Razor Coast - Fire As She Bears
Razor Coast - Fire As She Bears
Razor Coast - Fire As She Bears
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For the sake of comparison, here are a few famous ships and their real-world specifications:
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.
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.
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.
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
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.
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
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.
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.
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.
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.
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.
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).
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:
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)
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.
Eagle Eyes
Your skill for spotting objects at sea is almost supernatural.
Harsh Taskmaster
Your intensive training regimen has whipped your crew into
a well-oiled team.
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.
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
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
TABLE 35:
UNDERWATER OBSTACLE DEPTH
SHIP ENCUMBRANCE
DEPTH TO STRIKE OBSTACLE
Waterline or above Any
Shallow Medium, Heavy
Deep Heavy
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)
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.
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
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
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)
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
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
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.
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
Strength
26 + (HL x 4)
Dexterity
10 + RL - HL
Light Medium
2 x Light
Carrying
Capacity:
Heavy Sink
3 x Light 5 x Light
TOTAL WEIGHT
Below Waterline
TOTAL WEIGHT
Weight of Water
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
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
Melee Ranged
1st Mate 2nd Mate 1st Mate’s Crew
Attack Attack AC Special / Feats
Melee Ranged
3rd Mate 4th Mate 3rd Mate’s Crew
Attack Attack AC Special / Feats
Melee Ranged
5th Mate 6th Mate 5th Mate’s Crew
Attack Attack AC Special / Feats
ATTACKS
ATTACKS (PORT) ATTACKS (STARBOARD)
Weapon Attack Bonus Damage Range Weapon Attack Bonus Damage Range
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