Post by Head Moderator on Apr 10, 2015 19:30:41 GMT -5
SHIPS
Seaworthy vessels make port at countries all over Arith; from the wily trader to the charismatic swashbuckler. The seafarer trader is nothing, however, without a ship. The most prominent ship builders of Arith are from the Avilon Isles, where sailing is as much a way of life as farming and hunting in the forests of the island. Ships can be constructed and/or bought and different types of crews hired from all over the known worlds, with each type of sailor bringing some special to the table: the swiftness of the elves, or the engineering know-how of the Gnomes.
CRAFTING
You may use crafting to build ships, to arm ships and to add magical enchants and wards to ships, with the following crafting types:
Artisan Crafting – Ship Building [The ability to completely build a ship.]
Artisan Crafting - Ship Armaments [The ability to build weapons and arm ships.]
CMI – Wards and Mythals [The ability to add enchantments to ships.]
Engineering – Gunpowder [Armaments for your ship]
Crafting works the same way as other crafting, crafter pays 1/4 of original cost and 1CP per 500gp of original cost.
Building Time
To be most fair, building time starts when the crafter sends in the request.
SHIP INFORMATION
Size and Tonnage:
Tiny 1-2
Small 3-6
Medium 7-14
Large 15-30
Huge 31-62
Gargantuan 63-126
Colossal 127+
Hardness:
This is your ship's innate defenses. See Ship Armor below for ways to improve your ship's defenses.
Travel Speed:
This is the speed as you travel from one place to another. The number given is based on a light wind, if the wind is stronger it will move faster if it has sails.
Slow- .5 to 1 mph
Medium- 1.5 to 2 mph
Fast- 2.5 to 3 mph
Very Fast- 3.5+ mph
Tactical Speed:
Your tactical speed is the speed you are able to turn and maneuver during combat. It also determines what your ship's Defense DC is that other ships must roll to hit your ship.
*Very Good-50 feet | DC22 | +12 Strike
Good-40 feet | DC20 | +10 Strike
Average-30 feet | DC18 | +8 Strike
Poor-20 feet | DC16 | +6 Strike
*Very Poor-10 feet | DC14 | +4 Strike
*Very Good, and Very Poor are speeds that only come from additions to your ship, such as adamantclad to a ship already Poor, or mithralclad to a ship already Good.
Complement:
This is the total number of individuals that a ship can hold, crew and passengers.
Watch:
This is the LEAST amount of crew that it takes to run the ship and keep it moving.
SHIP TYPES
•Rowing Boat(Tiny Ship) 2,000gp
Also called a skiff, punt or pirogue, this small, flat bottomed boat is good for all waters.
Hit Points: 30
Hardness: +1 DEF
Travel Speed: Slow (Oars)
Tactical Speed: Good
Special Abilities: +3 Fire Resistance
Weapons: None
Complement: 4
Watch: 1
Cargo: 1 Tonne
Building Time: 1 week
Enchantment Points: 2
•Rusher Skiff (Small Rowed Ship) 5,000gp
A small and very simple boat. Also known as a whaleboat, the launch is a large, open dinghy with a stout, round-bottomed hull that can stand up to surprisingly rough seas. Launches are often carried by larger ships for use in landing in places where the larger ship can’t go.
Hit points: 50
Hardness: +2 DEF
Travel Speed: Fast (Oars and Wind))
Tactical Speed: Good
Special Abilities: +5 Fire Resistance
Weapons: 1 Light
Complement: 10 (Including 6 Oarsmen)
Watch: 1 (Plus 2 Oarsmen)
Cargo: 5 Tonne
Building Time: 2 weeks
Enchantment Points: 3
•Trade Cog (Medium Sailing Ship) 15,000gp
The cog is the basic medieval-era sailing ship. It is a single-masted sailing ship with a round, sturdy hull. It has a partial deck (the waist of the ship is not decked over, but the ends are) and raised bow and stern platforms that are open, as opposed to being enclosed like a true forecastle or sterncastle. It is seaworthy, but not very handy in adverse winds.
Hit points: 75
Hardness: +4 DEF
Travel Speed: Medium (Wind)
Tactical Speed: Poor
Special Abilities: +5 Fire Resistance
Weapons: 1 Light, 1 Heavy
Complement: 20
Watch: 4
Cargo: 10 Tonne
Building Time: 3 weeks
Enchantment Points: 4
•Yacht (Medium Sailing Ship) 25,000gp
This vessel is a pleasure ship for nobility, iroyalty and extremely rich merchants. Much of the below-decks
area is given over to opulent staterooms, and the decks and castles are left as clear as possible for the owner to stroll about at leisure. Everything about the ship is the finest quality, from mast to belaying pins, and it is not built for any type of combat at all.
Hit points: 50
Hardness: +3 DEF
Travel Speed: Fast (Wind)
Tactical Speed: Poor
Special Abilities: +5 Fire Resistance
Weapons: None
Complement: 20
Watch: 4
Cargo: 5 Tonne
Building Time: 5 weeks
Enchantment Points: 5
•Scout Schooner (Large Sailing Warship) 30,000gp
Hit Points: 125
Hardness: +5 DEF
Travel Speed: Medium (Wind)
Tactical Speed: Poor
Special Abilities: +6 Fire Resistance
Weapons: 3 Light, 1 Heavy
Complement: 45
Watch: 5
Cargo: 15 Tonne
Building Time: 4 weeks
Enchantment Points: 5
•Zorcan Longship (Large Rowed Warship) 36,000gp
The longship is a sturdy vessel with a single mast. It does not have a deck, although some longships are built with small walks or platforms at the stern and bow. The shallow draft of a longship allows it to enter rivers or land on beaches that other vessels couldn’t manage.
Hit points: 135
Hardness: +5 DEF
Travel Speed: Medium (Oars and Wind)
Tactical Speed: Average
Special Abilities: +6 Fire Resistance
Weapons: 3 Light, 2 Heavy
Complement: 60
Watch: 3 (Plus 40 Rowers)
Cargo: 30 Tonne
Building Time: 4 weeks
Enchantment Points: 5
•Avilon Caravel (Huge Sailing Warship) 50,000gp
The caravel is a seaworthy, nimble ship that can handle long ocean crossings. It has a small forecastle and sterncastle, and three masts. A caravel is a smooth-hulled, full-decked vessel built on a strong internal frame. It is a relatively advanced design, and not every seafaring people have the skills and knowledge to build one.
Hit Points per Section: 150
Hardness: +5 DEF
Travel Speed: Fast (Wind)
Tactical Speed: Average
Special Abilities: +7 Fire Resistance
Weapons: 4 Light, 2 Heavy
Complement: 30
Watch: 7
Cargo: 33 Tonne
Building Time: 5 weeks
Enchantment Points: 6
•Battle Frigate (Gargantuan Sailing Warship) 75,000gp
Hit points: 210
Hardness: +7 DEF (Enchanted)
Travel Speed: Medium (Wind)
Tactical Speed: Poor
Special Abilities: +5 Fire Resistance
Weapons: 6 Light, 3 Heavy
Complement: 140
Watch: 10
Cargo: 65 Tonne
Building Time: 6 weeks
Enchantment Points: 7
•Colossal Greatship (Colossal Sailing Warship) 150,ooogp
Fitted with a towering forecastle and sterncastle, this huge, broad-beamed sailing ship is almost a seagoing castle. It has four masts and is not remotely nimble, but it is large and sturdy and can carry hundreds of sailors and soldiers. It has multiple decks, and the mainmast often has one or more fighting tops, small platforms suitable for archers to fire down at other ships. Greatships are sometimes called carracks.
Hit points: 285
Hardness: +7 DEF
Travel Speed: Medium (Wind)
Tactical Speed: Poor
Special Abilities: +5 Fire Resistance
Weapons: 10 Light, 4 Heavy
Complement: 500
Watch: 20
Cargo: 130 Tonne
Building Time: 8 weeks
Enchantment Points: 9
Special Ships
Bryony Theurgeme (Large Magical Ship) 75,000gp
The theurgeme is a vessel powered by magic. Without sails or rowers it moves swiftly and tirelessly across the water. Theurgemes can be powered in a variety of ways, but the most common design is a simple paddlewheel or set of mechanical oars turned or driven by a magical construct, mindless undead, or even a bound elemental. Many theurgemes are luxuriously appointed with comfortable cabins and exotic décor, as befits the wealthy wizards who most likely own such vessels.
::Theurgemes can only be crafted by someone with Artisan Crafting: Shipbuilding AND Craft Magic Item
Hit Points: 130
Hardness: +5 DEF
Travel Speed: Very Fast
Tactical Speed: Medium
Special Abilities: +5 Fire Resistance
Weapons: 4 Light, 2 Heavy
Complement: 30
Watch: 2
Cargo: 30 Tonne
Building Time: 5 weeks
Enchantment Points: 8
Elven Wingship 120,000gp
So named because of its great, sweeping sails that seem more like a bird’s wings than a ship’s rigging, the elf wingship is the fastest ship on the sea. Despite its graceful lines and delicate appearance, the wingship is actually quite sturdily built and deadly in a naval battle.
::Elven wingships can ONLY be crafted by elf or half-elf crafters.
Hit Points: 110
Hardness: +4 DEF
Travel Speed: Very Fast
Tactical Speed: Very Good
Special Abilities: +3 Fire Resistance
Weapons: 3 Light, 1 Heavy
Complement: 35
Watch: 3
Cargo: 15 Tonne
Building Time: 3 weeks
Cost: 15,000gps
Enchantment Points: 3
SHIP WEAPONS
You must pass a Strength Check of DC10 to reload any of these ship weapons. Each ship's information informs you of how many light and/or heavy weapons your ship may hold: you must abide by this. Your weapon's damage is the roll made by the weapon, nothing else is added.
Crafting: Artisan Crafting - Ship Armaments
Light Weapons
Light weapons take one round of combat to reload.
Ballista, Light (2d8) 7000gp
A ballista is a huge heavy crossbow fixed in place.
Bombard, Light (2d10) Gunpowder weapon *rare* 12,000gp
Designed to fire round, stone shot.
Catapult (2d6) 5000gp
A catapult is an indirect-fire weapon that uses a tensioning device to throw a heavy stone hundreds of feet. Because the catapult throws its stone in a high arc, it cannot strike a target within 100 feet—the range is simply too close.
Naval Ram (2d5) 5000gp
This is a battering ram for your ship that allows you to ram another ship without harming your own ship.
Stonethrower (2d8) 7000gp
This is a cross between a ballista and a catapult. They use the same firing mechanism as a ballista, but have a cup for holding a stone, like a catapult.
Hull Hammer (2d6) 5000gp
The main function of a hull hammer is to smash an enemy’s hull to pieces. The giant hammer uses ropes and pulleys to retract and release the mechanism, this weapon can only be used in close quarter combat, or when the ships are locked together. It takes one full turn to retract and release the hull hammer.
Gnomish Hull Hammer (2d6) 6000gp
The original gnomish hull hammer uses a complicated spring mechanism to retract and release the loading mechanism, allowing for more swing. Once per combat, the hull hammer can be retracted and released in one turn.
Snaring Anchor (2d8) 7000gp
The Snaring Anchor is a long barbed chain of linked barrels that is usually mounted on the aft of a vessel. The anchor is dragged along behind a ship to stop any larger, or quicker, vessels moving behind it. An enemy seaman must do a spot check (DC 18) to see the snare, and maneuver away from it. If an enemy ship is caught in the snare (DC15), they are held, and the capturing vessel receives a free counter strike of aft weapons only.
Heavy Weapons
Heavy weapons take two rounds of combat to be reloaded.
Ballista, Heavy (3d8) 14,000gp
A heavy ballista is a huge heavy crossbow fixed in place.
Bombard, Great (3d10) Gunpowder weapon *rare* 24,000gp
Designed to fire a heavy stone ball. It can be shot once every 4 rounds.
Lightning Cannon (3d5) 10,000gp
This cannon shoots out a burst of lightning. If a mage is firing this cannon, that mage can use their Intelligence to add to Strike.
Springal (3d8) 14,000gp
A springal uses a torsion-cranked composite paddle to strike a firing rack containing multiple arrows, which rain down in an arc over a burst area.
Firebreath Spitter (3d6 + 10 Fire Damage) 20,000gp
The Firebreath Spitter relies on alchemy and simple mechanics to launch devastating fire attacks against close ships. The spitter is a two feet long metal tube set atop of a four feet long pole, that is too cumbersome to be a personal weapon, but can be used by one sailor.
Special Ammunition: Consumables
Alchemist's Fire 1000gp
This is either a hard, ceramic container of Alchemist's fire that can be used as ammunition in catapults, or a ceramic bulb of Alchemist's fire mounted on the tip of a ballista bolt to be fired from ballistae. Either way it adds 1d5 fire damage.
Crafting: Alchemy
Chain Shot 1500gp
Made of two small catapult stones chained together, this ammunition can be fired from catapults. Chain shot is especially good at tearing through sails and rigging. It does an extra 1d6 damage.
Crafting: Artisan Crafting - Weaponsmithing or Engineering
Liquid Ice 3000gp
This hard, ceramic canister filled with alchemical liquid ice can be used as ammunition in catapults. When it hits its target square, it deals 2d6 points of cold damage to each creature within 5 feet of the target space.
Crafting: Alchemy or Engineering
Plague Bundle 1000gp
This hard, ceramic canister is filled with a noxious mass of diseased carrion and offal that can be used as ammunition for a catapult. It deals no extra damage, but every creature hit by it is exposed to filth fever and must make a Endurance roll of DC15 or be inflicted with disease. A DM might allow a plague bundle to inflict other diseases.
Crafting: Alchemy
Smoke Shot 3000gp
This hard ceramic sphere contains two alchemical substances separated by a thin barrier, much like a smoke pellet in larger form. It can be used as ammunition in catapults. When smoke shot hits the target space, it deals 2d6 points of damage to any creature in that space, and the substances mingle and then create an area of foul but harmless yellow smoke radiating 30 feet from the target square.
Crafting: Alchemy or Engineering
SHIP ARMOR
You may choose one of the following three types of armor for your ship. You may not mix and match, if you choose wooden plating, that is what your ship has. If you choose magically treated, that is the type of armor your ship has. The only changes you may make is that you can have wooden removed, and place metal armor instead or vice versa, but you pay the regular cost.
Wooden Plating
For protection during naval combat, this ship has received additional wooden planks nailed to its hull. This increases its hull section's hit points and its hardness (DEF). MAX DEFENSE WITH WOODEN = +10 DEF
Crafting: Artisan Crafting - Shipbuilding
[+1 ] 1000gp
[+2 ] 1500gp
[+3 ] 2000gp
[+4 ] 2500gp
[+5 ] 3000gp
[+6 ] 3500gp
[+7 ] 4000gp
[+8 ] 4500gp
[+9 ] 5000gp
You may choose from the following wooden materials, some are extra cost:
Hardwood - Maximum +10 DEF +0 gp
This is the usual wood plating added.
Soarwood (+20 feet tactical speed) - Maximum +8 DEF Cost of DEF + 13,000gp
Ships made from soarwood skim effortlessly over the surface of the water, though in exchange for speed you lose some defense.
Livewood - Maximum +10 DEF Cost of DEF + 5,000gp
When livewood trees are felled, they do not die, though they stop all growth. Livewood can be worked like normal hardwood, while it remains completely alive. In most respects, livewood is just like normal wood. Often, livewood contains a dryad that lives inside of it. *Flavor*
Densewood (-5 tactical speed) - Maximum +15 DEF Cost of DEF + 10,000gp
Densewood is a strong, hard, heavy wood similar to iron in its properties.
------------
Metal Plating
By attaching metal plates to the ship, the hull section's hit points and hardness are increased.
Crafting: Artisan Crafting - Shipbuilding
[+1 ] 2000gp
[+2 ] 3000gp
[+3 ] 4000gp
[+4 ] 5000gp
[+5 ] 6000gp
[+6 ] 7000gp
[+7 ] 8000gp
[+8 ] 9000gp
[+9 ] 10,000gp
[+10 ] 11,000gp
[+11 ] 12,000gp
[+12 ] 13,000gp
[+14 ] 14,000gp
[+15 ] 15,000gp
You may choose from the following metal armor materials, some cost extra:
Ironclad (-5 feet tactical speed) – Maximum +15 DEF - + 0gp
This is the traditional metal plating.
Mithralclad (+10 feet tactical speed) - Maximum +15 DEF Cost of DEF + 10,000gp
Mithralclad armor allows the ship to remain light, and move fast.
Adamantclad (-10 feet tactical speed)- Maximum +20 DEF Cost of DEF +10,000gp
Adamantclad armor is very heavy, but gives maximum defense available!
Magically Treated Hull
A magically treated hull does not change your movement speed, but your max defense can only be +13 DEF. It provides defense against both magical and mundane.
Crafting: Craft Magic Item -Armor
[+1 ] 3000gp
[+2 ] 5000gp
[+3 ] 7000gp
[+4 ] 9000gp
[+5 ] 11,000gp
[+6 ] 13,000gp
[+7 ] 15,000gp
[+8 ] 17,000gp
[+9 ] 19,000gp
[+10 ] 21,000gp
SHIP ENCHANTMENTS
These are considered "wards and mythals" for your ship.
Built to Last ☼ 2000gp
Gives a buff of +10 to your ship's hit points. You may take this enchantment more than once.
Bull of the Sea: ☼ ☼ 3500gp
Your naval ram (must have one equipped) now does 3d5 damage.
Captain's Table ☼ 1000gp
This is like a field provisions box, but it is done at the table and it provides enough food and drink on a daily basis for your crew.
Cargo of Holding ☼ 4000gp
Your cargo is attached to an extra-dimensional space much like a bag of holding, allowing you to carry up to 5 times the normal amount you can carry.
Caught in a Storm ☼ 2000gp
Large vessels resist the urge to turn over in storm weather. They simply will not flip over regardless of the strength of the storm.
Clever Construction: ☼ 2000gp
Your ship can be equipped with a paddlewheel, steam engine, sky engine (for airships), or earth engine (to allow movement on land). Choose one when this is taken.
Environmental Adaptation ☼ 1500gp
Whether you are in icy waters, or hot tropical seas, everyone on your ship remains at a comfortable temperature despite the weather. This doesn't keep the rain off, or the waves from splashing, it merely keeps the temperature comfortable.
Ethereal ☼ ☼ 6000gp
This allows your ship to become ethereal, evading all damage incoming for one full round of combat, once per combat.
Everfull Sails ☼ ☼ 3000gp
These magically enchanted sails are always full of a strong wind when they are fully unfurled, enabling your ship to travel even when there is no natural wind available.
Fire Tested ☼ ☼ 5000gp
Your ship now has an extra +10 Fire Resistance.
Glass Bottom ☼ 1500gp
Glassteel is used to make a cosmetic change to your ship, so that the bottom is inset with large windows, permitting those inside to gaze into the ocean.
Grace Under Pressure ☼ 2000gp
Your ship (must have Submerge enchant) gains +10 hit points while submerged.
Ice Queen: ☼ ☼ 5000gp
Can sail easily through frozen waters, adds +10 Ice/Cold Resistance.
Improved Buoyancy ☼ 2000gp
Tactical speed penalty from armor lowered by -5.
Lightning Turbine ☼ ☼ 10,000gp
Often used in conjuction with magic that controls weather, the lightning turbine is a series of antennae connected to a clockwork gearbox that gives the ship greater speed during a storm. Lightning strikes the antennae, providing power to double the speed during a storm, and allows it to ignore any weather-related penalties to speed.
Living Figureheads
Each of the several kinds of living figureheads is carved from fine wood and resembles an ordinary figurehead. When a command word is spoken, the figurehead animates and is able to use special powers as described below. The living figurehead obeys and serves the ship’s master (usually the captain). Unless stated otherwise, it can speak Common and communicate telepathically with its master, provided it is within 100 feet. Each ship may only have ONE figurehead.
•Dragonhead ☼ ☼ 10,000gpMending ☼ 4000gp
A Dragonhead figurehead grants your ship a breath weapon (2d8) based on the type of dragon portrayed, such as a red dragon = fire, black dragon = acid, white dragon = cold, bronze dragon = lightning, etc. This can be used once every 3 rounds. The ship also gains immunity to the same type of energy.
•Ebony Porpoise ☼ 4000gp
This living figurehead is carved from ebony, axed and polished to a high gloss. When animated, this living figurehead grants its ship swift movement through the water, doubling its ordinary speed. Alternatively, the ebony porpoise can move a becalmed sailing ship as though it were propelled by a strong wind. It also allows the ship to make three giant leaps a day which can clear aquatic hazards such as reefs, shipwreck debris and the like.
•Golden Shedu ☼ 4000gp
This living figurehead is carved into a likeness of the forequarters of a shedu, a creature with the head of a bearded man and the body of a winged bull. When animated, this living figurehead grants its ship a fly speed of 60 feet with poor maneuverability. It can also transport the ship to the Ethereal Plane once per week.
•Purpleheart Kraken ☼ ☼ ☼ 12,000gp
This living figurehead is a (much) smaller-than-life rendition of a kraken. It carved from the wood of the amaranth tree, which has a rich purple-brown color, and has tourmaline gems inlaid for its eyes. When animated, the tentacles of the purpleheart kraken reach out to slam (1d8) or grab opponents or to hold fast an enemy ship, engaging in a ship to ship grapple. In addition, the figurehead can produce a control winds effect which can be used for 10 minutes once per week.
This ship can mend itself when it is damaged, healing up to 1d10 hit points of damage each round.
Planar Traveler ☼ ☼ ☼ 12,000gp
This enchantment to a ship's sails causes them when the enchant is active to have a rainbow hue. They allow a ship to sail to places beyond the Material Plane. A successful Knowledge (Planes) roll of DC20 must be made to determine which plane you are traveling, if failed, then you may end up on a random plane. This allows you to travel from plane to plane, but it does not assist in actually moving on any certain plane. In other words, if you travel to the plane of air, and your ship cannot fly, there is going to be a major issue.
Rain Thwarter ☼ 4000gp
A rain thwarter magically repels any and all rain effects—rain simply bends around the ship, leaving the deck (and crew) comfortably dry. The ship's crew still suffer the visibility penalties incurred by rain, however. Also, rain barrels cannot be filled and sailors can only wash up with whatever available fresh water they bring on board.
Room for More ☼ 4000gp
This grants more crew quarters, upping your complement by 10%. So if your complement is 20, you could add on 2.
Sea Scrapper: ☼ ☼ 10,000gp
Equip an extra light weapon on your ship.
Sea Skimmer ☼ ☼ ☼ 12,000gp
Your vessel travel speed increases by one increment. So a Slow vessel is now Medium, a Fast is now Very Fast, etc.
Sea Warrior ☼ ☼ ☼ 20,000gp
Equip an extra heavy weapon on your ship.
Self-Loading Light Weapon ☼ 3000gp
It does not take up a turn to load this weapon, they are magically enchanted to reload themselves. This enchantment needs to be taken for each light weapon that you wish it to affect.
Self-Loading Heavy Weapon ☼ ☼ 6000gp
It only takes one turn to load this weapon, they are magically enchanted to reload themselves. This enchantment needs to be taken for each heavy weapon that you wish it to affect.
Storm Breaker ☼ ☼ ☼ 18,000gp
The pride of any captain lucky enough to own one, a storm breaker ship is particularly useful in regions where powerful, unpredictable storms are common. Once per day, a storm breaker ship's captain (or anyone else on the ship that knows the command word) can call upon the magic stored within the ship to calm the weather within 3 miles of the ship.
Submerge ☼ ☼ 2000gp
Your ship can submerge beneath the ocean, there is a magical force shield around the ship so that you may remain on deck even below the sea.
Transport: ☼ 1000gp
Ship can hold twice as much cargo.
Tough Old Girl ☼ ☼ ☼ ☼ 25,000gp
This grants damage resistance of 5/adamantine, so unless your enemy's ship's hull is adamantclad the first five points of damage is nulled with every attack upon your ship.
SHIP GEAR
Air Plant 3000gp
The air plant is a bizarre form of pond vegetation whose spongy structure produces and stores air, keeping the plant at the surface so it can receive adequate light. This mass remains alive and continues to produce air even after being cut from the plant, provided it is kept moist and well lit. When placed in the mouth, a fist-sized piece of this material can provide enough air to sustain a Medium air-breathing creature for 10 minutes under water. After that time, the submerged creature must begin holding its breath and risks drowning. The air plant dies after use and can’t be recharged, you must gain another portion from the main plant.
Crafting: Alchemy
Captain's Bicorne 10,000gp
The wearer’s voice is magically amplified, so that it can be heard clearly by anyone within 100 feet; the admiral’s bicorne grants a +2 bonus on strike rolls, saves, and skill checks to allies within sound of the wearer’s voice (including the wearer).
Crafting: CMI - Seamstress, Hatmaker
Sextant 2000gp
A sextant is a sophisticated device used to determine a vessel’s position by measuring the angle formed by the sun or stars and the horizon. It uses mirrors and carefully graduated scales to sight a heavenly body, whose position is compared to a listing in an almanac for the day and year of measurement. A sextant grants a +5 bonus on Knowledge (geography) checks to set and hold course while traveling.
Crafting: CMI
Smuggling Compartment 3000gp
The ship's bulkheads are modified so that gaps between them can serve as hidden cargo storage areas.
Crafting: Artisan Crafting - Shipbuilding
NPC CREW
You may hire special crew members that grant boons and bonuses to your ship. While you are sure to have other NPC crew members, these specific hirelings grant you the boons listed below. They do not need a dossier, they do exactly what is listed below. Remember to check the complement of your ship before adding on crew. These cannot be crafted, they are living creatures that work for you on your ship!
Bombadier 25,000gp
This special crew member is trained in siege engines and can be assigned to one heavy or light weapon, and due to the training and work of the bombadier you do not have to take a round to reload THAT weapon.
Carpenter 18,000gp
Carpenters are used to repair your ship. Each carpenter you hire can repair up to 1d10 hp of damage per round, but that is all they can do that round.
Cook 5,000gp
You need never go hungry with a good cook aboard your ship. Even in the most dire of circumstances, a cook can find something for you to eat. (Where did all the rats go?)
Pilot 8,000gp
The pilot owns the most important book on the ship, the maps, and is skilled in navigating. Having a pilot on your ship means you cannot get lost at sea, unless the means that causes it is magical in nature.
Prelate 25,000gp
This is the ship's divine agent on board. The Prelate advises the captain, lends his healing skills to the crew, and uses divine magic to protect the ship from hazards and assist in battle. A ship with a prelate on board will never fear the undead, while the prelate is alive they cannot step foot onto the ship itself. A Prelate has the ability to "Rezz the Dead" as needed.
Sailor 6,000gp
This skill covers a broad variety of tasks and training, ranging from routine jobs such as steering, setting sails, and dropping or raising anchor to smart shiphandling, tactical maneuver, and handling a ship in a storm. DM's running ship quests or missions may give extra bonuses as desired for having a sailor or sailors on your ship, such as allowing them to repair, or assisting during storms.
Ship Minstrel 15,000gp
This is the onboard bard of the ship, encouraging the crew as well as writing of the exploits of the crew. Having a ship minstrel on board your ship allows you to gain the bonus of a bard in combat, inspiring their allies for either a +3 to the Damage of the ship, or a +3 to the Defense of the ship. Ship minstrels are also integral to keeping up the morale of your ship's crew.
Ship's Mage 20,000gp
Having a mage aboard your ship grants you magical boons, allowing you the enchantment "Environmental Protection", as well as "Ethereal".
Surgeon 25,000gp
This is the ship's healer who treats injuries and wounds. Your surgeon has 50 points of healing per day they may use, as well as the ability to "Cure Disease", "Neutralize Poison",
Windsinger 30,000gp
This special mage's spells soothe and command the winds. Having a Windsinger gives you the enchantment "Everfull Sails" without taking up an enchantment slot. They can also be used, per DM decision, to slow enemy ships, or aid your ship's movement during combat.