Razor Coast - Fire As She Bears

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The document provides details about three ships: the Capricious 6-gun Clipper, the Stalker 10-gun Sloop, and an unnamed vessel. It includes information about their crews, weapons, and other equipment.

Roles mentioned include Captain, Navigator, Surgeon, Gunnery Mate, Mate, and various crew ranks like expert and rogue.

The Capricious 6-gun Clipper is armed with two 6-lb cannons each on the port and starboard sides, and one 6-lb cannon each on the fore and aft. It also has 100 cannonballs and 200 lbs of powder.

Fire as She Bears

Author: Lou Agresta & John Ling


Additional Design: James MacKenzie, Ernest Mueller & David Poesner
Developers: Lou Agresta, Greg Vaughan
Producers: Lou Agresta, Bill Webb
Editors: Lou Agresta, Jeremy Miller
Editorial Assistance: Susan Ling, Amber Scott

Art Direction: Lou Agresta, Charles A. Wright


Layout and Graphic Design: Tiara Lynn Agresta
Cover Art: Erik Lofgren
Interior Art: Brian LeBlanc, Chris McFann, Jim Nelson,
Grey Thornberry & Savage Mojo’s: Aaron Acevedo and Carly Sorge

Special Thanks: Patrick O’Brien


for hours of sheer pleasure and inspiration extraordinaire!
FROG GOD GAMES IS
CEO VP OF MARKETING & SALES
Bill Webb Rachel Ventura

CREATIVE DIRECTOR: SWORDS &


ART DIRECTOR
WIZARDRY
Charles A. Wright
Matthew J. Finch

CREATIVE DIRECTOR: PATHFINDER INTERNATIONAL MAN OF MINIONS


Greg A. Vaughan Skeeter Green

©2013 Bill Webb, Frog God Games All rights reserved. the associated products contributed to the Open Game License by the
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ii Razor Coast: Fire As She Bears


12. Inability to Comply: If it is impossible for You to comply with any of Froghemoth from the Tome of Horrors. © 2002, Necromancer Games,
the terms of this License with respect to some or all of the Open Game Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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Razor Coast: Fire As She Bears iii


Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Crucible of Freya Copyright 2000 Clark Peterson and Bill Webb,
Author Scott Greene. Necromancer Games,Inc.
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found on the legal page of www.necromancergames.com. Clark Peterson, Bill Webb and Monte Cook.
Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Vintage illustration images Copyright Antonio Abrigani, 2013.
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material created by Clark Peterson and Bill Webb.
Fire as She Bears Copyright 2013 Bill Webb, Frog God Games, Authors
The Wizard’s Amulet Copyright 2000-2002, Necromancer Games, Inc. Louis Agresta & John Ling, Jr.
`

iv Razor Coast: Fire As She Bears


Fire As She Bears
Table of Contents
INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

CHAPTER ONE: Building a Ship . . . . . . . . . . . . . . . . . . . . . . 6

CHAPTER TWO: Equipping Your Ship . . . . . . . . . . . . . . . . . 16

CHAPTER THREE: The Crew. . . . . . . . . . . . . . . . . . . . . . . 25

CHAPTER FOUR: Combat . . . . . . . . . . . . . . . . . . . . . . . . . 34

CHAPTER FIVE: New PC Options . . . . . . . . . . . . . . . . . . . . 44

CHAPTER SIX: Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . 51

CHAPTER SEVEN: Game Mastering Naval Battles. . . . . . . . . . 60

APPENDIX I – Ship Record Sheet . . . . . . . . . . . . . . . . . . . . . 84

APPENDIX II – Sample Ships . . . . . . . . . . . . . . . . . . . . . . . . 86

APPENDIX III – Ship Names . . . . . . . . . . . . . . . . . . . . . . . . 88

Razor Coast: Fire As She Bears 1


to choose whether or not to respond to those events. In
Introduction: order to portray naval combat — filled with thunderous
Battle on the High Seas broadsides, sinking ships, and brutal boarding actions —
player characters take on various shipboard roles, lead
High upon the foretop, Ha’pence Mizzender teams of crew, and make decisions that vitally affect their
raised his glass to bring the approaching galleons ship’s continuing ability to fight.
into focus. Sporting sails of faded crimson, they
must be the treasure fleet of Duke Rikhar! Hmmm New Game Elements
– sailing low in the water. Heavy-laden with booty FaSB introduces new takes on familiar Pathfinder
procedures — such as the Profession (sailor) skill — as well
seized from his latest conquests! A prize to heat
as introducing steps that are likely new for encounters.
any freebooter’s blood. Ha’pence flashed his gold-
Sometimes the changes seem subtle, but they remain
toothed smile and shouted down to the quarterdeck. important. These new elements are:
“Galleons in our lee! Quell bless th’ wind, ‘n
we shall feast off th’ Duke’s golden trenchers Leadership Roles
this night!” PCs on a ship each take on one or more leadership roles,
influencing the crew’s ability to operate their ship. These
Hoist the Jolly Roger and rain terror on any who dare sail roles include the Captain, Navigator, Surgeon, Chaplain,
your ocean, or hunt the pirate scourge and send the bloody and various ships’ Mates. See Officer Roles in Chapter 3:
bastards to the bottom! This book was written as a rules The Crew for more details.
expansion for the Pathfinder Roleplaying Game that helps
bring naval battles to life. The additions recommended Ship Record Sheet
build off the Pathfinder Roleplaying Game rules and do Ships receive their own character sheet, dubbed the
not stand on their own in this regard. They require the Ship Record Sheet. It holds all the characteristics of the
Pathfinder Roleplaying Game to be useful, but rules in ship, detailing how it chases, how it fights, and how much
hand, you’ll taste th’ cannon smoke ‘n wash yer enemies’ damage it can take before sinking.
decks with blood! New Rules Concepts
FaSB expands on many common terms and definitions
Why This Book? found in the Pathfinder Roleplaying Game, as well as
Game Designers have essayed more than one attempt introducing many new attributes and concepts specific to
to introduce Age of Sail ship-to-ship combat into role- ships. The following terms are either new or modified for
playing games, but many efforts involved one or two FaSB ship-to-ship combat.
players fighting a tactical simulation while the rest of the
Heading
party merely watched. Fire As She Bears’ (FaSB) primary
A ship’s Heading describes the vessel’s facing with
mission is to deliver system-compatible rules for ship-
reference to the compass directions. A ship’s Heading
to-ship combat that engage every player at the table just
determines which cannons or other weapons it can bring to
as frequently — and just as powerfully — as any other
bear in any given combat round. See Chapter 4: Combat
encounter in the game.
for more details.
Principles and Limits of Play Locations
The Party Rules the Crew Each ship is composed of one or more locations
Naval battles are a form of mass combat. A common representing an area approximately 20 feet across. Ship
design approach to mass combat in RPGs turns on sending locations are divided into two types: Hull Locations and
PCs on missions, the success or failure of which affects the Rigging Locations. Additionally, each ship has a special
course of an ongoing battle. The players remain firmly in Hull Location called the Below the Waterline Location,
encounter and melee mode. which represents damage to the lower hull of the ship. See
Chapter 1, Building a Ship for more details.
By contrast, FaSB combats must smoothly switch
between ship-to-ship tactical combat and melee. FaSB Below the Waterline: Each ship has a single Below
allows the battle to create events and empowers players the Waterline Location, which represents damage to the

Razor Coast: Fire As She Bears 3


4 Razor Coast: Fire As She Bears
submerged part of the vessel. All Below the Waterline Ship’s Initiative
damage leaks water into the ship. Damaging the Below the The result of a d20 rolled by the ship’s Captain. Officers
Waterline location increases the chance a damaged ship will and other important crewmembers add one of their ability
take on water. modifiers, determined by their role on the ship, to this value
Hull Location: Each Hull Location represents one to determine when they perform their ship-based initiative
or more deck areas. Multiple Hull Locations are added actions. See Chapter 4: Combat for more details. For
to increase a ship’s size and carrying capacity. Damaging example, the Captain adds her Charisma modifier and the
or puncturing a Hull Location kills crew – required for First Mate adds either his Dexterity or Intelligence modifier
sailing and fighting a ship – and puts ship equipment, like (whichever is better).
cannons, out of action. Ship Speed
Rigging Location: A Rigging Location represents a mast A ship has three basic speeds: Base, Into the Wind, and
and the associated sails, ropes, and spars that harness the With the Wind. Many details affect a ship’s Base Speed,
wind’s power. Multiple Rigging Locations increase a ship’s such as the number of Rigging Locations, whether it has
Base Speed. Destroying rigging slows or disables a ship. oars, and magic. See Chapter 1: Building a Ship for more
detail.
Loyalty
The morale of the crew is measured by its Loyalty score. Weather Gauge
A highly loyal crew fights harder and for longer than a The weather gauge is a relationship between two ships
rebellious one. If a ship’s Loyalty drops far enough its crew and the direction of the wind. If the PCs’ ship begins a
will mutiny. combat upwind of an enemy ship it “has the weather gauge”
against its enemy. Having the weather gauge conveys
Ship-Based Initiative significant advantages in the coming combat. See Chapter
A ship’s officers and important NPCs perform “naval 4: Combat for more details about determining if you have
actions” as part of the normal initiative process. Essentially, the weather gauge and how it affects your ship
when PCs fill these roles they gain additional actions they
can take each round. See Chapter 4: Combat for more
details. Large Numbers of Dice
Point of Sail In some instances FaSB calls for large numbers of
A ship’s “Point of Sail” refers to its orientation with dice. The following rules may speed up play:
respect to the wind’s direction. A ship can be sailing directly
into the wind (in Irons), into the wind at an angle (Close FULL SET
Hauled), perpendicular to the wind (Beam Reach), with
If you find yourself rolling 20 d20s for attack rolls, just
the wind at an angle (Broad Reach), or in the exact same
assume one of each number is rolled and calculate the
direction as the wind (Running).
number of hits accordingly.
Generally, ships sail more slowly into the wind and faster
when running downwind. FaSB simplifies this slightly, and ODDS AND EVENS
uses three speeds for ships. See Chapter 1: Building a Ship
If you find yourself making attack rolls with 10 dice,
for more details.
assume on the first turn that you rolled 10 odd numbers
Sailing Check (1, 3, 5, 7, 9, 11, 13, 15, 17, and 19)and on the second turn
The success of course changes during combat assume you rolled the 10 even numbers (2, 4, 6, 8, 10, 12,
are determined with a Sailing check. A Sailing check 14, 16, 18, and 20).
is a Profession (sailor) check modified by the ship’s
maneuverability rating and (optionally) the wind’s force. BASELINE
A ship’s speed limits the number of course changes it For large numbers of damage dice, consider
can attempt, as each change uses up some of its available averaging out all but 20% of the dice. For example, if you
movement. See Movement, Position, and Distance for are rolling 15d10, take a result of 66+3d10. Note that “66”
more details on Sailing checks. in this case is the result of 12 average rolls of 5.5 each.

Razor Coast: Fire As She Bears 5


Chapter 1: Building a Ship
Shipyards and Build Time
From the swift single-cannoned pirate corvette to His
To build a ship, characters pay a shipyard to construct
Majesty’s First Rate Ship-of-the-Line a-bristle with
it. They spend the cost of Locations in gold, and then the
hundreds of deadly cannon, these rules allow you to shipyard constructs the ship.
construct any ship you desire — as long as you’ve booty
to spare. Use the following steps to design your vessel, The build times listed next to Hull Locations, Rigging
recording the resulting information and statistics on the Locations, and various options represent the labor of
Ship Record Sheet provided at the end of this rule set. an average shipyard. Add the cost of each Location to
get the ship’s base cost. As you construct your ship, add
Step 1: Select and Place Locations the build times for each Location to get the ship’s base
Start by choosing the number of Hull and Rigging build time. Then add in the cost of modifications from
Locations for your ship. Generally, choose more Rigging equipping the ship, as well as any additional build time
for greater speed and more Hull for enhanced endurance, such modifications require.
storage, and weapons. The ratio between Rigging and Hull The result represents the average build time and
determines the speed of your ship. Typically, your gold cost for constructing your ship from scratch. Individual
limits the number and type of Locations in a ship build. shipyards may charge differently and work at different
speeds depending on many factors — access to supplies,
Step 2: Determine the Ship’s Base Ability Scores
access to quantity and quality of labor, and so forth.
Your ship’s base Strength and Dexterity scores are
determined by the number and type of Locations you choose. Everything you add to your ship costs money, and
many items increase the build time of the ship.
Step 3: Calculate the Ship’s Main Attributes
Calculate all of a ship’s attributes, including its starting
hit points, Armor Class, initiative modifiers, speed,
decks, and so forth. If a Rigging Location does not have
maneuverability rating, and attack values.
enough crewmembers, it does not contribute towards the
Step 4: Equip Your Ship (Chapt. 2) ship’s movement rate (see below). If a Hull Location does
Dry-dock outfits each new ship with a variety of sails, not have enough crewmembers, it does not contribute to
rams, and miscellaneous equipment — from fire hoses to your ship’s Strength for determining carrying capacity, but
axial swivel gun mounts. These help your ship survive by its weight is still counted.
improving its speed and endurance under fire or by simply
Rules for Hull Locations
allowing you to out-gun your foe.
A Hull Location is one or more decks of a ship. Com-
Step 5: Recruit Crew (Chapt. 3) bine multiple Hull Locations to make a ship longer, wider,
A ship in battle is only as good as its crew. Determine or higher than 20 feet. For example, you construct a 60-foot
your ship’s standard complement, including placing the PCs long caravel from at least three Hull Locations. The first set of
of your party into key leadership positions. Hull Locations you purchase, and upon which all other loca-
tions sit, is called the “base level” or “base deck” of your ship.
Step I: Select and Place Locations
Making Your Ship Wider
Each ship is composed of one or more Locations
In addition, you can opt to lay Hull Locations side-by-
roughly representing a 20-foot cube that can be targeted
side to make your ship wider than 20 feet. A ship must be
independently by an enemy. Each Location is either a Hull
at least as long as it is wide, and must be a uniform length.
Location or a Rigging Location. Hull Locations determine
For example, if you purchase three Hull Locations to make
a ship’s overall size and the number of potential Rigging
your ship 60 feet long, you can purchase an additional three
Locations, while Rigging Locations determine a ship’s speed
Hull Locations to also make it 40 feet wide. You could even
and maneuverability rating.
purchase three more Hull Locations to make your ship 60 feet
Regardless of whether a Location is a Hull or Rigging wide. What you cannot do, however, is purchase only one
Location, your ship requires three general crewmembers additional Hull Location, which would make your ship 40 feet
for each location. These crew perform basic tasks such as wide in one Location and 20 feet wide everywhere else. You
maintaining the sails, scraping off barnacles, swabbing the also may not have a ship that is 20 feet long and 40 feet wide.

6 Razor Coast: Fire As She Bears


Razor Coast: Fire As She Bears 7
Making Your Ship Taller Rules for Rigging Locations
Moreover, you can stack Hull Locations vertically to add A Rigging Location represents masts and their
height to a large ship — either as forecastles, sterncastles, or associated sails, ropes, and beams — all designed to
as a uniform additional deck. work in concert to harness the wind’s power. Add
multiple Rigging Locations to increase a ship’s speed and
A ship’s height is limited by its length. A ship can only be maneuverability rating. For example, a longship has a
as high as it is long; that is, if you want to add another Hull single Rigging Location, but a swift windjammer may have
Location to make a 20-foot long ship taller, you must first four or more. Rigging Locations may be stacked vertically,
add a second “base level” Hull Location, making your ship to represent particularly high masts with topsails. A
at least 40 feet long. Only then can you add a second “level” Rigging Location is Colossal. The number of Rigging
and make your ship 40 feet tall. Locations allowed on a ship is limited by the number of
Just Because You Made it Taller the ship’s Hull Locations.
Just because you made it taller, doesn’t mean you have to Maximum Number of Rigging Locations
make it wider, though. If your ship is at least two Locations To calculate the number of Rigging Locations allowed
wide and you opt to add Hull Locations to make your ship on a ship, divide the number of Hull Locations in half and
taller, these Locations do not need to be uniform with the round down, then add two. That’s the maximum number of
width of the lower deck. Rigging Locations your ship can have. For example, if your
For example, if your ship’s base level is 3 Locations ship has 6 Hull Locations (regardless of configuration), it
long (60 feet) and 2 Locations wide (40 feet), you can add can have up to 5 Rigging Locations (6 divided by 2 = 3; plus
a second deck on top of the first, and you can make that 2 = 5). You can opt to purchase fewer than the maximum
second deck either 20 feet wide (1 Hull Location) or 40 feet number of Rigging Locations.
wide (2 Hull Locations). Similarly, your second deck does Maximum Number of Masts
not need to be as long as the base — you could purchase You can only have a number of masts equal to the
only one Hull Location to place atop your base deck, number of Hull Locations in your base level. For example,
perhaps to make a poop deck. if your ship has three base level Hull Locations and a
If your second deck is not as wide as the base deck fourth added on top as a poop deck, your ship can have
below it, you must center the top deck in relation to the only three masts. You can still have all four Rigging
lower deck. For example, if your base deck is 40 feet wide, Locations you’re entitled to; you just have to build up
you must place your planned poop deck centered between with Rigging Locations. As a result, a ship with three
the two decks, leaving 10 feet of base deck on either side of masts and four Rigging Locations would have two masts
your poop deck. Otherwise, your ship will tilt and roll over. that were 20 feet high, and a main mast that was 40 feet
high. Again, you are not required to buy rigging for every
possible Rigging Location. It is perfectly acceptable for the
owner of a 3-masted ship with a maximum of 4 Rigging
Locations vs. Decks Locations to only purchase enough sail and rigging to fill 3
It’s important to remember that a Location is not the of those locations.
same thing as a deck. Most likely, each Location contains Select Hulls
2 decks, at least if your ship was built for human-sized Ship hulls vary depending on their type and the material
passengers. That doesn’t mean you have to have two from which they are made.
decks per Location, though. You might want your lowest
Locations to be a large storage hold, and so having a 20- Type
foot high ceiling there isn’t a problem. The following are the three hull types available to
customize your ship. Hull Locations must be of a uniform
How you lay out decks within your Locations is just type across a ship; for example, you cannot mix broad with
another aspect of designing a ship that is entirely open sleek sections on the same ship.
and customizable.

8 Razor Coast: Fire As She Bears


Fantasy and History
Some players love creating monsters, creatures, and items unbound by physics or convention, while others crave historical
verisimilitude. The table below shows some historical ship types by their typical number of Hull and Rigging Locations.

TABLE 1 – HISTORICAL SHIPS


RIGGING LOCATIONS
0 1 2 3 4 6*
1 Skiff Dhow
2 Barge Keelboat, Dromon, Corvette
Cutter
H U L L LO C AT I O N S

3 Longship Sloop Caravel Baggala


4 Cog Brigantine Carrack Clipper
5 Barque Barque
Windjammer,
6 Galley Frigate, Sixth Rate
Schooner
8 Ironclad Trireme
Ship-of-the-Line,
10 Galleon
First Rate
*These Rigging Locations are usually stacked as two layers of three.

For the sake of comparison, here are a few famous ships and their real-world specifications:

TABLE 2 – SHIPS IN THE REAL WORLD


SHIP NAME LENGTH WIDTH HEIGHT WEIGHT NOTES
58 ft. on deck, Largest of the ships used by Christopher
Santa María1 Unknown Unknown 108 tons
72 ft. overall Columbus in 1492
“La Pinta” is a nickname; the actual name of
La Pinta1 56 ft. on deck 17.6 ft. NA 60–70 tons the ship is unknown; La Pinta was the 2nd of
the 3 ships used by Columbus
Santa Clara The third (and smallest) of Columbus’s three
50 ft. on deck 15.9 ft. NA 50–60 tons
(aka La Niña)1 ships
80–90 ft. on
Mayflower1 deck, 110 ft. Unknown 4 decks 160–180 tons —
overall
110 ft. 8
USS Niagara 32 ft. NA 302 tons Possessed 2 masts and 12,665 sq. ft. of sails
inches
862 ft. 6
RMS Titanic 92 ft. 9 decks 52,310 tons —
inches
887 ft. 7 Combat operations in 5 wars; most
USS New Jersey 108.2 ft. NA 45,000 tons
inches decorated battleship in naval history
USS Ronald Reagan 1,092 ft. 252 ft. NA 101,400 tons Nimitz-Class aircraft carrier
1
measurements for these ships are estimates

If you seek a high degree of realism, you can use these ships — and others like them — as a guide when deciding on
the size of your sailing ship.

Razor Coast: Fire As She Bears 9


TABLE 3 – HULL TYPES
COST PER HULL
HULL TYPE LOCATION BUILD TIME WEIGHT SPECIAL
Standard 2,400 gp 1 month 2,000 pounds Str +0, speed +0
Broad 3,000 gp 1 month 3,000 pounds Str +4, –1 maneuverability rating
Sleek 3,000 gp 1 month 1,500 pounds Str –4, +1 maneuverability rating

A Hull Location is Colossal, and has a hardness of 5 and Raising or lowering sails in a Rigging Location requires 2
150 hit points. rounds and 6 crewmembers.

Broad: This wide hull slows a vessel, but its reinforced Place Locations on the Ship Record Sheet
interior increases its strength (and therefore its carrying Once you have purchased your Hull and Rigging
capacity). This increased capacity comes at the cost of Locations, sketch them onto the ship template at the top
maneuverability in the water. of the Ship Record Sheet. Number both your Hull and
Rigging Locations.
Sleek: This streamlined hull increases a vessel’s maneu-
verability, but its smaller cross-section reduces strength. The following example, the Unrepentant Candor
is a 100-foot long, three-masted barque with five Hull
Standard: The standard hull is sized for non-specialized
Locations. The Candor makes use of all four of its potential
vessels. Most ships use the standard hull.
Rigging Locations.
Example: The party decides to build a small but fast ship.
They choose 4 sleek Hull Locations. As shown on Table 3 this THE UNREPENTANT CANDOR
costs 12,000 gp (4 sleek Hull Locations x 3,000 gp each). They
decide to make their ship 60 feet long (3 Hull Locations), and
add a poop deck on top of the rear-most Location, giving
that section a height of 40 feet, and the remainder of the ship
a height of 20 feet.

Table 3 also tells us that this hull will take 4 months to


complete (4 Hull Locations x 1 month each).

Select Rigging
A ship’s rigging is the combination of cordage, sails and
spars used to propel the ship. In this step, you choose the
number of Rigging Locations and the type of rigging for
each Location.

Number of Rigging Locations


The number of Rigging Locations on a ship affects its
flexibility in the face of changing winds and its total possible Step 2: Determine Base Ability Scores
speed under the best wind conditions. The more rigging, As an object, a ship does not have a Constitution,
the more flexibility and the higher your maximum possible Intelligence, Wisdom, or Charisma score. To calculate your
speed. Start by determining the maximum number of ship’s Strength and Dexterity, follow the steps below.
Rigging Locations on your ship (½ Hull Locations +2, round
down). Of course, each Rigging Location adds to the ship’s Strength
cost and build time. Strength (Str) = 30 + the number of Hull Locations. A
ship’s Strength will be further modified by whether you
Costs and Details opted to build with Sleek (–4) or Broad (+4) Hulls.
Each Rigging Location costs 2,000 gp and adds one
month to the build time of the ship. A Rigging Location The Strength of a ship measures its carrying capacity.
weighs 1,500 pounds. You apply your ship’s Strength modifier to Ram damage
rolls and Collision damage rolls. Your ship uses the standard
A Rigging Location has hardness 1 and 75 hit points.

10 Razor Coast: Fire As She Bears


Carrying Capacity table as a Colossal quadruped (x24
multiplier).
Behind the Math:
The table in the Pathfinder Roleplaying Game only gives
ability score modifiers up to scores of 45. Calculating the
Armor Class
bonus beyond that is pretty simple: take the ability score To better simulate how difficult it is to hit a ship, we
and subtract 10, then divide that number by 2 (and round opted to not apply Dexterity penalties or a size penalty
down). For example, if you calculate your ship’s Strength to to the ship’s Armor Class. Typically, a Colossal object
be 51 her Strength bonus is +20 — 51 minus 10 is 41, then has a –8 penalty; but when a designer builds a Colossal
41 divided by 2 is 20.5, which rounds down to 20. creature, he can make up for that massive penalty by
increasing the natural armor bonus, or by adding in
Dexterity
other bonuses types such as profane or deflection. We
Dexterity (Dex) = 10 + the number of Rigging
don’t have that option. Then factor in that most ships
Locations – the number of Hull Locations. A ship’s
are going to have a Dexterity penalty and it gets even
Dexterity will be further modified by whether you opted
worse. Sample builds were even coming out with
to build with Sleek (+4) or Broad (–4) Hulls.
negative Armor Classes. Without the benefit of adding
The Dexterity of a ship determines its maneuverability other armor bonuses into the equation, this worked
rating. You also apply your ship’s Dexterity bonus (but as the easiest (and cleanest) way to get reasonable AC
not penalty) to the Armor Class (AC) of its Locations. values for ships.
Regardless of the number of Rigging and Hull Locations,
your ship’s Dexterity cannot be less than 1.

Step 3: Calculate Your Ship’s Main Below the Waterline Armor Class
Attributes The Below the Waterline AC of your ship is the
same as the Hull Location AC of your ship with the
Now that you know the size and shape of your ship as
following difference:
well as its ability scores, the next step is to figure out its
main attributes: carrying capacity, armor class, speed, and Should an attack directly target your Below the
maneuverability rating. Waterline sections of your Hull Locations, the Armor Class
depends on whether the attack originates above or below
Armor Class
the water. If your enemy targets a Below the Waterline
Each Location on your ship is targetable by enemies, and
section with an above-water attack (such as a cannon or
therefore has its own Armor Class.
acid arrow spell), you receive a +8 cover bonus to AC. If
The Armor Class of a ship’s Hull Location is 10 + your the attack comes from an underwater source, the AC is
ship’s Dexterity bonus + your ship’s armor bonus. computed as normal.

Your ship’s touch AC (should you ever need it) is simply Carrying Capacity
10 plus her Dexterity bonus. In addition, Rigging Locations The carrying capacity of your ship determines how
receive a +2 dodge bonus to AC. This minor bonus is much cargo she can carry, how many cannon you can
to account for the fact that a large part of each Rigging equip, how much powder and shot you have on board, and
Location is just air. so forth.

The Armor Class of a ship’s Rigging Location is 10 To get the precise load your ship carries, you need to add
+ 2 (dodge bonus) + your ship’s Dexterity bonus + your up all her equipment. The weight of basic crewmembers
ship’s armor bonus is already factored in; unless your ship is hauling 1,000
marines you can ignore the weight of standard crew. If you
Note that magic (discussed later in this product) can
are hauling 1,000 marines, it’s probably best to treat them as
alter these values, including changing the armor bonus of
cargo for the purposes of weight.
your ship or adding a larger dodge bonus to AC for your
rigging. Armor is discussed in the next section, Equipping If your ship is carrying a medium load, its Base Speed is
Your Ship. reduced by 1 (this also affects its Into the Wind and With

Razor Coast: Fire As She Bears 11


the Wind speeds). In addition, her maneuverability rating STR LIGHT LOAD MEDIUM LOAD HEAVY LOAD
(discussed later in this section) is reduced one step. If your
42 66,432 lbs. or less 66,433–132,864 lbs. 132,865–199,296 lbs.
ship is carrying a heavy load, her Base Speed is instead
reduced by 3 and her maneuverability rating is instead 43 76,800 lbs. or less 76,801–153,600 lbs. 153,601–230,400 lbs.

reduced two steps. These reductions can take 44 89,472 lbs. or less 89,473–178,944 lbs. 178,945–268,416 lbs.
your Base Speed to zero; that is, it’s entirely possible that the 45 102,144 lbs. or less 102,145–204,288 lbs. 204,289–306,432 lbs.
load you are attempting to carry is too heavy for your ship. 46 117,504 lbs. or less 117,505–235,008 lbs. 235,009–352,512 lbs.
47 132,864 lbs. or less 132,865–265,728 lbs. 265,729–398,592 lbs.
Your ship’s carrying capacity uses the same rules
48 153,600 lbs. or less 153,601–307,200 lbs. 307,201–460,800 lbs.
found in Chapter 7: Additional Rules of the Pathfinder
Roleplaying Game Core Rulebook. For convenience, the 49 178,944 lbs. or less 178,945–357,888 lbs. 357,889–536,832 lbs.
Carrying Capacity table is copied here, with the values 50 204,288 lbs. or less 204,289–408,576 lbs. 408,577–612,864 lbs.
starting at Strength 26 and adjusted accordingly for 51 235,008 lbs. or less 235,009–470,016 lbs. 470,017–705,024 lbs.
Colossal size. 52 265,728 lbs. or less 265,729–531,456 lbs. 531,457–797,184 lbs.
53 307,200 lbs. or less 307,201–614,400 lbs 614,401–921,600 lbs.
Hit Points
54 357,888 lbs. or less 357,889–715,776 lbs. 715,777–1,073,664 lbs.
As indicated, a base Hull Location (broad, sleek or
standard) has 150 hit points. This is the starting hit point 55 408,576 lbs. or less 408,577–817,152 lbs. 817,153–1,225,728 lbs.
value for every Hull Location on your ship, but armor, 56 470,016 lbs. or less 470,017–940,032 lbs. 940,033–1,410,048 lbs.
equipment, and magic may add or subtract from this value. 57 531,456 lbs. or less 531,457–1,062,912 lbs. 1,062,913–1,594,368 lbs.
Record the starting hit points of each Hull Location on your 58 614,400 lbs. or less 614,401–1,228,800 lbs. 1,228,800–1,843,200 lbs.
Ship Record Sheet. 59 715,776 lbs. or less 715,777–1,431,552 lbs. 1,431,553–2,147,328 lbs.

Every Rigging Location starts with 75 hit points, but 60 817,152 lbs. or less 817,153–1,634,304 lbs. 1,634,305–2,451,456 lbs.

armor, equipment, and magic may add or subtract from +10 x4 x4 x4


this value. Record the starting hit points of each Rigging Below the Waterline Hit Points
Location on the appropriate area of your Ship Record Sheet. The Below the Waterline Location of your ship
lies beneath the waves and has its own hit point pool.
Everything beneath the water is treated as a single section,
Table 4: Carrying Capacity regardless of how many Hull Locations are in the ship.

STR LIGHT LOAD MEDIUM LOAD HEAVY LOAD The hit points of the Below the Waterline level are tracked
26 7,344 lbs. or less 7,345–14,688 lbs. 14,688–22,032 lbs. separately and are not part of the 150 hit points regular Hull
Locations possess; however, the number of Hull Locations
27 8,304 lbs. or less 8,305–16,608 lbs. 16,609–24,912 lbs.
is part of calculating how many starting hit points the Below
28 9,600 lbs. or less 9,601–19,200 lbs. 19,201–28,800 lbs.
the Waterline Location of your ship possesses.
29 11,184 lbs. or less 11,185–22,368 lbs. 22,369–33,552 lbs.
30 12,768 lbs. or less 12,769–25,536 lbs. 25,537–38,304 lbs. Below the Waterline Location Hit Points = 20% x
31 14,688 lbs. or less 14,689–29,376 lbs. 29,377–44,064 lbs. (Total of all Hull Location Hit Points)
32 16,608 lbs. or less 16,609–33,216 lbs. 33,217–49,824 lbs. An unmodified base Hull Location (broad, sleek or
33 19,200 lbs. or less 19,201–38,400 lbs. 38,401–57,600 lbs. standard) contributes 30 hit points to the Below the
34 22,368 lbs. or less 22,369–44,736 lbs. 44,737–67,104 lbs. Waterline Location, though magic and special materials can
35 25,536 lbs. or less 25,537–51,072 lbs. 51,073–76,608 lbs. change that value either by changing the hit points of a Hull
36 29,376 lbs. or less 29,377–58,752 lbs. 58,753–88,128 lbs. Location or because it changes the percentage from 20% to
37 33,216 lbs. or less 33,217–66,432 lbs. 66,433–99,648 lbs. another number.
38 38,400 lbs. or less 38,401–76,800 lbs. 76,801–115,200 lbs. For example, if your ship has 3 base Hull Locations, each
39 44,736 lbs. or less 44,737–89,472 lbs. 89,473–134,208 lbs. of those have 150 hit points. They each contribute 30 hit
40 51,072 lbs. or less 51,073–102,144 lbs. 102,145–153,216 lbs. points (20%) to the Below the Waterline Location, giving it
41 58,752 lbs. or less 58,753–117,504 lbs. 117,505–176,256 lbs. a total value of 90 hit points. Each of your Hull Locations
keeps those 30 hit points — that is, they remain at 150 hit

12 Razor Coast: Fire As She Bears


points total. You just use that value to determine the hit Into the Wind: Your ship’s Into the Wind speed is
points of your Below the Waterline Location. one-half her Base Speed, rounded down. Continuing the
previous example, your ship’s Base Speed is 6, so her Into
When this special hit point pool reaches zero, the Below
the Wind speed is 3 — one-half her Base Speed. Sailing
the Waterline section is breeched, and the ship begins to
Into the Wind also impacts maneuverability, reducing
flood. A ship that takes on water starts to sink unless the
the ship’s maneuverability rating by one category. See
crew can quickly pump the water out or repair the hole.
Maneuverability below for more information.
The Combat chapter has more information on Hull
With the Wind: When the wind is at her back, your
Locations and the Below the Waterline Location, including
ship can sail faster. Her With the Wind speed is double her
what happens when they’re reduced to 0 hit points.
Base Speed. To continue the example, if your ship with four
Movement and Speed Rigging Locations has a Base Speed of 6, her With the Wind
Much like your character, your ship has two movement speed is 12.
modes — overland and tactical. Overland movement
Of course, the velocity of the wind itself affects your
measures the actual distance your ship travels each hour.
movement; see Effects of Wind on Ship Speed, below,
Tactical movement measures the number of 20-foot squares
for details.
your ship sails each round of combat.

Tactical Movement
Tactical movement is important during naval Movement and Squares
engagements. It allows your ship to get the upper hand
against your enemies, bring your largest cannons to Throughout this book, we refer to your tactical
bear, bravely ram your foes, or flee. Tactical movement is movement as just a number. That number, called Speed,
measured by your ship’s Speed and maneuverability ratings. is the number of squares your ship moves during a
round. It represents your forward motion. For all intents
Speed and purposes, “Speed” and “squares of movement” are
Your ship has three tactical movement speeds: Base interchangeable terms in FaSB.
Speed, Into the Wind, and With the Wind. Your Base Speed
is your ship’s speed when you are not sailing Into the Wind Each square of “Speed” traveled is 20 feet to a side.
or With the Wind. Moving in any direction, including diagonals, costs you
1 square of movement or 1 Speed. Some Naval Tactics
Your “Into the Wind” value is your ship’s speed when cost a certain number of squares of movement to
you are sailing directly against the wind, and the wind slows perform. These are deducted from your total available
your vessel. Speed for the round.
Finally, your “With the Wind” value is your ship’s speed If you don’t have enough Speed available, you
when the wind is directly at your back, pushing your ship cannot perform that Naval Tactic that round.
faster as she sails the high seas.
A ship must expend all its Speed — move the full
Your total number of Rigging Locations determines your number of squares available to it — every round.
tactical movement speed. In addition, other features such as
carrying capacity, engines (mundane, alchemical or magical For example, you’ll see later in this chapter that
in nature), and magic can alter your speed. Those features making a 180-degree turn costs four 20-foot squares of
are discussed in the next section, Equipping Your Ship. movement or 4 Speed. If your ship has a Speed of 8 and
you’ve already moved five 20-foot squares this turn, you
Base Speed: Your first Rigging Location grants you a 3 cannot execute a 180 degree turn this round (a starting
to your Base Speed. Each additional Rigging Location grants Speed of 8 - 5 squares moved = 3 Speed left, but a 180°
an additional 1. For example, if your ship has four Rigging turn costs 4 Speed).
Locations, your Base Speed is 6 (3 for the first Rigging
Location, +1 for each of the additional three locations). This We went with this simplification to remove a math
means that during each round of combat, your ship can step. By simply giving you the number of squares and
travel up to 120 feet, as long as she isn’t sailing into the wind calling it Speed, you don’t have to divide by 20 every
or with the wind. time you want to move, turn, etc.

Razor Coast: Fire As She Bears 13


Maneuverability Speed for the round, to a minimum of Speed 1. This becomes
Much like a flying creature, your ship has a maneuverability your new Speed, unless another Naval Tactic or action
rating that helps determine how quickly it can adjust course. subsequently changes your ship’s Speed. Failing the check
Your ship’s Dexterity score determines this rating, as shown means your ship’s Speed remains unchanged for the round.
on Table 5: Maneuverability Rating. If your ship is burdened Sudden Acceleration: With a successful check, you
with a medium load (see “Carrying Capacity” above), her quickly increase your ship’s Speed. In order to make use
maneuverability rating is one step worse than the table’s entry; of this Naval Tactic, you need to be sailing at less than
a ship with a heavy load is two steps worse. your maximum Speed given your present heading under
For example, a ship with a 12 Dexterity carrying a the current wind conditions. With a successful check, you
medium load has a maneuverability rating of “Poor.” The immediately increase your speed to any value between
same ship carrying a heavy load has a maneuverability your current Speed and your maximum. You can use this
rating of “Clumsy.” additional Speed in this round, and in subsequent rounds,
you use this new value as your Speed. During this maneuver
TABLE 5 – MANEUVERABILITY RATING you may not turn in such a way that your tactical movement
speed changes category; for example, you may not accelerate
DEXTERITY RATING BONUS/PENALTY
toward your maximum speed at the same time that you turn
19+ Perfect +10
from a Base Speed heading to an Into the Wind heading.
14–18 Good +5
11–13 Average +0 45 Degree Turn: By making a successful check,
7–10 Poor –5 you spend 2 Speed to change your sailing direction by
1–6 Clumsy –10 45 degrees. Failure requires you to spend 4 Speed to
successfully navigate the turn. If you do not have enough
It’s impossible to gain a perfect maneuverability rating Speed remaining, you start the Naval Tactic this round and
without the use of magic. finish it next round by spending the remaining amount of
During tactical movement, if you wish for your ship Speed necessary. If you have Speed remaining in the second
to move in anything other than a straight line, you (or round after (and only after) paying for completing last
another appropriate crew member, such as the Captain or round’s Naval Tactic, you may use it normally.
Navigator), must make a Profession (sailor) check to shift 90 Degree Turn: By making a successful check,
course, applying the appropriate maneuverability rating you spend 3 Speed to change your ship’s direction by
modifier (from Table 5) to the roll. 90 degrees. Failure requires you to spend 6 Speed to
Some sample Naval Tactics, along with suggested DCs successfully navigate the turn. If you do not have enough
for the check, are given in Table 6: Naval Tactics. Speed remaining, you start the Naval Tactic this round and
finish it next round by spending the remaining amount of
TABLE 6 – NAVAL TACTICS Speed necessary. If you have Speed remaining in the second
round after (and only after) paying for completing last
MANEUVER DC SPEED USED
round’s Naval Tactic, you may use it normally.
Sudden Slow 15 varies
Sudden Acceleration 15 varies 180 Degree Turn: By making a successful check, you
45 Degree Turn 15 2 spend 4 Speed to change your ship’s direction by 180 degrees.
90 Degree Turn 20 3 This turn is an extremely tight, sudden movement. Failure
180 Degree Turn 30 4 results in your ship turning 45 degrees and then capsizing.
Harness Furious Wind 20 n/a
ADVANCED RULE:
Sudden Slow: With a successful check, you quickly Wind Impact on Ship Speed
reduce your ship’s Speed, reducing the number of squares As an optional rule, GMs may decide that the prevailing
it moves on this and subsequent turns. You may choose for wind speed and other weather conditions — as well as
your ship to move as low as 1/2 its Speed during the Naval wind direction — influence each ship’s Speed, the ease
Tactic. For every 5 points by which you beat the DC, you of navigation, and the accuracy of its gun crews during a
may choose to reduce your ship’s Speed by an additional 1 naval combat.

14 Razor Coast: Fire As She Bears


Such rules may prove important when higher level
characters summon storms or otherwise change the weather
conditions to improve their chances in a naval combat.

The following table shows these effects.

TABLE 7 – WIND EFFECTS ON SAILING


SAILING /
WIND ATTACK ROLL
FORCE WIND SPEED PENALTY SPEED MODIFIER
None
0-5 mph — No sail speed
(Becalmed)
Light 6–10 mph — 1/2
Moderate 11–20 mph — Normal
Strong 21–30 mph –2 Normal Riders on the Storm
Severe 31–50 mph –4 1.5x (DC 20) Severe weather can aid or hinder a ship seeking to make good
Windstorm 51–75 mph –8 1.5x (DC 20) time. Under the right circumstances, a highly experienced
Typhoon /
76–175 mph –12
See “Riders on the seaman can sometimes harness a storm’s power to propel a
Hurricane Storm” ship faster; inexperience, on the other hand, causes a ship to
See “Riders on the stall and potentially sink. The Captain or First Mate can make
Tornado 176–300 mph –16
Storm”
a DC 30 Profession (sailor) check when a storm is about to
Sailing/Attack Roll Penalty: Strong winds make it begin. A successful check allows the ship to move at double
difficult to do your job aboard the ship. Whenever you need to its overland movement speed for one hour, as the ship rides
the crest of the storm. During this expedited movement, the
make a Profession (sailor) check or are making a ranged attack
ship’s maneuverability rating (see Table 6: Naval Tactics) is
(including firing cannons), apply this penalty to your modifier.
reduced by two steps — the storm’s winds propel the ship
Speed Modifier: This column identifies the adjustment to at a high rate of speed, but make it extremely difficult to alter
your ship’s Base Speed (and therefore also your Into the Wind course. If this check fails, the ship stalls and is unable to move
and With the Wind speeds). Gaining the benefit to Speed for the next hour. If the crew fail to take proper precautions
from a Severe or Windstorm level wind is a Naval Tactic, and the storm batters the ship, causing 2d6 points of damage to
each Location every 10 minutes. The crew is considered to
the Captain must make a DC 20 Profession (sailor) check
have taken proper precautions when an officer on the ship
modified by the maneuverability modifier on Table 5.
or a PC succeeds on a DC 15 Profession (sailor) check, orders
Success allows her to give appropriate orders to harness the crew to prepare for a storm, and no person or event
this extra power of a furious wind. Failure results in the prevents these preparations before the storm arrives.
ship moving at normal speed, but the Rigging Locations
take 5 points of damage every hour. Whether the check Overland Movement
is successful or not, as long as this wind speed persists, it Overland movement rates are used outside of tactical
reduces the ship’s maneuverability rating by one step. combat. For example, if you need to determine how long it
will take your ship to sail from one port to another, you use
Wind speeds higher than 75 mph follow special rules, as
these rules instead of tactical movement rules. If you use
outlined in Riders on the Storm.
FaSB in your game, we suggest these rules for waterborne
Example: For the 4-masted ship from above, if the wind overland movement supersede those found in Chapter 7 of
speed is only 5 miles per hour, our example ship’s Base the Pathfinder Roleplaying Game.
Speed is reduced by half, to a value of 3. That reduction to
RIGGING
Base Speed also reduces her Into the Wind speed to 1 and
Your first Rigging Location allows you to move at a
increases her With the Wind speed to 6. Alternately, if the
rate of 2 miles per hour; each additional Rigging Location
wind speed was a gusty 40 mph (and our trusty Captain
increases that speed by 1/2 mile per hour. For example, a
succeeded on her Profession (sailor) check), then our ship’s
ship with 4 Rigging Locations has an overland movement
Base Speed would increase to 9, making her Into the Wind
speed of 3-1/2 miles per hour, or 84 miles per 24 hours. This
speed 4 and her With the Wind speed a robust 18.

Razor Coast: Fire As She Bears 15


rate assumes you and your crew get the most out of your Saving Throws
sails, by using tacking and other techniques to harness the If your ship ever needs to make a saving throw (for
wind most effectively. example, after being targeted by an enemy wizard’s fireball
If there are no experienced sailors onboard (that is, or disintegrate), you use the Captain’s base save value. Add
nobody with 4 or more ranks in Profession (sailor), or the ship’s Dexterity modifier to Reflex saves as normal. For
another appropriate skill at the GM’s discretion) to direct a Fortitude or Will save, add +0, as objects do not have
the crew, this halves the ship’s overland movement rate. Constitution, Wisdom, or Charisma scores. Note that your
ship will most likely never need to make a Will save, as it is
ENGINES
an inanimate object.
For every +1 an engine adds to your ship’s Base Speed,
add 1/2 mile per hour to her overland movement rate.
Chapter 2: Equip Your Ship
Much like sails require an experienced sailor, an engine
Much like creating a character, equipment plays a large
requires a competent Engineer. If your ship does not have
part in determining exactly how effective your ship turns
an Engineer, you cannot make use of your ship’s engine.
out. Whether you want to equip her with enough cannons
Engines and Engineers are both detailed in the to sink anything sailing the high seas or just reinforce your
Equipment and Crew sections, respectively. Hull Locations with adamantine plates, this section helps
you take the chassis you’ve already built and add the details
OARS
that give a ship her personality and maximize her potency.
When a ship is incapable of using sails or an engine to
travel — all Rigging Locations were destroyed in battle, Hull Options and Rigging Options provide you with
there is no prevailing wind, etc. — a ship equipped with new materials to build stronger or lighter hulls and rigging,
oar banks can still make some headway in their travels for tools to protect against scrying magic, and more.
the day. Oars are only an option when a ship is not being
Weapons give you the ability to add cannons of varying
propelled by either sails or an engine; further, the ship must
power, rams, and more to allow you to terrorize your foes
be equipped to handle an oar bank (see the Equipment
or simply deter confrontation.
chapter for more details).
The section on Armor details what you need to
Every bank of oars possessed by the ship and
reinforce your Hull Locations, including making use of
appropriately manned increases overland movement by
stronger metals and special materials.
1/2 mile per hour. Crew forced to row for more than 8
hours must make a Constitution check as though they were The General Goods section of this chapter lists basic
undergoing a forced march (see Chapter 7 of the Pathfinder items like food, as well as more esoteric enhancements like
Roleplaying Game). Fatigued crew may row for 1 hour at ¼ swivel gun mounts – and a whole lot in between.
mile per hour before becoming exhausted.
Special Locations tells you about adding options like a
Combat Maneuver Bonus and Defense crow’s nest, powder room, or galley. These are the interior
Much like your PC or a monster, your ship has a Combat rooms of a ship that fill (or mostly fill) entire Hull Locations.
Maneuver Bonus (CMB) and Combat Maneuver Defense
Finally, the section on Engines describes the mundane
(CMD). You compute these attributes for your ship the
and alchemically powered engines that can propel your
same way as for your PC:
ship without the aid of the wind. Magical enhancements for
CMB = Captain’s base attack bonus + ship’s Strength ships are included in Chapter 5.
modifier + size modifier (+8 for almost all ships)
Hull Options
CMD = 10 + Captain’s base attack bonus + ship’s
Strength modifier + ship’s Dexterity modifier + any Hull Locations are built from wood, typically maple, ash,
additional dodge or deflection bonus1 + size modifier (+8 oak, or other hardwoods. Listed below are several alternate
for almost all ships) materials you can use to build your Hull Locations. Using
alternate materials for Hull Locations requires GMs to
1
Not including the dodge bonus already inherent in each calculate carrying capacity for a ship.
Rigging Location

16 Razor Coast: Fire As She Bears


TABLE 8 – HULL MATERIALS
HULL COST PER BUILD TIME WEIGHT PER
MATERIAL LOCATION MODIFIER LOCATION HARDNESS HP1 SPECIAL
Lead lining +1,000 gp 2 x normal 500 lbs. — — Foils divinations attempting to penetrate
to the interior of a ship. Does not prevent
divining the location of a ship, –2 Dex
Reinforced Oak +1,000 gp 1.5 x normal +1,000 lbs. 6 250 +2 Strength, –1 maneuverability rating
Iron +2,500 gp — +4,500 lbs. 8 400 +6 Str, +4 armor bonus to AC, –2 Dex, –1
maneuverability rating, –2 Speed
Darkwood +5,000 gp 1.25 x normal 1/2 original 5 200 +2 Dex, +1 maneuverability rating
The value in this column replaces the hit point value for the base Hull Location (150 hp) mentioned in Chapter 1
1

Darkwood: Building your ship’s Hull Locations from


this magical wood greatly increases the cost, but the
finished product is lighter and more nimble.
Color vs. Function
Iron: The hull of this ship is clad in iron, significantly Remember that your gaming group controls
increasing its resilience. Note that this is not the same thing the actual flavor of events, items, and people in your
as armor plating (described later in this chapter). A ship game. We call specific ammunition “cannonballs,”
clad in iron is stronger and tougher, but also slower and “grapeshot,” and “chain shot”. But what it really is
less agile. Note that the penalty to Speed cannot reduce the in your world — or even on that particular shot
ship’s Speed below 1. — is totally up to you. In the movie Pirates of the
Caribbean, desperate times caused pirates to load
Lead Lining: This ship has a lining of thinly hammered
lead built into its bulkheads and decks that foils divination a cannon with anything they could find: a flask,
magic aimed at targets inside a ship. It does not however, cutlery, and so forth. On the Discovery Channel
prevent divination magic from locating a ship or targeting show Mythbusters, they actually tried it and found
those above decks or in the rigging. that some things, such as knives, nails, and chain,
were lethal at 900 feet while other items, such as
Reinforced Oak: Thicker oak planks and iron
forks and spoons, weren’t.
reinforcements are used in this ship’s construction, granting
+2 to Strength, but at the cost of maneuverability. We’ve provided you the mechanics: the range,
the amount of powder necessary, the damage
Rigging Options
inflicted, and so forth. What you actually use
Crow’s Nest: This item can be added to one of the could be just about anything you want. Our
Rigging Locations for the listed cost. A crewmember in a names for items shouldn’t impede your narration
crow’s nest receives a +5 circumstance bonus to Perception
style. If you want chained cannonballs to function
checks to see other ships, distant land formations, and
mechanically like what we’ve dubbed “grapeshot”
similar objects. A standard crow’s nest is 10 feet in diameter
because you like the imagery of chains scything
and made from wood. It can support up to 500 pounds.
sailors in half as they fly across the deck? Go for it.
Silk Ropes: These ropes reduce the weight of your Color events however you wish.
Rigging Locations by 75% but cost more than standard
hemp ropes.

TABLE 9 - RIGGING MATERIALS


RIGGING COST BUILD TIME WEIGHT PER
MATERIAL PER LOCATION MODIFIER LOCATION HARDNESS HP1 SPECIAL
Crow’s Nest +500 gp + 1 week +75 lbs. — — See below
Silk Ropes +1,500 gp — ¾ of original 4 100 —
1
This value replaces the hit points for the base Rigging Location.

Razor Coast: Fire As She Bears 17


Weapons
Simple Weapons
The simplest weapon on a ship is the ship itself. Many a captain has laid low his enemies by sailing directly into the
enemy’s ship.

TABLE 10 – SIMPLE WEAPONS

SIMPLE WEAPONS COST DMG CRITICAL RANGE WEIGHT TYPE SPECIAL


Ship’s Ram 4,000 gp +6d8 ×2 — 1000 lb. B, P Colossal, add to collision damage

Ram: A ship’s ram deals an additional 6d8 damage in addition to the standard collision damage to the targeted
ship (see the Combat chapter for information about collisions). A ship fitted with a ram does not take damage from a
collision it instigates. A ram is a single-use item.

Exotic Weapons
The major weapons of the age are heavy cannon, from a 3-pounder “minion” to a 68-pounder cannonade. These
weapons come in a wide variety of sizes as shown below.

TABLE 11 - EXOTIC WEAPONS

# PER DMG CREW


EXOTIC WEAPONS GUN DECK COST DICE CRIT RANGE POWDER WEIGHT SIZE RELOAD TIME REQ.
Cannon, 3 pounder 12 500 gp 3 X3 140 ft. 1 lb. 800 lbs. Large 1 full-round 2
action
Cannon, 6 pounder 6 1,000 gp 4 X3 180 ft. 2 lbs. 2,000 lbs. Large 1 full-round 3
action
Cannon, 9 pounder 4 1,500 gp 5 X3 220 ft. 3 lbs. 2,500 lbs. Huge 1 full-round 4
action
Cannon, 12 pounder 3 2,000 gp 6 X3 260 ft. 4 lbs. 3,000 lbs. Huge 2 full-round 5
actions
Cannon, 24 pounder 1 4,000 gp 7 X3 300 ft. 8 lbs. 5,000 lbs. Gargantuan 2 full-round 6
actions
Cannon, 32 pounder 1 6,000 gp 8 X3 340 ft. 10 lbs. 5,600 lbs. Gargantuan 2 full-round 7
actions
Cannon, 48 pounder ½ 12,000 gp 9 X3 380 ft. 12 lbs. 8,000 lbs. Colossal 2 full-round 8
actions
Cannon, 68 pounder ½ 15,000 gp 10 X3 420 ft. 14 lbs. 9,000 lbs. Colossal 3 full-round 9
actions

Cannon: The cannon presented in the table above are you could fit a total of eight 9-pound guns in that Location
standard “longs.” Larger cannons pack a bigger punch, but — four on each deck.
require more space, powder, and crew to operate.
The largest guns — the 48-lb. and 68-lb. cannon —
Assuming an entire Hull Location is dedicated to the require two Hull Locations each. Note that these largest
cannons — called a “gun deck” in naval parlance — you cannons were most often used on land, to defend forts and
can fit up to 12 3-lb. guns in one Hull Location, 6 6-lb. towns, rather than aboard a ship. These Hull Locations
guns, 4 9-lb. guns, or 3 12-lb. guns. If you’re interested must be adjacent to one another; that is, you cannot stack
in using the larger guns, a single Hull Location can two Hull Locations vertically and use both to house these
accommodate a single 24- or 32-lb. gun. If your Hull super-sized guns.
Location was designed with two decks, each 10 feet high, The damage a cannon inflicts is the number of its damage
you can double these numbers if you want to dedicate dice times the damage of the ammunition. For example a
the entire Location to your guns. For example, if your cannon ball inflicts d10 points of damage. A cannon ball shot
Location has 2 decks and you want both to be gun decks, from a 9-pounder inflicts 5d10 points of damage.

18 Razor Coast: Fire As She Bears


TABLE 12 - AMMUNITION

AMMUNITION COST DAMAGE1 WEIGHT TYPE SPECIAL


Powder 15 gp — 1 lb. — —
Ball 20 gp d10 3 lbs. B Splinter
Grapeshot 10 gp d4 3 lbs. B, P Reflex save required; half range and only 5 increments
Negates dodge bonus on Rigging Locations; half range
Chain Shot 30 gp d4 6 lbs. B, S
and only 5 increments
1
The damage listed is the base damage. Apply the number of damage dice for the cannon being used.

Ball: This ammunition is a solid ball of iron. If the


cannonball hits a Location, roll and apply damage normally.
Behind the Scenes: In addition, flying splinters inflict 1 point of damage per
Real Life vs. Abstract damage dice rolled on any crew in that Location (DC 15
Reflex save for half ).
In the real world, cannonballs didn’t come in one
size; each size of cannon had its own balls. And, in fact, Example: A 9-pounder that deals 5d10 points of damage
the weight listed in the name of the cannon directly inflicts 5 points of splintering damage to crew in a Location
refers to the weight of the ball it fires. We opted to who fail their saving throws, and 2 points of splintering
go with a standard sized ball to simplify matters — damage to those who successfully save. Damage from
generally speaking, we didn’t think it’d be a lot of fun to splinters is piercing damage, regardless of what material the
have to keep a running inventory of all the various sized Location is built from.
cannonballs you have lying about your ship.
Grapeshot: This ammunition is a canister containing
If you’d like to have that level of realism in your hundreds of small iron pellets, designed to kill and injure crew
game, it’s not hard to tweak the rules to accommodate rather than damage a ship. Grapeshot deals damage to any
it. Simply combine the “damage dice” column from creature in one Location (Reflex DC 10 + damage dice rolled
the weapon table with the “damage” column from the halves damage), but does no damage to the Location itself.
ammunition table. For example, a 32-pound cannonball
Example: A 12-pounder that fires grapeshot deals 6d4
would inflict 8d10 damage, while a 6-pound cannonball
points of damage to all creatures in one Location and would
inflicts only 4d10.
require a DC 16 Reflex saving throw.
Then apply the rule that only a 32-pounder cannon
When firing grapeshot, the targeted Location must be
can fire a 32-pound cannonball and keep inventory of
at least partially exposed (open-air, portholes, etc.). The
ammunition by size of cannon ball. For example, we
shot must beat the AC of the Location in order to affect the
brought 758 32-pound cannonballs and 150 24-pound
creatures in that Location. Failure to beat the AC indicates
cannonballs. And, of course, apply weights on a per
the shot didn’t penetrate a ship’s defenses.
cannon ball basis to determine if your ship is carrying a
medium or heavy load. Grapeshot can only be fired up to a distance of five range
increments, rather than the usual ten, due to the nature of
Reload times are another aspect where we ditched
the shot.
realism for fun. In the “real world” it took much longer
than the listed 18 seconds or so to reload a cannon. Chainshot: This ammunition consists of two balls joined
Several minutes, in fact. But that’s not fun in a game by a chain or telescoping bar, designed to destroy Rigging
where you can spend a standard action to activate a Locations. Chainshot ignores any dodge bonus to AC when
wand of fireball or unleash a lightning bolt on the enemy targeting a Rigging Location. It has no effect against Hull
ship, not to mention making black tentacles sprout from Locations. Due to the lack of aerodynamics, chainshot can
your foe’s deck. only be fired up to a distance of five range increments.

To balance the action, we went with reload times Powder: Generally, this highly flammable substance is
that are not realistic but should make firing cannon as needed to fire ammunition from a cannon. The larger the
exciting as firing off spells. cannon, the more powder it requires.

Razor Coast: Fire As She Bears 19


Once set afire, powder explodes 1 round later (except in
the touchhole of a cannon, in which case the explosion to
Advanced Rules: Grapeshot fire the weapon is instantaneous). A gunpowder explosion
The listed rules for grapeshot are intended to inflicts 5d8 points of fire damage if at least a quarter-pound
simplify matters a bit. The biggest problem with those of powder is present; each full pound of gunpowder present
rules is they ignore the Armor Class of the targets in increases the damage caused by 1. For example, 20 pounds
the area, instead looking to overcome the AC of the of gunpowder causes an explosion that inflicts 5d8+20
Location followed by the creatures’ Reflex save. That points of damage. The blast has a radius of 5 feet per 5
simplification is intentional to keep the action flowing pounds of powder (rounded down) to a maximum radius of
at the table — rather than having the GM spend time 200 feet. For example, the same 20-pound explosion has a
calculating values for potentially dozens of NPCs, it blast radius of 20 feet. Any creature caught in the blast area
serves as a quick and easy method. See “Combat” for may attempt a Reflex saving throw with a DC equal to 15
more details on handling attacks that affect large +1 per 5 pounds of powder (A DC 19 save for our example
numbers of crew simultaneously. However, if you blast) for half damage.
don’t mind a little extra math, you can instead use the
following alternate rule. Armor
Plating a ship in armor differs from building it wholesale
When firing grapeshot, the attacker makes one
out of iron. First, it’s cheaper — both initially as well as
attack roll. He first compares that value to the Location’s
when making repairs. Second, it’s faster to build a ship
AC. Failure indicates the grapeshot didn’t penetrate
from wood and add armor than it is to fashion the ship
the Location. Success means the shot has a chance
from iron. In addition, it’s possible to apply armor to some
to affect creatures in the Location. If the attack on the
Locations but not others, allowing you to make the changes
Location was successful, next compare the attack value
piecemeal. As you gain more time and money you can go
to the AC of creatures in the Location, granting them
back and add armor to the Locations you left undefended
all a +8 cover bonus to AC. Each creature whose AC is
previously. Finally, armor plating weighs significantly less.
overcome takes full damage from the grapeshot.
However, there are also drawbacks, chief among them
For example, Bobby is playing the Gunnery Sergeant on
that armor plating isn’t quite as strong a defense as, for
the Unrepentant Candor. His ship is in a ferocious firefight
example, a hull of solid iron or mithral.
with another vessel, and he opts to load grapeshot into his
12-pounder and fire it at the other ship’s gun deck. Bobby Still, most captains prefer to build their ship from wood
has a total modifier of +12, while the enemy ship’s gun and add armor plating.
deck has an AC of 7. Bobby rolls his d20 and gets a 7, giving
him a total of 19. This is enough to penetrate the defenses TABLE 13: SHIP ARMOR
of the gun deck, so next the GM determines who is in that
ARMOR BUILD
Location. He determines that there are 20 sailors, each with ARMOR COST1 WEIGHT
BONUS TIME
an AC of 11; there is also the enemy Gunnery Sergeant, a Scale +1,750 gp +5 +1,000 lbs. 5 days
5th-level fighter with an AC of 22. Bobby’s attack is good Link +1,000 gp +3 +750 lbs. 3 days
enough to inflict damage to the 20 generic sailors in the
Iron Plates +2,250 gp +8 +2,500 lbs. 1 week
Location, but will not affect the enemy Gunnery Sergeant.
Sculpted Iron +10,000 gp +8 +2,500 lbs. 2 weeks
Bobby rolls his damage — 6d4 — and gets a total of 17. Plates
Like any area attack, Bobby only rolls damage once and Deflective Iron +6,500 gp +82 +2,500 lbs. 1.5 weeks
it applies to all targets. The GM determines that of the 20 Plates
sailors in the Location, 12 are 1st-level and so have no 1: Cost is per Hull Location
chance to survive. Six more are 2nd-level fighters and the 2: See description
remaining 2 sailors are 4th-level rogues. These 8 NPCs all
Reading the Entries
take damage, but live to fight another round — though
Armor: This is the name of the armor.
they’ll do well to summon the ship’s surgeon as soon
as possible! Cost: This column lists the cost per Hull Location. It is
possible to have different types of armor covering different

20 Razor Coast: Fire As She Bears


Hull Locations, but each individual Hull Location can have
only one type. For example, if your ship has three Hull A Smokeless World
Locations, you can have iron plates covering two of them
If your game world doesn’t use gunpowder and you
and scale plates on the third.
don’t wish to add it, this section is still useful for you.
Armor Bonus: This is the armor bonus added to the Instead of cannons, for example, you could opt to just
Hull Location as long as the armor remains functional. make all the weapons ballista of various sizes. In such a
Damaged armor is treated as described in the Pathfinder scenario, a cannonball is just a ballista arrow. Grapeshot
Roleplaying Game for PC armor. can remain unchanged—just a special canister that
fits the weapon and fires hundreds of pellets at once.
Weight: This is the weight added to your ship for
Similarly, chainshot can also be an item stored in a
including the armor. It is possible for the weight of your ship’s
special container that functions as described here.
armor to increase the load to medium or heavy, thereby
slowing her down and affecting her maneuverability. In such a scenario, you don’t need powder and so
can ignore that column of the table and all the related
Build Time: This time is the same whether the armor
entries. However, if you would like to keep the danger-
is being applied while the ship is built or “after market.” In
factor of powder without actually using gunpowder,
addition, this column does not include the time it takes a
perhaps these extra-large ballista require a special
blacksmith to make the armor, just the time it takes the
alchemical substance to operate properly, and that
shipyard to apply it to your Locations. The build time listed
substance is highly volatile.
is cumulative per Hull Location. A ship made of 6 Hull
Locations covered entirely in Sculpted Iron Plates takes 12 In short, even in a world without gunpowder, the
more weeks to finish. material in this section should allow you to arm your
ship and properly engage in battle on the high seas.
Armor Descriptions
Link: Much like a chain shirt for a PC, this style of
armor involves a bevy of interlinking chains, which are then
bolted to the side of the Hull Location. Link armor is the In addition to the standard armor bonus provided by the
easiest to manufacture and install, but provides the least plates, they also grant a +1 deflection bonus to the armor
amount of protection of the various armor types. class of the Hull Location they protect.

Scale: Scale plating involves layering smaller iron Armor Options


plates in a pattern very similar to a dragon’s scales. Each A particularly wealthy captain may choose to have the
individual plate (roughly 1 foot per side) doesn’t offer much armor for her ship crafted from rare metals. Doing so offers
protection on its own, but when layered and reinforced with different benefits, but greatly increases the cost. The armor
other plates it offers stronger protection than link armor. attached to each Hull Location can be made from only
Installing scale plating requires more labor than link armor, one material — whether the standard iron or one of these
and so the cost is slightly higher. options.

Iron Plates: The strongest — and heaviest — of the Adamantine: Crafting armor from adamantine gives
armor options, iron plating involves bolting massive iron the ship extra resistance to damage. Link armor grants
plates directly to the side of the Hull Location. The sheer the Hull Location DR 3/—; scale armor grants DR 5/—;
weight of the plates requires specialized booms to lift into and plate armor grants DR 8/—. However, the sheer
place, increasing the cost to produce and install this armor. amount of adamantine necessary greatly increases the cost,
multiplying the original price by a factor of 10. Ship armor
Sculpted Iron Plates: These specially crafted plates
fashioned from adamantine weighs the same as that made
provide a ship with the same defense as standard iron
from iron.
plates, but are instead shaped in such a way as to make the
ship appear more fearsome. For example, you could opt to Mithral: Much like PC armor, ship armor fashioned
sculpt your plates so that your ship appears to be a dragon. from mithral is lighter than but just as strong as its iron
counterpart. Mithral armor weighs 75% as much as iron
Deflective Iron Plates: These iron plates are shaped in
armor, but costs 5 times as much.
such a way as to deflect cannonballs away from the ship.

Razor Coast: Fire As She Bears 21


cabbage or limes is included once per week. The entry in
General Goods
the table above is for one crewmember per day.
Each piece of equipment below is placed in a
Hull Location. Shot Brazier: A shot brazier stands next to a cannon
and is used to heat the cannonball prior to firing it. Heating
TABLE 14: EQUIPMENT a cannonball requires 2 rounds, and imposes a –2 penalty
on the attack roll made to fire it. A heated cannonball
EQUIPMENT COST WEIGHT must be fired within 5 rounds or it loses its heat. A heated
Fire Pump 800 gp 1,000 lbs. cannonball inflicts 2d6 fire damage in addition to its
Gun Mount 500 gp 500 lbs. standard damage. In addition, the Captain must make a DC
Hold Pump 800 gp 1,000 lbs. 15 Reflex saving throw for the Hull Location. She uses her
Rations 5 sp 1lb. base Reflex save value and her ship’s Dexterity modifier, as
Shot Brazier 1,200 gp 50 lbs. well as any other modifiers the ship receives, such as from
magic. If the saving throw fails, the struck Location catches
Fire Pump: A fire pump is a series of hoses connected
fire. This fire inflicts 2d6 points of damage per round and
to a pump, used to extinguish fires on board the ship.
ignores hardness. See Actions During Naval Combat in
Each fire pump is manned by a crew of five and gives a +5
Chapter 4: Combat for details on extinguishing fires
circumstance bonus to a Mate’s Reflex save to extinguish a
aboard ships.
fire aboard ship.

Gun Mount: This articulated arrangement allows a Special Locations


gun to swivel across a 360o arc of fire. Price and weight are
TABLE 15: SPECIAL LOCATIONS
for a Large weapon. Multiply cost and weight as normal to
allow for larger weapons. Gun mounts allow cannon to fire LOCATION PRICE1 WEIGHT2
grapeshot on exposed enemy crew on either ship’s deck. Captain’s Quarters 1,000 gp 500 lbs.
Most typically, a gun mount is affixed to the bow of a ship Oars 1,000 gp 200 lbs.
and used as an anti-boarding weapon. The swivel allows the Brig 1,500 gp 1,000 lbs.
mounted gun to come to bear where it is needed. Moving a Cistern 2,500 gp 1,000 lbs.
gun mount requires a move action, and locking it into place Galley 3,000 gp 2,000 lbs.
requires a standard action. If a cannon on a gun mount is
Captain’s Quarters, Luxurious 5,000 gp 1,000 lbs.
fired without the mount being locked in place, there is 20%
Powder Magazine 10,000 gp 500 lbs.
chance of the weapon backfiring.
Smuggling Compartment 10,000 gp —
A backfiring weapon attacks the Location in which the 1
The price includes standard equipment but does not include
gun mount is located. It hits automatically, but resolves specialized crew
damage as normal. Additionally, a weapon that backfires in
2
This figure is added to the standard weight of the Hull Location
this manner gains the broken condition. Finally, all creatures Brig: A brig is an onboard prison. Used to allow
and unattended objects in the Location must make a Reflex drunkards to sleep off their booze or to lock up a mutinous
saving throw (DC equal to 10 plus the number of damage crewmember before his message spreads, a typical brig
dice for the cannon). Failing the save means the creature or consists of numerous isolation cells — barely more than 8’
object takes 1d4 points of bludgeoning damage and catches to a side — as well as one large holding area. In addition, it
fire due to the hot backfiring weapon spinning on its mount has a desk and chair, where guards take care of necessary
and clipping them. paperwork. A brig is manned by three crewmembers at all
Hold Pump: A hold pump is a series of hoses connected times if it is in use. The simplest of brigs simply uses iron
to a pump, used for extracting water from the hold of bars to separate cells, while those with a bit more planning
the ship once it begins taking on water. A hold pump can have solid bulkheads between cells, preventing inhabitants
extract 5,000 lbs. of water per minute (or 500 lbs. per from having physical contact.
round). A pump is manned by a crew of four. Captain’s Quarters: This Location provides the
Rations: A basic ship’s ration typically includes Captain some privacy from the rest of the crew, and also
hardtack, salted pork and fresh water. A serving of boiled provides an antechamber the Captain can use for meetings

22 Razor Coast: Fire As She Bears


with his mates and other officers. The standard Captain’s
quarters provides basic comforts. The room is furnished Reflex Save? For a ship?
with a comfortable bed, armoire, chest-of-drawers, and At first glance, it probably seems completely
a simple safe (Disable Device DC 25 to open without the ridiculous for a ship to make a Reflex saving throw. After
key). The antechamber comes with a simple table and all, it can’t dodge out of the way, wrap its cloak around
ten chairs. its body for protection, or most of the other tropes
Captain’s Quarters, Luxurious: This specialized you see and read about when it comes to Reflex saves.
Location is similar to the standard Captain’s quarters, but But there’s another aspect of Reflex saves that is often
is far more decadent. The furniture is made of the finest overlooked: plain dumb luck.
wood and inlaid with gold filigree. Thick, plush carpets Sometimes, a successful Reflex save is nothing more
cover the decks; spectacular paintings and tapestries than luck. Maybe a cabin boy happened to spill a bucket
adorn the bulkheads. The antechamber’s table and chairs of water moments before the flaming cannonball struck.
are likewise upgraded and far more comfortable than the Maybe the weather that day was particularly humid and
standard outfitting. so all the boards were coated in a sheen of saltwater.
Cistern: This special Location can only be incorporated Whatever way you want to explain it — if you want
into the ship when it is first being built. The cistern is to explain it — luck plays a big role in the success and
typically set near the center of the ship to provide balance. failure of saves. Even as it stands, the ship is likely looking
Special tubing runs through the masts and spars, collecting at a hefty penalty from having a low Dexterity score. If
rainwater when it’s available. The tubes all flow to the the Captain gets lucky and makes her save, surely that’s
central cistern location, where the water becomes available a sign that the gods smile on her ship that day!
through taps to consume and use. A cistern holds up to
2,000 gallons of water. The listed weight does not include
the weight of the water. When full, add 16,000 pounds to A ship can have multiple oar banks. The bonus to speed
the weight (one gallon weighs 8 pounds). stacks; that is, a ship with two oar banks gains +2 Speed
when they’re in use, three oar banks grants +3 Speed, and
Galley: A galley is used to prepare and serve food to
so on. Each oar bank takes up half the space available in the
the crew. The price in the table is for a single galley, which
appropriate Hull Location.
requires a full Hull Location and provides space to feed up
to 30 crewmembers at once. Multiple Hull Locations can A ship cannot benefit from an oar bank at the same time
be placed together to create a larger galley if desired. A it is under sail or engine power. To do so would be deadly
standard galley includes a rudimentary pantry for storing to the crew manning the oars. Generally, oars are only used
enough food and water for 90 meals; the remainder of the when Rigging Locations are either completely destroyed or
food must be stored elsewhere. In addition, simple tools — there is no wind power available.
butcher knives, pots and pans, cutting blocks, and so on —
Powder Magazine: This compartment contains a ship’s
are included as part of this Location, though food is not.
supply of gunpowder and is usually water tight and has
Oars: A ship can be equipped with one or more banks magical lighting to minimize potential sparks. The typical
of oars rowed by an expanded crew. The oars can propel powder magazine requires a full Hull Location worth of
the ship even if there is no wind. A single oar bank requires space on board the ship. Generally, a powder magazine
a crew of 20 to operate successfully, and adds +1 to a ship’s contains several bins or large barrels full of powder, as well
speed. For purposes of fatigue, treat operating an oar bank as the means to transfer powder to smaller casks used near
as a forced march (including gaining a +4 to Constitution the cannons. When full, a powder magazine can hold one
checks from the Endurance feat). Typically, a ship will have ton of gunpowder. Standing orders on most ships forbid
60 crew assigned to oar duty, and rotate them through 3 any metal tools (shovels, scoops, wheelbarrows, etc.) from
shifts during the day. The listed price includes the work entering the powder magazine, lest they generate a spark.
necessary to allow the oars to move through the Hull Instead, a standard powder magazine comes equipped with
Location, a supply of a dozen oars, and benches for the appropriate tools made from highly polished wood. The
rowers to sit on. listed weight does not include the powder.

Razor Coast: Fire As She Bears 23


The smallest of sparks — let alone an actual fire — Location in the hold of the ship, and have the hold only be
often results in the demise of the ship and her crew. If the 15 feet in height. The remaining 5 feet are hidden beneath
gunpowder catches fire, it explodes 1 round later. Rules for the floor. Finding a standard Smuggling Compartment
gunpowder explosions can be found under the Powder requires a DC 30 Perception check.
entry in the Weapons section of this product. Creatures
physically in the powder magazine when it explodes suffer a Engines
–10 penalty on the saving throw due to the confined space. An engine propels a ship, either in addition to sail power
Standard practice is to hire a spellcaster to cast continual
or in place of it. Regardless of the fuel source, all engines
flame inside the powder room, to remove the need for function similarly: the fuel generates power, which is then
torches or candles to provide light. Such spellcasting service
focused on a propulsion device (typically a propeller or
is not included in the listed cost. paddle). If a ship has an engine, the engine room requires
a dedicated Hull Location and a total of 8 crewmembers
Smuggling Compartment: This special Location is built
to operate. A ship can have multiple engines, and these
in such a way as to have a portion of the Location hidden
requirements stack; a ship with two engines requires two
from plain view. The most common method is to place this
dedicated Hull Locations and 16 crewmembers, for example.

TABLE 16: ENGINES

DISABLE
TYPE COST SPEED HARDNESS HP BREAK DC DEVICE WEIGHT FUEL1
Manual 5,000 gp +2 2 35 20 25 1,000 lbs. —
Steam, Poor 15,000 gp +4 7 60 25 25 25,000 lbs. 10 lbs.
Steam, Average 22,000 gp +6 9 70 30 25 22,000 lbs. 8 lbs.
Steam, Good 26,000 gp +8 10 85 35 30 20,000 lbs. 5 lbs.
1: The listed fuel is the weight necessary per mile.
Manual: A manual engine requires physical activity to Damaging an Engine: Whatever the type of engine, it
turn the crankshaft, for example a treadmill or hand crank. can sustain damage just like any other object. Pipes break,
Oftentimes, slaves or indentured servants are pressed into gears on the crankshaft strip and jam, the furnace loses
action to perform the physical activity necessary to power efficacy and ceases to focus heat on the water tank, and so
the engines. Operating a manual engine is akin to a forced forth. When an engine sustains damage equal to at least half
march, and follows the rules for such (see the Pathfinder its hit points, it gains the broken condition just like any other
Roleplaying Game, Chapter 7, “Overland Movement” for object. A broken engine is less effective, only generating half
details). As with a forced marched, the Endurance feat its normal Speed bonus; in addition, a broken engine is less
grants a bonus to the Constitution checks made to continue efficient and requires twice as much fuel.
operating the manual engine. A ship with a manual engine
Fuel: Steam engines require fuel to generate heat,
does not require an Engineer to operate properly (see
which in turn boils water to create steam. Three main
the “Officer Roles” section in the next chapter). However,
sources of fuel exist: peat, wood, and coal. While in the
without an Engineer aboard, the engine is incapable of
real world these source — and others — all have different
performing the special Engineer functions described under
qualities (and engines were generally designed to only
the Engineer role.
burn one type), for simplicity in FaSB the three sources are
Steam: A steam-powered engine can have multiple interchangeable and all have the same weight and volume.
sources of energy, but effectively they all operate in the same A ship’s engine is capable of burning any source effectively,
way: The engine burns fuel to generate heat; the heat, in turn, and can even mix and match as necessary. Many ships
boils water; the steam turns a turbine, which powers the dedicate a Hull Location for fuel storage, though that isn’t
crankshaft and propels the ship. The steam is then condensed strictly necessary as long as the ship has the space for the
back into water and piped back to the tank to repeat the fuel somewhere, such as the cargo hold.
cycle. The listed weight includes all the necessary machinery
In addition, steam engines require fresh water.
as well as the water tank at full capacity. It does not include
Each engine comes equipped with a 2,000-gallon tank.
the fuel, which must be stored separately (see below).

24 Razor Coast: Fire As She Bears


The system is, overall, self-contained; after the steam than three days results in corrosion to the system. For each
turns the crankshaft, the system is designed to capture the day after the third when at least 40% of the tank is salt water,
condensed water and steer it back into the main tank. Over the system suffers 10% of its maximum hit points as damage.
time, though, the amount of water in the tank will drop. This damage ignores the engine’s hardness.
Each week the tank loses 200 gallons of water. The engine
Alchemical Engines
can function normally as long as at least 1,000 gallons
In addition to running on manual or steam power, an
remain. If the tank ever drops to less than that volume,
engine can also run on an alchemical fuel source. Whether
the system doesn’t generate enough pressure to power the
the alchemical substance is burned to boil water and
crankshaft and the engine ceases to function. Generally, a
generate steam or powers the crankshaft through some
cleric (or other divine spellcaster) can keep the tank topped
other means, the general premise is the same: use fuel to
off with castings of the create water orison. In a pinch, salt
turn a crankshaft which in turn operates a propeller, paddles,
water is functional. However, running on salt water for more
or other method of propulsion.

TABLE 17: ALCHEMICAL ENGINES

DISABLE
TYPE COST SPEED HARDNESS HP BREAK DC DEVICE WEIGHT DC
Alchemical, Poor 19,000 gp +3 6 65 25 25 27,000 30
Alchemical, Average 24,000 gp +5 8 75 30 25 23,000 35
Alchemical, Good 30,000 gp +7 10 85 35 30 19,000 40
Alchemical, Superior 45,000 gp +9 12 95 40 35 17,000 45

An alchemical engine, regardless of quality, requires a incredible pace, and even the lowly deckhand has a vital
daily Craft (alchemy) check in order to maintain the inner role. Alternately, a poor or simply inexperienced crew is,
workings and provide sufficient fuel. The DC of this check more often than not, a disaster waiting to happen.
is listed in the table, and it requires supplies and reagents
For simplicity, we’ve divided the ship’s compliment into
worth a total of 100 gp per day. Typically, the Engineer
two categories: officers and crewmen (used in a gender neu-
makes the check; up to four assistants can perform the aid
tral here, as these can be male or female). For our purposes,
another action to aid her in the daily tasks. Generating fuel
officer is a role that has a leadership aspect on a ship, or
and performing maintenance on the system requires 1 hour
otherwise has a significant impact on how a ship operates. In
per day.
most cases, a PC fills or wants to fill one of these roles.
Retrofitting an Engine
Crewmen aren’t just people on the ship. They have a
In all cases above, the listed prices are for building a
job to do, and an officer can command them to perform
new ship with an engine. To add an engine to an existing
other tasks as well. They’re the folks who take orders from
ship requires an additional 50% expenditure — for example,
the gunnery sergeant and load the cannons or who take
adding a poor steam engine to a ship costs 22,500 gp.
orders from the First Mate and raise and lower sails to best
take advantage of the wind. These roles are probably filled
Chapter 3: Recruit Crew by nameless NPCs. However, it is important to note that if
a PC really wants to fill the role of oarsman or fireman or
While your ship’s Locations and equipment have a deckhand, why not? Actions are available for him during
large say in her capabilities — determining factors such combat, even when not barking out orders.
as her speed and maneuverability, her carrying capacity,
and her ability in combat — what really brings your ship Loyalty Score
to life is her crew. A good crew is capable of getting the A ship has a Loyalty score that determines effects
most (and sometimes, more) out of a ship. Captains inspire such as whether the crew mutinies, surrenders during
crewmembers to new heights; gunnery sergeants provide combat, and so forth. Loyalty score is discussed further in
the perfect trajectory for a cannon shot, the navigator reads the “Combat” chapter. A ship’s Loyalty score is computed
the winds and weather and allows your ship to move at an as follows:

Razor Coast: Fire As She Bears 25


Loyalty = The Captain’s level + Captain’s Cha Leadership Feat: A Captain (or other officer) who uses
modifier + Navigator’s Wis or Int modifier + Chaplain’s the Leadership feat to recruit the crew gains a bonus on
Wis or Cha modifier + other bonuses (see below). Loyalty checks based upon how many crew members are
followers. On the contrary, slaves, impressed commoners,
TABLE 18: LOYALTY MODIFIERS and indentured servants turned into crew often attempt to
escape or mutiny as soon as they can.
ITEM MODIFIER
Captain +Cha modifier Magical Control: A magically compelled crew is
Chaplain +Wis or Cha modifier unlikely to mutiny, but cannot be inspired to fight heart and
soul for their Captain.
Navigator + Int or Wis modifier Captain Deceased or Captured: A leaderless ship is
 t least 50% of crew are followers
A +2 susceptible to mutiny or surrender. If this condition applies,
gained from Leadership feat the next in command makes all required Loyalty checks,
including this penalty in the roll.
 t least 75% of crew are followers
A +4
gained from Leadership feat
Making Loyalty Checks
 t least 95% of crew are followers
A +6 A ship’s Captain makes Loyalty checks much like
gained from Leadership feat she would make a skill check or ability check. She rolls a
Pay +2 (double pay) d20 and adds the ship’s Loyalty score to the die roll, then
compares this result to the DC of the effect she wishes to
+4 (quadruple pay)
achieve. When making a Loyalty check, the total die roll
–2 (half pay)
plus modifiers determines success; that is, a 1 is not an
–6 (no pay) automatic failure and a 20 is not an automatic success. If
Rations (food and rum) +2 (double rations) the Captain is able to get her modifier sufficiently high such
–2 (half rations) that the crew will never surrender, even under the direst of
circumstances, she should be rewarded.
–6 (no rations)
Time at sea –1 for each month If the Captain is unable to make the required check
without landfall
— such as if she is dead or captured by an enemy ship —
Charmed +10 vs. Mutiny required checks are made by the next in command or an
Dominated +15 vs. Mutiny officer who asserts authority.
Battles within last month +2 per victory
–2 per defeat TABLE 19: LOYALTY CHECKS
Captain is dead or captured and no –20
Check DC
new leader has stepped forward
Avoid mutiny per week 10 (can take 10)
Leader Bonuses: Ship leaders apply bonuses to Loyalty Fight a monster with a CR five or greater than 25
as specified in the Leadership Roles section below, and the highest level possessed by an officer 
summarized in the table. Saving throw vs. fear or charm effect 10 + normal DC
Prevent rout / surrender at 50% casualties 35
Pay and Rations: Well-paid and well-fed crewmen are
Prevent rout / surrender at 75% casualties 40
less likely to mutiny.
Inspire courage +1 25
Battles: A victorious Captain inspires his crew, while the Inspire courage +2 35
crew of a repeatedly defeated Captain is likely to prefer a Inspire courage +3 45
different leader.
Mutiny: Once per week a Captain must make a
Time at Sea: Long voyages away from loved ones, the successful DC 10 Loyalty check to avoid mutiny on board
comforts of home and the warmth of the brothel have the her ship. A Captain may take 10 on this roll, thus it is
effect of fraying nerves and shortening a crew’s patience. not required to roll unless the ship’s Loyalty modifier
This isolation grows worse if a ship is becalmed and makes is negative.
no progress towards its destination.

26 Razor Coast: Fire As She Bears


If a crew mutinies, 50% of the crew plus 5% per point of Captain
negative Loyalty modifier rise up against the Captain. For The Captain of a ship is responsible for the crew’s morale,
example, if a ship has a –5 Loyalty modifier, 75% of the crew alacrity, and expertise. On board, her word is law and she is
mutiny. Each NPC leader rolls a d% and if their roll is below responsible for justice (however rough) amongst the crew.
this mutiny percentage they join the mutiny. Treat the
mutinous crew as hostile towards the Captain. Benefit: A Captain adds her Charisma modifier to
the ship’s Loyalty score. She can make use of the ship’s
Rout: A crew will normally surrender if reduced to 50% Loyalty score to inspire the crew or free them from mind-
or less of their starting number during a battle. A Captain of affecting magic.
a ship with a high Loyalty modifier can exhort her crew to
continue the fight despite their losses. A Captain must roll Vacancy Penalty: A ship without a Captain loses its
again once casualties reach 75%. stomach for the fight. A leaderless crew takes a –4 penalty
to attack rolls and Will saving throws. A ship without a
Improve Saves: A Captain of a ship with a high Loyalty Captain surrenders when suffering 25% casualties, unless
modifier can assist her crew to shake off fear or charm other extenuating circumstances exist (for example, if the
effects. The Captain makes a Loyalty check against a DC crew knows the opposing ship will execute them).
of 10 plus the effect’s original DC. If her Loyalty check is
successful all friendly targets within 60 feet that can see Ship Initiative Modifier: Charisma
and hear the Captain immediately receive a new saving Special: A Captain typically does not directly command
throw with a +10 morale bonus. If the Captain beats the crew, relying on her officers to execute her will. The Captain
DC of this check by more than 10 points, the effect is ended designates the tasks she wants completed and which
instead of granting new saves. officer she wants to complete them on a turn-by-turn
Inspiration: A Captain may, as a full-round action, basis. However, the Captain (if she chooses) can directly
make an impassioned speech to inspire her crew. This command 20 crewmen, just as a Mate. These crewmen
ability functions as the bard’s inspire courage ability, but directly under her command are in addition to the orders
the bonus from the Loyalty check does not stack with the she relays to the ship’s officers.
bard’s ability. The inspiration bonus lasts as long as the Navigator
Captain can continue to spend a move action each round; The Navigator is responsible for the navigation of a
if the Captain cannot — or chooses not to — the effect sailing vessel.
ends immediately.
Benefit: Any Knowledge (geography) or Survival
Officer Roles checks to avoid getting lost are made using the
As mentioned above, in the FaSB rules an officer is a Navigator’s modifier. The Navigator adds her Wisdom
sailor who either has a leadership position on the ship or or Intelligence modifier (whichever is better) to a ship’s
who otherwise fills an important role. Certain officer roles Loyalty score. Navigators are responsible for the sails
must be filled, either by a PC if he or she is interested or by and rigging.
an NPC if not. At the start of combat, the Navigator makes a
Beyond this list of mandatory roles, though, you and Profession (sailor) or Survival check to enable his ship to
your players are free to add new ones. For example, Head take advantage of the weather gauge. Rules for the weather
Cook is a role not detailed here but could be a task of grave gauge are discussed in the Combat chapter.
import on a ship spending months at sea. If a player in your Vacancy Penalty: A ship without a Navigator
group expresses interest in such a task, work with the player immediately becomes lost, but may make Survival checks
to develop the role. Perhaps the Head Cook is responsible (DC 15) to escape this condition. In addition, the ship’s
for keeping the marines and sailors well fed and hydrated, maximum Speed is reduced by 2 (to a minimum of 1).
perhaps even combining magical potions such as cure light Finally, a ship without a Navigator cannot take advantage
wounds into the food or drink they supply. The key to any of the weather gauge if it is available, and if there is no
new role is to ensure it has something meaningful to do on Navigator at the start of a naval engagement, the ship
every round of that officer’s ship initiative (discussed below cannot claim gauge.
under the Captain entry as well as in the Combat chapter).

Razor Coast: Fire As She Bears 27


Ship Initiative Modifier: Intelligence or Wisdom. him to command extra crew — that is, he still only may
issue commands to 20 crewmen during a naval engagement.
Special: A Navigator may command up to 20 crewmen,
See Combat for more details.
as a Mate does.
Surgeon
The Surgeon deals with battlefield casualties and the
ongoing health of the crew.

Benefit: A Surgeon adds his Wisdom or Intelligence


bonus to the ship’s Loyalty. In addition, the Surgeon is
responsible for keeping injured crewmen alive and — when
possible — getting them back into the battle. Oftentimes,
Surgeons give their crewmen standing orders to fan out
across the ship and treat the injured as necessary.

Stabilize: The Surgeon and his crewmen are responsible


for stabilizing the injured. At any time during his Naval
Action, the Surgeon may make a DC 15 Heal check as a
free action. If he’s successful, he stabilizes one crewman;
this crewman cannot fight again that day (unless later the
recipient of magical healing) but will live to fight another
day. For every two crewmen under the Surgeon’s command,
he can stabilize one more injured crewman. The Surgeon
need not be present in order for his Heal check to affect an
injured crewman, so long as at least two of his crewmen are
in the same Location as the injured sailor. In essence, the
player of the Surgeon makes one Heal check to determine
the effectiveness of those under his command, regardless
of where they are on the ship. For example, if the Surgeon
has 20 crewmen under his command and the ship has just
suffered a round of cannonball fire, he and his crewmen can
stabilize up to 11 injured crewmen — one by the surgeon
himself and 10 more by his crewmen — as long as all the
injured crewmen can be treated that round. Crewmen
stabilized in this manner are unavailable to the Captain and
Chaplain other officers during the battle, but will recover afterward.
The Chaplain is responsible for the spiritual wellbeing of
If an injured crewman is not treated for five consecutive
those on board.
rounds, he dies and cannot be stabilized or patched up.
Benefit: A Chaplain adds his Wisdom or Charisma While officers and PCs can be stabilized in this way, they
bonus to the ship’s Loyalty, whichever is higher. In order follow the normal dying rules if left untreated rather than
to gain this benefit, the majority of the crew must share those simplified here for standard crewmen.
either the Chaplain’s alignment, the Chaplain’s deity, or the
Patch Up: In addition to stabilizing crewmen, each
alignment of the Chaplain’s deity.
round on his Naval Action the Surgeon may make a DC
Vacancy Penalty: A ship without a Chaplain takes a –2 25 Heal check as a standard action if he or his crewmen
penalty to Loyalty. are actively treating the injured. If this “patch up” check
is successful, one of the injured crewmen who normally
Ship Initiative Modifier: Wisdom or Charisma
would have been stabilized is instead healed sufficiently
Special: A Chaplain may command up to 20 crewmen, to immediately return to the battle. If he and his crewmen
as a Mate does. A PC serving the role of Chaplain may also are spread out across the ship, it’s the Surgeon’s choice
fill one other officer role. However, doing so does not allow where the injured crewman is patched up, so long as he or

28 Razor Coast: Fire As She Bears


his crewmen are in that area. For every 5 points by which Mates
the Surgeon beats the DC, one more injured crewman is The ship’s Mates command its crewmen in any number
returned to the fray. For example, if the Surgeon rolls a 37 of roles. Each commands up to 20 crewmen in whatever
on his Heal check, he and his crewmen return 3 injured tasks are required. On larger ships these tasks can be
crewmen back to the battle, providing the Captain and specialized, but on smaller ships the Mates are expected
Mates more resources with which to work. This ability does to lead their crewmen in completing different tasks. There
not apply to officers and PCs. is no limit to the number of Mates on one ship; however,
Assessment: As a standard action on his Naval Action, the GM should ensure all PCs have a role before assigning
the surgeon can assess the crewmen of the enemy ship. NPCs into these roles, and shouldn’t make an NPC a Mate
To do so, he must have line of sight to the ship. He makes unless it’s truly necessary.
a DC 30 Perception check and, if successful, gains a basic It’s also possible — and sometimes necessary — for
understanding of the status of the enemy crewmen. He two Mates to fill the same role. For example, on a ship
learns information such as percentage of crewmen lost with multiple gun decks, it probably makes sense to have
(either through death or being stabilized and therefore two (or more) gunnery sergeants, each commanding 20
unable to fight). In addition, he can say how many officers crewmen as necessary to enact the Captain’s wishes in
have become incapacitated or died. The GM tells him a naval combat.
value +/–1 of the correct number in regards to officers. If
the Surgeon instead beats a DC of 40, the GM tells him the Benefit:
exact number. Away Team: A Mate leading crewmen on a boarding
Post-Battle Recovery: At the end of the battle, the mission grants his crewmen benefits while aboard the
Surgeon and his crew move about the ship and tend to the enemy ship. All away team crewmen (not officers or PCs)
injured and dying. The Surgeon makes a special Heal check, gain a +3 bonus when flanking an enemy, instead of the
with the result of the check plus 10 being the percentage standard +2. In addition, they all receive a +2 morale bonus
of “deceased” crew from the battle that don’t actually die. to saving throws.
This check requires one hour from the Surgeon and his Combat: If a Mate commanding crewmen in hand-
crew, and he must have at least 4 crewmembers under his to-hand combat aboard his own ship has the Improved
command during this task. For example, if the Surgeon was Initiative feat, all his crewmen gain a +2 feat bonus to
unable to reach the lower hull to save 15 crewmembers initiative. This bonus does not stack with Improved
there, those sailors were removed from the battle and Initiative; that is, if the crewman has Improved Initiative on
marked as deceased (see the “stabilize” action above). With her own, she does not also gain this +2 bonus. In addition,
this action, the Surgeon could save some percentage of all his crewmen (not officers or PCs) fighting to repel
those crewmembers, as determined by his Heal check. The a boarding party gain a +1 morale bonus to attack and
surgeon makes one check for the entire ship, using his result damage rolls.
to determine the total percentage recovered after battle.
Fire Master: A Mate specializing in dealing with onboard
Vacancy Penalty: Without a Surgeon, only 5% of fires gains a +2 bonus to Reflex saves to extinguish these
casualties recover at the end of the battle. A ship without fires. In addition, only a roll of a natural 1 inflicts damage
a Surgeon is susceptible to disease and illness, causing 1d6 on the crewmen for an unsuccessful check. Normally,
of its crewmen to become incapacitated (treat as 0 hp) crewmen are affected by a failure of more than 5 on the
per week. Reflex save to extinguish fires. More information about fires
Ship Initiative Modifier: Intelligence or Wisdom aboard a ship and extinguishing them can be found in the
Combat chapter.
Special: To perform their duties, Surgeons can designate
up to 20 crewmen as interns and send them out to Gunnery: A Mate applies any of his cannon-specific
transport wounded and unconscious crewmen back to the feats to crewmen (not officers or PCs) under his command.
Surgeon for treatment. Alternately, Surgeons may lead up These include Weapon Focus, Weapon Specialization,
to 20 crewmen (interns) around the ship to treat casualties Exotic Weapon Proficiency, Naval Gunnery, and Storm-
where they lie in the field (Surgeon’s choice). Tossed Gunnery.

Razor Coast: Fire As She Bears 29


Rowing: A Mate can increase the maneuverability of a not always), the Engineer of an alchemical or magical ship’s
ship under oars manned by his crewmen by one category engine room is well versed in that form of energy. See
with a successful DC 20 Profession (sailor) check. For ships Engineers and Skill Checks for information about how
that require more than 20 crewmen to row, each mate must skills interact with different types of engines.
successfully make this check to achieve the maneuverability
Benefit: When first coming aboard a ship, the Engineer
bonus. The bonus lasts for one round, and can only be
must spend 24 hours getting to know the ship and the
acquired three times/day.
engine. These hours need not be consecutive. After the
Sailing: A Mate can direct five crewmen to raise or lower attunement process is complete, the Engineer and her
sails in 1 round, rather than the standard 2 rounds, with a crewmen are capable of providing appropriate operational
successful DC 20 Profession (sailor) check. support for the engine. The Captain and Navigator can, at
all times, take advantage of the power of the engine.
Temporary Captain: Should the Captain fall in battle, a
Mate, Navigator, or Chaplain may attempt to step into the In addition, the Engineer can attempt the following
leadership void. The Mate must take a ship-based action as checks as needed:
well as his own as a full-round action, during which time he
Repair: Should the engine ever become damaged, the
makes an impassioned plea to the crew to rally in spite of
Engineer is responsible for repairs. She attempts a DC 20
the loss of their Captain. The Mate then makes a Profession
Knowledge (engineering) check. If successful, she and her
(sailor) check opposed by the ship’s Loyalty score. If the
crewmen repair 10 points of damage in one day. For every
Mate is successful, he becomes the ship’s Captain in the
5 points by which the Engineer exceeds the DC, she and
eyes of the crew; all crewmen who heard the new Captain’s
her crewmen accomplish an additional 1 point of repair.
rallying speech gain a +2 morale bonus on saving throws,
For example, if she rolls a total of 32 on her Knowledge
attack rolls, damage rolls, and skill checks for a number
(engineering) check, she and her crewmen will be able to
of rounds equal to the new Captain’s Charisma modifier
repair 12 points of damage to the engine. The Engineer can
(minimum 1).
take 10 on this check, but not 20. Up to 4 crewmen may
Vacancy Penalty: An untrained or leaderless crew perform an aid another action.
is inefficient, and twice as many crewmen are needed
Overload: With a DC 25 Knowledge (engineering)
to complete crew actions other than firing cannon. This
check, the Engineer can temporarily overload the engine,
includes bailing water, extinguishing fires, grappling, and
enabling it to function at higher-than-normal levels at the
managing sails.
expense of damage. A successful check allows the ship
Ship Initiative Modifier: Intelligence, Wisdom, to gain a +2 bonus to Base Speed for up to one minute.
or Charisma However, for each round spent overloaded, the engine
suffers one-tenth of its normal hit point total in damage
Special: A Mate must be in the same or an adjacent
that must be later repaired; this damage bypasses the
Location to command his crewmen. However, a Mate can
engine’s hardness. The Engineer can cease the increased
give standing orders for a crewman (or part of a crew);
movement at any time before the full duration expires.
those orders remain in effect until a Mate (the same or
different) gives new orders to the crewmen. For example, a Naval Tactics: On a successful DC 20 Knowledge
Mate can command 10 crewmen of his 20-man crew to go (engineering) check, the Engineer can grant the Navigator
below deck and bail water, and then command the other 10 a +4 bonus to accomplish any one Naval Tactic by perfectly
to follow him to the brig. The partial crew that follows him timing the engine’s power level up or down as needed. If
to the brig can receive new orders at any time, but the 10 the Engineer fails the check, the engine suffers 5 points
who went to bail water will need to continue at their task of damage and the Navigator receives a –2 penalty on the
until told otherwise. Naval Tactic check instead.

Engineer Self-Destruct: The Engineer can set the engine so that it


The Engineer is a specialized Mate who is responsible overloads and explodes, scuttling the ship. To accomplish
for the maintenance and operation of the ship’s engine, this, the Engineer must succeed on a DC 35 Knowledge
whether the engine uses a standard fuel source such as (engineering) check. In addition, three other crewmen (or
coal, an alchemical fuel source, or magic. Typically (but officers) must aid him in the process and succeed on their

30 Razor Coast: Fire As She Bears


own DC 15 Knowledge (engineering) checks; neither the
Engineer nor his crewmen may take 10 or 20 on this check.
If the checks are successful, the engine builds pressure
Engineers and Skill Checks
without putting output to the propulsion system; the Throughout the Engineer’s description, the rules
entire system explodes 1d3 minutes later, inflicting 20d6 require Knowledge (engineering) checks to accomplish
points of force damage to all objects and creatures within tasks. Note, however, that if the engine aboard the
a 100-foot radius of the engine. If the engine was steam- ship is alchemical, the Engineer can use the better of
powered, alchemical, or magical it also deals 10d6 points of his Knowledge (engineering) or Craft (alchemy) skills.
fire damage. At any time up until it explodes, the Engineer Similarly, if the engine is magical, the Engineer can use
(DC 30) and his assistants (DC 10) can all make checks to the better of Knowledge (engineering), Knowledge
reverse the process. If the process is ever started and later (arcana), or Use Magic Device.
reversed, the engine suffers 90% of its maximum hit points
as damage and is inoperable until repaired.

Vacancy Penalty: A ship that possesses an engine PAY / AVG. AVG. AVG.
CREWMAN DAY SPECIAL HP AC SAVES
but no Engineer cannot stop, start, or alter the power of
Veteran 1 gp +3 BAB, 2 useful 27 15 5/2/1
the engine. combat feats
Ship Initiative Modifier: Intelligence or Wisdom Corsair or 2 gp +7 Profession 30 17 3/7/2
Buccaneer (sailor), 1 useful
Special: Only a ship with an engine has an Engineer combat feat
(and the associated crew). The Recruitment Roll
While at dock, a Captain can recruit as many crewmen
Recruiting Crew as she likes, up to one-third the town’s population. To
A ship’s crew is its lifeblood, operating the rigging, actively recruit crew, the Captain makes either a Diplomacy
raising and lowering the sails, pulling the oars, and firing check to gather information or a Profession (sailor) check,
its cannon. While a vicious pressgang can round up whichever is higher. If the Captain has the Leadership feat,
unwilling “volunteers” to crew a ship, highly paid and he gains a +2 circumstance bonus on this check. If the
trained specialist crewmen are worth their weight in gold. Captain has earned great renown for his work, he gains a
Potential crewmen congregate at port towns of any size, bonus from +1 to +4 (GM’s discretion).
usually in the taverns or at the waterfront, waiting for the
A successful DC 10 check allows the Captain to recruit
right captain and ship to offer the right wage for service —
11–20% (1d10+10) of the number of crew he seeks. A DC
though smaller towns may not have the exact crew desired
18 check allows the Captain to recruit 41–50% (1d10+40). A
by the Captain. As a rule of thumb, no more than one-third
DC 25 check allows the recruiting of 81-90% (1d10+80) of the
of a town’s population can be hired (or forced) to become
crew. A check of 30 or higher allows the Captain to find all the
crewmen without the townsfolk attacking.
crewmen he seeks (up to the maximum allowed for the town).
In such circumstances, treat most such townsfolk as
Note, however, that just because the Captain can find
“Landsman” in the table below; they possess no special skills
the number of crewmen he seeks doesn’t mean he finds
required for sailing or maintaining a ship, regardless of their
the exact sailor he needs. Normally 31-50% (1d20+30) of
class or level.
potential recruits will be no more skilled than a seaman.
TABLE 20: CREW TYPES Regardless of the number of crewmen recruited, this check
represents one day’s work by the Captain and his Mates.
PAY / AVG. AVG. AVG.
CREWMAN DAY SPECIAL HP AC SAVES Should the Captain or his Mates seek to press crewmen
Landsman 1 sp — 4 11 0/1/0 (kidnap them) rather than actively recruit, the Captain
Seaman 3 sp +4 Profession (sailor)
8 12 1/4/1 makes either an Intimidate or Profession (sailor) check. The
Marine 3 sp +1 BAB, 1 useful 12 14 4/1/0 check DCs are the same as above, except pressganging a
combat feat crew results in 61–80% (1d20+60) of the recruits being no
Able 1 gp +5 Profession 20 13 2/5/2 better than landsman.
Seaman (sailor)

Razor Coast: Fire As She Bears 31


Oh, Cabin Boy!
Don’t underestimate the value of a good cabin boy
(doesn’t have to be male). The job of cabin boy is what
we might call a “gofer” today — that is, somebody to go
and run errands. Typically, cabin boys ferried messages
from the Captain to the other officers, fetched important
items for officers as needed, and even, at times, climbed
into the rigging to perform small tasks. While the job
is meager, quite a few famous real-world naval officers
started their careers as cabin boys, including Admiral
Sir Francis Drake and Admiral of the Fleet Sir Cloudesley
Shovell. Good cabin boys are worth their weight in gold
to a well-run ship.

Plus, don’t underestimate the power of allowing your


PCs to become attached to a kid, only to have the cabin
boy die horribly at a dramatically opportune time! As an
extra dramatic bonus, make it the PCs’ fault!

Standard Crew Roles


Crew on Your Ship While the crew, mates, and leaders of a ship have been
Rigging Locations, cannon, and oars require a minimum lumped together as an abstraction in game terms, the
level of crew to function and a surplus of crew is usually following are actual ship positions a crew member may fill:
handy once the battle casualties start rolling in. Remember Officer Roles
that, if you plan to capture an enemy ship, you will need Master and Commander (Captain), 1st–6th Lieutenant
enough crew to sail that one as well as your own vessel. (Mate), Boatswain (Mate), Chaplain (Chaplain), Doctor
For each crew member, a supply of food and equipment (Surgeon), Engineer (Mate), Fire Chief (Mate), Gunnery
is required. Each crew member requires 600 lbs. of weight Sergeant (Mate), Jailer (Mate), Marine Captain (Mate),
capacity on board a ship to represent their weight and Master-at-Arms (Mate), Midshipman (Mate), Nurse
personal effects, and costs 5 sp per day to feed. Extra or (Surgeon or Mate), Sailing Master/Navigator (Master),
reduced rations affect the crew’s Loyalty. Ship’s Corporal (Mate), Surgeon’s Mate (Mate)

Crew Advancement Enlisted Roles


Crew who survive a battle gain XP as normal. Determine Able Seaman, Armorer, Armorer’s Mate, Barber,
the encounter levels of all battles, and assign XP to the Boatswain’s Mate, Botanist, Botanist’s Assistant, Butcher,
crew. When a crewmember gains a new level, his or her Cabin Boy, Carpenter, Carpenter’s Mate, Clerk, Cook,
pay — and rank — should increase accordingly. In addition, Cooper, Coxswain, Fireman, Foreman, Gunner, Gunner’s
a higher level crew is more adroit at accomplishing the tasks Mate, Gunsmith, Helmsman, Landsmen, Logbook Keeper,
needed on a ship. If at least half the crewmen commanded Lookout, Master’s Mate, Medic, Nurse, Oarsman, Powder
by a Mate possess 3 or more ranks in Profession (sailor), the Monkey, Purser, Quartermaster, Quartermaster’s Mate,
Mate gains a +1 circumstance bonus to all his ship-based Rigger, Ropemaker, Sailmaker, Seaman, Steward, Stoker,
actions. If at least half the crewmen commanded by a Mate Swabby, Tailor
possess 6 or more ranks in Profession (sailor), the bonus
increases to +2. If at least half possess 10 or more ranks in
Profession (sailor) — a truly legendary crew — the bonus
increases to +4.

32 Razor Coast: Fire As She Bears


Razor Coast: Fire As She Bears 33
Chapter 4: Combat Quick Rule:
Building and equipping a ship from the ground up Experience Points
is a fun exercise in its own right, but much like PCs and
If you’re not interested in the amount of math
monsters, after spending the time and effort to build your
necessary to figure when an NPC crewmember gains
ship, it’s time to put it to the test.
a level, just wing it. A rough guideline is that the
The ship-based combat rules here function much like medium progression track requires 13 level appropriate
the existing combat rules. Participants proceed in order of encounters to gain one level. The fast progression
initiative, performing all their actions on their turn. The requires around 7 encounters, and the slow progression
biggest difference is scale. An officer, especially a PC, simply requires around 26. In a lot of campaigns, that’s all
issuing an order triggers a series of events that affects the the detail you need: determine when a crewmember
entire ship. For example, while the player saying, “Fire the has survived the equivalent of 13 level appropriate
cannon!” seems to be a small-scale action, in reality that encounters (assuming medium progression), and you
simple order by the player results in 30 NPC crewmen can safely assume that NPC has gained a level.
swinging into action to fire 5 cannons at an enemy vessel.
Don’t worry too much about which crewmembers
FaSB rules use the same exact initiative order, even just joined the ship and which have been around from
when “the-whole-ship-is-involved” naval combat actions the beginning. As long as the majority of the crew
occur at the same time as “small scale” actions like melee or have made it through 13 encounters, go ahead and
spell-casting against a single foe. Consequently, an officer promote everybody, as more veteran crew know how to
— especially a PC in the role of an officer — may take compensate for greenhorns in their ranks.
two distinct kinds of action every time it is her turn in the
An NPC crewmember gaining a level represents
initiative order: she has the option to take her regular action
more than just more pay, a fancy title, and a few bigger
(standard + move, in its various permutations), plus she
numbers. Work with the PCs to have a promotion
may also opt to take a naval action, which affects the ship as
ceremony for all the crewmembers moving up in rank.
a whole and its combat with the opposing ship.
Navies all over the world have special ceremonies
Order of Play and rites of passage. For example, the United States
Navy has a special ceremony for crewmembers who
Naval combat plays out much like standard combat,
are crossing the equator for the first time. Promotions
and the actions the Captain and officers perform take place
are certainly a time for a bit of behind-the-scenes
within the standard initiative order. The following is a quick
paperwork, but they’re also a good opportunity for
guide to the order of play, followed by details for each step.
strong roleplaying encounters.
 Determine if the ship furthest upwind can Claim the
Weather Gauge

 Have every player Roll for Initiative twice: once
for normal initiative and a second time for Naval  Claim the Weather Gauge
Initiative Getting the Weather Gauge is a short-hand way of
 Perform Actions in order of initiative, highest to talking about a relationship between two or more ships.
lowest. On normal initiative, perform actions from the
When one ship begins a naval encounter upwind of the
Pathfinder Core Rulebook and other sourcebooks. On
Naval Initiative, perform naval actions from Fire As other, the wind potentially provides a significant tactical
She Bears advantage. This is because the downwind ship must wrestle

 At the end of the round, before the new round starts, the wind to turn and fight, while the upwind ship is aided
apply the Effects of Damage and any destroyed by the wind for every maneuver it makes.
Locations to the ship
In FaSB terms, all the maneuvers and actions taken
 Count Casualties
by the upwind foe happen With the Wind. By contrast,
 Move Crewmen between Locations as desired
anything the downwind foe would like to do — except run
 If any ship stole the weather gauge during the round, directly away from the upwind ship — is by definition being
apply bonuses accordingly
done Into the Wind.
 Repeat step 3–7 until combat resolves.

34 Razor Coast: Fire As She Bears


Only the Most Upwind Ship Rolls
At the very beginning of any naval encounter, the most Ranged Attacks Aboard a
upwind ship has a chance to claim the weather gauge and Moving Ship
all the benefits that entails. The Navigator of that ship
Firing a ranged weapon (including a cannon) from a
makes a DC 20 Profession (sailor) check. If he’s successful,
ship at sea is difficult due to the pitching up and down
he positions his ship in a superior position. If the check is
caused by the waves. Treat such an attack as though
unsuccessful, he cannot try again until another ship
you were firing the ranged weapon from the back of
claims then subsequently loses the weather gauge — a
a mount (Pathfinder Roleplaying Game, Chapter 8,
rare event.
“Mounted Combat”). All your ranged attack rolls suffer a
The number of ships participating in the encounter –4 penalty. Feats that appear later in this book minimize
doesn’t matter: only the most upwind ship can ever have and even remove this penalty.
the gauge.

Effects of “Getting the Gauge” Candor, has acquired a second ship. Captain Bonedeuce
A ship that claims the weather gauge gains four benefits.
decides that his ship is superior to Vhut’s, even with this
GG All officers aboard the ship gain a +2 circumstance second ship on the scene. Bonedeuce’s Navigator positions
bonus to their Naval Initiative checks (see the next the Pride upwind of the Candor and the mystery ship,
section). and claims the gauge. The Pride gains the four tactical
GG The ship gains a +2 Speed bonus. advantages over both her enemies, and Captain Bonedeuce
GG The maneuverability rating of a ship with the gauge gives the order to open fire.
increases by one step.
Captain Vhut, however, was expecting Bonedeuce and
GG Finally, all attacks made by the ship gain a +1
his ship and laid an ambush. He weathers the storm of the
circumstance bonus to attack rolls.
Pride’s cannons for a few moments and then casts a spell
These bonuses last for the duration of the encounter or to change the wind direction. Suddenly, the Candor is the
until another ship steals the weather gauge; the Navigator most upwind ship. Vhut’s Navigator sails the Candor into
need not continue to make Profession (sailor) checks to position and claims the weather gauge! Captain Vhut’s
keep these bonuses. Candor gains all the benefits of the gauge and the Pride
Stealing the Weather Gauge loses the benefits it formerly held, but Vhut’s second ship
It’s possible through superior skill — or sheer luck does not receive these benefits — only the Candor. Still, it’s
— for one ship to steal the weather gauge from another. enough to turn the tide of the battle and Vhut unleashes
To do so, it first must position itself in such a way as to hell, firing cannons and spells at the now vulnerable
become upwind. A ship can accomplish this through deft Bonedeuce’s Pride.
sailing techniques or by using magic to change the wind The Weather Gauge in the Real World
direction. In either case, once the ship that was furthest In the real world, to benefit from the wind in this way
upwind ceases to hold that position, it loses all the weather a ship does not have to be upwind of its foe in a straight
gauge bonuses it had gained (although there is no effect line, but it must be upwind of the enemy within a 90
on initiative order). The ship that is now upwind can degree arc.
attempt to claim the weather gauge. The Navigator of this
ship attempts a DC 25 Profession (sailor) check; if he’s Caught downwind in a 90 degree arc of an otherwise
successful, his ship claims the weather gauge and gains all equal foe, most captains declare, “She’s got the gauge on us,
the benefits — although the bonus to initiative won’t factor we can but run!”
in, since the initiative order is already determined. Note that For example, to determine if one ship “has the
the check to steal the gauge is more difficult than the one to weather gauge” on another, draw two imaginary lines
initially claim it. from the center of the ship in a 45 degree angle from the
Example: Bonedeuce’s Pride is hunting the infamous direction of the wind. As long as your ship is completely
pirate ship The Unrepentant Candor. When she finds the within this imaginary box, you have the weather gauge
Candor, the Pride learns that Durago Vhut, Captain of the over your foe.

Razor Coast: Fire As She Bears 35


 Roll for Initiative (twice)
At the start of combat, players, NPCs, and monsters
all roll their initiative as normal. Creatures can perform
any action as normal on their standard initiative turn. In
addition, officers and important NPCs also roll a second
d20; this second die is their “Naval Initiative.” It is during
the Naval Initiative that naval actions occur: cannons are
reloaded or fired, sails are raised to increase speed, fires are
extinguished, water is bailed out of the hull, and so forth.

The modifier for a Naval Initiative roll is not Dexterity,


but is determined by the character’s role on the ship.
In the first example, the ship labeled B has the weather
gauge on A, because it lies completely within the gray TABLE 21: LEADER ROLES AND INITIATIVE
squares; however, Ship C does not have the weather gauge
LEADER MODIFIER1
on A, because it lies outside the required area.
Captain Charisma
The second example has the ships in the same locations, Navigator Intelligence or Wisdom
but the direction of the wind has shifted. Now C has the Chaplain Wisdom or Charisma
weather gauge on A, but B has lost it.
Surgeon Intelligence or Wisdom
Advanced Rules for the Weather Gauge Mate2 Intelligence, Wisdom, or Charisma
If playing with the Advanced Rule: Wind Impacts on 1
When multiple modifiers are listed, use the better choice
Speed, only determine who wins the gauge at wind speeds 2
Those who do not fall into the other roles are treated as a “Mate” for
between Moderate and Windstorm, inclusive. If desired, determining Naval Initiative.
your table could also incorporate the weather gauge more Example: John’s sorcerer, Gregor Sharksbane, serves as
like it functions in the real world, as described above. Captain on the PCs ship. At the start of the encounter he
rolls his regular initiative, including his Dexterity modifier
Oversimplification Alert and any feat bonuses as normal. The result is a 16. He
rolls again for Naval Initiative, adding only his Charisma
As you can see, the weather gauge rules in FaSB are modifier (in this case, +4) and any specifically Naval
intentionally an oversimplified — even inaccurate — Initiative bonuses from feats in FaSB. The result is a 12.
account of the effects of the weather gauge. In the real John now has two places in the initiative order. On 16, his
world, ships maneuvered hard to claim the weather character may perform any of the actions his character
gauge or to steal it away from their opponent, but we normally performs (cast spells, move, etc.), but not Naval
wanted to avoid situations where the Navigator is making Actions from FaSB. On 12 in the initiative order, John’s
checks every round to claim the gauge and where the GM sorcerer may perform Naval Actions allowed to Captains
needs to redraw a 90 degree arc for multiple ships after from FaSB, but not normal actions from the Pathfinder
every round. Doing so bogs down the action in too much Core Rulebook.
minutiae and drags everybody at the table out of their
immersion in the action. As a result, FaSB ignores the 90  Perform Actions
degree arc and allows only one ship – the most upwind After all initiative is rolled and the weather gauge is
ship, regardless of arc – to get the gauge…if they’ve the assigned, the GM runs combat as normal, starting at the
skill to do it. top and working her way down the list. Generally speaking,
Nonetheless, these rules emulate the need for ships crew members and other unimportant NPCs do not get
to scrabble for the best position in a combat, relative to their own actions during a naval engagement — it would
the wind. As well, they model the horror, consternation, be an impossible nightmare to roll and follow initiative
calculation, and the sheer randomness of wind and weather for the hundreds of potential crewmembers on all sides of
that played so great a role in Age of Sail naval combat. an engagement. However, as previously noted, PCs, ship

36 Razor Coast: Fire As She Bears


officers, and important NPCs (as recorded on the Ship arriving, Torag and his crew perform the Extinguish Fires
Record Sheet) do get both “regular” actions and ship-based naval action, and 5 rounds later, the flames are out.
or naval actions.
The following tasks can be initiated during a character’s
Those permitted to take regular actions during ship Naval Initiative in the round. The basic name of the task
combat have the same actions — free, move, standard, etc. — is followed by the officer who is typically in charge of the
as always. A wizard can still cast a fireball aimed at the sails function, plus a brief description.
of the enemy ship while the ranger can attempt to shoot the
Standard Naval Actions
enemy Captain with his bow. This is true even if the wizard is
Extinguish Fires (Mate): The Fire Chief is a Mate
the Navigator and the ranger is the Gunnery Sergeant.
specifically assigned to the task of extinguishing fires aboard
In addition to their regular actions, “naval” actions are the ship. Fires aboard ship are almost as dangerous as
permitted at the appropriate position in the initiative order. holes in a Hull Location, and this Mate’s sole job is to lead
crewmen into those Locations and extinguish the fires.
As a rule of thumb, a naval action is an order given
Extinguishing a fire requires the Mate to attempt a DC 20
by an officer that is then immediately carried out by the
Reflex saving throw. If his saving throw is successful, the
crewmen under her command. For example, the Navigator
Mate and his crew extinguish the fire in 5 rounds. For every
commands her crewmen to lower the main sail while
5 points by which he beats the DC, he reduces the number
extending the stays so as to enable the ship to better
of necessary rounds by 1, to a minimum of 2. Damage from
make a sharp turn; the gunnery sergeant barks out orders
the fire affects the Location each round the fire burns. For
for all port-side cannon to “Fire as She Bears,” which is
example, if the Mate rolls a 31 for his Reflex saving throw,
immediately followed by the thunder of thirty 12-pound
the amount of time necessary to extinguish the fire in that
cannons firing on the enemy vessel.
Location is 3 rounds. Magic can greatly aid this task. Failure
Sometimes, an officer needs to take crewmen to a on the Reflex saving throw indicates that the Mate and
specific Location to perform some task. Spending 3 rounds his crew fail to make any progress; failure by more than
moving across the decks of a ship is boring, and not a series 5 (including rolls of a natural 1) indicates that the Mate
of actions anybody is particularly interested in taking. and his crew failed to extinguish the fire and also take 2d6
To help keep the action flowing, officers (and crewmen points of fire damage in the process.
accompanying them) can take special movement on their
Fire the Cannon (Mate): On the Mate’s command, the
Naval Initiative, at the end of which they can perform a
crew assigned to a cannon can fire the weapon. The Mate
Naval Action.
decides upon the target (Hull Location, Rigging Location, or
Determine the officer’s maximum running distance, crew in a specific Location). For each cannon under his com-
keeping in mind that this can be affected by wearing mand, the Mate rolls an attack roll and adds his base attack
medium or heavy armor, carrying a medium or heavy load, modifier plus any appropriate modifiers (including range in-
or possessing the Run feat. Divide this maximum running crement penalties and his Dexterity modifier). Any weapon-
distance by 20 to determine the number of Locations an specific feats the Mate possesses that apply to cannons (such
officer and her crew can move through during the officer’s as Exotic Weapon Proficiency and Weapon Focus) as well as
Naval Initiative. To accomplish this, the officer must make a ranged attack-specific feats (such as Point-Blank Shot or Far
DC 20 Profession (sailor) check. Shot) are included in the attack, even though the Mate isn’t
directly firing the weapon. The number of cannons a Mate
Example: A fire starts in a Rigging Location that is three
can command is limited by the number of crewmen he com-
Locations away from Torag Hullsmasher’s current location
mands (max 20) and the number of crewmen needed to man
on the ship. Torag is a dwarf with a 20 foot movement rate,
the particular cannon (round down).
who can run 80 feet in one round. This allows Torag to move
through 4 Locations during his Naval Action. It doesn’t Example: A 9-pound cannon requires four crewmen to
matter if these Locations are Hull or Rigging, nor do they operate it. The Mate commands 20 crewmen and therefore
need to be in a straight line (unlike normal for a run action). may fire five 9-pound cannons. The same Mate commanding
Torag has a total +10 modifier in Profession (sailor) and the same 20 crewmen can only fire two 32-pound cannons,
so he simply takes 10, giving him the necessary DC 20. He as they require 7 crewmen each to operate.
grabs 20 crewmen and moves to the flaming rigging. Upon

Razor Coast: Fire As She Bears 37


Regardless of this value, a Mate can only command
Large Scale cannons to which he has line of sight, and the crew of those
Hand-to-Hand Combat cannons must also have line of sight back to the Mate. For
example, if a ship has two gun decks in one Hull Location, it
With a boarding party of 20 marines attacking whatever will need at least two different Mates to operate the cannons
crew is on the enemy ship, that’s a lot of action, sure to — one on each deck, plus an additional Mate if the number of
bog down regular games. You can take some steps to crewmen needed for the cannons on either deck exceeds 20.
prevent that from happening when you recognize that
the only actions that truly matter are those performed The Equipping Your Ship section details the various
by the PCs and important NPCs. cannons available for your ship, including the reload times
and number of crew required to properly operate them.
Don’t roll initiative for everybody involved in the
combat. Let the Mate or Captain roll, as well as a small General Orders (Captain): The Captain is in charge,
handful of important NPCs from the boarding party. On and so while Mates and the Navigator direct their crewmen,
the defender’s side, pick one or two important NPCs to the Captain directs up to 20 Mates. It is the Captain who
serve as the “dice rollers” for the repelling crew. decides on the specific course to sail, the tactical moves,
and when to ram the enemy. She places great trust in her
Each PC and important NPC in the combat takes officers, often giving them leeway in making follow-up
actions normally — making a full attack, tumbling into decisions as needed. For example, a Captain is probably not
a flanking position, casting spells, etc. As you resolve going to micro-manage the Fire Chief as he extinguishes
their actions, also describe one or two other things fires; she’s going to trust him to make the best decisions to
happening around them. Let their success or failure accomplish the task.
guide the relative success or failure of the background
action. For example, if the attacking Captain draws his Grapple a Ship (Mate): Any ship within 50 feet of your
pistol and scores a critical hit on the defending Captain, ship can be grappled. Doing so requires the use of grappling
describe the boarding marines as rushing forward, hooks and ropes long enough to reach from your ship to
sabers drawn, hacking into the enemy sailors and the enemy ship. The Mate commands the crew and makes
staining the deck of the ship crimson. Cross off a few the necessary CMB checks against the target ship’s CMD.
enemy sailors, mark damage on the enemy Captain, and A successful check secures the enemy ship, preventing it
move on to the next person in the initiative order. As the from tasks such as turning or fleeing without first breaking
battle ebbs and flows between the important players, so the grapple. To simplify the task, use the standard grapple
too does the larger scale battle flow between the mooks rules and assume that all the ropes, hooks, and so forth are
and underlings. being used (and defended against) in the most proficient
way possible. A grappled ship can be boarded by the
If a PC in the boarding party has Cleave, Great Cleave, attacking vessel.
or Whirlwind Attack, this is a great opportunity to let
Inspiration (Captain): As detailed under “Loyalty
them make use of the feat and grab a moment in the
Score” above, a ship’s Captain (or other officer in charge if
spotlight. Go ahead and surround the PC with enemy
the Captain is dead or otherwise incapacitated) can give
underlings, knowing full well that the PC is only going to
a rousing speech to inspire the crew during combat. This
mow them down.
special action occurs on the Captain’s Naval Initiative.
Use the terrain! Ship-based combat is a wonderful
Lead a Boarding Party (Mate or Captain): A grappled
environment. Describe the rolling pitch of the deck, have
ship can be boarded. A Mate (or sometimes, the Captain
sailors and pirates swinging from rigging ropes, and so
directly) takes a band of 20 marines to the enemy ship,
forth. Having the two Captains stand still trading blows
where they engage the enemy’s crew in hand-to-hand
is boring. Having the two Captains pursue and retreat
combat. Allow the Mate in charge of the boarding party to
around the poop deck — and even into the rigging —
make an appropriate check (Intimidate, inspire courage,
is exciting.
Diplomacy, and so forth). The check should be determined
by the Mate’s personality and actions — the famed pirate
Blackbeard was known to set his beard on fire, for example,

38 Razor Coast: Fire As She Bears


intimidating the enemy crew. A successful check during the
Mate’s Naval Initiative grants his crew a +1 morale bonus It Just Never Ends
to attack and damage rolls, or inflicts a –1 morale penalty
to enemy crew’s attack and damage rolls, accordingly. This Designer’s Note: Picture it: there you are, standing in a
bonus lasts for a number of rounds equal to the Mate’s thunderous jet of icy ocean water, the hold filling at your
character level. The Mate makes this special Naval Action feet. Your ship starts to turn, slowly shifting under the
at the start of the boarding action; if he fails his check he weight of the mounting sea. You’ve a hammer in one
cannot try again during that combat. hand, nails between your teeth, and the faithful crew are
ripping up unneeded boards and tacking up sheets to
Position Your Crew (Any): During the course of a staunch the breach.
battle, you need to move crewmen from one Location
on a ship to another. Between rounds, the Captain can That’s a great time for GMs to jam a tentacle through
automatically shuffle crewmen about as needed. But if you the hull or send weresharks to ride that jet of ocean
need five sailors up in the rigging right now, it requires an water inside the ship – and fill the hold with screams
officer to take control and make it happen. As discussed, and blood.
during his Naval Initiative, any officer can order up to 20 I’m just sayin’.
crewmen to follow him to a specific destination on the ship;
once they arrive, the officer can then command them to
take any appropriate actions. For example, a Mate on the
Scuttle Ship (Captain): Scuttling the ship is a special
gun deck can order 5 marines to follow him to the ship’s
task that is not undertaken lightly. When the decision is
rigging, then order them to lower the main sail to aid the
made, the Captain directly commands the crew to damage
Navigator in accomplishing a task. Once these marines
the ship in such a way as to cause the most significant
leave their starting location, they’re no longer available to
damage. Typically, this task is as simple as going to the ship’s
the gunnery sergeant in that location.
hold and punching holes into the Hull Locations. A scuttled
Reload a Cannon (Mate): Reloading a cannon often ship takes on 5,000 pounds of water per round, just as if the
requires more than one round’s worth of ship-based Below the Waterline Location was reduced to 0 hit points.
actions. The times given in the table in the “Equipping Your
Ship’s Movement (Navigator): Movement for the ship,
Ship” section assumes a full complement of crew available
including all Naval Tactics such as sharp turns or sudden
to perform the necessary tasks. For each missing crewman,
stops, occurs on the Navigator’s command. She commands,
extend the time by one round.
directly or indirectly, all crewmen responsible for the sails
Repairs (Mate): The mate and his crew are tasked with and navigation. Her battle commands include tasks such as
making emergency repairs to the ship. The Mate makes a raising or lowering sails to affect the ship’s speed, turning the
Knowledge (engineering) or appropriate Craft check (such rudder, and similar functions (see Naval Tactics, above for
as Craft [carpentry] or Craft [shipbuilding]), and the result further details).
determines how long it takes him and his crew to make
Surrender (Captain): When defeat is imminent, the
the minimum repairs. A DC 15 allows the repairs to be
Captain can order surrender. When this order is given,
made in 2 rounds, restoring 5d6 hp to the Location being
the ship’s flag is taken down (known as “striking colors” in
repaired. For every 5 points by which he beats the DC, he
naval parlance) and crewmen lay down arms. This action
and his crew repair an additional 1d6 points of damage, to
is an exception to the rule that only 20 crewmen can be
a maximum total of 10d6 or half the Location’s maximum,
directly commanded.
whichever is less. In order to make the check, the Mate and
his crewmen require appropriate materials and tools. Hit Take Unawares (Captain): During combat, a Captain
points restored in this manner are temporary and only last tries to get the upper hand on the opposing Captain through
for 24 hours before needing follow up work — work that the deft sailing of her ship.
can be done on a less stringent deadline.
To catch the opposing Captain unaware requires the two
It often makes sense for PCs with access to magic ships’ Captains make opposed Profession (sailor) checks.
that allows water breathing as well as increased mobility The defending Captain gains a +10 circumstance bonus to
underwater to take this naval action. this check, to simulate just how difficult it is to pull off this

40 Razor Coast: Fire As She Bears


maneuver. Success prepares the ship to execute a Special Below are special attacks, and how to resolve them:
Attack (see Special Attacks, below, for more detail).
Broadside: To make a broadside attack, you move your
If, at the very beginning of an encounter, one Captain is ship parallel to the enemy ship and within the first range
somehow unaware of the enemy ship, the attacking Captain increment of your weapons, and then fire all your side-
automatically succeeds on the Take Unawares check and no mounted cannons at once. In addition to the damage dealt
opposed roll is required. to Locations and crew, all enemy crewmembers in any
Water Bailing (Mate): When a ship starts to take on Location that took damage must make a Fortitude saving
water, a Mate and her crewmen are dispatched below deck to throw against a DC of 10 plus the number of cannons fired.
begin bailing. The worst case scenario requires several Mates On a failed saving throw, the crewmember is stunned for
and their associated crewmen forming a “bucket brigade” 1 round — effectively, the number of available crewmen is
either up to a higher deck and over the side, or through a reduced for one round. (Remember to only roll once and
porthole. Magic is a welcome aid in this task, as is a pump. apply the resulting save to each classification of crew.)
A well-trained crew forming a bucket brigade can bail 500 Crossing the Boards: Similar to a ram (see below),
gallons a minute — hardly enough to make a difference, but crossing the boards allows one ship to effectively grapple
maybe enough to buy the repair crew a bit of time. another and allow a boarding party to cross. To perform
a crossing the boards attack, the Navigator targets the
enemy’s bowsprit (or bow, if it doesn’t have a bowsprit) with
Designer’s Note: Creating his own ship’s bowsprit. The Navigator makes a combat
Action from Nothing maneuver check to grapple, using his base attack bonus and
the ship’s Strength modifier.
In addition to the above, don’t be afraid to develop your
own tasks based upon the roles undertaken by your A Mate can assist the maneuver by ordering crewmen to
players. For example, if you have a player who took on use grappling hooks and standard ropes to secure the two
the role of Head Cook, you might allow him to distribute ships together as they cross. For every 5 grappling hooks
energy drinks made from potent rum and bits of fruit used by the Mate, the Navigator gains a +1 bonus on his
and splashed with potions of cure light wounds, granting CMB (up to a maximum of +4).
all who consume it a +1 to attacks, Fortitude saves, and In addition, the larger ship (determined by the number
Reflex saves for 1 minute. The resulting crash after the of Hull Locations) gets a bonus to its CMB equal to half the
affect wears off, however, inflicts a –1 penalty to Will difference of the number of Hull Locations. For example,
or Fortitude saves for 1 minute. Be creative; the tasks if a ship with 20 Hull Locations attempts to grapple a ship
should be fun, and directly affect the raging and chaotic with 15 Hull Locations, the larger ship gains a +2 size bonus
battle unfolding before them. to its CMB and CMD checks. If successful, both ships are
temporarily disabled; they each drift, moving at one-quarter
the slowest ship’s speed. The ships remain grappled so long
Special Attacks as their bows are crossed, and while crossing the boards
The Captain always has the option of ordering specific remains effective, crewmembers from either ship can cross
Special Attacks during combat. Executing a Special Attack to the other. The grappled ship can attempt to break free on
is a two-step process coordinated between a Captain and its Captain’s Naval Initiative.
the Navigator. Once they have fulfilled the prerequisites of
the Special attack, the various Mates and their crewmen Crossing the T: Similar to a broadside attack, this attack
spring into action. instead occurs perpendicular to the enemy ship, and focuses
fire on the prow or stern. Your side-mounted cannons each
To execute a Special Attack, a ship must fulfill two
try to attack the Locations in either the front or rear of your
conditions: the Captain of the attacking ship must succeed
enemy. Split the damage evenly among all the Locations
in a Take Unawares naval action against the opposing
hit (for example, if the enemy ship is 2 hull locations
Captain, after which the Navigator (on his Naval Initiative)
wide and 2 hull locations high, split the damage across all
must maneuver the ship into the position required by the
4 locations). If the combined attacks inflict at least 500
Special Attack. These two conditions must be fulfilled in
points of total damage and this damage is at least half the
order, although a Navigator could delay his Naval Initiative
maximum hit points of all the prow or stern Locations, the
to act after his Captain.

Razor Coast: Fire As She Bears 41


attack decreases the maneuverability rating of your enemy’s Location from all speed calculations. A ship without
ship by one level, to a minimum of Clumsy. Rigging Locations floats adrift on the current unless
it has another source of movement, such as oars or an
If, instead, the damage inflicted is at least 75% of the
engine. Further, a destroyed Rigging Location reduces
maximum, your enemy’s maneuverability drops to Clumsy
your ship’s Dexterity score, and all that entails (AC, CMD,
regardless of what it was previously. Finally, if the damage
maneuverability rating, etc.).
you inflict destroys the Locations entirely, your enemy’s ship
is stalled; it cannot move nor turn. Hull Locations
Damage to Hull Locations is potentially far more
If the combined damage of all your successful attacks
dangerous to a ship and her crew than damage to Rigging
was less than 500, apply the damage normally.
Locations. When a Hull Location reaches 0 hit points, it is
Fire as She Bears: You maneuver and get one Location destroyed — effectively unusable. All unattended objects
on the enemy ship in line with your cannon. Each gun in that Location have their hit points reduced by half,
fires as it draws level, unleashing a veritable torrent of giving them the “broken” condition and all that entails.
cannonballs upon that single Location. Add together all A destroyed Hull Location is incapable of performing its
the damage dealt to that Location, and apply the Location’s designated tasks — it doesn’t properly support cannons, a
hardness only once. In effect, this Special Attack combines galley cannot prepare or serve food, and so on. A destroyed
your cannon fire into one attack on one Location. Hull Location reduces your ship’s Strength score, potentially
causing it to sink faster. Do not recalculate your ship’s
Ram Attack: Sometimes, the Captain decides the best
Dexterity score — a destroyed Hull Location does not make
course of action is to intentionally sail his ship into the
your ship more or less dexterous. Movement through a
enemy’s ship. He may choose this action, for example, when
destroyed Hull Location counts as difficult terrain.
the enemy has sustained heavy damage while his ship is
relatively unscathed. In order to make a ram attack, your If the destroyed Hull Location was a part of your ship’s
ship must move at least 8 squares in a straight line. Up to “base” level, destroying it also causes a breech in your Below
6 of those squares of movement can occur in the previous the Waterline Location. Immediately reduce the Below the
round — essentially, the Captain can choose to make a ram Waterline Location’s to half its hit points. If the Below the
attack over 2 rounds if he doesn’t have enough movement Waterline Location already had less than half its hit points,
available in one round. reduce it to 75% of its hit points. If your Below the Waterline
Location already had less than 75% of its hit points then
The Captain targets a specific Hull Location on the enemy
when the “base level” Hull Location is destroyed, reduce your
ship. His ship collides with this Location, inflicting 4d8 +
Below the Waterline Location to 0 hit points. See “Below the
the ship’s Strength modifier to that Location, and half this
Waterline Location” for more details.
amount of damage to all neighboring Locations. In addition,
any Hull Locations at the front of the ramming Captain’s ship Below the Waterline Location
also takes half the total damage, unless the ship was equipped While damage to a Hull Location is bad enough, damage
with a ram. A ram attack ignores up to 10 points of hardness to the Below the Waterline section is lethal to a ship. When
on the Hull Location it strikes. Damage suffered applies the Below the Waterline Location suffers enough damage
equally to the Hull Location and the Below the Waterline to reduce its hit points by half, it begins to leak. It begins
Location; that is, if the damage inflicted is 35 points, this to take on water at the rate of 1,000 pounds (about 125
amount of damage is applied to both the struck Hull Location gallons) per minute — or 100 pounds (about 12.5 gallons)
as well as the Below the Waterline Location. per round. This slow leak is generally manageable by a crew
bailing water. When the Below the Waterline Location has
 Apply Effects of Damage suffered 75% of its hit points in damage, the rate of intake for
Thundering cannons and slung spells take their toll on a sea water is 5,000 pounds per minute — about 625 gallons a
ship, eventually laying it low. The effects of damage to your minute. Worst of all, when the Below the Waterline Location
ship depend upon where the damage was inflicted. is reduced to 0 or fewer hit points, the Below the Waterline
Location is completely breached, and water rushes in at a
Rigging Locations rate of 5,000 pounds per round, rather than per minute. See
When a Rigging Location reaches 0 hit points, it
below for more details on sinking ships.
becomes destroyed and is ineffective. Remove that Rigging

42 Razor Coast: Fire As She Bears


Attacking Underwater Repairing Damage
Repairing a damaged Location requires appropriate
Targets from the Surface materials (rope, wood, sails, nails, pitch, etc.). Quick repairs
The Death Beneath the Waves Indulgence by Wolfgang can be performed at sea, allowing a ship to hobble back to
Baur contains an excellent discussion of underwater port. Quick repairs require a successful DC 20 Knowledge
combat, including the effects of attacking an underwater (engineering) or Craft (shipbuilder) check. If the check is
target from the surface. Quickly summarizing those rules, successful, the Mate and his crew spend 1d3 days rebuilding
though: normally an underwater target has complete the Location, restoring half its hit points. Further repairs
cover to surface attacks such as cannons; this means that cannot be made to that Location until the ship reaches a
surface-based attacks cannot attack an underwater target. port with a shipbuilding yard. Failure indicates no progress
was made during that time period. Repairs made in this
If you’d like to allow the propulsive force of a cannon manner are permanent, unlike temporary repairs made
to give a chance, you can optionally rule that underwater during combat.
targets have improved cover (+8 cover bonus to AC, +4
cover bonus to Reflex saves) against cannons fired from  Count Casualties
above the waterline. This optional rule will result in more
Inevitably, crewmembers will die in battle. Hopefully,
damage to the Below the Waterline Location, which will
the Surgeon and his team are skillful enough to patch up
have the effect of causing naval combats to resolve faster,
the majority of the injured, but in the short term your ship
with a more deadly result. If you don’t want that style of play,
needs to move crewmen around to fill in where casualties
you can disregard this optional rule and play it normally.
occur. Typically, a ship has more crewmen than it needs
— some crewmen are sleeping while others are working.
During combat, though, it’s all hands on deck. So, for the
Sinking Ships first few rounds, casualties likely have no major impact.
The weight of the water adds to the weight of all objects
Sometimes, though, battles are more a war of attrition than
and personnel aboard the ship to determine its maximum
a war of dominance, and the ship that’s best prepared to
load. The absolute maximum load a ship can bear is five
outlast the opponent wins the day.
times its light load value. If a ship ever reaches this maximum
value — something that happens very quickly with a Crewmen are a resource, and you track them like an
breached hull — she sinks. “Sinking” isn’t a binary condition, archer tracks her arrows or a wizard tracks his spell slots.
however. That is, a ship is not “sunk” or “not sunk.” Sinking Throughout your ship, you are required to maintain a
happens in stages. See Table 22: Sinking Stages for the minimum number of crewmen to perform tasks such as
effects of each stage. Note that these effects only manifest operating sails, loading and firing cannons, fighting fires,
when any of the weight borne by a ship is water; a ship and so on. As long as you have enough crewmen to fill
under a heavy load, for example, does not ride low and have all those roles, you don’t have to worry about allocating
speed reduced. Once that same ship begins to take on water, crewmen. Once the number falls below the minimum, you
however, all the consequences for the weight it carries apply. must make choices about where to assign crewmen; for
example, to the guns, the sails, or that repair detail heading
TABLE 22: SINKING STAGES below deck.

% OF MAX. During combat, when crewmen move around the ship,


STAGE WEIGHT EFFECT ON SHIP change the number of crewmen present in each Location
1 20% Ship rides low, speed reduced by 1 on your Ship Record Sheet. When crew are killed in a
2 40% Ship rides very low; entire “base” Location, note down the number alive and dead in that
Hull Location is below water, and
half of second deck (if any) is at the
Location on your Ship Record Sheet.
waterline; speed reduced by 3
At the end of each round, all ships total the number of
3 60% Only the deck is above water; ship is
unable to move
crewmen left alive. Add in any crewmen recovered by your
Surgeon and his team — those crewmen weren’t really dead,
4 80% Only the upper half of the ship’s
Rigging Locations are above water just knocked around a bit.
5 100% The ship goes to the bottom

Razor Coast: Fire As She Bears 43


the fire burn and sends the crewmen to the gun deck. If she
You Want me to Track HP needs more time, though, perhaps she sends the crewmen
for How Many Crew? below deck to fight the fires. Nobody said the Captain’s
job was all sunshine and rainbows; bearing the burden of
Tracking hit points for a large number of NPCs is, quite command isn’t an easy task.
frankly, a hassle. Instead treat crewmen as a binary
switch: either dead or alive. Table 20: Crew Types
in Chapter 3: The Crew includes basic statistics you Chapter 5: New PC Options
can use to determine if your enemy’s attacks hit your
crewmen, and if it kills them. TABLE 23: SKILLS
SKILL DC RESULT
For example, if you have 20 marines stationed on a Disable Device 25 Disable steering
gun deck and enemy cannon blast that deck for 11 hp of Disable Device 25 Disable Rigging Location
damage, don’t bother tracking that your 20 marines only
Disguise Opponent’s Disguise ship as different
have 1 hp remaining. They’re alive, and that’s what matters. Perception type of vessel
Assume they get some healing or replacements arrive and Knowledge 10 + no. of Determine enemy ship
relieve them. If, next round, the same Location receives 22 (engineering) locations equipment locations
damage from flaming cannonballs, then you can mark off all Knowledge 20 Determine depth of reefs
(geography), and underwater hazards
the marines in that Location as casualties — and you’ll need
Knowledge (nature),
replacements, or you won’t be able to fire the cannons! or Survival
Profession (sailor) 20 Raise / lower sails in 1 turn
Profession (sailor) 23 Free beached ship
Move Crew
Disable Device: As a full round action that provokes an
If the number of crew left alive are more than the
attack of opportunity, a successful DC 25 Disable Device
minimum required for your ship to function, continue
check disables a ship’s steering, causing it to run straight or
the combat if you so desire. If the total is less than the
at 45o turn (player’s choice).
minimum on any ship, the Captain of that ship decides
from which areas to take crewmen, how many, and where As a full-round action that provokes an attack of
they go. This crewmen movement happens instantly, before opportunity, a successful DC 25 Disable Device check can
the next round of combat begins. It is considered to have disable one of the ship’s sails until it can be repaired. Treat a
occurred throughout the course of the melee. disabled sail as destroyed (0 hit points).
Repairs for either condition can be made at sea by a
The Losses Keep Piling Up!
Mate executing the Repair action; unlike standard repairs, a
As mentioned in Chapter 1, each Location on your
successfully executed repair action in this instance restores
ship requires a bare minimum of three crewmen to operate
complete functionality rather than a temporary solution,
properly. Most likely, before you hit the point where you
and does not require further work later.
would need to operate on that level of a skeleton crew,
you’ll suffer loses that affect other areas of your ship — not Disguise: A PC can attempt to disguise a ship as
enough marines to man the guns, not enough sailors to a different kind of vessel of roughly the same size (for
enact the Navigator’s commands, not enough firefighters example, a small frigate can be disguised as a merchant ship
to go below deck, and so forth. As the losses pile up, the or a whaling vessel). The process of disguising a ship takes
officers — particularly the Captain — need to decide which 10 crewmen one hour per Location. This check is opposed
tasks take priority. If there are only 8 crewmen available and by the other ship’s Perception check.
both the Gunnery Sergeant and the Fire Mate need those
sailors, the Captain needs to make the decision. Splitting TABLE 24: DISGUISE CHECK MODIFIERS
the group in half probably doesn’t help anybody; she needs DISGUISE MODIFIER
to make the tough decision of which task is more important Minor details only +5
right now: loading and firing the cannons, or extinguishing More or less rigging –2 per Rigging Location
a fire below deck. If she thinks one more volley from her Different size –2 per Hull Location
broadsides will lay her enemy low, maybe she opts to let Different hull Type –4

44 Razor Coast: Fire As She Bears


Weather also affects the Perception DC. The listed DC
Size and Weather Condition assumes favorable conditions — clear skies, daylight, etc.
Modifiers For ease of play, you can apply the standard modifiers
defined in the Pathfinder Roleplaying Game for favorable
The size of objects still affects the Perception DC to
conditions (–2), unfavorable conditions (+2), or terrible
spot them. However, since all ships in Fire as She Bears
conditions (+5). Alternately, you can use the following table.
are Colossal, every single ship would have a flat –16 size
Conditions in this table stack. For example, if the Mate on
penalty. Instead, use the following modifiers, based on the
watch is trying to spot an enemy ship that’s running dark at
total number of Locations within the ship.
night in a light rain, the DC is modified by +30.
TABLE 25: PERCEPTION CHECK BONUSES
TO SPOT SHIPS TABLE 26: WEATHER CONDITIONS AND
PERCEPTION DC MODIFIERS
NUMBER OF LOCATIONS BONUS
1–3 +1 NAME MODIFIER

4–5 +2 Nighttime, ship is running “dark” +20


6–8 +3 Nighttime, ship has standard lighting +10
9–10 +4 Light fog or light rain +10
11–13 +5 Moderate fog or heavy rain +20
14–15 +6 Heavy fog +40
16–18 +7 Rough seas +5
19+ +8

Knowledge (engineering): A successful Knowledge Survival: A successful DC 20 Survival check allows


(engineering) check (DC equal to 10 + number of enemy the character to estimate the depth of reefs and other
ship Locations) allows the character to determine the underwater hazards. This check is modified by the Wind
Location of critical areas within an enemy ship (powder Force penalty as appropriate.
magazine, engine, weapons, etc.).
Feats
Knowledge (geography): A successful Knowledge
Survival on the high seas amidst the salty spray and
(geography) check (DC 20) allows the character to estimate
lung-burning powder smoke requires special abilities.
the depth of reefs and other underwater hazards. This check
Below is a selection of feats that characters can take to
is modified by the Wind Force penalty as appropriate.
improve their abilities when fighting in deadly shipboard
Knowledge (nature): A successful DC 20 Knowledge combat or when leading their intrepid crew to victory.
(nature) check allows the character to estimate the depth of
reefs and other underwater hazards. This check is modified Bellow
by the Wind Force penalty as appropriate. Your instructions can be heard from farther away, allowing
Perception: The Mate on watch duty (or those assigned you to command crew on the other side of a ship.
the task by the Mate) makes the Perception check to Prerequisites: Cha 13, Profession (sailor) 1 rank, Mate.
become aware of an enemy ship. At sea, the DC to spot
Benefit: As a Mate, you may command up to
another ship is 10 + 1 for every 500 feet distance (rather
40 crewmen.
than the standard 10 feet). See the tables for size and
Normal: Without this feat, a Mate may only command
weather condition modifiers.
up to 20 crewmen.
Stealth: The Captain makes the ship’s Stealth check to
avoid being spotted using his modifier. This check suffers a
–16 penalty.

Razor Coast: Fire As She Bears 45


Distance to the Horizon
Because of the curvature of the planet, the distance to
the horizon is a function of how far from the ground
the observer’s eyes are. The higher off the ground, the
further out one can see. Assuming an Earth-sized planet,
the formula to calculate the distance to the horizon is:
Square Root (height above surface/0.5736) = distance

Where “height above surface” is in feet and “distance”


is in miles.
For a 6’ tall person, their eyes are roughly 5.5 feet
off the ground, giving a distance of 3 miles. If the same
person were standing on the deck of a ship that was
15’ above the water’s surface (making his eyes 20.5 feet
above the surface), the distance would be about 6 miles.
If, instead, the same person were in a crow’s nest that
was 50’ above the water’s surface, the distance to the
horizon would be about 9.8 miles.
For those interested in the metric equivalent, the
formula is:
Square Root (height above surface / 6.752) = distance

Where “height above surface” is in centimeters and


“distance” is in kilometers.
Formula courtesy of HowStuffWorks.com

Eagle Eyes
Your skill for spotting objects at sea is almost supernatural.

Prerequisites: Legendary Watchman, Skill Focus


(Perception), Perception 5 ranks.
Benefit: When using the Perception skill at sea, the DC
to spot an object increases by +1 for every 1,000 feet the
object is from you.
Normal: The DC increases by +1 for every 500 feet.

Harsh Taskmaster
Your intensive training regimen has whipped your crew into
a well-oiled team.

Prerequisites: Cha 13, Profession (sailor) 1 rank, Mate.


Benefit: Reduce the number of crew required for tasks
other than firing cannon — such as bailing water,
extinguishing fires, grappling, or managing sails — by
one-quarter if you are their Mate.

46 Razor Coast: Fire As She Bears


Improved Naval Gunnery (Combat) Special: A Mate can pass this feat on to his crewmen if
You make ranged attacks from the rolling deck of a ship as they are trained. See Chapter 3, Officer Roles for more
details on the Mate.
easily as others on dry land.
Prerequisites: Profession (sailor) 5 ranks, Storm-Tossed Gunnery (Combat)
Naval Gunnery. Even the worst hurricane cannot prevent you from
smashing your enemies with deadly cannon fire.
Benefit: When making a ranged attack aboard a ship, you
do not suffer any penalties from the pitching of the deck. Prerequisites: Profession (sailor) 3 ranks, Naval
Gunnery.
Normal: You suffer a –4 penalty normally, or a –2
penalty with only the Naval Gunnery feat. Benefit: The penalty you take when using a ranged
weapon during inclement weather is halved (See “Wind
Special: A Mate can pass this feat on to his crewmen if
Conditions” in Chapter 1).
they are trained. See Chapter 3, Officer Roles for more
details on the Mate. Special: A Mate can share this ability with his gun crew
if they are trained. See Chapter 3, Officer Roles for
Inspirational Speech more details on the Mate.
Your stirring words before battle inspire your crew into Spells
feats of amazing bravery.
The cannon is not the only weapon on board a
Prerequisites: Cha 15, Captain, inspire courage
battleship, with ship’s mages providing a veritable arsenal
class ability.
of their own. Below is a selection of old and new spells
Benefit: Your inspire courage ability gained from class specifically designed for naval combat.
levels stacks with the same ability generated from a high
Loyalty check. New Effects for Old Spells
The following spells have effects that can be applied
Normal: Inspire courage does not stack.
during ship-to-ship combat. Several of these options may
Legendary Cognomen be obvious to some readers, but all are worth pointing out.
You have developed a famous descriptive moniker that Animate Dead
strikes fear into your enemies and elicits great pride from Skeletons and zombies created with animate dead can be
your crew. used as crewmen. The controlling necromancer counts as the
Prerequisites: Cha 15, Captain. undead’s Mate. Non-intelligent undead do not mutiny if their
Benefit: You gain a +4 bonus to your Loyalty checks and Mate does not. Unless magical modifications or special cir-
a +2 bonus to Intimidate checks. cumstances dictate otherwise, undead function as landsmen.

Animate Objects
Legendary Watchman This spell can allow the ship or components of it to
Your prowess at locating objects over great distances is complete tasks including firing cannon, bailing water,
well-known. extinguishing fires, or managing sails. Each Medium-sized
Prerequisites: Skill Focus (Perception). animated object created counts as a crewman for these tasks.
Benefit: When attempting to see objects more Animate Rope
than one mile away, you gain a +5 bonus to your Two castings of this spell can be used to raise or lower a
Perception checks.
ship’s sails in 5 rounds without the use of crew.

Naval Gunnery (Combat) Chill / Heat Metal


You understand the roll and pitch of a ship at sea and adjust This spell will make a cannon expand or contract slightly,
your ranged attacks accordingly. making it useless in battle for the duration of the spell.
Prerequisites: Profession (sailor) 1 rank. Continual Flame
Benefit: The penalty you take when using a ranged This spell is used for lighting within the powder
weapon while on board a ship is halved: –2 instead of –4 magazines of ships to remove the need for candles or
if your ship is moving. torches, thus removing the risk of accidental explosions.

Razor Coast: Fire As She Bears 47


Control Weather Summon Swarm
This spell enables complete control of wind direction This spell can also be used to summon a swarm of
and force, and the spellcaster is able to adjust it every round woodworms or termites. Treat these vermin as a spider
on his ship-based initiative. If two spellcasters have control swarm that has no poison and deals 2d6 damage to wooden
weather active simultaneously, then resolve conflicts with targets (including hull and Rigging Locations) per round,
an opposed caster level check. ignoring hardness. These insects may not attack the Below
Waterline Location.
Control Winds
This spell enables complete control of wind direction and Transmute Metal to Wood
force for one ship, and ignores prevailing conditions. If two Cannons and other gunpowder weapons transmuted
spellcasters have control winds active and are competing for into wood will not fire.
control in the same area, they make opposed caster level
Warp Wood
checks to determine who prevails. Control weather trumps
To warp a Location requires the equivalent of warping
control winds if both are active in the same area.
32 Small objects. Once warped, a Location is considered
Create Food and Water destroyed (if a Rigging Location) or breached (if a Hull
The bland nature of the food created by this spell does Location) and in both cases is brought to 0 hit points.
not encourage your crew over an extended period. If you Warping the Below Waterline Location deals 1d6 points of
are using this spell exclusively to provide food for your crew, damage per caster level.
your ship suffers a –1 penalty to Loyalty checks (but see
Whispering Wind
prestidigitation below).
Captains in a fleet often use this spell for direct ship-to-
Dimension Door ship communications.
This spell is useful for beginning small-scale boarding
New Spells
actions on an enemy ship, allowing your boarders to gain
The following new spells are available to any character,
access below-decks to sabotage critical locations such as the
but are especially useful to characters and NPCs on the
powder magazine or steerage.
high seas.
Disintegrate
Cleric Spells
Ship locations are considered unattended objects for the
Third-Level Cleric Spells
purposes of this spell and therefore always take full damage.
Ghostly Crew: Creates apparitions that fill in for crew.
Fabricate Fourth-Level Cleric Spells
This spell can repair locations at the rate of 40 hit points Hell’s Oarsmen: Create an oar bank that rows itself.
per caster level. A successful DC 20 Craft (shipbuilding)
Druid Spells
check is required for each 40 points of repairs.
Third-Level Druid Spells
Gust of Wind Rot Timbers: Wood in one Location becomes rotted.
This spell can fill 1 Rigging Location with a Moderate Transmute Powder to Sand: Transform gunpowder
force wind in the direction of caster’s choosing for 1 minute. into inert sand.
Message Sorcerer/Wizard Spells
Any crew in contact with their Mate via this spell can be Third-Level Sorcerer/Wizard Spells
directed from non-adjacent locations. Ghostly Crew: Creates apparitions that fill in for crew.

Quench Fourth-Level Sorcerer/Wizard Spells


Hell’s Oarsmen: Create an oar bank that rows itself.
This spell completely extinguishes flames in 1 Location
per caster level. Rot Timbers: Wood in one Location becomes rotted.
Summon Iceberg/Reef: Conjure a massive block of ice,
Prestidigitation
coral, or rock.
When used in conjunction with create food and water,
this spell allows the caster to flavor the gruel created as she Transmute Powder to Sand: Transform gunpowder
desires. If prestidigitation is used every time, it removes the into inert sand.
–1 Loyalty penalty.

Razor Coast: Fire As She Bears 49


Fifth-Level Sorcerer/Wizard Spells green glass. All water in a 150-foot radius sphere from the
Immediate Anchor: Cause a ship to stop, potentially target point is temporarily transformed into glass. A ship
damaging the ship and knocking all aboard prone. or creature caught in the area is immobilized, unable to
Sixth-Level Sorcerer/Wizard Spells move if it fails its Reflex saving throw. Aquatic creatures
Glass Sea: Turn sea water to sand. are still able to breathe while immobilized. A trapped ship
or creature may attempt to escape from the glass every
Seventh-Level Sorcerer/Wizard Spells
turn by making a DC 40 Strength check. Each unsuccessful
Protection From Artillery: Grants damage reduction
against siege weapons. Strength check deals 30 points of damage to the Below
Waterline Location of a ship.
Submersion: Your ship submerges, traveling
underwater.
HELL’S OARSMEN
Summoner Spells School evocation; Level cleric 5, sorcerer/wizard 4
Fourth-Level Summoner Spells Casting Time 1 minute
Summon Iceberg/Reef: Conjure a massive block of ice,
Components V, S, M (bloodied splinter)
coral, or rock.
Range touch
Fifth-Level Summoner Spells
Target your ship
Immediate Anchor: Cause a ship to stop, potentially
damaging the ship and knocking all aboard prone. Duration 10 min./level
Saving Throw none; Spell Resistance no
GHOSTLY CREW Your ship sprouts banks of ghostly grey oars, which
School necromancy; Level cleric 3, sorcerer/wizard 3 propel it forward. The ship gains one bank of oars for every
Casting Time 1 round three caster levels, adding +1 to your ship’s Speed for each
Components V, S, M bank. These oars row themselves without crew, but are
Range close (25 ft. + 5ft./2 levels) damaged as normal if the Hull Location they are attached to
Effect creates ghostly crew takes damage. Hell’s oarsmen add to your ship’s Speed even
Duration 1 hour/level if you have sails or an engine, unlike normal oars.

Saving Throw none; Spell Resistance no


IMMEDIATE ANCHOR
You call forth the spirits of dead sailors to man your School conjuration (creation); Level sorcerer/wizard 5,
ship. Treat your ship as having an additional 5 crewmen summoner 4
per caster level under your command. The ghostly Casting Time 1 round
crewmen may not make attacks other than with cannon,
Components V, S, M (length of iron chain)
and fade away if hit (AC 10). The spectral crewmen may
Range long (400 ft. + 40 ft./level)
complete tasks other than firing cannon, such as bailing
Effect creates one anchor
water, extinguishing fires, or managing sails. Summoned
spirits are capable only of nautical activities, fading away if Duration permanent
interrogated or taken on land. Saving Throw none; Spell Resistance yes
You bring into existence a massive 100 ton anchor and
GLASS SEA supernaturally attach it to a ship. This ship immediately
School transmutation; Level sorcerer/wizard 6 halts and, if it was moving, a DC 20 Acrobatics check is
Casting Time 1 full round required to avoid everyone onboard being thrown prone. A
Components V, S, M (fistful of blue sand) moving ship takes 10d10 points of damage to the Location
Range Long (400 ft. + 40 ft./level) to which the anchor is attached. The chain itself has
Effect Changes water to glass in a 150 foot radius hardness 8, AC 5 and 100 hit points.

Duration 1 minute / level


PROTECTION FROM ARTILLERY
Saving Throw Reflex negates; Spell Resistance no
School abjuration; Level sorcerer/wizard 7
You hurl a fistful of sand towards your target and Casting Time 1 minute
transform the waters into floating, shimmering blue-
Components V, S, M (a brick)

50 Razor Coast: Fire As She Bears


Range touch end of the duration, the ship bursts back to the surface
Target a ship Location unharmed. This spell is usually used to create an ambush, or
Duration 1 min./level (see below) to escape an imminent boarding action or collision.
Saving Throw Fortitude negates (harmless); Spell
Resistance no SUMMON ICEBERG / SUMMON REEF
School conjuration (creation); Level sorcerer/wizard 4,
The target is encased in a faintly glowing sphere of
summoner 4
floating runes. The sphere protects one ship Location from
Casting Time 1 minute
attacks by siege weapons, including cannon, catapults,
Components V, S, M (a silver cube worth 50 gp)
ballistae, or rocks thrown by giants. Against these attacks,
the target receives DR 10/—. The spell can absorb up to 100 Range long (400 ft. + 40 ft./level)
points of damage per caster level before being discharged. Effect creates one 50 ft. cube iceberg, reef or other nautical
The spell has no effect upon normal missile weapons, melee hazard
attacks, or spells. Duration permanent
Saving Throw none; Spell Resistance no
ROT TIMBERS You summon forth a massive block of ice, rock or
School transmutation; Level druid 3, sorcerer/wizard 4 coral into the ocean. The conjured material can be placed
Casting Time 1 standard action anywhere within range and provides an obstacle to ships or
Components V, S, M (drop of water and a rusty nail) an impromptu life-raft.
Range long (400 ft. + 40 ft./level)
TRANSMUTE POWDER TO SAND
Effect rots wood in a 20-foot cube
School transmutation; Level druid 3, sorcerer/wizard 4
Duration 10 min./level
Casting Time 1 minute
Saving Throw Fortitude negates (object); Spell Resistance
yes Components V, S, F (fine golden sieve worth 100 gp)
A grey miasma surrounds a target ship of your choice, Range long (400 ft. + 40 ft./level)
rotting timber and crumbling woodwork. If the ship fails Effect transforms 10 lbs. / level of gunpowder into inert sand
its saving throw, any wood in a 20-foot cube (one Location) Duration instantaneous
has its hardness reduced to 0 and its maximum hit points Saving Throw Fortitude negates (see below); Spell
halved. At the end of the duration, if the area has not been Resistance yes
destroyed, it regains its former hardness and maximum hit A burst of iridescent green energy explodes from the
points. point you designate and transforms 10 lbs. of gunpowder
per caster level within the area into harmless inert
SUBMERSION yellow beach sand. The energy covers a 20 foot cube and
School evocation; Level sorcerer/wizard 7 transforms the gunpowder closest to the center of the cube
Casting Time 1 minute first. Unattended gunpowder does not receive a saving
Components V, S, M throw.
Range touch
Target a ship
Duration 1 min./level (D)
Chapter 6: Magic Items
Saving Throw Fortitude negates (harmless); Spell Magic items provide aid to a ship and her Captain as surely
Resistance yes as they provide aid to a PC or monster. Below are several
You cause your ship to sink beneath the waves, new items; presented first are ship-based items, followed by
surrounded by a bubble of breathable air. You may items useable by a PC.
submerge a ship with up to one Location per two caster
levels. The vessel sinks to a depth of 100 feet below the
Ship-Based Magic Items
surface, but can be sailed as normal (although there is Much like a PC warrior relies on a magical battleaxe to
no prevailing wind) provided it has oar or engine power fell his enemies and magical armor to protect himself, so
available. The crew is able to breathe as normal. At the too do ships use magic items to improve their basic abilities.

Razor Coast: Fire As She Bears 51


Armor DESCRIPTION
Much like armor for a PC, the armor that covers a ship This cannonball is of a cloudy gray color that shifts and
swirls on upon closer observation. The null cannonball
can be enchanted to increase the protection it provides,
releases an area dispel upon the point of impact in a 40-
or to add special abilities. Each Location is upgraded foot radius, as though the target was affected by a greater
independently of the others; adding an enhancement bonus dispel magic spell.
to one Hull Location does not require you to add it to
CONSTRUCTION
any of the others. Prices and costs listed in the Pathfinder
Roleplaying Game apply normally to armor attached Requirements Craft Magical Arms and Armor, Widen Spell,
greater dispel magic; Cost 1,000 gp
to a ship. A ship’s armor follows all the standard rules
for enhancing armor with magic (must be masterwork, KRAKENSHOT CANNONBALL
maximum enhancement bonus of +5, and so on). Aura faint conjuration; CL 7th
Weapons Slot none; Price 2,000 gp; Weight 3 lbs.
Similar to armor, any ship-based weapon can be DESCRIPTION
enchanted with an enhancement bonus or a special
This dark cannonball is engraved with images of octopi,
property. For example, you can opt to have one of the squid, and other cephalopods. When fired from a cannon,
cannons aboard your gun deck enchanted to have a +1 the ball grows into a writhing mass of black tentacles. If the
enhancement bonus and flaming property. All the standard cannonball successfully strikes a Hull or Rigging Location,
rules apply — the weapon must be of masterwork quality, the tentacles latch on and attempt to grapple all within
maximum enhancement bonus of +5, and so on. 15 feet of the point of impact. The cannonball produces
1d4+4 tentacles, and each grapples independently. Treat
In addition, the following specific magic weapons are each tentacle as a Large creature with an AC of 13, 20 hit
available for your use on the high seas. points, a CMB of +12 and a CMD of 22. Any foe successfully
grappled by the tentacles suffers 1d6+4 points of damage
and gains the grappled condition.
TABLE 27: SPECIFIC MAGIC WEAPONS
CONSTRUCTION
SPECIFIC WEAPON MARKET PRICE
Requirements Craft Magic Arms and Armor, black tentacles;
Cannonball, Null 1,506 gp Cost 1,000 gp
Cannonball, Krakenshot 1,526 gp
Cannon of Flaming Doom 23,800 gp Hull Locations
Chapter 2: Equipping Your Ship contained several
CANNON OF FLAMING DOOM alternate materials from which you could build your Hull
Aura faint evocation; CL 5th Locations. Each of those, while special, was mundane in
Slot none; Price 23,800 gp; Weight 2,500 lbs. nature. Presented here are several magical options from which
you can choose. Each of the items below is mutually exclusive
DESCRIPTION
of the others, with the exception of the levitating property.
Three times per day, this +1 9-pound cannon can blast
That is, you cannot build your ship’s Hull Locations from both
a fireball at any target Location within 800 feet. The
fireball inflicts 5d6 points of fire damage on all objects bone and coral, though it can be built from bone and have the
and creatures in a 20-foot radius. Firing the fireball does levitating property. In order to gain the listed benefits, all your
not require any loading action or powder and can be Hull Locations must be made from the special material.
performed by the Mate as a standard action on his ship-
based initiative. TABLE 28: MAGICAL HULL MATERIALS
CONSTRUCTION MATERIAL COST PER LOCATION1
Requirements Craft Magic Arms and Armor, fireball; Cost Coral +1,500 gp
11,900 gp
Flaming +5,000 gp
NULL CANNONBALL Living Wood +6,000 gp
Aura strong abjuration; CL 13th Glass +7,500 gp
Slot none; Price 2,000 gp; Weight 3 lbs. Levitating +9,000 gp
Bone +10,000 gp
1
T he listed price is in addition to the standard cost of the Hull
Location
52 Razor Coast: Fire As She Bears
BONE HULL LOCATION GLASS HULL LOCATION
Aura faint evocation [evil]; CL 4th Aura moderate transmutation; CL 11th
Slot none; Price 10,000 gp; Weight — Slot none (Location); Price 7,500 gp; Weight +25%

DESCRIPTION DESCRIPTION
The bones of thousands of dead creatures make up your This magically hardened glass provides several benefits to
Hull Locations. Hull Locations made from bone have ships made from it. First, a ship made from glass is harder
hardness 2 and 100 hit points per Location. The magic used to spot while at sea, granting the ship a +20 circumstance
to fuse the bones together prevents water leaking in unless bonus to Stealth checks. Second, as there is no significant
the ship becomes damaged. The entire ship functions as amount of wood, the ship is immune to fire damage.
though under the effects of a desecrate spell — the DC Lastly, the crewmembers have clear vision to what lies
to resist negative channeled energy gains a +3 profane below the ship, granting a +10 circumstance bonus to
bonus, and every undead creature entering the area gains the Navigator’s Knowledge (nature) or Survival check
a +1 profane bonus on all attack rolls, damage rolls, and to avoid underwater hazards such as sunken ships and
saving throws. An undead creature created within or sandbars. A glass Hull Location has hardness 2 and 100
summoned into the area gains +1 hit point per Hit Die. This hit points.
effect extends to 20 feet beyond the sides of the ship in
all directions. CONSTRUCTION
Requirements Craft Wondrous Item, Glass Sea;
CONSTRUCTION Cost 3,750 gp
Requirements Craft Wondrous Item, desecrate; Cost 5,000 gp
LEVITATING HULL LOCATION
CORAL HULL LOCATION Aura faint transmutation; CL 5th
Aura moderate transmutation; CL 11th Slot none; Price 9,000 gp; Weight —
Slot none; Price 1,500 gp; Weight —
DESCRIPTION
DESCRIPTION
The ship floats 2 feet above the surface of the water,
A coral-hulled ship is a living thing that gradually re-grows unburdened by the drag caused by the sea. Its
any damage to its hull at the rate of 10 hit points per day maneuverability rating increases by one step. Further, the
as long as it is in seawater. Spells of the healing subschool ship cannot run aground on objects below the surface.
affect a coral ship as if it were a creature. A coral ship is Once any of the ship’s Hull Locations are breached, the
affected by any spell that targets plants, such as plant ship descends into the water and begins to sink as normal.
growth or speak with plants. A coral Hull Location has When the damaged Hull Locations are repaired, the ship
hardness 3 and 110 hit points. once again rises above the waves.
CONSTRUCTION CONSTRUCTION
Requirements Craft Wondrous Item, plant shape I; Cost 750 gp Requirements Craft Wondrous Item, levitate; Cost 4,500 gp

FLAMING HULL LOCATION LIVING WOOD HULL LOCATION


Aura faint evocation; CL 3rd Aura faint transmutation; CL 5th
Slot none; Price 5,000 gp; Weight — Slot none; Price 6,000 gp; Weight —
DESCRIPTION DESCRIPTION
Flames engulf the Hull Locations of the ship with this property. A ship with Hull Locations made from living wood heals
All creatures and objects aboard the ship are immune to the itself at an astounding rate. As long as the Hull Location
flames. If the flaming hull ship ever grapples another ship, or is not destroyed, it benefits from fast healing 3. For spells
uses the ram or crossing the boards special attack action, the that target plants (such as plant growth), treat the Hull as
targeted ship takes 5d6 fire damage per round. In addition, all a creature of the plant type rather than an object. A living
creatures on the targeted ship within 10 feet of the flaming wood Hull Location has the normal hardness and hit points
hull ship also take the damage, though they may attempt a (hardness 5, 150 hit points).
Reflex saving throw (DC 11) for half damage.
CONSTRUCTION
CONSTRUCTION
Requirements Craft Wondrous Item, plant growth;
Requirements Craft Wondrous Item, burning hands, endure Cost 3,000 gp
elements; Cost 2,500 gp

Razor Coast: Fire As She Bears 53


Special Locations SALTLESS CISTERN
The following are magical Hull Locations you can use Aura faint transmutation; CL 3rd
while building your ship. For simplicity, the prices listed are Slot none (Location); Price 20,000 gp; Weight 2,500 lbs.
the same whether you’re building a new ship or outfitting an
existing ship with new abilities. Note, however, that adding DESCRIPTION
one of these to an existing ship does not add a new Hull This magical cistern functions similarly to the standard
Location; it simply converts one of the already existing Hull cistern; however, it can also be filled with salt water. The
cistern magically desalinates the salt water, making it potable.
Locations into this Special Location.
CONSTRUCTION
TABLE 29: SPECIFIC HULL LOCATIONS Requirements Craft Wondrous Item, purify food and drink;
LOCATION MARKET PRICE
Cost 10,000 gp
Explosionless powder magazine 10,000 gp WIZARD’S BRIG
Saltless cistern 20,000 gp Aura strong abjuration; CL 13th
Galley of the hungry sailor 50,000 gp
Slot none (Location); Price 75,000 gp; Weight 1,500 lbs.
Wizard’s brig 75,000 gp
DESCRIPTION
EXPLOSIONLESS POWDER MAGAZINE This magical brig prevents the use of any magic, whether
Aura moderate conjuration; CL 12th spell or item. Items or spells that normally bypass or
otherwise have special interactions with an antimagic field
Slot none (Location); Price 10,000 gp; Weight 50 lbs.
have the same interactions with a wizard’s brig.
DESCRIPTION
CONSTRUCTION
This Hull Location has an in-built portal to a small
extraplanar space folded in on itself, similar to a portable Requirements Craft Wondrous Item, antimagic field; Cost
hole, used for holding the ship’s supply of gunpowder 37,500 gp
safely away from the enemy’s guns. Inside, an explosionless
powder magazine is a 15-foot cube and its contents Rigging Locations
contribute no weight towards a ship. If the Hull Location in The following items alter Rigging Locations, providing
which the explosionless powder magazine lies is breached, your ship with new options.
it does not explode; however, whatever was inside at the
time is lost on the Astral Plane.
TABLE 30: RIGGING LOCATIONS
CONSTRUCTION ITEM MARKET PRICE
Requirements Craft Wondrous Item, plane shift; Featherfall mast 5,000 gp
Cost 5,000 gp
Golden sails +2 10,000 gp
GALLEY OF THE HUNGRY SAILOR Elvenkind sails 25,000 gp
Aura moderate conjuration; CL 11th Golden sails +4 40,000 gp
Slot none (Location); Price 50,000 gp; Weight 1,000 lbs. Phase spider silk sails 42,000 gp
Soul harnessing sails 72,000 gp
DESCRIPTION
Golden sails +6 90,000 GP
This special galley eliminates the need for cooking fires
and allows the crew to eat fresh, if somewhat bland, meals
FEATHERFALL MAST
rather than dried rations. The galley of the hungry sailor
produces food capable of feeding up to 100 people 3 Aura faint transmutation; CL 1st
nutritious meals per day. Slot none; Price 5,000 gp; Weight — (part of existing Rigging
Location)
CONSTRUCTION
Requirements Craft Wondrous Item, create food and water, DESCRIPTION
prestidigitation; Cost 25,000 gp A Rigging Location enchanted with this protection
prevents crewmembers from plummeting to their death.
Any crewmember in the Rigging Location with this
enchantment gains the benefits of the feather fall spell.

54 Razor Coast: Fire As She Bears


CONSTRUCTION creature that dies within 65 feet of the sail each day must
Requirements Craft Wondrous Item, feather fall; Cost 2,500 gp make a Will saving throw (DC 23) or have its soul bound
into the rigging, as the soul bind spell. Each Hit Die bound
ELVENKIND SAILS into the sail provides a +1 Speed bonus regardless of the
ship’s actual sailing direction. A soul harnessing sail can trap
Aura faint transmutation; CL 5th up to 10 Hit Dice of souls.
Slot none; Price 25,000 gp; Weight 15 lbs.
CONSTRUCTION
DESCRIPTION Requirements Craft Wondrous Item, nondetection; Cost
These sails are woven from fine elven silk and are 75,000
enchanted to give a ship additional maneuverability. They
increase a ship’s maneuverability rating by one grade. Wondrous Items
CONSTRUCTION TABLE 31: WONDROUS ITEMS
Requirements Craft Wondrous Item, fly; Cost 12,500 gp
ITEM MARKET PRICE
GOLDEN SAILS Internal cambion engine 125,000 gp
Aura moderate transmutation; CL 8th Bowsprit of defense 150,000 gp
Slot none; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp Bowsprit of nondetection 150,000 gp
(+6); Weight 30 lbs. Sailor’s scrimshaw 175,000 gp
DESCRIPTION
BOWSPRIT OF DEFENSE
These sails are constructed from incredibly thin gold leaf
and are enchanted to give a ship incredible responsiveness Aura strong abjuration; CL 18th
at the helm. They add to the ship’s Dexterity score in the Slot none; Price 150,000 gp; Weight 500 lbs.
form of an enhancement bonus of +2, +4, or +6.
DESCRIPTION
CONSTRUCTION This elaborate bowsprit is typically carved into the shape
Requirements Craft Wondrous Item, cat’s grace; Cost 5,000 of either a mermaid or an angel. When affixed to a ship,
gp (+2), 20,000 gp (+4), 45,000 gp (+6) it provides the ship with SR 25 as well as a +5 deflection
bonus to the armor class of all Locations.
PHASE SPIDER SILK SAILS These defenses apply only to the ship itself, not to her
Aura strong conjuration; CL 15th crew, passengers, or other creatures aboard the ship.
Slot none; Price 42,000 gp; Weight 1 lb. CONSTRUCTION
DESCRIPTION Requirements Craft Wondrous Item, shield of faith, spell
These sails are cunningly woven from the silk of a resistance; Cost 75,000 gp
phase spider and grant a vessel the ability to become
BOWSPRIT OF NONDETECTION
insubstantial for a time. The Captain of a ship may use this
ability once per day to turn the ship and its crew ethereal Aura strong abjuration; CL 20th
(as the ethereal jaunt spell) for one minute. This ability Slot none; Price 150,000 gp; Weight 500 lbs.
can be triggered as an immediate action in response to
another ship’s actions, such as to avoid a burst of cannon DESCRIPTION
fire, ramming, boarding, or a collision with an obstacle. This exquisitely carved bowsprit requires 4 days for a
shipyard to properly attach to a ship. Once attached, the
CONSTRUCTION ship and all its occupants are more difficult to locate with
Requirements Craft Wondrous Item, ethereal jaunt; Cost divination spells such as scrying and locate object. Any
21,000 gp caster attempting to use such a spell on the ship (or any
of its occupants) must make a caster level check (1d20 +
SOUL HARNESSING SAILS caster level) against a DC of 35 (as if the creator of the item
Aura strong necromancy; CL 17th had cast nondetection on himself ).
Slot none; Price 71,200 gp; Weight 45 lbs. This item is favored by pirates and smugglers who
prefer to remain untraceable to law enforcement or
DESCRIPTION adventuring parties who might otherwise seek to track
These black sails trap the souls of the recently slain and use them down.
their endless struggles as a means of propulsion. The first

Razor Coast: Fire As She Bears 55


CONSTRUCTION KNIVES OF FLENSING
Requirements Craft Wondrous Item, nondetection; Cost
75,000. Aura moderate necromancy; CL 9th
Slot none; Price 26,604 gp (per pair); Weight 2 pounds (per
INTERNAL CAMBION ENGINE pair)
Aura strong conjuration; CL 15th DESCRIPTION
Slot none; Price 125,000 gp; Weight 3,800 lbs. Each of these fishing knives (treat as daggers) is a +1 keen
weapon, and when wielded individually they function
DESCRIPTION as such. If the pair is wielded together, they operate to
This steam engine is powered by the spirit of a Huge fire flense the flesh from living targets. Any living target struck
elemental. The engine grants a +10 bonus to Base Speed, by both knives in the same round must attempt a DC
has hardness 15, and 125 hit points. It has a break DC of 17 Fortitude save. If the target fails, it suffers 2 points of
45 and a Disable Device DC of 40. If the engine is ever Constitution damage. If the target is the unlucky victim of
broken or reduced to 0 hit points, the trapped elemental both knives scoring a critical hit, the save DC increases to
is released and goes on a fiery rampage, attacking any 27 and the Constitution damage is doubled. The knives
creature it encounters. can only flense a target and inflict Consitituion damage
once per round, regardless of how many times the knives
CONSTRUCTION actually strike a target in a single round.
Requirements Craft Wondrous Item, greater planar binding, This ability damage can only be healed by a spell from the
magic circle against evil; Cost 62,500 gp conjuration [healing] subschool of 5th level or higher.
SAILOR’S SCRIMSHAW CONSTRUCTION
Aura strong transmutation; CL 10th Requirements Craft Magic Arms and Armor, slay living; Cost
13,302 gp (per pair)
Slot none; Price 175,000 gp; Weight 4 lbs.

DESCRIPTION TABLE 33: NEW WONDROUS ITEMS


This finely crafted whalebone scrimshaw depicts images ITEM MARKET PRICE
of sailors hard at work, running rigging lines, scraping
barnacles, and other common but necessary tasks required Tulita talisman 800 gp
for the efficient operation of a ship. When prominently Wave sandals 5,000 gp
displayed on a ship’s mast and given 24 hours to attune to Sailor’s earring 7,500 gp
the ship, the sailor’s scrimshaw grants a +5 circumstance Blatcher’s rum 10,000 gp
bonus to all Profession (sailor) checks made aboard the
Eyes of the fish 10,000 gp
ship.
Map of the explorer 10,000 gp
In addition, once per day good fortune smiles upon the
ship and her crew. The Captain can opt to reroll any single Navigator’s sextant 12,000 gp
Profession (sailor) check made by herself or one of her Hammock of restful sleep 14,000 gp
officers. She must make this decision before she knows Watcher’s spyglass 18,000 gp
if the previous roll was successful or not, and she must Fetching monkey 50,000 gp
keep the second roll even if it is worse than the original.
Whale harness 85,000 gp
Activating this power is an immediate action on the part of
the Captain. Quell’s life raft 100,000 gp
Captain’s defenses 150,000 gp
CONSTRUCTION
Requirements Craft Wondrous Item, creator must have 5 BLATCHER’S RUM
ranks in Profession (sailor) and also must have access to the
Luck domain; Cost 87,500 gp Aura moderate transmutation; CL 5th
Slot none; Price 10,000 gp; Weight 8 lbs.
Individual Magic Items DESCRIPTION
Whether the renowned brewer Anthony Blatcher actually
TABLE 32: NEW WEAPON
developed this potent rum or the substance is just
Knives of Flensing 26,604 gp named for him is lost to history. Whatever the case, the
stuff is rumored to be strong enough to grow hair on
your chest.

56 Razor Coast: Fire As She Bears


Blatcher’s rum comes in 1 gallon jugs, and each jug into the water, the user can see through the fish’s eyes.
contains 32 uses. Consuming one dose has several effects. As a standard action, the user can get the fish to change
Each dose lasts for one hour. direction. The user has no other control over the fish — he
The imbiber suffers a –2 penalty to Dexterity and can’t control its speed or command the fish to attack, for
Intelligence. example. The user has darkvision to a range of 120 feet
while using the eyes of the fish. The connection between
He gains a +2 alchemical bonus to Strength. the eyes of the fish and the user lasts out to a range of
He gains immunity to fear. 1 mile, and is severed after 1 hour. The hook remains
After one hour, the imbiber is sickened for 5 minutes. embedded in the fish. Some users have been known to
Multiple doses of blatcher’s rum do not stack for benefits; keep the hook attached to a fishing line so they can reel
however, if the same creature imbibes two or more doses the fish back in after the duration has expired.
within 1 hour, that creature is instead nauseated for 10
CONSTRUCTION
minutes.
Requirements Craft Wondrous Item, command, prying eyes;
The listed price is for a full jug. Cost 5,000 gp
CONSTRUCTION
FETCHING MONKEY
Requirements Craft Wondrous Item, bestow curse, bull’s
strength, remove fear; Cost 5,000 gp Aura strong transmutation; CL 10th
Slot none; Price 50,000 gp; Weight 10 lbs.
CAPTAIN’S DEFENSES
DESCRIPTION
Aura strong abjuration; CL 15th
A fetching monkey is a Tiny construct (see sidebar) designed
Slot none; Price 150,000 gp; Weight 5 lbs. to fetch small objects, such as pieces of fruit from a tree.
DESCRIPTION The fetching monkey has a small extradimensional space
within its stomach capable of holding up to 25 pounds
If the Captain of a ship activates this item, creatures must
of objects, regardless of the monkey’s actual carrying
first ask for — and receive — permission to come aboard.
capacity. Objects stored cannot be more than 1 foot
If a creature attempts to bypass this, it must attempt a DC
across — for example, the fetching monkey can store up to
19 Will save; if it fails the save, it cannot board and suffers
25 pounds of bananas or coconuts, but could not store a
4d8+15 points of negative energy damage. Once activated,
25 pound keg of gun powder. Sea captains often keep a
captain’s defenses last for 1 hour, after which time it must be
fetching monkey on hand to retrieve small objects aboard
reactivated.
ship and as a failsafe in case a shipwreck leaves them
The item takes on any number of forms — a carved tiki stranded on an island awaiting rescue.
mask, a small statue of a whale, a painting of tropical fruit,
and so forth. When first brought aboard a ship, the Captain CONSTRUCTION
must spend 1 hour with the item in hand. During this time, Requirements Craft Construct, Craft Wondrous Item, animate
he can’t undertake tasks any more complex than walking objects, tiny hut; Cost 25,000 gp
and speaking — he can’t cast spells, attack with melee or
ranged weapons, make use of any class abilities, and so on. HAMMOCK OF RESTFUL SLEEP
After this time period, the item is attuned to the Captain
Aura faint enchantment; CL 3rd
and the ship and he (and only he) can activate it from
anywhere aboard the ship thereafter as a standard action. If Slot none; Price 14,000 gp; Weight 5 lbs.
the item is removed from the ship, even for just a moment,
DESCRIPTION
the attunement process must be restarted.
This extremely comfortable hammock is a must-have item on
CONSTRUCTION ships with diminished crew numbers. Those who sleep in
Requirements Craft Wondrous Item, inflict critical wounds, the hammock of restful sleep gain all the benefits of full rest
repulsion; Cost 75,000 gp in only half the time. For example, a human who sleeps in
the hammock of restful sleep gains the benefits of 8 hours
EYES OF THE FISH of sleep in 4 hours — they heal damage at the rate of 1
hit point per level, the fatigued condition is removed, and
Aura moderate divination; CL 9th so forth. The only exception is that arcane spell casters
Slot none; Price 10,000 gp; Weight — must still sleep for a full 8 hours prior to preparing spells or
regaining spell slots.
DESCRIPTION
This mithral fishhook must be attached to a fish for the CONSTRUCTION
item to work. Once attached, when the fish is released back Requirements Craft Wondrous Item, sleep; Cost 7,000 gp

Razor Coast: Fire As She Bears 57


Once the map of the explorer ceases mapping (whether
FETCHING MONKEY CR 1 due to the duration expiring or the owner deactivating it),
it loses all magical properties. From that point forward, the
XP 400
map is treated as a masterwork map that grants anybody
N Tiny construct using it a +2 circumstance bonus to checks made to
Init +2; Senses darkvision 60 ft., low-light vision; navigate in that area.
Perception –5
CONSTRUCTION
DEFENSE Requirements Craft Wondrous Item, find the path;
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 Cost 5,000 gp
size)
hp 11 (2d10) NAVIGATOR’S SEXTANT
Fort +0; Ref +2; Will –5 Aura moderate divination; CL 9th
Defensive Abilities hardness 2; Immune construct Slot none; Price 12,000 gp; Weight 500 lbs.
traits, Resist cold 5, fire 5
DESCRIPTION
OFFENSE The user of this object always knows the direction of true
Speed 20 ft., brachiation 20 ft., climb 30 ft. north relative to his current location. In addition, she is
Melee slam +0 (1d2–4) inherently aware of any natural features between her
present location and her desired destination that might
Space 2-1/2 ft.; Reach 0 ft. pose a hazard to her ship. For example, when sailing from
STATISTICS Port Shaw to the Isle of Maht, the Navigator knows of any
reefs or shallows that risk sinking or grounding her ship.
Str 2, Dex 15, Con —, Int —, Wis 1, Cha 1
The navigator’s sextant does not reveal sunken ships or
Base Atk +2; CMB +2; CMD 8 other artificial hazards. The navigator’s sextant also does
Skills Climb +10 not reveal the presence of dangerous animals or other
nefarious sea creatures.
SQ extradimensional storage

SPECIAL ABILITIES CONSTRUCTION


Extradimensional Storage (Su): A fetching monkey’s Requirements Craft Wondrous Item, commune with nature,
stomach is a small extradimensional storage space know direction; Cost 6,000 gp
used by the monkey to carry objects for its master.
The space holds up to 25 pounds of objects, often QUELL’S LIFE RAFT
fruit or nuts gathered from high treetops. Aura strong conjuration; CL 15th
Slot none; Price 100,000 gp; Weight 200 lbs.

DESCRIPTION
This item automatically activates when placed in
MAP OF THE EXPLORER water. While the raft appears to be made from rotted
Aura moderate divination; CL 11th driftwood and is 10 feet to a side, it actually houses an
extradimensional location. The owner may designate who
Slot none; Price 10,000 gp; Weight 1 lb.
can and cannot enter at the time the item is placed in
DESCRIPTION water. The interior contains sufficient space for 50 Small
or Medium creatures. Treat Large creatures as 4 Mediums;
These sheets of parchment are blank when first created. Huge as 8 Mediums; 4 Tiny as one Medium; and 16
When activated (a full-round action), the map fills itself Diminutive as one Medium. Creatures larger than Huge do
in as the owner moves along. The map fills in details not fit through the entry.
observable by the owner. For example, a reef that lies
20 feet below the water’s surface appears on the map; While inside, all creatures find the conditions comfortable.
a chasm 3 miles below the water’s surface does not. Enough food of an appropriate type is available for up
The map functions for 1 day; it adjusts scale accordingly to 1 week. This food is of excellent quality: special rums,
throughout the mapping time, depending upon the elven wine, dwarven stout, exotic fish, salads made with
distance traveled. Through the use of a command word, the freshest produce, exquisite cheeses and crackers, and
the owner can deactivate the mapping process any time so forth.
before the full duration. When the raft is first activated, the owner may send a
message to one creature he or she knows. If that creature

58 Razor Coast: Fire As She Bears


is within 15 miles, it knows the relative location of the raft CONSTRUCTION
for the next week, regardless of where it is — even if the Requirements Craft Wondrous Item, sanctuary; Cost 400 gp
prevailing currents take it more than 15 miles away.
After one week, the raft vanishes and expels all creatures WATCHER’S SPYGLASS
within into the water. Aura moderate divination; CL 10th
CONSTRUCTION Slot none; Price 18,000 gp; Weight 3 lbs.
Requirements Craft Wondrous Item, mage’s magnificent
DESCRIPTION
mansion, whispering wind; Cost 50,000 gp
A watcher’s spyglass confers a +5 circumstance bonus to
SAILOR’S EARRING vision-based Perception checks made aboard a ship. The
item must be held up to the eye to confer the bonus. In
Aura moderate conjuration; CL 10th addition, when the viewer sees a creature or object, he
Slot head; Price 7,500 gp; Weight — sees it for what it truly is. Objects or creatures disguised via
magic appear as normal, and invisible creatures or objects
DESCRIPTION are visible to him.
This gold hoop earring allows a sailor who falls overboard
CONSTRUCTION
to summon a dolphin to protect him. The item only works
if the wearer is in water deep enough to support a dolphin. Requirements Craft Wondrous Item, creator must have 5
If the wearer is conscious, he must spend a standard action ranks in Perception, true seeing; Cost 9,000
to activate the item; if the wearer is unconscious, the item
functions automatically. WAVE SANDALS
The dolphin arrives 1d3+1 rounds after being summoned Aura faint transmutation; CL 5th
and remains with the wearer for up to 10 rounds. The Slot feet; Price 5,000 gp; Weight 2 lbs.
wearer can dismiss the dolphin before the full time has
expired. The dolphin protects the wearer to the best DESCRIPTION
of its ability, including holding him above water if he’s These sandals made from braided hemp are a boon to
unconscious. The dolphin will fight to protect the wearer, sailors on slippery decks. Upon uttering the command
especially against a shark. word, the wearer of the wave sandals can walk upon the
A sailor’s earring only functions 3 times. After the magic is water’s surface as though it were normal ground. The wave
expended, the earring crumbles into dust. sandals only function for a total of 30 minutes per day,
though this time need not be used consecutively.
CONSTRUCTION
CONSTRUCTION
Requirements Craft Wondrous Item, summon nature’s ally I;
Cost 3,750 gp Requirements Craft Wondrous Item, water walk;
Cost 2,500 gp
TULITA TALISMAN
WHALE HARNESS
Aura faint abjuration; CL 3rd
Aura strong conjuration; CL 15th
Slot neck; Price 800 gp; Weight 1 lb.
Slot none; Price 85,000 gp; Weight 25 lbs.
DESCRIPTION
DESCRIPTION
This simple item is a preserved shark’s tooth hanging from
a leather thong. Originally created by Tulita shamans to A stranded ship is trouble for the crew, as food and fresh
protect their fishermen, this item is now widely available water supplies quickly dwindle. A smart Captain plans for
along the Razor Coast. Con artists frequently produce false this contingency.
talismans to scam sailors and prey on the fears of travelers. These strong reinforced leather harnesses attach to
When the wearer of a Tulita talisman falls into water at the bow of a ship. When tossed forward into the water
least 1 foot deep, the necklace protects him from sharks. along with the proper command word being spoken, a
For 1 minute, any natural shark must make a DC 11 Will shimmering ghostly whale appears in the harness. The
save to attack the wearer. After the magic is activated, the ghostly whale tows the ship in whatever direction is
necklace becomes inert. Sailors saved from a shark attack commanded by whoever activated the harness. The whale
by the Tulita talisman often treat the inert magic item as a tows at an overland speed of 3-1/2 miles per hour. The
good luck charm, and continue to wear it despite its loss of whale lasts for 24 hours, giving a maximum distance of 84
magical power. miles. The item’s activator can dismiss the ghostly whale
at any time. At the end of the 24-hour period, the whale

Razor Coast: Fire As She Bears 59


simply winks out of existence. The harness cannot be used When developing encounters, a ship is assumed to be
again for one week, regardless of how long the ghostly a match for another with the same rating. However, some
whale was in existence. circumstances will modify the overall Challenge Rating of
The ghostly whale will not fight except to defend itself. Use an encounter, as shown in the table below.
the stats for the whale found in the Pathfinder Roleplaying
Game Bestiary 2, except add a +5 deflection bonus to the TABLE 34: ENCOUNTER MODIFIERS
whale’s AC.
CR ADJ.
CONSTRUCTION CIRCUMSTANCE FOR SHIP
Requirements Craft Wondrous Item, shield of faith, summon Ship has 50+% Landsman crew –1
monster IX; Cost 42,500 gp Ship has 50+% Corsair or Buccaneer crew +1
Ship starts battle with the Weather gauge +2

Chapter 7: Ship has surprise +1


Ship has 50% excess crew +1
Game Mastering Naval Battles Ship has 100% excess crew +2
Setting up and running a naval battle is quite a bit like Ship has 50% excess guns +1
setting up any other encounter. You need NPCs for the Ship has 100% excess guns +2
“other side”, and you need to build the ships that will be
involved (rather than building the town or dungeon). Terrain
Presented here are some tips and tools to aid you in your While some ship-to-ship combat will take place on
first steps of designing naval engagement: an overview of the high seas far from land, at other times ships have to
encounter design, terrain features, quick rules for pursuit, negotiate reefs, icebergs, rivers, and other terrain.
guidelines for capturing both enemy ships and sailors,
and a slew of fully statted NPCs you can use to populate Beaches: Grounding a ship on a beach is a less dangerous
your encounters. option than on reefs or rocks, but it still has its hazards.
Landing on a beach intentionally inflicts 3d6 points of
Designing Engagements damage to the Below the Waterline Location (hardness
still applies normally); in addition, your ship is stuck and
Every ship has a rating that is defined as the combination
unable to move under its own power. A Mate or Mates can
of its number of guns and crew as well as its overall size.
direct ten crewmen per Hull Location to free the ship. To
Also included is the range of expected class levels for
successfully free the ship requires a DC 25 Profession (sailor)
Leader NPCs aboard the ship. Crew that are not reflected
check and 1 hour. The DC assumes a light load. If your ship
in this table are usually 1st level NPCs in an NPC class such
is carrying a medium load, the DC is 30 and requires 15 crew
as expert or warrior. The approximate numbers for each of
per Hull Location; if your ship is laden with a heavy load, the
these is shown in the table below.
DC is 35, and requires 20 crew per Hull Location.

TABLE 33: ENCOUNTER DIFFICULTY

EQUIVALENT HULL LEADER NPCS BY LEVEL


SHIP RATING CREW CANNON
CR LOCATIONS 1 2 3 4 5 6 7 8 9 10
1 Rate
st
20 10 850 – 875 100 – 120 18 16 14 12 10 8 6 4 2 1
2nd Rate 18 9 700 – 750 90 – 98 16 14 12 10 8 6 4 2 1
3rd Rate 16 8 500 – 650 64 – 80 14 12 10 8 6 4 2 1
4 Rate
th
14 7 320 – 420 48 – 60 12 10 8 6 4 2 1
5th Rate 12 6 200 – 300 32 – 44 10 8 6 4 2 1
6th Rate 10 5 180 – 200 28 8 6 4 2 1
(Frigate)
Post ship 8 4 140 – 160 20 – 24 6 4 2 1
Sloop-of-war 6 3 90 – 125 16 – 18 4 2 1
Gun brig 4 2 5 – 25 6 – 14 2 1
Unrated 2 1 < 10 < 5 1

60 Razor Coast: Fire As She Bears


Coastal Fortresses: Coastal fortifications are treated
much like other ships with a number of Locations, crew, and
guns. A coastal fortress has the advantage of being able to
carry any amount of guns, which are usually larger with a
longer range than ship-mounted cannon. A fortress Location
is made of stone, with a hardness of 10 and 500 hp per Loca-
tion. A fortress never takes on water or sinks and is destroyed
if all its Locations are reduced to 0 hp. A fortress is the most
likely place to see the biggest gun — the 68-pounder.

Estuaries/Rivers: Rivers and estuaries have a prevailing


current that pushes ships downstream. This is represented
by a constant movement rate (usually between 10 ft.
per round and 40 ft. per round) being applied to a ship’s
movement in the direction of the current. If a ship has a
movement of 0 or less after this current is applied it wallows
45o towards the direction of the current.

Reefs, icebergs and other submerged obstacles:


Dangerous underwater obstacles can sink an unwary ship,
and have one of three depths. These depths relate to how
low in the water a ship sits, which is determined by its load
(Light, Medium, Heavy), as dictated by its encumbrance.
Heavily laden ships sail lower in the water and are
susceptible to impact with deeper obstacles.

TABLE 35:
UNDERWATER OBSTACLE DEPTH
SHIP ENCUMBRANCE
DEPTH TO STRIKE OBSTACLE
Waterline or above Any
Shallow Medium, Heavy
Deep Heavy 

If a ship hits an object, that object inflicts damage


directly to the Below the Waterline Location, as shown in
Table 36. This damage is also applied to the object that the
ship struck, and is modified by the ship’s Strength score.

TABLE 36: DAMAGE BY OBJECT SIZE


DAMAGE
SIZE OF OBJECT INFLICTED
Small 1d6
Medium 1d8
Large 2d6
Huge 3d6
Gargantuan 4d6
Colossal 5d6

Razor Coast: Fire As She Bears 61


At the GM’s discretion, some objects may cause more are racing to a specific point — to a deserted island, for
or less damage, depending on the composition of the object example — set aside one card as the “finish line.” The
and the speed of the ship at the time of the collision. other nine cards are steps taken along the way. If there is
no specific end-point — for example, if one ship is simply
If a ship strike a Gargantuan or Colossal object and does
trying to capture another — then instead lay the cards out
not destroy it, the ship also becomes stuck. Follow the rules
in a circular or square pattern. You can increase or decrease
for “Beaches” above to get the ship moving again.
the length of the pursuit by changing the number of cards.
Pursuit One card represents the distance traveled as your
The Pathfinder Roleplaying Game: GameMastery Guide “pursuit speed” and all ships move at this speed, regardless
has fantastic rules for turning pursuit-and-capture scenarios of what their actual Speeds are (remember, we’re adjusting
into a mini-game. If you don’t have that specific book, the checks they make to penalize or reward slow speed). In
the same rules are reproduced online in the Pathfinder some cases, you can opt to change this speed. For example,
Roleplaying Game. The biggest adjustment you need to in a race to a deserted tropical island that’s four days’ travel
make for those rules to work seamlessly in Fire as She away, each card might instead represent 12 hours of sailing.
Bears is changing the way you reference speed. Once you The goal is to break up the pursuit into finite chunks, and
make that adjustment, the bulk of your task is coming up then assign obstacles to those chunks.
with obstacles for your ships to overcome. Obstacles
Adjusting the Speed Rules Once you have your path laid out, you need to assign
The rules in the Pathfinder Roleplaying Game: obstacles to each card. It’s best to assign two obstacles
GameMastery Guide assume that movement is counted in to each card; to traverse the card, players only need to
feet, while this product simplifies that and counts by 20-foot overcome one of the obstacles. Successful checks allow a
squares instead. The same basic premise applies, however; ship to navigate the card; failure requires the ship to try the
determine the speed at which you want the pursuit to take same card again next time.
place. If you only have two ships involved, pick the Base
Unlike a standard pursuit where each PC and NPC has
Speed of one of those ships. If you have more than two
their own actions to perform (and each must overcome the
ships, rank the ships in order of their Base Speed and pick
obstacles), in a Naval Pursuit all the officers and important
the one that’s in the middle.
NPCs work toward a common goal of completing the
For example, if you’re running a pursuit between obstacle. Each obstacle in a Naval Pursuit has a DC a ship is
Bonedeuce’s Pride (Base Speed 14) and the Albatross (Base required to meet to advance, and also lists the primary role
Speed 11), you would pick one of these speeds as your responsible for meeting the challenge. The PC filling that
pursuit speed. If your chase involves those two ships plus role makes the appropriate check, and all other PCs make
the Basilisk’s Folly (Base Speed 10), you would use the aid another checks. GMs are encouraged to mix in a variety
Albatross’s Base Speed of 11 as your pursuit speed. of obstacles that require different roles to complete, so
that each player at the table has a chance to be the primary
Once you know your pursuit speed, determine the
roller. Because numerous aid another rolls will get added
difference between that value and the speed of the other
to the total result, the DCs listed below in the Sample
ships in the encounter. This becomes their adjustment to any
Obstacles appear to be higher than normal.
skill checks made to overcome obstacles. In our first example,
if we went with Bonedeuce’s Pride as the pursuit speed, For an alternate style of obstacle navigation, you could
the Albatross would have a –3 to any checks to overcome lay out multiple paths that lead to the final goal. For
obstacles. In our second example, the Albatross is our pursuit example, if two ships are in a race to reach the mythical
speed, so it receives no modifiers; the Pride would receive a Isle of Life, it might make sense to offer several paths that
+3 and the Basilisk’s Folly would receive a –1. diverge and even converge back on one another. The “finish
line” for all these various paths is the same, but how a ship
Setting Up the Pursuit gets there depends on the course it takes. In this style, the
The next step in setting up a pursuit is to get 10 pieces
GM will need many more obstacle cards that she can array
of paper, roughly the size of a Post-It note. These pieces
as needed to set the various paths.
of paper become your “map” of the pursuit. If the ships

62 Razor Coast: Fire As She Bears


Starting the Pursuit they fail both checks by more than 10, Quell looks coldly
When to switch from following the normal initiative upon their pursuit and curses the ship with bad luck. It must
mode to pursuit mode is up to the GM. Generally speaking, move backwards two cards. If there are not enough cards
though, any time two or more ships are involved in a race available to move backwards two cards, move back one and
to a target — in search of the lost Isle of Life, attempting the ship must also sacrifice its next turn.
to escape, and so forth — the game should switch over to Ending the Pursuit
pursuit mode. A Naval Pursuit that has a set finish line, such as seeing
Each Captain rolls a Naval Initiative check for the entire who can reach the Isle of Life first, ends when the first
ship, and this determines the order in which ships attempt participant reaches the end card. A Naval Pursuit that
to navigate obstacle cards. If the trigger event for a pursuit involves one (or more) ships trying to catch another ends
is one ship trying to escape another, the Navigator of the when the pursuing ship ends its turn on the same obstacle
escaping ship makes a Bluff check opposed by the pursuing card as the fleeing ship for 3 straight rounds.
Navigator’s Sense Motive. If the escaping ship wins this Sample Obstacles
check, they start one obstacle card ahead of the pursuing GMs are encouraged to devise their own devious
ship; otherwise, both ships start on the same card. obstacles based on their world and the waters upon which
Running the Pursuit the ships are sailing. But to help get you started, here are
Each round of the pursuit, the ships face a choice of some examples. As a general rule of thumb, a “simple”
two tasks to complete. A ship only needs to complete one encounter should have a DC of 35, a “moderate” encounter
of the tasks in order to advance. Start the ship’s turn at the should have a DC of 40, and a “tough” encounter should
“beginning” of the card, and on a successful check move have a DC of 45. If you’re going to use a saving throw,
the ship to the beginning of the next card. If a ship fails the reduce these numbers by 10 (25 for simple, 30 for moderate,
check, they make no progress that round and must try again 35 for tough); if using an attack roll, instead reduce the
next round. If a ship fails a check by more than 10, they numbers by 5. When laying out your course, try for the
suffer a catastrophic setback and must move back to the largest variety possible, so that your PCs have a choice of
beginning of the previous card. PCs can take 10 on these both difficulty level as well as the primary role necessary
checks, but not 20. The GM can rule that it’s impossible to for overcoming the obstacle. Note, too, that many of these
take 10 in specific circumstances, at her discretion. samples can be re-flavored and thus become an entirely
new obstacle. For example, you could take the Whale Pod
If two or more ships occupy the same card, they can obstacle and instead have an enormous flock of sea-faring
interact with one another through player initiative. Allow birds directly in the ship’s path; failure to skirt the flock
each PC and important NPC one round’s worth of actions; results in damage to the ship’s rigging. Similarly, Submerged
they could fire ranged weapons, cast a spell, activate a Object could also be used for above-water obstacles such as
magic item, etc. Resolve these actions as normal, and make icebergs, visible sandbars, or exposed rocks.
note of how they might affect a ship in future rounds.
Whale Pod (Navigator, DC 35 Profession [sailor]): An
Continue alternating actions between all ships, allowing exceptionally large pod of whales swims in the same water
the Captain and her officers to choose which obstacle to the ship is attempting to move through. The Navigator
tackle, and which path to follow if the GM has laid out needs to carefully choose his path and steer the ship
multiple choices. gingerly, lest the ship strike a whale.
Gaining Quell’s Favor Submerged Object (Mate, DC 35 Perception): A
Once per pursuit, a ship can attempt to gain Quell’s Favor submerged object threatens the ship, unless the Mate on
— a bit of luck on the open seas that aids them in the pursuit. watch duty notices it in time to alter the course of the
The crewmen of the ship seeking Quell’s Favor attempt both ship. This object could be any submerged object that poses
obstacles on a single card in the pursuit. If they succeed in a threat to the ship’s hull such as a reef, rock formation,
overcoming both, they advance through that card as well sunken ship, or ice floes.
as the next. If they succeed on only one of the challenges,
they advance as normal; if they fail both checks, their ship Morale (Captain, DC 35 Loyalty): The vagaries of
is stalled and they lose their next turn. If disaster strikes and battle and the pursuit have the crew hanging their heads.

Razor Coast: Fire As She Bears 63


The Captain needs to inspire her crew to raise morale and Pirate Skiff (Mate, DC 40 ranged attack): A small,
get everybody back on the same page. nimble skiff launched from a nearby pirate ship attempts to
pull up alongside the ship. The Gunnery Sergeant needs to
Fire! (Mate, DC 25 Reflex save): Whether a grease
aim carefully to end the threat, lest the foul pirates board the
fire in the galley or simply a smoldering ember that finally
ship and slow progress while the crew repels the invaders.
ignited a blaze, a fire now threatens the ship. The Fire Chief
and his crew need to extinguish the fire before the entire Capturing Ships
ship goes up in smoke!
One of the greatest prizes available for a ship’s crew is
Damage (Mate, DC 40 Profession [sailor]): A the capture of an enemy ship. An enemy may surrender if
previously unnoticed weakness on the ship picked now put into an untenable position, or it may be slaughtered to
to rear its ugly head. A Mate and his crew need to affect the last man during a bloody boarding action. In either case,
repairs now, or the ship is in trouble. This damage could be the conquered ship becomes spoils of war to the victors.
from a recent firefight or just built-up damage over time.
Making the ship seaworthy: There are two parts to
It could be anything from a crack in the main mast to a
making sure your prize makes it back to port: ensuring that
dislodged beam in the hold that threatens the stability of
she does not sink en route, and having the crew to sail her.
the ship.
No doubt the ship has taken a beating during the fight and
Rough Seas (Surgeon, DC 40 Heal): An especially may be taking on water. This state of affairs needs to be
rough patch of sea has weaker crewmen hanging over the fixed before the ship ends up at the bottom of the ocean!
rail chumming the waters. Treating the nausea is imperative Secondly, you must have sufficient crew to man its rigging
or else the ship won’t have enough able-bodied crewmen in order to sail it back to safe harbor.
to operate.
Permanent Repairs: Buyers will usually not purchase
Sargasso (Mate, DC 40 Knowledge [nature] or a damaged ship, and you will have to repair it before a sale
Profession [sailor]): An exceptionally large patch of can be made. This is an expensive proposition if she is
seaweed threatens to entangle the ship; more insidious, riddled with shot from prow to stern.
however, is what causes the 3-mile wide patch of seaweed.
Sale: Generally you receive half the build price of a
The ocean currents are calm here, making movement of any
ship when you sell it. However, there are three kinds of
sort more difficult.
buyers looking to purchase used ships: navies, pirates, and
Bizarre Weather (Mate, DC 45 Survival): Subtle clues merchants. If all three of these are non-hostile towards you,
hint at a sudden change in weather fast approaching. Failure you receive a 10% bonus to the amount you receive. If only
to recognize this shift in weather patterns causes the ship to one of these is non-hostile towards you, you receive a 10%
get stuck in a water funnel, sudden thunderstorm, or other penalty on the amount you receive. If all of these groups are
dangerous weather event. hostile towards you, you may not sell your ship.
Haunting (Chaplain, DC 45 Knowledge [religion]): Shares: A ship’s crew expects to receive a share of the
The ship is about to sail over the watery grave of a long-ago prize. If a Captain keeps more than eight shares or other
wreck, and the site remains haunted. Without picking up leaders receive more than four shares, a crew’s Loyalty is
the subtle signs — shifts in spiritual energy and so forth — reduced by 2.
the ship soon finds itself bogged down with the ghosts and
apparitions of hundreds of dead sailors causing mischief Capturing Crew
and mayhem aboard the ship. Captured crew can also turn a profit for a victorious
Null Magic (Mate, DC 45 Knowledge [arcana] Captain, either garnering a ransom, bounty, or golden coins
or Spellcraft): The ship is about to sail through a rare from the grubby hands of a slaver.
null magic zone, in which no magical energy exists. All Care of Prisoners: A loyal crewmen can guard up to
magic items cease to function, and it’s impossible to cast five prisoners without problems. If the number of guards
spells in such a zone. Failure to notice the warning signs falls below this ratio there is a 25% chance each day that the
mires the ship in the zone, unable to make use of any prisoners escape. Prisoners must be fed at the rate of 1 sp/
magical outfitting. day or else they starve.

64 Razor Coast: Fire As She Bears


Payment: A prisoner may be ransomed back to his Base Atk +3; CMB +4; CMD 17
peers, turned in for a bounty to his enemies, or sold into Feats Exotic Weapon Proficiency (firearm), Improved
slavery. A ransom or bounty is equal to ten times the InitiativeB, Seaworthy
prisoner’s daily rate of pay. The GM decides whether or Skills Acrobatics +10 (+12 to balance aboard a ship),
not the prisoner has loyal associates or wealthy enemies Appraise +8, Bluff +9, Climb +8, Intimidate +9, Knowledge
willing to pay a ransom or bounty. Particularly important (local) +8, Perception +6 (+8 vision–based checks at sea),
or notorious prisoners may demand a larger figure as Profession (sailor) +8, Stealth +10, Survival +3, Swim +8
determined by the GM. Slavers will pay 10gp for each Languages Aquan, Common
healthy specimen. Selling slaves is an evil act. SQ rogue talents (fast stealth, ledge walker), trapfinding +2
Combat Gear 2 potions of cure light wounds, potion of
A crew expects a share of the rewards from prisoners as
invisibility; Other Gear +1 leather armor, rapier, pistol with
explained in Capturing Ships above. 10 bullets, cloak of resistance +1

Colorful NPCs
In an ideal scenario, your group has enough PCs to fill Firearms Flavor
all the important roles aboard the ship. However, chances
are pretty good that your PCs will need to hire at least When building these NPCs, we went with the simplified
one officer. Presented here are NPCs you can use to fill rules that appear in the Appendix of the Razor Coast
the various roles aboard ship. Each section contains three Mega-Campaign from Frog God Games. You have
generic NPC stat blocks (1st, 2nd, and 3rd class) as well as several other options available to you, however, so feel
three named NPCs. And of course, as GM you can always free to pick what works best for your group.
make use of these NPCs to quickly fill the officer roles on an The most widely disseminated firearms rules are
enemy ship, too. probably those that appear in the Pathfinder Roleplaying
Captains Game Ultimate Combat. Similarly, the Skull and Shackles
3rd Class Captain adventure path also has solid firearms rules. Using either
A Captain of this grade will generally work for the PCs for of those rule sets should provide no problems.
around 3 gp per day. If you are playing Razor Coast, we feel the ideal
approach combines Razor Coast with Brace of Pistols
3RD CLASS CAPTAIN CR 3
from Super Genius Games and the highwayman’s
XP 800 pistol that appears in the Razor Coast Player’s Guide
Female human rogue 4 by Frog God Games. When this book was first devised,
N Medium humanoid (human) those were the rules we had in mind.
Init +7; Perception +6

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) 2nd Class Captain
hp 25 (4d8+4) A Captain of this grade will work for 6 gp per day.
Fort +3; Ref +8; Will +1
2ND CLASS CAPTAIN CR 4
Defensive Abilities evasion, trap sense +1, uncanny dodge
XP 1,200
OFFENSE Male half-elf bard 5
Speed 30 ft. NE Medium humanoid (elf )
Melee rapier +4 (1d6+1 /18–20) Init +3; Senses low-light vision; Perception +11
Ranged pistol +6 (1d10/x3)
Special Attacks sneak attack +2d6 DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +3
STATISTICS Dex)
Str 12, Dex 16, Con 13, Int 12, Wis 8, Cha 14 hp 36 (5d8+10)

Razor Coast: Fire As She Bears 65


Fort +2; Ref +7; Will +5; +2 vs. enchantments, +4 vs. bardic OFFENSE
performance, language-dependent, and sonic Speed 20 ft.
OFFENSE Melee +1 short sword +8 (1d4 /19–20), mwk sickle +8 (1d4–1)
Speed 30 ft. Ranged mwk hand crossbow +10 (1d3/19–20)
Melee mwk rapier +7 (1d6–1 /18–20) Special Attacks favored enemy (aquatic humanoids +2),
sneak attack +2d6, +1 on attack rolls against goblinoid and
Ranged pistol +6 (1d10/x3) reptilian humanoids
Special Attacks bardic performance 14 rounds/day Gnome Spell-Like Abilities (CL 6th):
(countersong, distraction, fascinate, inspire competence
+2, inspire courage +2) 1/day—dancing lights, ghost sound (DC 13), prestidigitation,
speak with animals
Bard Spells Known (CL 5th)
Rogue Spell-Like Abilities (CL 4th):
2nd (3/day)—blur, delay poison, enthrall (DC 14)
3/day—mage hand
1st (5/day)—animate rope, cure light wounds, hideous
laughter (DC 13), unseen servant STATISTICS
0 (at will)—dancing lights, detect magic, ghost sound (DC Str 8, Dex 16, Con 15, Int 12, Wis 10, Cha 17
12), mage hand, read magic, summon instrument
Base Atk +5; CMB +3; CMD 17
STATISTICS Feats Acrobatic, Dodge, Iron Will, Two-Weapon FightingB,
Str 8, Dex 16, Con 13, Int 12, Wis 12, Cha 15 Weapon FinesseB
Base Atk +3; CMB +2 [+3 BAB, –1 Str]; CMD 16 Skills Acrobatics +14 (+10 jump), Knowledge (geography)
+7, Knowledge (history) +2, Knowledge (local) +7,
Feats Exotic Weapon Proficiency (firearms), Seaworthy, Skill Knowledge (nature) +7, Perception +11, Profession (sailor)
Focus (Profession [sailor])B, Weapon Finesse +11, Sense Motive +7, Stealth +16, Survival +9, Swim +8;
Skills Acrobatics +11 (+13 to balance aboard a ship), Bluff Racial Modifiers Acrobatics (–4 jump), +2 Perception, +2
+10, Climb +7, Knowledge (geography) +9, Knowledge Profession (sailor)
(local) +8, Perception +11 (+13 vision–based checks at
Languages Aquan, Common, Gnome
sea), Perform (oratory) +10, Profession (sailor) +14; Racial
Modifiers Perception +2 SQ rogue talents (finesse rogue, minor magic), track +1,
trapfinding +2, wild empathy +5
Languages Common, Elven, Tulita
Combat Gear elixir of fire breath; Other Gear masterwork
SQ bardic knowledge +2, elf blood, lore master 1/day,
studded leather, +1 short sword, masterwork sickle,
versatile performance (oratory)
masterwork hand crossbow with 20 bolts, feather token
Combat Gear potion of invisibility, scroll of major image; Other (swan boat)
Gear masterwork studded leather, masterwork rapier,
pistol, with 15 bullets, ring of protection +1 Albrect Manacle: An impoverished scion of the
old aristocracy, Albrect Manacle feels duty-bound to
1st Class Captains
the kingdom and takes his responsibilities to protect it
First class Captains receive, on average, 12 gp per day in pay.
seriously. He hopes to become such a shining beacon of the
kingdom’s glory and resolve that the refuse of the Razor will
1ST CLASS CAPTAIN CR 5
fall into line behind the Crown. He hates Tulita. Despite
XP 1,600 his noble breeding, his bearing is anything but — he is
Female gnome ranger 2/rogue 4 square-jawed and scarred from fighting. Albrect’s iridescent
NG Small humanoid (gnome) blue eyes brood underneath a shock of wild black hair, his
Init +3; Senses low-light vision; Perception +11 mask of the horrible visage inspires terror in his foes. Many
a human predator has quailed in terror when facing the
DEFENSE noble Captain’s otherworldly visage across a blood-soaked
AC 18, touch 15, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, deck. Tales tell of him twice single-handedly taking pirate
+1 size) (+4 dodge vs. giants) ships, swinging onto the deck without a thought for his own
hp 49 (2d10+4 plus 4d8+8 plus 4) safety. Albrect charges 15 gp per day for his services — a
Fort +6; Ref +10; Will +3; +2 vs. illusions veritable bargain, he’ll tell you, for a Captain of his skill.
Defensive Abilities evasion, trap sense +1, uncanny dodge

66 Razor Coast: Fire As She Bears


ALBRECT MANACLE CR 5
XP 1,600 New Magic Item
Male human paladin of Vanitthu 6 MASK OF THE HORRIBLE VISAGE
LG Medium humanoid (human)
Aura faint enchantment; CL 5th
Init –1; Perception +10
Slot head; Price 1,000 gp; Weight 1 lb.
Aura courage (10 ft.)
DESCRIPTION
DEFENSE This wooden mask is cut in the shape of a skull. It
AC 15, touch 9, flat-footed 15 (+5 armor, –1 Dex, +1 shield) confers a +2 circumstance bonus to the wearer’s
hp 49 (6d10+6 plus 6) Intimidate skill. Three times per day, the wearer can
stare at a target within 30 feet and strike fear into his
Fort +9; Ref +6; Will +9
foe. If the target fails a DC 12 Will save, it becomes
Immune disease, fear frightened for 3 rounds; if the target succeeds on the
saving throw, it is instead shaken for 1 round.
OFFENSE
Speed 30 ft. CONSTRUCTION
Melee +1 longsword +10/+5 (1d8+3 /19–20) Requirements Craft Wondrous Item, cause fear; Cost
Special Attacks channel positive energy (DC 16, 3d6), smite 500 gp
evil (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th):
At will—detect evil LARS SCHROTEN CR 6
Paladin Spells Prepared (CL 3rd): XP 2,400
1st—bless, divine favor Male human barbarian 3/fighter 4
CN Medium humanoid (human)
STATISTICS
Init +5; Perception +8
Str 15, Dex 8, Con 12, Int 12, Wis 13, Cha 16
Base Atk +6; CMB +8; CMD 17 DEFENSE
Feats Lightning Reflexes , Skill Focus (Perception), Toughness,
B
AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1
Weapon Focus (longsword) Dex)
Skills Climb +5, Diplomacy +9, Intimidate +5, Knowledge hp 65 (3d12+6 plus 4d10+8 plus 4)
(geography) +2, Knowledge (history) +2, Knowledge (local) Fort +10; Ref +4; Will +3; +1 vs. fear
+2, Knowledge (religion) +7, Perception +10, Profession
(sailor) +10, Survival +4, Swim +5 Defensive Abilities bravery +1, trap sense +1, uncanny
dodge
Languages Common, Elven
SQ aura, code of conduct, divine bond (weapon +1, 1/day), OFFENSE
divine grace, lay on hands (3d6, 6/day), mercies (diseased, Speed 40 ft.
fatigued)
Melee +1 greataxe +13/+8 (1d12+9 /x3)
Gear mithral +1 chain shirt, masterwork light steel shield, +1
Special Attacks rage (10 rounds/day), rage powers (swift foot
longsword, mask of the horrible visage
+5 feet)

Lars Schroten: A huge man with an unruly blonde STATISTICS


beard and wild hair, Lars Schroten lives for battle, the more Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
brutal the better. Lars’ uneven temper swings from drunken Base Atk +7; CMB +11; CMD 23
melancholy during prolonged inactivity to unfettered joy
Feats Cleave, Improved Initiative, Leadership, Power AttackB,
when blood soaks his beard and his enemies fall before Seaworthy, Skill Focus (Profession [sailor])B, Weapon Focus
him. Lars has six wives scattered across the scabrous ports (greataxe)B, Weapon Specialization (greataxe)B
of the Razor Sea; he lives in terror of them discovering Skills Acrobatics +1 (+3 to balance aboard a ship), Climb +8,
one another. Lars expects payment of 30 gp per day for Intimidate +11, Perception +8 (+10 vision–based checks at
his services. sea), Profession (sailor) +15

Razor Coast: Fire As She Bears 67


Languages Common STATISTICS
SQ armor training 1, fast movement Str 8, Dex 14, Con 12, Int 20, Wis 13, Cha 12
Gear +1 hide armor, +1 greataxe, ring of protection +1, cloak of Base Atk +5; CMB +4; CMD 16
resistance +1 Feats Command UndeadB, Craft WandB, Extend SpellB, Great
Fortitude, Greater Spell Focus (necromancy), Improved
Durago Vhut: A mercenary necromancer that plies InitiativeB, Lightning Reflexes, Scribe ScrollB, Skill Focus
his trade along the Razor, Durago is thin and wiry, his skin (Profession [sailor]), Spell Focus (necromancy)
tanned brown from prolonged exposure to the sun. Durago Skills Acrobatics +7, Appraise +8, Climb +4, Intimidate +9,
favors a battered naval uniform and a broad-brimmed straw Knowledge (arcana) +18, Knowledge (dungeoneering)
hat, his military regalia scavenged from a defeated post- +10, Knowledge (engineering) +10, Knowledge
captain. Impassively cruel and detached from his work, (geography) +12, Knowledge (history) +9, Knowledge
Durago ruthlessly executes his crewmen at the first hint of (local) +11, Knowledge (nature) +10, Knowledge (nobility)
+9, Knowledge (planes) +11, Knowledge (religion) +11,
disloyalty. Twenty skeletons accompany him, serving both
Linguistics +11, Perception +6, Profession (sailor) +20,
as crewmen and as a grim warning of the price of disloyalty. Spellcraft +18, Stealth +5
Durago demands 240 gp per day in pay, reminding those
Languages Abyssal, Aquan, Celestial, Common, Draconic,
negotiating with him that he brings along his own crew. Dwarven, Elven, Orc, Tulita
SQ arcane bond (seagull [stats as raven]), life sight (10 feet, 10
DURAGO VHUT CR 9
rounds/day)
XP 6,400 Combat Gear 4 scrolls of animate dead; Other Gear
Male human necromancer 10 quarterstaff, amulet of natural armor +1, cloak of resistance
NE Medium humanoid (human) +1, bracers of armor +3, various pieces of onyx worth a total
of 550 gp
Init +6; Perception +6
LIVINGSTON
DEFENSE
(DURAGO VHUT’S FAMILIAR) CR —
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
XP —
hp 57 (10d6+10 plus 10)
Seagull familiar (Pathfinder Roleplaying Game Bestiary “Familiar,
Fort +7; Ref +8; Will +9
Raven)
OFFENSE N Tiny magical beast
Speed 30 ft. Init +2; Senses low-light vision; Perception +10
Melee quarterstaff +4 (1d6–1)
DEFENSE
Special Attacks channel negative energy (DC 16, 8/day)
AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
Necromancer Spell-Like Abilities (CL 10th):
hp 28 (10 HD)
8/day—grave touch (5 rounds)
Fort +2; Ref +5; Will +9
Necromancer Spells Prepared (CL 10th):
Defensive Abilities improved evasion
5th—mage’s private sanctum, telekinesis, teleport, waves of
fatigue OFFENSE
4th—bestow curse (DC 21), black tentacles, crushing despair Speed 10 ft., fly 40 ft. (average)
(DC 19), enervation, wall of fire Melee bite +9 (1d3–4)
3rd—fly, hold person (DC 18), ray of exhaustion (DC 20), Space 2.5 ft.; Reach 0 ft.
stinking cloud (DC 18), vampiric touch
Special Attacks deliver touch spells
2nd—acid arrow, blindness/deafness (DC 19), false life,
levitate, protection from arrows, touch of idiocy STATISTICS
1st—animate rope, chill touch (DC 18), feather fall, grease Str 2, Dex 15, Con 8, Int 10, Wis 15, Cha 7
(DC 16), magic missile, protection from good, ray of
Base Atk +5; CMB +5; CMD 11
enfeeblement (DC 18)
Feats Weapon Finesse
0 (at will)—bleed (DC 17), detect magic, mage hand,
prestidigitation, touch of fatigue (DC 17) Skills Climb +4, Intimidate +6, Knowledge (arcana) +10,
Knowledge (dungeoneering) +2, Knowledge (engineering)
Opposition Schools Divination, Illusion
+2, Knowledge (geography) +4, Knowledge (history) +1,
Knowledge (local) +3, Knowledge (nature) +2, Knowledge
68 Razor Coast: Fire As She Bears
(nobility) +1, Knowledge (planes) +3, Knowledge (religion)
+3, Linguistics +3, Perception +10, Profession (sailor) +12,
Spellcraft +10, Stealth +18
Languages empathic link, speak with animals of its kind,
speak with master
SQ share spells

Navigators
3rd Class Navigator
A standard 3rd class Navigator is skilled in the basic
geography of the Razor Coast. She hires out her skills for 2
gp per day.

3RD CLASS NAVIGATOR CR 1


XP 400
Female elf expert 3
N Medium humanoid (elf )
Init +2; Senses low-light vision; Perception +10

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 16 (3d8+3)
Fort +2; Ref +3; Will +5; +2 vs. enchantments

OFFENSE
Speed 30 ft.
Melee morningstar +1 (1d8–1)
Ranged pistol +4 (1d10/x3)

STATISICS
Str 8, Dex 14, Con 13, Int 15, Wis 14, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Exotic Weapon Proficiency (firearms), Skill Focus
(Knowledge [geography])
Skills Acrobatics +7, Climb +5, Knowledge (geography) +11,
Knowledge (history) +7, Knowledge (local) +7, Knowledge
(nature) +8, Perception +10, Profession (sailor) +8, Survival
+8, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft
identify magic item properties
Languages Aquan, Common, Elven, Tulita
SQ elven magic, weapon familiarity
Combat Gear potion of cure moderate wounds, potion of
barkskin; Other Gear leather armor, morningstar, pistol
with 10 bullets, gold chain with black pearl pendant (100
gp), maps and charts, 4 gp, 33 sp
2nd Class Navigator
A 2nd class Navigator is highly knowledgeable in the
geographic features of the Razor Coast area, as well as
a basic understanding of the wider world. He generally
charges around 3 gp per day for his services.
Razor Coast: Fire As She Bears 69
2ND CLASS NAVIGATOR CR 2 OFFENSE
Speed 20 ft.
XP 600
Melee spear +1 (1d6–2 /x3)
Male human expert 4
Ranged light crossbow +5 (1d6/19–20)
NG Medium humanoid (human)
Adept Spells Prepared (CL 5th):
Init +0; Perception +8
2nd—delay poison, see invisibility
DEFENSE 1st—bless, cure light wounds, sleep (DC 13)
AC 14, touch 10, flat-footed 14 (+4 armor) 0—create water, detect magic, purify food and drink
hp 18 (4d8)
STATISTICS
Fort +1; Ref +1; Will +5
Str 6, Dex 14, Con 14, Int 16, Wis 14, Cha 12
OFFENSE Base Atk +2; CMB –1; CMD 11
Speed 30 ft. Feats Great Fortitude, Skill Focus (Knowledge [geography]),
Melee dagger +2 (1d4–1 /19–20) Skill Focus (Survival)
Ranged mwk pistol +4 (1d10/x3) Skills Acrobatics +6 (+2 jump), Climb +6, Heal +10,
Knowledge (geography) +14, Knowledge (nature)
STATISTICS +11, Perception +4, Profession (sailor) +8, Survival +13,
Str 9, Dex 10, Con 11, Int 16, Wis 12, Cha 8 Swim +0; Racial Modifiers +2 Acrobatics, +2 Climb,
+2 Perception
Base Atk +3; CMB +2; CMD 12
Languages Aquan, Common, Halfling, 2 additional
Feats Exotic Weapon Proficiency (firearms), Skill Focus
(Knowledge [geography])B, Seaworthy SQ summon familiar (lizard)
Skills Acrobatics +7 (+9 to balance aboard a ship), Climb Gear spear, light crossbow with 10 bolts, bracers of armor +1,
+6, Escape Artist +7, Handle Animal +6, Knowledge hand of the mage, pearl of power (1st level)
(geography) +13, Knowledge (nature) +10, Perception +8
LIZARD FAMILIAR CR —
(+10 vision–based checks at sea), Profession (sailor) +7,
Sense Motive +8, Survival +8, Swim +6 XP —
Languages Aquan, Common, Elven, Gnome Pathfinder Roleplaying Game Bestiary “Familiar, Lizard”
Combat Gear 3 potions of cure light wounds; Other Gear +1 N Tiny magical beast
studded leather, dagger, masterwork pistol with 15 bullets,
charts and maps Init +2; Senses low-light vision; Perception +1

DEFENSE
1st Class Navigator
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
A 1st class Navigator is an expert at geography. Not
hp 13 (5 HD)
only is she intimately familiar with the Razor Coast and
its surrounding environs, she’s also an expert on world Fort +1; Ref +4; Will +5
geography, including oceanic currents. In addition, she’s Defensive Abilities improved evasion
highly skilled about the natural world and capable of
OFFENSE
predicting weather patterns with great accuracy. She
Speed 20 ft., climb 20 ft.
charges 6 gp per day for her services aboard ship.
Melee bite +6 (1d3–4)
1ST CLASS NAVIGATOR CR 3 Space 2-1/2 ft.; Reach 0 ft.
XP 800 Special Attacks deliver touch spells
Female halfling adept 5 STATISTICS
CG Small humanoid (halfling)
Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 2
Init +2; Perception +4
Base Atk +2; CMB +2; CMD 8
DEFENSE Feats Weapon Finesse
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size) Skills Acrobatics +15, Climb +16, Heal +6, Knowledge
hp 27 (5d6+10) (geography) +4, Knowledge (nature) +4, Profession (sailor)
Fort +6; Ref +4; Will +7; +2 vs. fear +4, Stealth +14, Survival +6, Swim +1; Racial Modifiers
+8 Acrobatics

Razor Coast: Fire As She Bears 71


Languages empathic link, speak with master Knowledge (nature), and Survival as class skills; in addition,
SQ share spells he receives a +4 circumstance bonus to each of those
skills. However, he suffers a –4 penalty to both Wisdom
and Charisma. These bonuses and penalties are already
Bon: Bon’s mother murdered his father, a renowned
factored into his stat block.
cartographer, while she was in a drug-addled psychosis. For
her crime she was hanged by the neck until dead, leaving Koilofferros Hitch: A burly, scar-covered minotaur,
her child all alone in an alien world. Scarred by this hellish Koilofferros spent his youth as a slave, laboring on the
upbringing, Bon loses himself in his father’s age-yellowed stench-ridden docks of Port Shaw. “Hitch” won his
charts, finding interaction with human beings difficult and freedom after a bare-fisted bout with a great white shark
uncomfortable. A gangly teen, Bon rarely makes eye contact in a gladiatorial blood-den beneath the Elephant and
with anyone and shies away from large groups. If placed in Wheelbarrow, a now defunct dockside eatery. Ever since,
an uncomfortable situation, he either flees or aggressively he has ridden the waves aboard a ship, earning his keep
lashes out, sometimes without apparent provocation. While with his uncanny sense of direction. The big minotaur is
his mental condition means he can be difficult to work a periodic alcoholic and, when not at sea, is most likely to
with, his employers soon find that he is an instinctive savant be found drinking himself into a stupor in a filthy dockside
when it comes to geographical knowledge, natural history, tavern. He sobers up the moment his hooves hit deck, and
and other obscure lore. Bon works for as little as 2 gp a day, remains a gently spoken teetotaler for the duration of any
still unaware of the true value of his skills. voyage that will have him. The burly minotaur charges 240
gp per day for his services.
BON CR 1/3
XP 135 KOILOFFERROS HITCH CR 7
Male human commoner 2 XP 3,200
N Medium humanoid (human)
Male minotaur druid of Quell 5 (Pathfinder Roleplaying Game
Init +1; Perception +3 Bestiary “Minotaur”)
DEFENSE CN Large monstrous humanoid
AC 11, touch 11, flat-footed 10 (+1 Dex) Init +1; Senses darkvision 60 ft.; Perception +14
hp 9 (2d6+2)
DEFENSE
Fort +1; Ref +1; Will –2 AC 17, touch 11, flat-footed 16 (+1 deflection, +1 Dex, +6
natural, –1 size)
OFFENSE
Speed 30 ft. hp 115 (6d10+30 plus 5d8+25 plus 55)

Melee unarmed strike –1 (1d3–2) Fort +14, Ref +10, Will +12; +4 vs. fey and plant–
targeted effects
STATISTICS Defensive Abilities natural cunning,
Str 6, Dex 12, Con 12, Int 20, Wis 6, Cha 4 resist nature’s lure
Base Atk +1; CMB –1; CMD 10 OFFENSE
Feats Skill Focus (Knowledge [geography]), Skill Focus Speed 30 ft.
(Knowledge [nature])B
Melee +1 greataxe +12/+7 (3d6+5 /x3), gore +11 (1d6+1)
Skills Climb +3, Escape Artist +3, Knowledge (geography)
+17, Knowledge (nature) +17, Perception +3, Sense Motive Space 10 ft.; Reach 10 ft.
+0, Stealth +3, Survival +7, Swim +3 Special Attacks powerful charge (gore, 2d6+5), storm burst
Languages Common (1d6+2 nonlethal damage, 5/day), wild shape 5 hours/day

SQ savant Druid Spells Prepared (CL 5th):


3rd—call lightningD (DC 15 [13 +2 Wis]), dominate animal
Combat Gear potion of cure light wounds; Other Gear maps
(DC 15), quench, water breathing
and charts, coral bracelet (25 gp)
2nd—delay poison, fog cloudD, heat metal, hold animal
SPECIAL ABILITIES (DC 14)
Savant (Ex): Bon has rare abilities when it comes to 1st—entangle (DC 13), longstrider, obscuring mistD, produce
navigation. He always treats Knowledge (geography), flame, speak with animals

72 Razor Coast: Fire As She Bears


0 (at will)—create water, detect magic, detect poison, OFFENSE
mending Speed 30 ft.
D
Domain spell; Domain Weather Melee +1 rapier +7 (1d6+1 /18–20)
STATISTICS Ranged mwk pistol +7 (1d10/x3)
Str 17, Dex 12, Con 20, Int 9, Wis 14, Cha 8 Special Attacks bardic performance 24 rounds/day
Base Atk +9; CMB +13; CMD 25 (countersong, distraction, fascinate, inspire competence
+2, inspire courage +2, suggestion)
Feats Alertness, Great Fortitude, Improved Bull Rush,
Lightning Reflexes, Natural Spell, Power Attack Bard Spells Known (CL 6th)
2nd (4/day)—detect thoughts (DC 16), glitterdust (DC 16),
Skills Climb +9, Handle Animal +7, Heal +9, Intimidate +5,
hold person (DC 16), tongues
Knowledge (nature) +9, Linguistics +0, Perception +14,
Profession (sailor) +8, Sense Motive +4, Stealth +3, Survival 1st (5/day)—charm person (DC 15), expeditious retreat,
+14; Racial Modifiers +4 Perception, +4 Survival hideous laughter (DC 15), silent image (DC 15)
Languages Common, Giant 0 (at will)—dancing lights, detect magic, know direction,
lullaby (DC 14), mage hand, summon instrument
SQ nature bond (Weather domain), nature sense, trackless
step, wild empathy +4, woodland stride STATISTICS
Gear +1 greataxe, ring of protection +1, amulet of natural armor Str 10, Dex 14, Con 7, Int 14, Wis 12, Cha 18
+1, cloak of resistance +1 Base Atk +4; CMB +4; CMD 18
SPECIAL ABILITIES Feats Dodge, Extra PerformanceB, Persuasive, Weapon Finesse
Natural Cunning (Ex) Although minotaurs are not especially Skills Appraise +11, Bluff +13, Diplomacy +15, Intimidate +6,
intelligent, they possess innate cunning and logical ability. Knowledge (arcana) +11, Knowledge (dungeoneering) +9,
This gives them immunity to maze spells and prevents Knowledge (engineering) +9, Knowledge (geography) +14,
them from ever becoming lost. Further, they are never Knowledge (history) +10, Knowledge (local) +10, Knowledge
caught flat-footed. (nature) +10, Knowledge (nobility) +9, Knowledge (planes)
+9, Knowledge (religion) +9, Perception +7, Perform
(oratory) +13, Perform (sing) +13, Spellcraft +11, Survival +2
James Wetheril, Esquire: An erstwhile student
from the Royal Naval College, James Wetheril was Languages Common, Draconic, Elven
expelled for seditious incitement against the aristocracy. SQ bardic knowledge +3, lore master 1/day, versatile
A natural demagogue eager to better the lot of the performance (oratory, sing)
common man, James’ impulsive enthusiasm often gets him Combat Gear potion of invisibility; Other Gear masterwork
into situations beyond his control. Tall and well groomed, studded leather, +1 rapier, masterwork pistol with 10
bullets, ring of protection +1
with a pencil-thin moustache, James’ pale skin betrays
his lack of experience on rolling decks under the burning
Chaplains
sun. Sickly by nature, compassionate priests have twice
3rd Class Chaplain
healed James when illness brought the scholar near to
An NPC hired as a 3rd class Chaplain typically charges 2
death’s door.
gp per day at sea.

JAMES WETHERIL, ESQUIRE CR 5 3RD CLASS CHAPLAIN CR 1


XP 1,600 XP 400
Male human bard 6 Female human expert 3
NG Medium humanoid (human) NG Medium humanoid (human)
Init +2; Perception +7 Init +1; Perception +7

DEFENSE
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +2
Dex, +1 dodge) hp 13 (3d8) Fort +3; Ref +2; Will +4

hp 18 (6d8–12) OFFENSE
Fort +0; Ref +7; Will +6; +4 vs. bardic performance, Speed 30 ft.
language-dependent, and sonic; Melee club +1 (1d6–1)
Ranged blowgun +3 (1d2)

Razor Coast: Fire As She Bears 73


STATISTICS properties), Survival +7; Racial Modifiers +2 Perception,
Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 17 +2 Spellcraft to identify magic item properties
Base Atk +2; CMB +1; CMD 12 Languages Aquan, Common, Elven
Feats Great FortitudeB, Skill Focus (Knowledge [religion]), SQ elven magic, oracle’s curse (haunted), revelations (fluid
Weapon Finesse travel, icy skin), weapon familiarity
Skills Diplomacy +9, Handle Animal +9, Knowledge (arcana) Gear masterwork hide armor, mwk shortspear, mwk heavy
+8, Knowledge (planes) +8, Knowledge (religion) +11, crossbow, with 10 bolts, holy symbol, coral necklace (25 gp),
Linguistics +8, Perception +7, Sense Motive +7, Spellcraft 6 gp
+8, Swim +5 †
See Pathfinder Roleplaying Game Advanced Player’s Guide
Languages Aquan, Celestial, Common, Dwarven, Giant, Orc
Combat Gear 3 potions of cure light wounds, potion of 1st Class Chaplain
protection from arrows, 2 potions of sanctuary; Other Gear
A 1st class Chaplain charges 6 gp per day for his services
masterwork padded armor, club, blowgu, with 10 darts,
holy symbol of Quell, gold ring with small pearl (75 gp) while at sea.

2nd Class Chaplain 1ST CLASS CHAPLAIN CR 4


A 2nd class Chaplain charges 3 gp per day to tend to the
XP 1,200
spiritual needs of the crew.
Female half-orc adept 6
2ND CLASS CHAPLAIN CR 3 NE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +4
XP 800
Male elf oracle 4 (Pathfinder Roleplaying Game Advanced DEFENSE
Player’s Guide “Oracle”) AC 11, touch 10, flat-footed 11 (+1 armor)
N Medium humanoid (elf ) hp 33 (6d6+6 plus 6)
Init +2; Senses low-light vision; Perception +3
Fort +6; Ref +3; Will +10
DEFENSE Defensive Abilities orc ferocity
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
OFFENSE
hp 29 (4d8+4 plus 4)
Speed 30 ft.
Fort +2; Ref +3; Will +5; +2 vs. enchantments
Melee mwk punching dagger +5 (1d4+1 /x3)
Resist cold 5
Ranged dart +3 (1d4+1)
OFFENSE Adept Spells Prepared (CL 6th):
Speed 30 ft. 2nd—bull’s strength, scorching ray
Melee mwk shortspear +3 (1d6–1) 1st—bless, burning hands (DC 15), sleep (DC 15)
Ranged mwk heavy crossbow +6 (1d10/19–20) 0—create water, detect magic, read magic
Oracle Spells Known (CL 4th):
STATISTICS
2nd (4/day)—cure moderate wounds, delay poison, slipstream†
Str 12, Dex 10, Con 13, Int 8, Wis 18, Cha 14
1st (7/day)—bless, cure light wounds, remove fear, sanctuary,
touch of the sea† Base Atk +3; CMB +4; CMD 14
0 (at will)—create water, detect magic, ghost sound (DC 13), Feats Deceitful, Great Fortitude, Toughness
guidance, mage hand, purify food and drink, read magic, spark Skills Bluff +7, Disguise +4, Heal +11, Intimidate +4,
(DC 13) Knowledge (religion) +5, Spellcraft +4; Racial Modifiers +2
Mystery waves Intimidate
Languages Common, Orc
STATISTICS
SQ orc blood, summon familiar (currently none), weapon
Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16
familiarity
Base Atk +3; CMB +2; CMD 15
Combat Gear potion of cure moderate wounds, wand of cure
Feats Dodge, Self-Sufficient light wounds (22 charges); Other Gear mwk punching
Skills Diplomacy +10, Heal +10, Knowledge (religion) +8, dagger, dart, cloak of resistance +1, bracers of armor +1
Perception +3, Spellcraft +8 (+10 identify magic item

74 Razor Coast: Fire As She Bears


Anthony Blatcher: An angular giant of a man with
a shock of tangled red hair, Anthony Blatcher towers
nearly seven feet tall. Skilled at brewing and distillation,
That Blatcher’s Rum
he often brings his bronze still along on long voyages Gods made the sugarcane grow where it’s hot,
to ensure a steady supply of stomach-stripping liquors. And teetotal abstainers to grow where it’s not,
These potent libations have become so infamous on the
Razor that inebriated sailors along its length have coined Let the Sin Boson warn of perdition to come,
a ditty in his honor. Blatcher charges 30 gp per day for We’ll drink it, and chance it, so bring on the rum.
his services — which includes supplying rum and other
potent beverages.
REFRAIN
ANTHONY BLATCHER CR 5 Rum Rum, That Blatcher’s Rum,
XP 1,600 Will tan your insides and grow hair on your bum,
Male human cleric of Pekko 6 Let the Blue Ribbon beat on his old empty drum
CG Medium humanoid (human)
Or his waterlogged belly, we’ll stick to our rum.
Init +1; Perception +4

DEFENSE These are men who drink it, hard men indeed,
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) Men of the pirating old-time hairy-necked breed,
hp 30 (6d8)
They shave with their axes, they dress in old rags,
Fort +8; Ref +4; Will +10
They feed on old boots, they sleep on old bags.
OFFENSE
Dull care flies away when their voices resound,
Speed 40 ft.
Melee quarterstaff +5 (1d6+1) And the grass shrivels up when they spit on the ground.
Ranged javelin +5 (1d6+1)
[REFRAIN]
Special Attacks channel positive energy 5/day (DC 15, 3d6)
Domain Spell-Like Abilities (CL 6th)
When they finally die and are sunk in the clay,
7/day—calming touch (1d6+6)
Their bodies are pickled and never decay,
Cleric Spells Prepared (CL 6th):
3rd—dispel magic, flyD, invisibility purge, searing light On the morning of judgment, when the skies
2nd—aid, consecrate, locate objectD, owl’s wisdom, remove are rolled back,
paralysis They’d stroll from their graves up the long golden track,
1st—bless, comprehend languages, longstriderD, remove fear,
sanctuary
And their voices would echo throughout Kingdom Come,
0 (at will)—create water, detect magic, purify food and drink, As they toast the Archons in That Blatcher’s Rum!
stabilize
D
Domain spell; Domains Community, Travel [REFRAIN]
STATISTICS
Str 12, Dex 13, Con 10, Int 8, Wis 19, Cha 14 Combat Gear potion of remove blindness/deafness, potion of
Base Atk +4; CMB +5; CMD 16 remove curse, potion of remove disease, javelin of lightning;
Feats Brew Potion, EnduranceB, Great Fortitude, Skill Focus Other Gear +1 chain shirt, quarterstaff, javelin, cloak of
(Profession [brewer]) resistance +1
Skills Diplomacy +8, Heal +10, Knowledge (religion) +6,
Droxi Warspite: A misshapen mess of scars and
Perception +4, Profession (brewer) +16, Spellcraft +4
dwarven muscle, Droxi is wanted for murder in at least five
Languages Common
Razor Coast ports, although that number should be many
SQ agile feet (7/day), aura
more. Bile-fueled hate drives this murderous priestess of

Razor Coast: Fire As She Bears 75


the church of Dajobas. From her mouth filled with broken, Combat Gear potion of bull’s strength, wand of cure light
black teeth to her hob-nailed boots, Droxi oozes malice as wounds (44 charges); Other Gear +1 chainmail, +1
she pursues a bloody one-dwarf pogrom against the world. warhammer, masterwork pistol with 15 bullets, silver holy
symbol, black pearl nose ring (25 gp), obsidian lip piercing
Should Droxi find work aboard a ship, she insists on 15 gp
(10 gp)
per day in payment — though odds are high that by the end
of the voyage, she will have slain everybody aboard anyway. Deacon Robert Calarnius: An impoverished starving
youth from the slums of Port Shaw, the unscrupulous
DROXI WARSPITE CR 5 Robert “Bobby” Twine found the remains of an initiate
XP 1,600 of Quell lying face-down in a sewage-filled gutter. Bobby
Female dwarf cleric of Dajobas 4/fighter 2 stripped the corpse, dressed himself in the robes and left
his old name behind to begin a new, counterfeit life in
CE Medium humanoid (dwarf )
the clergy.
Init +1; Senses darkvision 60 ft.; Perception +4
Now in his early forties, Robert has become a gaunt,
DEFENSE
severe-looking man, wearing the authoritative robes of
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex) (+4 dodge office like a second skin. Robert lacks divine power, but
vs. giants)
has politicked his way through the ranks to be appointed
hp 49 (2d10+4 plus 4d8+8 plus 4) deacon of the Port Shaw church. He hides his divine
Fort +9; Ref +2; Will +7; +2 vs. poison, spells, and spell–like impotence through his use of magic items and well-
abilities; +1 vs. fear
constructed fabrications. Robert is a ruthless administrator
Defensive Abilities bravery +1 and politician, holding his position in the church through a
OFFENSE mixture of fear and respect. The good deacon demands 100
gp per day to ply his trade aboard a ship.
Speed 20 ft.
Melee +1 warhammer +10 (1d8+4 /x3)
DEACON ROBERT CALARNIUS CR 11
Ranged mwk pistol +7 (1d10/x3)
XP 12,800
Special Attacks channel negative energy 1/day (DC 10, 2d6),
destructive smite (+2, 6/day), +1 on attack rolls against Male middle-aged human rogue 12
goblinoid and orc humanoids N Medium humanoid (human)
Domain Spell-Like Abilities (CL 4th): Init +6; Perception +16
6/day—icicle (1d6+2 cold damage)
DEFENSE
Cleric Spells Prepared (CL 4th):
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
2nd—death knell (DC 15), hold person (DC 15), shatterD (DC
hp 57 (12d8)
15), spiritual weapon
Fort +6; Ref +10; Will +8
1st—bane (DC 14), cause fear (DC 14), doom (DC 14),
protection from good, true strikeD Defensive Abilities evasion, improved uncanny dodge, trap
sense +4
0 (at will)—bleed (DC 13), detect magic, guidance, resistance
D
Domain spell; Domains Destruction, Water OFFENSE
Speed 30 ft.
STATISTICS
Melee +1 frost dagger +12/+7 (1d4 plus 1d6 cold/19–20)
Str 16, Dex 12, Con 15, Int 10, Wis 17, Cha 6
Special Attacks sneak attack +6d6
Base Atk +5; CMB +8; CMD 19 (23 vs. bull rush and trip)
Feats Combat Casting, Improved Bull RushB, Intimidating STATISTICS
Prowess, Power Attack, Weapon Focus (warhammer)B Str 8, Dex 14, Con 10, Int 14, Wis 14, Cha 24
Skills Intimidate +7, Knowledge (religion) +9, Perception +4 Base Atk +9; CMB +8; CMD 20
(+6 unusual stonework), Spellcraft +5; Racial Modifiers +2
Feats Combat Expertise, DeceitfulB, Great Fortitude, Improved
Appraise nonmagical metals or gemstones, +2 Perception
Initiative, Iron Will, Persuasive, Skill Focus (Knowledge
unusual stonework
[religion]), Weapon FinesseB
Languages Common, Dwarven
Skills Acrobatics +10, Bluff +25, Climb +7, Diplomacy +20,
SQ aura

76 Razor Coast: Fire As She Bears


Disguise +20, Escape Artist +10, Heal +5, Intimidate +20, 2nd Class Surgeon
Knowledge (local) +7, Knowledge (religion) +12, Linguistics
A 2nd class Surgeon works for 3 gp per day while at sea.
+8, Perception +16, Sense Motive +16, Sleight of Hand
+16, Spellcraft +8, Stealth +16, Survival +9, Swim +13, Use
Magic Device +21 2ND CLASS SURGEON CR 2
Languages Aquan, Celestial, Common, Draconic, Elven, Tulita XP 600
SQ rogue talents (bleeding attack +6, crippling strike, Male gnome expert 4
finesse rogue, slow reactions, surprise attack, trap spotter), N Small humanoid (gnome)
trapfinding +6 Init +1; Senses low-light vision; Perception +14
Combat Gear bead of force, potion of cure moderate wounds,
potion of invisibility, potion of bull’s strength, scroll of remove DEFENSE
disease, wand of cure light wounds (29 charges); Other AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) (+4 dodge vs.
Gear +2 leather armor, +1 frost dagger, headband of alluring giants)
charisma +2, holy symbol of quell, priest’s robes, 38 gp hp 18 (4d8)
Fort +2; Ref +3; Will +8; +2 vs. illusions
Surgeons OFFENSE
3rd Class Surgeon Speed 20 ft.
Working for 2 gp per day, a 3rd class Surgeon does her Melee dagger +3 (1d3–1/19–20)
best to patch the crew up as quickly as possible. Ranged light crossbow +5 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and
3RD CLASS SURGEON CR 1 reptilian humanoids
XP 400 Spell-Like Abilities (CL 4th):
Female middle-aged human expert 3 1/day—dancing lights, ghost sound (DC 13), prestidigitation,
speak with animals
NG Medium humanoid (human)
STATISTICS
Init +0; Perception +10
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
DEFENSE Base Atk +3; CMB +1; CMD 12
AC 14, touch 10, flat-footed 14 (+4 armor) Feats Alertness, Skill Focus (Heal)
hp 10 (3d8–3) Skills Appraise +8, Bluff +10, Diplomacy +10, Heal +15,
Fort +0; Ref +1; Will +7 Knowledge (nature) +8, Knowledge (religion) +8,
Perception +14, Profession (sailor) +9, Sense Motive +11;
OFFENSE Racial Modifiers +2 Perception, +2 Profession (sailor)
Speed 30 ft. Languages Common, Gnome, Tulita
Melee light mace +0 (1d6–2) Gear dagger, light crossbow with 10 bolts, cloak of resistance +1,
Ranged light crossbow +2 (1d8/19–20) 3 bandages of rapid recovery†, soul soap†, healer’s kit, 613 gp
† See Pathfinder Roleplaying Game Advanced Player’s Guide
STATISTICS
1st Class Surgeon
Str 7, Dex 11, Con 9, Int 14, Wis 18, Cha 15
A 1st class Surgeon is skilled in the arts of healing, and
Base Atk +2; CMB +0; CMD 10
charges 6 gp per day for her services while at sea.
Feats Magical Aptitude, Persuasive, Skill Focus (Heal)B
Skills Diplomacy +10, Heal +13, Intimidate +4, Knowledge 1ST CLASS SURGEON CR 3
(history) +7, Knowledge (religion) +8, Perception +10,
Perform (sing) +3, Perform (string) +4, Profession (sailor) +8, XP 800
Sense Motive +10, Spellcraft +10, Survival +10, Use Magic Female middle-aged half-orc adept 5
Device +10 N Medium humanoid (orc)
Languages Common, Elven, Orc Init –2; Senses darkvision 60 ft.; Perception +6
Combat Gear wand of cure light wounds (37 charges); Other
Gear chain shirt, light mace, light crossbow, with 10 bolts, DEFENSE
lute, wooden holy symbol, gold ring with small ruby (75 AC 10, touch 9, flat-footed 10 (+1 armor, +1 deflection, –2
gp), 8 gp, 32 sp Dex)

Razor Coast: Fire As She Bears 77


hp 17 (5d6) hp 28 (7d8–7)
Fort +3, Ref –1, Will +8 Fort +2; Ref +6; Will +8
Defensive Abilities orc ferocity Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE OFFENSE
Speed 30 ft. Speed 30 ft.
Melee heavy mace +2 (1d8)
Melee +1 dagger +6 (1d4–2/19–20)
Adept Spells Prepared (CL 5th):
Special Attacks sneak attack +4d6
2nd—aid, resist energy
1st—command, sleep (DC 15) STATISTICS
0—create water, detect magic, touch of fatigue (DC 14) Str 5, Dex 10, Con 9, Int 12, Wis 20, Cha 16
STATISTICS Base Atk +5; CMB +2; CMD 13
Feats Deceitful, Persuasive, Skill Focus (Heal), Skill Focus
Str 11, Dex 7, Con 10, Int 14, Wis 18, Cha 15
(Profession [spy]), Weapon FinesseB, SeaworthyB
Base Atk +2; CMB +2; CMD 11
Skills Bluff +15, Diplomacy +15, Disable Device +10, Disguise
Feats Animal Affinity, Great Fortitude, Skill Focus (Heal) +11, Escape Artist +7, Heal +17, Intimidate +5, Knowledge
Skills Handle Animal +9, Heal +15, Intimidate +4, Knowledge (local) +11, Perception +15 (+17 sight–based checks at
(nature) +8, Perception +6, Ride +3, Spellcraft +10, Survival sea), Profession (spy) +18, Profession (sailor) +7, Sense
+12; Racial Modifiers +2 Intimidate Motive +15, Sleight of Hand +10, Stealth +10 Languages
Common, Tulita
Languages Aquan, Common, Gnoll, Orc
SQ rogue talents (bleeding attack +4, fast stealth, finesse
SQ orc blood, weapon familiarity rogue), trapfinding +3
Combat Gear wand of cure light wounds (50 charges); Other Combat Gear 2 potions of cure light wounds, potion of water
Gear padded armor, ring of protection +1 breathing; Other Gear +1 dagger, ring of protection +1, cloak
of resistance +1, healer’s kit, maps and charts, strongbox
Mesmer Kriss: On the surface, Mesmer Kriss appears with key
an unflappable mercenary surgeon, willing to ply his trade
Ro’nokko: Ro’nokko is a proud Tulita shaman drawn
aboard any ship willing to meet his price. Now in his early
from the Turtle tribe of Kakeou Island. He travels among
fifties, his hair is white with age. In his decades at sea,
the “civilized” peoples to teach them the error of their ways
Mesmer has served pirate kings, lowly bulk traders, and
and to proselytize amongst the ignorant outsiders, hoping
royal admirals. The veteran surgeon has, in fact, served
to save them from their savage “devil-worship.” Ro’nokko
with distinction for fifteen years as a spy for a distant land,
is tall and covered in a mosaic of tattoos and ritual scars
studying ship movements and port defenses. His handlers
from ceremonial inter-clan battles. He has a brilliant-
contact him through numerous cunning stratagems, such
toothed smile, and more rarely, a dark scowl — reserved for
as placing a pile of flotsam with an unconscious, marooned
unbelievers and naughty children.
sailor in the path of his vessel. Taken on board, he is placed
under the care of the ship’s surgeon and messages are
RO’NOKKO CR 4
exchanged. The mysterious sailor soon slips away, using a
XP 1,200
potion of water breathing to rendezvous with his original ship
— or simply dies in Mesmer’s care. Mesmer’s long career and Male human (Tulita) druid of Turtle 5
sterling reputation allows him to charge 24 gp per day. NG Medium humanoid (human)
Init +5; Perception +4
MESMER KRISS CR 6
DEFENSE
XP 2,400
AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)
Male old human rogue 7
hp 36 (5d8+10)
NE Medium humanoid (human)
Fort +6; Ref +3; Will +9; +4 vs. fey and plant–targeted effects
Init +0; Perception +15
Defensive Abilities resist nature’s lure
DEFENSE
OFFENSE
AC 11, touch 11, flat-footed 11 (+1 deflection)
Speed 30 ft.

78 Razor Coast: Fire As She Bears


Melee quarterstaff +5 (1d6+3)
Special Attacks wild shape 5 hours/day Hold Breath (Ex) A dolphin can hold its breath for a number
Druid Spells Prepared (CL 5th): of minutes equal to 6 times its Constitution score before it
risks drowning.
3rd—quench, water breathing
2nd—barkskin, gust of wind, warp wood Septamoré: Septamoré is a gorgeous, outgoing dryad
1st—calm animals (DC 15), entangle (DC 15), magic fang, with brown skin and a mane of green pine-needle hair.
speak with animals For long centuries, she longed to travel and see the world
0 (at will)—create water, detect magic, light, stabilize but was bound to her tree, a gigantic, ramrod-straight
pine. Five years ago she took a powerful wizard as a
STATISTICS lover. Before their parting, the mage gave Septamoré a
Str 14, Dex 13, Con 12, Int 8, Wis 19, Cha 10 magnificent gift — an enchanted silver mast-brace that
Base Atk +3; CMB +5; CMD 17 replaces an existing ship’s mast with her massive, living
Feats Dodge, Improved Initiative, Skill Focus (Heal), pine tree. The brace provides nutrition for the tree and
ToughnessB allows the dryad to travel anywhere a ship does and to see
Skills Climb +7, Handle Animal +8, Heal +15, Knowledge the world at long last.
(nature) +9, Spellcraft +5, Survival +11, Swim +8
Languages Common, Tulita SEPTAMORÉ CR 8
SQ nature bond (animal companion), nature sense, trackless XP 4,800
step, wild empathy +5, woodland stride
Female dryad cleric of Quell 8 (Pathfinder Roleplaying Game
Combat Gear potion of invisibility, scroll of lesser restoration, Bestiary “Dryad”)
2 scrolls of remove disease, wand of cure light wounds (39
CG Medium fey
charges); Other Gear +1 leather armor, quarterstaff, cloak of
resistance +1 Init +6; Senses low-light vision; Perception +14

DEFENSE
SE’LEINO CR —
AC 22, touch 16, flat-footed 16 (+2 armor, +6 Dex, +4 natural)
XP — hp 85 (6d6+12 plus 8d8+16)
Dolphin animal companion (Pathfinder Roleplaying Game Fort +14; Ref +17; Will +18
Bestiary “Dolphin”)
DR 5/cold iron
N Medium animal
Weaknesses tree dependent
Init +3; Senses blindsight 120 ft., low-light vision;
Perception +9 OFFENSE
DEFENSE Speed 40 ft.
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural) Melee dagger +15/+10 (1d4–1/19–20)
hp 37 (5d8+15) Ranged mwk longbow +16/+11 (1d8/[XXTS]3)
Fort +6; Ref +7; Will +4 Special Attacks channel positive energy 9/day (DC 20, 4d6)
Defensive Abilities evasion Spell-Like Abilities (CL 6th):
Constant—speak with plants
OFFENSE
At will—entangle (DC 17), tree shape, wood shape (1 lb. only)
Speed swim 80 ft.
3/day—charm person (DC 17), deep slumber (DC 19),
Melee slam +6 (1d4+3) tree stride

STATISTICS 1/day—suggestion (DC 19)


Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Domain Spell-Like Abilities (CL 8th):
Base Atk +3; CMB +5; CMD 18 8/day—resistant touch
Feats Iron Will, Toughness, Weapon Finesse At Will—dimensional hop (80 feet/day)
Skills Acrobatics +7, Perception +9, Stealth +8, Swim +14; Cleric Spells Prepared (CL 8th):
Racial Modifiers +4 Perception 4th—death ward, dimension doorD, neutralize poison,
SQ hold breath, link, share spells, hold breath summon monster IV

Razor Coast: Fire As She Bears 79


3rd—blindness/deafness (DC 18), create food and water, flyD, Woodcraft (Ex) A dryad has a +6 racial bonus to Craft
prayer, water walk checks involving wood, and is always treated as if she had
2nd—aid, calm emotions (DC 17), enthrall (DC 17), hold masterwork artisan’s woodworking tools when making
person (DC 17), shield otherD such checks.
1st—bless, doom (DC 16), entropic shield, hide from undead,
protection from evil, remove fear, sanctuaryD Mates
0 (at will)—detect magic, detect poison, guidance, stabilize 3rd Class Mate
D
Domain spell; Domains Protection, Travel The 3rd class Mate presented here is a gunnery sergeant;
she charges 2 gp per day for her services aboard ship.
STATISTICS
Str 8, Dex 22, Con 15, Int 14, Wis 20, Cha 22 3RD CLASS GUNNERY SERGEANT CR 2
Base Atk +9; CMB +8; CMD 24 XP 600
Feats Great Fortitude, Lightning Reflexes, Selective Female dwarf rogue 3
Channeling, Self-Sufficient, Skill Focus (Heal), Stealthy,
NG Medium humanoid (dwarf )
Weapon Finesse
Init +2; Senses darkvision 60 ft.; Perception +6
Skills Climb +8, Craft (wood) +16, Escape Artist +17,
Handle Animal +12, Heal +28, Knowledge (arcana) +10, DEFENSE
Knowledge (geography) +10, Knowledge (nature) +11,
Knowledge (religion) +15, Perception +14, Spellcraft +11, AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) (+4 dodge
Stealth +17, Survival +13, Swim +7; Racial Modifiers +6 vs. giants)
Craft (wood) hp 26 (3d8+9)
Languages Common, Elven, Sylvan; speak with plants Fort +5; Ref +6; Will +4; +2 vs. poison, spells, and spell–like
SQ agile feet (8/day), aura, aura of protection (+1 deflection, abilities
energy resistance 5, 8 rounds/day), tree meld, wild Defensive Abilities evasion, trap sense +1
empathy, woodcraft
OFFENSE
Combat Gear scroll of remove blindness/deafness, scroll of
remove curse, scroll of remove disease, scroll of restoration, Speed 20 ft.
wand of cure light wounds (41 charges); Other Gear dagger, Melee battleaxe +3 (1d8+1/x3)
masterwork longbow with 20 arrows, amulet of natural Ranged hand crossbow +4 (1d4/19–20)
armor +1, cloak of resistance +1, bracers of armor +2
Special Attacks sneak attack +2d6, +1 on attack rolls against
SPECIAL ABILITIES goblinoid and orc humanoids
Tree Meld (Su) A dryad can meld with any tree, similar to STATISTICS
how the spell meld into stone functions. She can remain
melded with a tree as long as she wishes. Str 12, Dex 15, Con 16, Int 13, Wis 10, Cha 8

Tree Dependent (Su) A dryad is mystically bonded to a Base Atk +2; CMB +3; CMD 15 (19 vs. bull rush and trip)
single, enormous tree and must never stray more than Feats Exotic Weapon Proficiency (cannon), Iron Will
300 yards from it. Most dryad trees are oak trees, but other Skills Acrobatics +8, Climb +7, Disable Device +8, Intimidate
trees function as well (often having subtle influences on a +5, Knowledge (engineering) +4, Perception +6 (+8 unusual
specific dryad’s personality and appearance). A dryad who stonework), Profession (gunner) +6, Sense Motive +6, Stealth
moves 300 yards beyond her bonded tree immediately +8, Swim +7; Racial Modifiers +2 Appraise nonmagical
becomes sickened. Every hour thereafter, she must make metals or gemstones, +2 Perception unusual stonework
a DC 15 Fortitude save to resist becoming nauseated for
Languages Common, Dwarven, Gnome
an hour. A dryad that is out of range of her bonded tree
for 24 hours takes 1d6 points of Constitution damage, and SQ rogue talents (ledge walker), trapfinding +1
another 1d6 points of Constitution damage every day that Combat Gear 2 potion of cure light wounds, potion of cat’s
follows—eventually, this separation kills the dryad. A dryad grace; Other Gear masterwork studded leather, battleaxe,
can forge a new bond with a new tree by performing a 24- hand crossbow, with 20 bolts, cloak of resistance +1, coral
hour ritual and making a successful DC 20 Will save. and pearl headband (50 gp)
Wild Empathy (Su) This works like the druid’s wild empathy 2nd Class Mate
class feature, except the dryad has a +6 racial bonus on the
The 2nd class Mate presented here is an Engineer. He
check. Dryads with druid levels add this racial modifier to
their wild empathy checks. charges 3 gp per day.

80 Razor Coast: Fire As She Bears


2ND CLASS ENGINEER CR 3 N Medium humanoid (orc)
Init +5; Senses darkvision 60 ft.; Perception +0
XP 800
Male human alchemist 4 (Pathfinder Roleplaying Game DEFENSE
Advanced Player’s Guide “Alchemist”) AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
CG Medium humanoid (human) hp 66 (7d10++28)
Init +2; Perception +6 Fort +8; Ref +3; Will +4
Defensive Abilities orc ferocity
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) OFFENSE
hp 25 (4d8+4) Speed 30 ft.
Fort +5; Ref +6; Will +4; +2 vs. poison Melee +1 longsword +11/+6 (1d8+4/19–20)
OFFENSE Ranged mwk longbow +9/+4 (1d8/x3)
Speed 30 ft.
STATISTICS
Melee mwk dagger +6 (1d4–1/19–20)
Str 16, Dex 13, Con 16, Int 12, Wis 10, Cha 8
Ranged bomb +6 (2d6+4 fire)
Base Atk +7; CMB +10; CMD 21
Special Attacks bomb 8/day (2d6+4 fire, DC 16)
Feats Improved Initiative, Intimidating Prowess, Iron Will,
Alchemist Extracts Known (CL 4th) Power Attack
2nd—darkvision, levitate Skills Acrobatics +5, Climb +10, Intimidate +13, Profession
1st—ant haul†, expeditious retreat, shield, touch of the sea† (sailor) +5, Swim +8; Racial Modifiers +2 Intimidate
Languages Aquan, Common, Orc
STATISTICS
SQ orc blood, weapon familiarity
Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10
Combat Gear potion of cure moderate wounds; Other Gear
Base Atk +3; CMB +2; CMD 14
mithral +1 chain shirt, +1 longsword, masterwork longbow
Feats Brew PotionB, Iron WillB, Skill Focus (Craft [alchemy]), with 20 arrows
Throw AnythingB, Weapon Finesse
Skills Craft (alchemy) +14, Heal +8, Knowledge (arcana) Brark: There’s only one thing that Brark loves more
+9, Knowledge (engineering) +8, Knowledge (local) +6, than eating still-squirming humans, and that’s reigning as
Knowledge (nature) +11, Perception +6, Spellcraft +11,
a petty, sadistic tyrant over his crew. The manticore loves
Stealth +4, Survival +8, Swim +3, Use Magic Device +7
lording his power over his subordinates, but especially
Languages Aquan, Common, Draconic, Gnome,
Undercommon delights in tormenting captured crew from enemy vessels.
SQ alchemy (alchemy crafting +4, identify potions), mutagen Usually, Brark’s leopard-spotted form circles around a naval
(+4/–2, +2 natural, 40 minutes), discoveries (enhance engagement like a crow waiting for carrion. The manticore
potion 4/day, precise bombs [4 squares]), poison use, swift often affixes makeshift gunpowder bombs to his tail spikes,
alchemy which he drops on his victims from a safe height. Brark
Combat Gear 2 potions of cure light wounds, potion of demands 120 gp per day for his services, as well as one
invisibility, potion of barkskin, potion of cat’s grace, wand of living creature per day as a meal. While he prefers humans
unseen servant (38 charges); Other Gear leather armor,
and elves, he’ll accept any living humanoid.
masterwork dagger

See the Pathfinder Roleplaying Game Advanced Player’s Guide
BRARK CR 10

1st Class Mate XP 9,600


The 1st class Mate presented here is a marine captain, and Male advanced manticore fighter 4 (Pathfinder Roleplaying
Game Bestiary “Manticore”)
an expert at leading crew on boarding missions. She charges
8 gp per day for her services — well aware that most days, LE Large magical beast
she’ll get paid for lounging around and doing nothing. Init +5; Senses darkvision 60 ft., low-light vision, scent;
Perception +13
1ST CLASS MARINE CAPTAIN MATE CR 5
DEFENSE
XP 1,600 AC 25, touch 14, flat-footed 20 (+3 armor, +5 Dex, +8 natural,
Female half-orc warrior 7 –1 size)

Razor Coast: Fire As She Bears 81


hp 119 (6d10+36 plus 4d10+24 plus 4) LIEUTENANT FREDERICO CR 7
Fort +17; Ref +13; Will +10; +1 vs. fear
XP 3,200
Defensive Abilities bravery +1
Male middle-aged human fighter 8
OFFENSE NG Medium humanoid (human)
Speed 30 ft., fly 50 ft. (clumsy) Init +4; Senses blindsight 120 ft.; Perception +6
Melee bite +17 (1d8+9), 2 claws +16 (2d4+7)
DEFENSE
Ranged 4 spikes +15 (1d6+7/19–20)
AC 18, touch 10, flat-footed 18 (+8 armor)
Space 10 ft.; Reach 5 ft.
hp 72 (8d10+24)
STATISTICS Fort +9; Ref +2; Will +7; +2 vs. fear
Str 24, Dex 20, Con 22, Int 11, Wis 16, Cha 13 Defensive Abilities bravery +2
Base Atk +10; CMB +18; CMD 33 (37 vs. trip) Weaknesses blind
Feats Exotic Weapon Proficiency (cannon), Flyby
Attack, Hover, Improved Critical (spikes), Iron Will, OFFENSE
Weapon Focus (spikes), Weapon Focus (bite), Weapon Speed 30 ft.
Specialization (bite) Melee +1 keen longsword +15/+10 (1d8+5/17–20)
Skills Fly +8, Intimidate +8, Perception +13, Survival +9 Ranged mwk pistol +9 (1d10/x3)
(+13 when tracking); Racial Modifiers +4 Perception, +4
Special Attacks weapon training (heavy blades +1)
Survival when tracking
Languages Common STATISTICS
SQ armor training 1 Str 16, Dex 10, Con 16, Int 9, Wis 17, Cha 14
Combat Gear potion of cure serious wounds, potion of Base Atk +8; CMB +11; CMD 21
invisibility; Other Gear cloak of resistance +2, bracers of Feats Exotic Weapon Proficiency (cannon), Greater Weapon
armor +3 Focus (longsword), Improved Critical (cannon), Improved
InitiativeB, Iron Will, Skill Focus (Perception)B, Weapon Focus
SPECIAL ABILITIES (cannon)B, Exotic Weapon Proficiency (firearms)B, Weapon
Spikes (Ex) With a snap of its tail, a manticore can loose a Focus (longsword)B, Weapon Specialization (cannon)B,
volley of four spikes as a standard action (make an attack Exotic Weapon Proficiency (firearms)B
roll for each spike). This attack has a range of 180 feet with
Skills Climb +7, Escape Artist +1, Intimidate +13, Knowledge
no range increment. All targets must be within 30 feet of
(engineering) +7, Perception +6, Profession (gunner mate)
each other. The creature can launch only 24 spikes in any
+8, Swim +7
24-hour period.
Languages Common
Lieutenant Frederico: Frederico Aloza Miguel Elon SQ armor training 2
Rigerio ran out the heavy guns for over thirty years aboard Gear +2 chainmail, +1 keen longsword, masterwork pistol with
the man-o-war Infinitio before a shower of splinters stole 20 bullets
his sight. Short and stocky, Frederico’s shrapnel ravaged
face is a hideous mass of scar tissue. Featureless golden orbs Grazna: Grazna is far from your stereotypical gunnery
now sit in his empty eye sockets, magically granting him sergeant. The wizened old priest looks nothing like a
vision. He futilely protested his honorable discharge from combat expert — in fact, she looks as though a stiff breeze
the Alcaldor navy, and now goes back to sea on any tub that could blow her overboard. Still, when the battle begins,
will take him. Unmatched in commanding crew during a few are prepared for what the cleric can accomplish. She
firefight, Frederico possesses a nearly supernatural ability animates the cannons, allowing them to load and fire
to sense where enemy ships lie. Frederico expects 30 gp per themselves. Grazna can animate three Large cannons per
day in pay for his services. casting of animate objects. Grazna works for 150 gp per
day, reminding any who seek to hire her that they can save
money, space, and rations by not needing to employ as
many personnel to operate the cannons.

82 Razor Coast: Fire As She Bears


GRAZNA CR 13 Knowledge (local) +7, Knowledge (nature) +11, Knowledge
(nobility) +7, Knowledge (planes) +7, Knowledge (religion)
XP 25,600 +20, Perception +9 (+11 sight–based checks at sea),
Female old half-elf cleric of Belon 14 Profession (sailor) +13, Sense Motive +20, Spellcraft +20;
Racial Modifiers +2 Perception
CG Medium humanoid (elf )
Languages Aquan, Common, Draconic, Elven
Init +0; Senses low-light vision; Perception +9
SQ aura, elf blood
DEFENSE Combat Gear wand of cure light wounds (42 charges); Other
AC 14, touch 10, flat-footed 14 (+4 armor) Gear dagger, cloak of resistance +3, bracers of armor +4,
hp 38 (14d8–28) headband of mental prowess (Int, Wis) +2
Fort +12; Ref +7; Will +19; +2 vs. enchantments

See the Pathfinder Roleplaying Game Advanced Ultimate Magic

OFFENSE
Speed 30 ft. Animated Cannon
Melee dagger +7/+2 (1d4–3/19–20)
For convenience, here are the stats of an animated
Special Attacks channel positive energy 5/day (DC 19, 7d6) Large cannon. If Grazna is employed on a ship using
Domain Spell-Like Abilities (CL 14th): other sizes of cannon, you’ll need to generate the stats
At Will—lore keeper (36), master’s illusion (14 rounds/day), accordingly based on the animated object creature in
remote viewing (14 rounds/day) the Pathfinder Roleplaying Game Bestiary.
10/day—copycat (14 rounds)
Cleric Spells Prepared (CL 14th):
7th—control weather, repulsion (DC 24), screenD (DC 24),
waves of ecstasy† (DC 24) ANIMATED CANNON CR 5

6th—animate objects (2), blade barrier (DC 23), heal, XP 1,600


misleadD (DC 23), word of recall Pathfinder Roleplaying Game Bestiary “Animated Object”
5th—break enchantment, flame strike (DC 22), insect plague, N Large construct
raise dead, slay living (DC 22), true seeingD Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
4th—confusionD (DC 21), death ward, dismissal (DC 21), holy
DEFENSE
smite (DC 21), summon monster IV, tongues
AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
3rd—bestow curse (DC 20), daylight, dispel magic, invisibility
purge, nondetectionD (DC 20), prayer, water walk hp 52 (4d10+30)
Fort +1; Ref +0; Will –4
2nd—aid, bear’s endurance, hold person (DC 19), invisibilityD,
silence, sound burst (DC 19) Defensive Abilities hardness 10; Immune construct traits
1st—bless, command (DC 18), disguise selfD, doom (DC 18), OFFENSE
endure elements, hide from undead, sanctuary Speed 40 ft.
0 (at will)—create water, detect magic, mending, purify food Melee slam +9 (1d8+9)
and drink
Space 10 ft.; Reach 10 ft.
D
Domain spell; Domains Knowledge, Trickery
STATISTICS
STATISTICS Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
Str 5, Dex 11, Con 7, Int 17, Wis 24, Cha 14 Base Atk +4; CMB +11; CMD 20
Base Atk +10; CMB +7; CMD 17 SQ construct points (faster, metal)
Feats Craft Construct, Craft Magic Arms and Armor, Craft
Wondrous Item, Exotic Weapon Proficiency (cannon), Great An animated cannon can load itself 1 action faster than
Fortitude, Seaworthy, Selective Channeling, Skill Focus a standard crew could load it. For example, a 6-pounder
(Knowledge [engineering])B cannon normally requires a crew of 3 to take a full-round
Skills Acrobatics +1 (+3 balancing aboard a ship), Craft action to load; the object can instead load itself as a
(alchemy) +16, Knowledge (arcana) +11, Knowledge standard action. Similarly, a 12-pounder cannon (a Huge
(dungeoneering) +7, Knowledge (engineering) +26, object) normally requires 2 full‑round actions for a crew of
Knowledge (geography) +11, Knowledge (history) +7,
5. If animated, it can load itself as one full-round action.

Razor Coast: Fire As She Bears 83


  Appendix I – Ship Record Sheet

SHIP RECORD SHEET


Ship Name:________________________
Ship Owner:________________________
Rigging Locations:___ Hull Locations:___
Score Modifier

Strength
26 + (HL x 4)

Dexterity
10 + RL - HL

Maneuverability:_______ Modifier: _____

Light Medium
2 x Light

Carrying
Capacity:

Heavy Sink
3 x Light 5 x Light

TOTAL WEIGHT
Below Waterline

HULL LOCATIONS HULL AC:


2 + DEX

Location HP Max HP Current Equipment Weight

TOTAL WEIGHT

BELOW WATERLINE LOCATION Current Damage Leak Rate AC:


10 + DEX or 2+ Dex

Weight of Water

RIGGING LOCATIONS RIGGING AC:


8 + DEX

Close Beam Broad


Location HP Max HP Current Rigging Type Crew Required In Irons
Hauled Reach Reach
Running Weight

Wind Force
Oars / Engine
Hull
HL x -10
Drag
Maximum Speed
Sails + Wind Force + Oars/Engines - Drag

Minimum Speed
½ x (Sails + Wind Force) - Drag

TOTAL WEIGHT
84 Razor Coast: Fire As She Bears
 
LEADERS
Captain Loyalty

Leader Ability Modifiers


Captain’s Name:____________________ Captain’s Cha + Chaplain’s Wis or Cha +
Surgeon’s Wis or Int

Loyalty = Crew Modifiers


Sailing Bonus Initiative Charisma Ship Hide modifier Follower bonus + Alignment modifier +
crew size penalty + battles modifier
Profession (sailor) + Hide – 16 x # of Locations
Maneuverability modifier Temporary Modifiers
Pay modifier + Ration modifier + Time at
sea penalty + magical control bonus

Melee Ranged
Master Master’s Crew Attack Attack AC Special / Feats

Master’s Name:____________________
Melee Ranged
Knowledge Knowledge Knowledge Unlead Crew
Attack Attack AC Special / Feats
Survival
(nature) (geography) (navigation)

Melee Ranged
Chaplain Surgeon Chaplain’s Crew
Attack Attack AC Special / Feats

Chaplain’s Name:____________________ Surgeon’s Name:____________________


Melee Ranged
Wisdom or Intelligence or Sugeon’s Crew
Attack Attack AC Special / Feats
Heal
Charisma Wisdom

Melee Ranged
1st Mate 2nd Mate 1st Mate’s Crew
Attack Attack AC Special / Feats

Mate’s Name:____________________ Mate’s Name:____________________


Melee Ranged
Profession Profession 2nd Mate’s Crew
Attack Attack AC Special / Feats
Initiative Initiative
(sailor) (sailor)

Melee Ranged
3rd Mate 4th Mate 3rd Mate’s Crew
Attack Attack AC Special / Feats

Mate’s Name:____________________ Mate’s Name:____________________


Melee Ranged
Profession Profession 4th Mate’s Crew
Attack Attack AC Special / Feats
Initiative Initiative
(sailor) (sailor)

Melee Ranged
5th Mate 6th Mate 5th Mate’s Crew
Attack Attack AC Special / Feats

Mate’s Name:____________________ Mate’s Name:____________________


Melee Ranged
Profession Profession 6th Mate’s Crew
Attack Attack AC Special / Feats
Initiative Initiative
(sailor) (sailor)

Total Crew Crew Weight


Crew x 600 lbs.

ATTACKS
ATTACKS (PORT) ATTACKS (STARBOARD)
Weapon Attack Bonus Damage Range Weapon Attack Bonus Damage Range

ATTACKS (PROW) ATTACKS (STERN)


Weapon Attack Bonus Damage Range Weapon Attack Bonus Damage Range
Ram / Collision

Razor Coast: Fire As She Bears 85


 
Appendix II – Sample Ships The Albatross
28-gun Light Frigate out of Port Shaw; Lt. Commander Trey
Presented here are five famous ships from the Razor Perrin, Captain
Coast Mega-Campaign and Heart of the Razor: Quell’s
Whore, The Albatross, Bonedeuce’s Pride, the Capricious, HULL AND RIGGING
and the Stalker. Hull Locations14 (Reinforced Oak; 60’ long x 40’ wide x 40’
plus 40’ wide aft castle)
Quell’s Whore Hull Defense AC 10, hardness 6, hp 250 each
18-gun Sloop out of Port Shaw; Bethany Razor, Captain Rigging Locations 9 (3 masts, 3 Locations per mast)
Rigging Defense AC 12, hardness 1, 75 hp each
HULL AND RIGGING Below the Waterline 300 hp
Hull Locations14 (Sleek, Darkwood; 60’ long x 40’ wide x 40’
high plus fore and aft castles) OFFENSE
Hull Defense AC 15, hardness 5, hp 200 each Port 12 12-lb cannons (6d10/x3)
Rigging Locations 9 (Silk Rope; 3 masts, 3 Locations per Starboard 12 12-lb cannons (6d10/x3)
mast) Fore 2 9-lb cannons on gun mounts (5d10/x3)
Rigging Defense AC 15, hardness 4, 100 hp each Aft 2 9-lb cannons (5d10/x3)
Below the Waterline 240 hp Ammunition 1,000 cannonballs, 1,000 grapeshot, 1,000 chain
shot, 1 ton of powder
SR 25
ABILITIES
OFFENSE
Str 46 (+18), Dex 5 (–3); Base Speed +10 (Clumsy), Into the
Port 7 9-lb cannons (5d10/x3)
Wind +5, With the Wind +20; Overland 6 mph
Starboard 7 9-lb cannons (5d10/x3)
CMB +34, CMD 41
Fore 2 9-lb cannons (5d10/x3)
Aft 2 9-lb cannons (5d10/x3) COMPLEMENT
Ammunition 1,000 cannonballs, 1 ton of powder Captain Lt. Commander Trey Perrin, male human, aristocrat
4/expert 7. Loyalty +15.
ABILITIES Officers/Important NPCs Carlyle Jarvis, male human rogue
Str 40 (+15), Dex 9 (–1); Base Speed +10 (Poor), Into the 2/fighter 4 (First Mate, Navigator); Belle Slavenaugh, female
Wind +5, With the Wind +20; Overland 6 mph human cleric 4 (Surgeon), Grusk Halftusk, male half-orc
CMB +31, CMD 40 fighter 5 (Gunnery Mate), Sellis Evensbist, female half-elf
expert 7 (Mate), Evst Argusten, male dwarf expert 4 (Mate)
COMPLEMENT Others expert 4 (47), expert 3 (32), rogue 2 (7), fighter 2 (6),
Captain Bethany Razor, female elf, druid 4/rogue 7. Loyalty rogue 1 (9), fighter 1 (7), expert 1 (11).
+20.
EQUIPMENT
Officers/Important NPCs Korg, male minotaur expert
6 (First Mate, Navigator); Kalen Munruss, male human Captain’s quarters (1,000 gp, 500 lbs.), brig (1,500 gp, 1,000
expert 6 (Chaplain); Salla Smithson, half-elf female expert lbs), cistern (2,500 gp, 1,000 lbs.), galley (3,000 gp, 2,000
8 (Surgeon), Dylan McAllistar, male halfling ranger 5 lbs.), powder room (10,000 gp, 500 lbs.), fire pump (800 gp,
(Gunnery Mate), Swiffen Blackgold, male dwarf (Mate), 1,000 lbs.), hold pump (800 gp, 1,000 lbs.), crow’s nest (500
Jenna D’Arnand, female human expert 7 (Mate). gp, 75 lbs.); Total Weight: 215,575 lbs. (medium load)
Others expert 4 (50), rogue 2 (17), fighter 2 (13), adept 3 (6),
expert 2 (22).
Bonedeuce’s Pride
49-gun Frigate out of Port Shaw; Gregory Bonedeuce, Captain
EQUIPMENT
bowsprit of defense (150,000 gp, 500 lbs.), sailor’s scrimshaw HULL AND RIGGING
(175,000 gp, 4 lbs.), crow’s nest (500 gp, 75 lbs.), luxurious Hull Locations 21 (100’ long x 40’ wide x 40’ plus poop deck)
Captain’s quarters (5,000 gp, 1,000 lbs.); Total Weight: Hull Defense AC 18, hardness 5, hp 150 each
72,204 lbs. (medium load)
Rigging Locations 12 (3 masts, 3 Locations aft mast, 5
Locations center mast, 4 Locations fore mast)

86 Razor Coast: Fire As She Bears


Rigging Defense AC 20, hardness 1, 75 hp each Fore 1 6-lb cannons (4d10/x3)
Below the Waterline 300 hp Aft 1 6-lb cannons (4d10/x3)
Ammunition 100 cannonballs, 200 lb. of powder
OFFENSE
Port 4 9-lb cannons (6d10/x3) and 18 12-lb cannons (6d10/x3) ABILITIES
Starboard 4 9-lb cannons (6d10/x3) and 18 12-lb cannons Str 34 (+12), Dex 10 (0); Base Speed +6 (Poor), Into the
(6d10/x3) Wind +3, With the Wind +12; Overland 3.5 mph
Fore ram (5d6+6d8+20) and 2 6-lb cannons (4d10/x3) CMB +40, CMD 45
Aft 3 6-lb cannons (4d10/x3)
COMPLEMENT
Ammunition 1,800 cannonballs, 900 grapeshot, 1,000 chain
Captain Mercy, female human ranger 6/rogue 5. Loyalty +15.
shot, 2 tons of powder
Officers/Important NPCs Gideon Habb, deceased CN male
ABILITIES human fighter 3 (Navigator), Happy Silas, male halfling
Str 51 (+20), Dex 1 (–5); Base Speed +13 (Clumsy), Into the rogue 5/assassin 6 (Gunnery Mate), Mordecai Lucien
Wind +6, With the Wind +26; Overland 7.5 mph Shortstone, male gnome illusionist 9/fighter 2 (Mate)
CMB +40, CMD 45 Others expert 3 (32)

COMPLEMENT EQUIPMENT
Captain Gregory Bonedeuce, male human rogue 5/fighter 4/ None; Total Weight: 26,500 lbs. (medium load)
duelist 5. Loyalty +22.
Officers/Important NPCs Dalleen, female elf druid 8 The Stalker
(Navigator and Chaplain), Hennie Macadoo, female human 10-gun Sloop out of Armada; Bartholomew Lickspittle,
expert 8 (Surgeon), Andrew McHutchin, male human Captain
ranger 8 (Gunnery Mate), Aeron Chambers, male human
sorcerer 6/fighter 1/duelist 5 (Mate), Robert Halvenstalt, HULL AND RIGGING
male human rogue 6 (Mate), Avven Centlin, female half-elf
Hull Locations 3 (Sleek, 60’ long x 20’ wide x 20’ high)
bard 6 (Mate)
Hull Defense: AC 12, hardness 5, 150 hp each
Others expert 9 (72); rogue 5 (22), expert 6 (17), adept 6 (12),
fighter 5 (18), expert 3 (14), expert 1 (7). Rigging Locations 3 (2 masts, 2 Locations on one mast, 1
Location on the other)
EQUIPMENT Rigging Defense AC 14, hardness 1, 75 hp each
sculpted iron plate armor (47,250 gp, 52,500 lbs.), Captain’s Below the Waterline 90 hp
quarters (1,000 gp, 500 lbs.), brig (1,500 gp, 1,000 lbs.),
cistern (2,500 gp, 1,000 lbs.), galley (3,000 gp, 2,000 lbs.), OFFENSE
powder room (10,000 gp, 500 lbs.), fire pump (800 gp, 1,000 Port 4 6-lb cannons (4d10/x3)
lbs.), hold pump (800 gp, 1,000 lbs.), crow’s nest (500 gp, 75
lbs.); Total Weight: 356,575 pounds (medium load). Starboard 4 6-lb cannons (4d10/x3)
Fore 1 6-lb cannons (4d10/x3)
The Capricious Aft 1 6-lb cannons (4d10/x3)

6-gun Clipper out of Sharkjaw Docks; Mercy, Captain Ammunition 500 cannonballs, 1000 lb. of powder

HULL AND RIGGING ABILITIES


Hull Locations 4 (80’ long x 20’ wide x 20’ high) Str 33 (+11), Dex 14 (+2); Base Speed +5 (average), Into the
Wind +2, With the Wind +10; Overland 3 mph
Hull Defense AC 10, hardness 5, 150 hp each
CMB +40, CMD 45
Rigging Locations 4 (2 masts, 2 Locations per mast)
Rigging Defense AC 12, hardness 1, 75 hp each COMPLEMENT
Below the Waterline 120 hp Captain Bartholomew Lickspittle, male gnome aristocrat 2/
ranger 7. Loyalty +12.
OFFENSE Others expert 3 (18); male or female human fighter 4 (12)
Port 2 6-lb cannons (4d10/x3)
Starboard 2 6-lb cannons (4d10/x3) EQUIPMENT
None; Total Weight: 35,500 lbs. (medium load)

Razor Coast: Fire As She Bears 87


Appendix III – Ship Names
Below is a list of one hundred ship names you can use in a pinch for your games, either as NPC vessels or as
inspiration to name your own ships.

Aramel’s Groom Desperation Hellfire Minnow Sour Lady

Archon’s Wing Devil’s Salvation Hibiscus Narmel’s Glory Starrunner

Black Beast Dismember Homeseeker Nighthaunt Stormcutter

Black Fist of Tyranny Dockyard Lout Hubris Pelagic Lightning Stray

Bleeding Edge Doombringer Hummingbird Penitent Templar

Blue Lady Dragon’s Belly Icy Moon Pittance Three Bells

Broken Covenant Dreamer Imperial Anvil Providence Unleashed

Burning Heathen Everweal Impregnable Pursuit Unrepentant

Camphor Bay Fallen Incisive Rashaka’s Kiss Valorous

Candour Fallowheart Infernal Ravager Wakewright

Celestial Fiend’s Tale Insatiable Razor Prow Wandering Eye

Centaur Firestar Insurmountable Red Reaver War Eagle

Churlish Rogue Foreboding Islehopper Reef-Leaper Westward Dawn

Cloudraker Gaping Sepulchre Jacaranda Retribution Whipped Cur

Coastwinder Gilded Mirror Krakenbait Rhyme of Flames Whitewater

Companion Glaive Lagoon Rogor’s Hammer Windward

Crushing Spite Gorgon’s Horn Last Nail Sacrifice Woetide

Crystal Princess Grail Lion-Eater Sea Arrow Wrathful

Dark Tears Harpoon Lost Sheppard Shattered Pearl Zeal

Demonbrand Havoc Merciful Silver Spoon Zephyrborn

88 Razor Coast: Fire As She Bears

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