Ship Caracteristic

protheus

First Post
Can someone point me out where i could find ship's caracteristic. Hull AC, Hp, movement, and siege weapon dmg for ships

And maybe how to make custom ship...
 

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The Seafarer's Handbook

I went out and picked this up recently, as the game I'm DM'ing is about to come back round and my PC's ended up with that orcish pirate ship from the first Freeport module. Lots of ship info in there, including all you listed. Also has nice rules for ship to ship combat and underwater considerations. Well worth the look-see. They've got a sample ship up on their site, if you want an idea what it's like.

http://www.fantasyflightgames.com/ll.html
 

Hey - I run a naval campaign - done a lot of this Myself.

check out the damage an item rules -

You have hardness and how thick the hull itself is factoring in here to determine HP and a "damage reduction" of sorts.

As far as "AC" - well, objects that aren't attended have a Dex of 0, and thus a -5 penalty to their "AC". You also have to account for the size penalties to determine it.

Usually - the problem isn't hitting the ship - it is doing significant damage to it. Objects automatically take 1/2 damage from energy attacks (except sonic forms IIRC), AND the hardness involved negates "minor" nicks.

Now - with a ship - One of my players suggested a feat similar to mounted combat could be used for avoiding hits. However, I think guiding a horse is a whole lot different than guiding a ship. It might have been valid in some of the smaller vessels - but not what we were using.

Some things players have done for the party vessel/base:

Created magically reinforced hulls and decks -

A laboratory inside an extra-dimensional space, which could
only be accessed ship-board. The priest had a mini chapel where the crew could come and worship every now and then.

Rendered the deck "water tight" in addition to the hull - and took her below the waves...

built a submarine - instead of a ship (this was ELABORATE - using magic, fire elementals to power boilers, generate electricity, generating fresh air via spell - and a whole bunch of wonderful features that only the wizard/gnome engineer could love)

built an airship/extra-planar capable vessel (which was similar to - but not quite like a "spelljammer" - and took the party several years to accomplish)

----------

The beautiful thing about ships is that the party can move anywhere there is water, sailing around the world, and the GM can scare the S**T out of the party with a mere hurricane, storm, or other natural phenomenon if you catch the party unprepared.

Since that little episode - the wizard has made and put into various locations a dozen control weather scrolls and created a control winds magic item.

The stronghold is mobile - and I find crew are much easier to detail than all the lands surrounding the small city the PC's want to build on land.
 

Re: The Seafarer's Handbook

Quidam said:
I went out and picked this up recently, as the game I'm DM'ing is about to come back round and my PC's ended up with that orcish pirate ship from the first Freeport module. Lots of ship info in there, including all you listed. Also has nice rules for ship to ship combat and underwater considerations. Well worth the look-see. They've got a sample ship up on their site, if you want an idea what it's like.

http://www.fantasyflightgames.com/ll.html

There's also Seas of Blood by Mongoose. Read reviews of both on the d20 Reviews page.

I just got SoB yesterday, still working my way thru it...

PS
 


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