Sea World

Dingo333

First Post
So I am making a world that is covered (90%) in water, most cultures have embraced sailing, and I am looking for material in pathfinder.

For instance, I am looking for specs for cannons, ships, and general aquatic rules.

Also appropriate racial alterations or substitutions. There are the racial alterations for elf and half elf, but nothing for dwarves or gnomes or halflings (giving gnomes airships and dwarves subs in this world, party may be able to acquire them, but starting out with a basic ship).

I know of 3.5's stormwrack, even have a copy somewhere, but I am looking for pathfinderize material

Thanks for the ideas and input
 

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I assume Green Ronin's Freeport Companion (PFRPG version) would have at least some of what you are looking for, but I don't have the book.
 

I assume Green Ronin's Freeport Companion (PFRPG version) would have at least some of what you are looking for, but I don't have the book.

This was going to be my suggestion as well. I have played in a Freeport Campaigh, but I don't have the book. I would take a look at it though and see if it has some things you can use.
 



so after looking everything over, I think this is what I am gonna go with for the player's ship and every other vessel

Ships are gargantuan-colassal (some small ones will be huge sized)

Cannons will have a range of 50 ft, require at least 1 person trained in cannons to use, 2 people to load and fire, 1 full round action to load. The attack bonus for a cannon will be ~ +3(+6 with 2 people trained in gunning). A normal cannon ball will deal 1d8 damage. I plan to have 2 types of cannon balls, an explosive ball which will deal 3d6 fire in a 10 ft radius and 1d6 bludgeoning from the actual ball, and a blades ball, which deals 2d6 and ignores hardness of wooden objects.

The cannons wont be much good if attacked by a sea serpent, but I am also arming most of the crew with crossbows which will effectively be little more then a distraction, but might help. (most of the crew will be attending riggings and such during any battle)

I also plan to have the cannons able to fire hooks for grappling and boarding ships, and nets to slow down pursuing monsters
 

I know you are asking for Pathfinder material specifically, but please allow me to recommend 50 Fathoms, a campaign setting for Savage Worlds set on a world that has completely flooded. The PDF is relatively cheap and the fluff might help you design your own world (including the backstory for why the world is flooded).
 

The PDF is relatively cheap and the fluff might help you design your own world (including the backstory for why the world is flooded).

I already have an idea of why the place is flooded.

Basically, this is Gozreh's playground. He opened large tears to the planes of water and air and thus a large number of these creatures are common here. Most of the world drowned. Dwarves managed but just barely, in their underground, undersea homes now. The Gnomes who survived imedeantly began inventing new ways to survive this world (taking to the air). Elves were wiped out, Sea elves taking their place. Humans adapted (of course) and half orcs are not native, but the surge of 2 of the 4 elemental powers creates tears, pulling things from other planes. Halflings have disappeared.

Fire and earth magic are greatly weakened (-1 CL, concentration checks)
Air and water are supercharged (+1CL, +4 concentration check)
 

OK, this won't help your sailing and gunnery rules, but here's an encounter scale map you might find useful. Its a work camp on the continental shelf used to capture manufactured goods that have fallen into the sea and have been caught in a mighty current. The work camp sits on either side of the current, with nets used to capture the detritus in the flow. Note the pile of junk above the hovels on the upper side of the current flow.

This is my entry into this month's mapping challenge at the Cartographers' Guild. I call it the SeaRiver village...

Link to full scale map: SeaRiver Village


sea-river-village-thumb.jpg


GP
 

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