruel Taunt
Source Starfinder Enhanced pg. 177
The enemy unleashes a barrage of threats and taunts.
Effect: The enemy starship attempts a skill check against either the Average DC or the Hard DC of a PC ship. On a success, characters on board that ship take a –1 penalty to all skill checks until the end of the round; this penalty increases to –2 if the check succeeds against the Hard DC.

Evasive Maneuvers
Source Starfinder Enhanced pg. 177
An enemy ship flies in a manner that makes them hard to target.
Effect: All ranged attacks (page 180) and Piloting checks attempted against the enemy ship use the Hard DC for that ship until the end of the round.

Flee
Source Starfinder Enhanced pg. 177
A foe tries to escape the battle.
Effect: If the enemy ship has more than 0 HP at the end of the round, it flees the battle, likely ending the narrative starship combat if there are no other enemy ships remaining.
Special: If the players want to give chase to the fleeing enemies, the GM can, at their discretion, run a starship chase (Starship Operations Manual 44).

Sailby Stunt
Source Starfinder Enhanced pg. 178
An enemy ship crowds the characters’ ship as it sweeps past.
Effect: The GM chooses a PC ship. Acrobatics and Athletics checks attempted by crew on board that ship use the Hard DC for the target until the end of the round.

Make Repairs
Source Starfinder Enhanced pg. 178
Enemy shipwrights scurry to repair the damage inflicted on their vessel.
Effect: The enemy starship recovers 1 HP (up to its maximum). However, that ship’s threshold is lower (minimum 1) until the end of the round.

Open Fire
Source Starfinder Enhanced pg. 178
An enemy ship fires upon the characters’ ship!
Effect: The enemy starship attempts a skill check against the Average DC of a PC ship. On a success, that PC ship takes 1 hit.

Sail Defensively
Source Starfinder Enhanced pg. 178
An enemy ship diverts all their skill to avoiding enemy assault
Effect: The enemy starship’s threshold is 1 higher until the end of the round.

Ram
Source Starfinder Enhanced pg. 178
Heedless of danger, a foe barrels into the characters’ starship.
Effect: The enemy vessel attempts a skill check against the Average DC of a PC ship. On a success, both the PC ship and the enemy ship take 1 hit, and all characters on board the PC ship take a –1 penalty to all skill checks until the end of the round.

Counterspells
Source Starfinder Enhanced pg. 178
The enemy vessel emits mystical interference.
Effect: The GM chooses a PC ship. Computers and Mysticism checks attempted by crew on board that ship use the Hard DC for the target until the end of the round.

Take Cover
Source Starfinder Enhanced pg. 178
An enemy ship ducks behind an island, rocky outcropping or cover.
Effect: The enemy ship can’t be targeted by PC skill checks this round. On the PCs’ turn, the PC pilot can attempt a special Piloting check against the enemy ship’s Hard DC to negate this effect, but this action doesn’t count as a successful skill check for the purpose of meeting or exceeding that enemy ship’s threshold.

Use a Special Ability
Source Starfinder Enhanced pg. 179
One of the enemies activates one of their special abilities.
Effect: The effect of this tactic depends on the special ability used, as described in the ship’s stat block.

Crew Actions
Each turn the Command Crew can take actions in any order they wish, encourage discussion to decide the best course of action each round.

Command Crew take a penalty or bonus based on the difference between their ship's level and the opposing ship's level.

Any Command Crew:

Provide Aid
You help out a crew member by providing your expertise.
Preferred Skills: Any
Effect: Choose an allied crew member who hasn’t taken a crew action this round, and attempt a skill check against your ship’s DC. If you succeed, that crew member gains a +2 bonus to the skill check they attempt this round. If the result of the check exceeds the DC by 5 or more, this bonus increases to +3.
Fortune: By spending 1 fortune point, you can provide the same bonus to second allied crew member who hasn't acted this round.

Harrass the Enemy - Range: Near or Close
You order the boarding crew to bang their weapons, shout threats and fire potshots at enemy.
Preferred Skills: Persuasion (Intimidate), Sense Motive, Attack Roll
Effect: Roll a check against the enemy's standard DC, on a success the enemy takes a -2 penalty on their next skill check to resolve a tactic, if you beat the DC by 5 or more the enemy takes a -3 penalty instead.
Fortune: By spending 1 fortune point, you can provide the same bonus to a second enemy.

Order a Volley - Range: Near or Close
You order the crew to concentrate fire from spells, bows or guns at the enemy crew.
Preferred Skills: Concentration, Ranged Attack, Perception, Profession (Soldier)
Effect: Roll a check against the enemy's hard DC, on a success this counts as a success. Success by 5 or more counts as two successes.

Captain:

Enact Cunning Stratagem
You come up with and have the crew execute a clever plan to outwit the enemy!
Preferred Skills: Lore (Shackles Pirate), Knowledge (Local), Profession (Sailor), Stealth
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Encourage Crew Member
With a few words, you bolster a crew member’s determination.
Preferred Skills: Deception (Bluff), Persuasion (Diplomacy/Intimidate)
Effect: Choose an allied crew member and attempt a skill check against your ship’s DC. If you succeed, that crew member regains 1 Fortune Point (up to their maximum).
Fortune: By spending 1 fortune point, a second allied crew member regains 1 fortune point (up to their maximum)

Give Orders
Your orders could spell the difference between life and death for you and your crew.
Preferred Skills: Any
Effect: Choose an allied crew member who has already taken a crew action this round and attempt a skill check against your ship’s Hard DC (regardless of the skill used). If you succeed, that crew member can take a second action this round.
Fortune: By spending 1 fortune point, the targeted crew member receives a +2 bonus to the skill check on their second action.

Taunt Enemy - Range: Near or Close
You relay some choice quips to your enemy
Preferred Skills: Deception, Persuasion, Insight
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes

Officer Actions:

These actions can be taken only by a member who's filling a 1st or 2nd mate role.
Haul the Ropes - Range: Ship
You know which ropes are best to haul and tie off to get the best performance of the ship.
Preferred Skills: Acrobatics, Athletics, Profession (Sailor)
Effect: Choose an allied crew member in an ship wright or lookout role who hasn’t take a crew action this round and attempt a skill check against your ship’s DC. If you succeed, the shipwright or lookout can roll their next skill check twice and take the better of the two rolls.
Fortune: By spending 1 Fortune Point, you can grant this bonus to a second allied crew member, though they must be in a different role.

Deride Enemy Ship - Range: Near or Close
You point out a number of flaws in your foe's ship's design or performance.
Preferred Skills: Kn. (Engineering), Profession (Sailor), Lore (Ships)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Maximize Crew Efficiency - Range: Ship
You know how to get the most out of your fellow crewmembers.
Preferred Skills: Any
Effect: Choose an allied crew member who hasn’t taken a crew action this round and attempt a skill check against your ship’s Hard DC (regardless of the skill used). If you succeed, the next time this round that this allied crew member succeeds at an action that grants skill check successes, the number of skill check successes that action grants is doubled.
Fortune: By spending 1 Fortune Point, the targeted crew member receives a +2 bonus to the skill check on their next action

Provide Targeting Solution - Range: Varies by Weapon
With some solid tools and some muscle, you manually align the siege weapons to better fire on the enemy.
Preferred Skills: Acrobatics, Athletics, Perception
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Gunner:

These actions can only be taken by a crew member in a gunner role. For a gunner, a ranged attack roll counts as a valid option for a skill check; when a gunner chooses to make a ranged attack during narrative ship combat, they gain a +3 bonus to the roll.

Draw Fire
Your attacks draw the attention of the enemy vessel
Preferred Skills: Athletics, Intimidate, Ranged Attack, Profession (Siege Engineer)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, that ship must take the Open Fire tactic against your ship next round.
Fortune: By spending 1 Fortune Point, the enemy ship must roll twice and take the worse of the two rolls when firing upon your ship next round.

Fire at Will
You open fire with your ship's weapons on the enemy.
Preferred Skills: Acrobatics, Profession (Siege Engineer), Ranged Attack
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, it counts as a skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Harry Enemy
Your shoot not to damage but to harass an enemy ship.
Preferred Skills: Deception, Profession (Siege Engineer), Ranged Attack
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, that ship takes a –2 penalty to skill checks in the following round
Fortune: By spending 1 fortune point, this penalty applies to an additional enemy ship of your choosing next round.

Target Weak Spot
You attempt to hit an enemy ship in a vulnerable area.
Preferred Skills: Any (including ranged attack).
Effect: Choose an enemy ship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 10 or more, you also automatically deal 1 hit to that ship; this is in addition to any damage through normal skill check successes gained.

Magic Officer:

These actions can be taken only by a crew member filling a magic officer role. When a Magic Officer attempts a Concentration check to perform a ship action they gain a +3 bonus on the check.

Channel Eldritch Energy - Any
By pulling magic into the winds and tides, you can hinder the enemy ship.
Preferred Skills: Concentration, Kn. (Arcana, Religion, Nature, Planes), Spellcraft
Effect: Choose an enemy ship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, the targeted enemy ship’s threshold is reduced by 1 in the next round.

Empower Crew
You use your magic to support the rest of your crew.
Preferred Skills: Concentration, Perform, Kn. (Arcana, Religion, Nature, Planes), Spellcraft
Effect: Attempt a skill check against your ship’s DC. If you succeed, each other allied crew member on board who has yet to act this round gains a +1 bonus to any skill check they attempt. This bonus increases to +2 if you beat the DC by 5 or more.
Fortune: By spending 1 Fortune Point, this action also counts as a skill check success

Prognosticate - Range: Any
You attempt to predict the future by reading the weft and weave of the wyrd.
Preferred Skills: Concentration, Kn. (Local), Sense Motive
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, the GM must immediately decide on that ship’s tactic and perform that action next round. The first action that targets that ship next round gains a +2 bonus.
Fortune: By spending 1 fortune point, the first two actions that target that ship in the next round gain the +2 bonus.

Divination - Range: Any
You try and use divination on the enemy's command crew.
Preferred Skills: Concentration, Spellcraft, Perception
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes

Pilot:

These actions can only be taken by a crew member who's filling the Pilot Role

Release the Mainsail! - Move up to 2 range bands.
You order the mainsail open to escape or close with enemy forces!
Preferred Skills:Acrobatics, Profession (Sailor), Kn. (Engineering)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, that ship must use your ship’s Hard DC for any tactics, and it takes a –1 penalty to its skill check.
Fortune: By spending 1 fortune point, you can increase this penalty to -3

Hold Steady - Move 0-1 Range Bands.
You try to keep an enemy ship within range of your gunner's weapons.
Preferred Skills: Athletics, Perception, Profession (Sailor)
Effect: Choose an allied crew member in a gunner role who hasn’t take a crew action this round and an enemy ship. Then, attempt a skill check against that ship’s DC. If you succeed, the gunner gains a +3 bonus to any action that grants skill check successes and targets the same enemy ship.
Fortune: By spending 1 fortune point, you can grant this bonus to a second gunner, though they must target the same enemy starship.

Outmaneuver - Move up to 1 Range Band.
The enemy forces are no match for your piloting skill
Preferred Skills: Acrobatics, Deception, Profession (Sailor)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Perform Audacious Stunt - Move up to 1 Range Band
You sail the ship in such a way to confound and surprise the enemy
Preferred Skills: Deception, Profession (Sailor), any
Effect: Choose an enemy ship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, you gain 2 skill check success toward that ship’s threshold.

Ram Enemy Ship - Range: Close
You ram your ship directly into the enemy.
Preferred Skills:Profession (Sailor)
Effect: Choose an enemy ship and attempt a skill check against that ship's Hard DC (regardless of the skill used). If you succeed you and your opponent each take 1 hit. All other characters take -2 on skill checks for the rest of the turn.
Special: If your ship is equipped with a Ram, your ship does not take a hit, and your crew do not take a penalty, however your Ram gains the broken condition and can only be repaired via downtime action.

Lookout:

These actions can only be taken by a crew member who's filling the lookout role

Shout Warning - Range: Any

By keeping watch for enemy attacks you can help the ship and crew avoid damage.
Preferred Skills: Perception, Profession (Sailor), Profession (Siege Engineer)
Effect: Attempt a skill check against your ship's DC. If you succeed, your ship's DC increases to the Hard DC against enemy attacks for the next round.
Fortune: By spending 1 resolve point, an allied crew member in the shipwright role can attempt a Patch Hull action immediately for free at a -2 penalty; this doesn't count as the shipwright's action for the round, and they can attempt it even if they've taken an action this round, but they can't spend a fortune point on the action if they are successful.

Scan Enemy - Range: Any
You look over the enemy's vessel with your spyglass to learn more about it.
Preferred Skills: Perception, Lore (Ships), Kn. (Engineering), Profession (Sailor)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Consult Logs - Range: Any
You quickly scour your ship logs for pertinent information about the enemy.
Preferred Skills: Kn. (Local), Profession (Sailor), Lore (Shackles)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, all skill checks attempted against that ship’s DC gain a +1 bonus this round. This bonus increases to +2 if you beat the DC by 5 or more.
Fortune: By spending 1 Fortune Point, this action also counts as a skill check success

Call Target: Range: Varies by Weapon
You call out to the crew and gunners to target a specific area of the ship.
Preferred Skills: Kn. (Engineering), Perception, Profession (Sailor)
Effect: Choose an enemy ship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, and if that ship takes at least 1 hit this round, it takes an additional hit.
Fortune: By spending 1 Fortune Point, this action also counts as a skill check success

Shipwright:

These actions can only be taken by a crew member in a shipwright role.

Experimental Ship Upgrade
You have provided a temporary upgrade to the ship that can help turn the tide of battle.
Preferred Skills: Any
Effect: Choose an action that grants skill check successes and attempt a skill check against your ship’s Hard DC (regardless of the skill used). If you succeed, the next time this round any ally succeeds at that action, the number of skill check successes that action grants is doubled.
Fortune: By spending 1 fortune point, the next time this round an allied crew member rolls a check for the targeted action, that crew member can roll the skill check for the targeted action twice and take the better of the two rolls.

Tension the Lines
You know the right lines to overtension to outmaneuver or outgun the enemy.
Preferred Skills: Profession (Sailor), Knowledge (Engineering)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Patch the Hull
With a few quick repairs you restore your ship's hull integrity.
Preferred Skills: Any
Effect: Attempt a skill check against your ship’s DC. If you succeed, the ship regains 1 HP (up to its normal maximum).
Fortune:By spending 1 Fortune Point, you also increase your ship’s DC to the Hard DC against enemy tactics the next round.

Drop Dangerous Cargo - Range: Near or Close
You throw explosive booze, flammable oil or alchemical waste behind the ship.
Preferred Skills: Athletics, Craft (Alchemy)
Effect: Choose an enemy ship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

The Exchange

Example Ships - Raiders of the Fever Sea

Sea Chanty, Sargavan Galleon CR 2:

Weapons: 2 Light Ballistae (Close-Near)
Base DC: 13
Hard DC: 18
Skills: Profession (Sailor) +7
Cargo: 2 Points of Plunder (Fruit and Wool), 14 Units of Stores.

Elten Bade, Sargavan Fishing Hooker CR 4:

Weapons: 2 Light Ballistae (Close-Near)
Base DC: 15
Hard DC: 20
Skills: Captain Vesgal Falkirk (NG Male Dwarf Aristocrat 2/Expert 3) Profession (Sailor) 11, Diplomacy +9
Crew 1 Marine, 15 Sailors
Cargo: Freshley Caught Mackeral (7 units of Stores)

Famished Mane, Chelish Cutter CR 4:

Weapons: 4 Light Ballistae (Close-Near)
Base DC: 15
Hard DC: 20
Captain/Skills: Captain Cyvantris Tisserond (LE female human magus 5); Profession [sailor] +12, Intimidate +9
Crew 6 Marines, 30 Sailors
Cargo: 8 points of stores (ship’s arsenal and stores), 1 Point of Plunder (Chelish fittings and cutlery)

Devil's Pallor, Shackles Drekar CR 5:

Weapons: 2 Catapults (Near-Far) , 2 Cannon (Close-Near)
Base DC: 16
Hard DC: 21
Captain/Skills: Captain Gortus Svard (CE male hobgoblin fighter 3/rogue 3); Intimidate +8 or Profession [sailor] +10
Crew 40 Goblins
Cargo: 8 points of stores (ship’s arsenal and stores), 2 Points of Plunder (assorted loot)

Kurstav, Aspis Consortium Lugger CR 6:

Weapons: 2 Light Catapults (Near-Far) , 2 Ballistae (Close-Near)
Base DC: 18
Hard DC: 23
Captain/Skills: Captain Aspar Tharkidor (LE male human aristocrat 2/expert 3), Profession [sailor] +11
Crew 24 Sailors
Cargo: 2 points of plunder (armor and weapons)

Dowager Queen, Chelish Caravel CR 7:

Weapons: 2 Light Catapults (Near-Far) , 2 Cannons (Close-Near)
Base DC: 19
Hard DC: 24
Captain/Skills: Captain Irius Trock (NE male human Sorcerer 5); Profession [sailor] +11;
Crew Sailing Master Norva Wintarius (LN female gunslinger 5), 4 Marines (N Fighter 2), 34 Sailors.
Cargo: 3 points of plunder (gems and grain)

Sanbalot, Rahadoumi Schooner CR 7:

Weapons: 2 Light Catapults (Near-Far), 2 Ballistae (Close-Near)
Base DC: 19
Hard DC: 24
Captain/Skills: Captain Aisha Hamiyaz (LN female human fighter 5); Profession [sailor] +11
Crew Manticore The Pure Legion marines have brought along a trained manticore slave. 4 Marines. 30 sailors (minimum 20)
Cargo: 2 points of plunder (cloth, copper and salt)
Special Tactic: As an additional tactic, the Sanbalot may command their manticore to Strafe the PC ship with a ranged attack (+11) vs the PC ships hard DC. If successful, the crew is forced to take cover from the Manticore spikes and all checks are made at a -2 Penalty for the round.

Silver Crusade

Pathfinder Adventure Path Subscriber

New Actions
Swing [Move]

While aboard a vessel with ropes, rigging, bannisters, chandeliers or parkour-points you may make a DC 10 Acrobatics or Athletics check to move a distance in feet equal to the result of your check, or your base speed, whichever is greater. You may move vertically upwards with this movement, but such movement costs double.

If you fail to beat DC 10, you may still complete your movement, but land prone at the end of it. If you are at 10 feet or above in the rigging, you also fall (Reflex or Climb DC 20 to catch yourself and fall half the fall distance, becoming flat-footed until you spend a move action to right yourself). Certain conditions may alter this base DC such as rain, slick surfaces, visibility.

This movement still provokes attacks of opportunity as normal, and a separate check needs to be made to avoid AoOs to travel through opposing or threatened squares as normal.

You may Swing as part of a charge, but if your check fails to cover the distance required you are unable to complete the charge and lose the rest of your action. A character may also Swing as part of using Spring Attack, Shot on the Run, Spell Running (or improved versions of those feats).

Silver Crusade

Pathfinder Adventure Path Subscriber

Corrolary There is almost always a chandelier, rope, vine, chain or or fixture to swing from in almost every situation.

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