TEXT: ArmAdA:
  Expanded Sea Combat and rules Sourcebook
  Compatibility with the Pathfinder Roleplaying Game Roleplaying Game requires the Pathfinder Roleplaying 
  Game Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/Pathfinder Roleplaying GameRPG 
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  3.5 SYSTEM COMPATIBLE
  LPJ9459
  
  WrittEn & EditEd By
  Chris Field with Jeffrey Erwin and Louis Porter Jr.
  CovEr Art 
  Public Usage
  GrAphiC dESiGn & LAyout
  Louis Porter, Jr. Design
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  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
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  Pathfinder Roleplaying Game RPG Core Rulebook. Copyright 2009, 
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  Buccaneers & Bokor, copyright 2003-2004, Adamant Entertainment, 
  Author Gareth-Michael Skarka
  Broadsides Naval Adventuring Rules, copyright 2002, Living 
  Imagination, Inc.
  Danger on the High Seas, copyright 2007, Louis Porter Jr. Design, Inc.
  Fading Suns: D20,  copyright 2001, Holistic Designs, Inc.
  Future: 13 Additional Ships Devices, copyright 2005 Philip Reed. 
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  Mega-Feats Revised, copyright 2010, Otherverse Games. Author Chris 
  A. Field
  Modern Dispatch #60, copyright 2005, Ronin Arts; Author: Phil Reed
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  Author Steven D. Russell. 
  Post-Apocalyptic Dispatch #7, copyright 2004, RPGObjects; Author 
  Dominic Covey
  Seafarer’s Handbook, copyright 2001, Fantasy Flight, Inc.
  Seas of Blood, copyright 2001, Mongoose Publishing
  Skull & Bones, copyright 2003, Green Ronin Publishing, Authors Ian 
  Sturrock, T.S. Luikart and Gareth-Michael Skarka
  Skull & Shackles Players Guide, copyright 2012, Paizo Publishing. 
  Author Rob McCreary.
  Weapons of Ships Destruction, copyright 2007, Louis Porter Jr. 
  Design, Inc.
  Armada: Expnded Sea Combat and Rules Sourcebook, copyright 
  2012, Louis Porter Jr. Design, Inc.
  Armada: Expanded Sea Combat and Rules Sourcebook
  
  pAGE  1
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  In roleplaying games, there are no two words that go 
  together better than pirates and ships. A motley crew of 
  piratical archetypes, abilities and equipment have been 
  rounded up in the Pathfinder Roleplaying Game, naval 
  combat has sailed to the forefront of gaming.  To add to the 
  great work done in that player’s guide, LPJ Design presents 
  Armada: Expanded Sea Combat and Rules Sourcebook.  
  This sourcebook offers new possibilities to players and 
  game masters alike engaged in naval-based adventures and 
  battles. Users of these rules will need a copy of the naval 
  Pathfinder Adventure Path’s Player’s Guide, and may find 
  a copy of Ultimate Combat helpful as well.
  Low-level characters do most of their traveling on their 
  own two feet. At higher levels, magical travel becomes 
  a common occurrence, as does travel by horseback, atop 
  animal companions, or via more exotic mounts. Eventually, 
  travel will probably involve a sea vessel of some sort. 
  Whatever the case, vehicles in roleplaying games are often 
  treated as either mobile terrain or adventure sites in their 
  own right. Many of the iconic motifs that inspire role-
  playing games touch on sea-going adventures, from the 
  voyages of Jason and the Argonauts to pirate tales, from 
  slaves chained to galley benches, to buried treasure and 
  terrible leviathans of the deep. 
  These rules expand on those devised by Paizo and other 
  companies to aid you in running combats with boats and 
  ships in the Pathfinder RPG. The following rules attempt 
  to strike a balance between verisimilitude and ease and 
  speed of play during ship combat. In areas where those two 
  balancing points are conflicted, ease of use should always 
  prevail.
  nEW Ship typES 
  Some of the new types of vessels described below have 
  radically different hull plans and propulsion methods. 
  Several are unlike any other vessel described in the naval 
  Adventure Path Player’s Guide, making them ideal options 
  for unconventional pirates and privateers, or for campaigns 
  set in exotic waters, or in more advanced or primitive 
  milieus. Others are simply derived from non-Western or 
  pre-industrial cultures.
  BAoChuán (trEASurE Ship)
  Colossal Ship
  Squares 18 (3x6) (90 ft x 250 ft) Cost 90,000 gp
  dEFEnSE
  AC 2 Hardness 5 
  HP 4,800 hp (2,040 hp Sails ) 
  Base Save +12 
  oFFEnSE
  Maximum Speed 30 ft Acceleration 30 ft 
  CMB +8 CMD 18
  Ramming Damage 12d8 
  StAtiStiCS
  Propulsion wind or current 
  Sailing Check Profession (Sailor) 
  Control Device tiller 
  Means of Propulsion 240 squares of sails (nine masts) 
  Crew ninety 
  Decks four 
  Cargo/Passengers 600 tons/ 600 passengers
  Bǎochuán or treasure ships are a type of enormous junk 
  fashioned in the empires of the Orient, used for deep sea 
  voyages and exploration. These statistics represent the 
  middle-sized variant, with truly behemoth-sized vessels 
  serving as the flagships of treasure fleets, as much as twice 
  as large in displacement.
  Treasure ships are extremely stable, resisting even the 
  most tumultuous storms. They add a +6 modifier to their 
  captain’s Profession (sailor) checks when navigating rough 
  seas and hurricanes. Unfortunately, their average speed is 
  about half that of a western sailing ship.
  Treasure ships of this class can carry 3 times as many siege 
  weapons or cannon as a standard sailing ship or warship.
  CAtAmArAn
  Colossal Ship
  Squares 2 (30 ft x 60 ft) Cost 8,000 gp
  dEFEnSE
  AC 2 Hardness 5 
  HP 1,600 hp (80 hp Sails ) 
  Base Save +8 
  oFFEnSE
  Maximum Speed 60 ft Acceleration 30 ft 
  CMB +8 CMD 18
  Ramming Damage 8d8 
  StAtiStiCS
  Propulsion wind or current 
  Sailing Check Profession (Sailor) 
  Control Device tiller 
  Means of Propulsion 20 squares of sails (one mast) 
  
  pAGE  2
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Crew twelve 
  Decks one 
  Cargo/Passengers 200 tons/ 60 passengers
  Catamarans are unique vessels with multiple, narrow hulls 
  (vaka), joined by a framework containing the ship’s main 
  deck (aka). A catamaran’s twin hulls slice through the 
  water like daggers, and its design gives the vessel extraor-
  dinary stability and speed. Caramarans have little to fear 
  from rough seas or heavy chop. Catamarans can also carry 
  incredibly heavy loads, making them ideal for mercantile 
  use. 
  Catamarans have one major disadvantage: their double 
  hulled design makes it difficult for these vessels to change 
  direction quickly. Captains of catamarans must learn to 
  anticipate their turns far in advance of the movement. 
   •  The ship’s captain suffers a -4 penalty on Profession 
  (Sailor) checks made to perform the Hard to Port/Hard 
  to Starboard maneuvers.
  dhoW
  Colossal Ship
  Squares 2 (15 ft x 80 ft) Cost 7,000 gp
  dEFEnSE
  AC 1 Hardness 5 
  HP 1,600 hp (80 hp Sails ) 
  Base Save +5
  oFFEnSE
  Maximum Speed 60 ft Acceleration 30 ft 
  CMB +8 CMD 18
  Ramming Damage 5d8 
  StAtiStiCS
  Propulsion wind or current 
  Sailing Check Profession (Sailor) 
  Control Device tiller 
  Means of Propulsion 20 squares of sails (two masts) 
  Crew ten 
  Decks two 
  Cargo/Passengers 200 tons/ 20 passengers
  Dhows (and their cousins, the feluccas) are the lanteen-
  sailed ships sailed in equatorial waters, used for long 
  and short distance trade, as well as casual piracy by their 
  owners. Dhows are not fastened by nails and pitch, but 
  instead are sewn together with cord, making them more 
  durable for the quiet non-monsoon weather when the 
  trading vessels left port, but more vulnerable than Western 
  vessels to storms and cannon. The lack of ironmongery 
  also makes them much cheaper to construct.
  Because of their flexible construction and shallow draft, 
  dhows are resistant to being reefed, or run aground, 
  and can be drawn up onto the beach instead of moored 
  offshore. A dhow grants a +4 equipment bonus to 
  Profession (sailor) checks or Saves to avoid these dangers 
  or navigate them safely.
  They are too weakly made to handle siege equipment or 
  cannon – mounting these weapons on a dhow causes the 
  timbers to slowly come apart and water to enter the ship, 
  causing damage equal to the maximum damage the weapon 
  can inflict each day they are left on the ship.
  khEmEtiC BArquE
  Colossal Ship
  Squares 2 (10 ft x 75 ft)  
  Cost 5,000 gp
  dEFEnSE
  AC 1 Hardness 4 
  HP 400 hp (40 hp Sails ) 
  Base Save +4 
  oFFEnSE
  Maximum Speed 30 ft Acceleration 30 ft 
  CMB +8 CMD 18
  Ramming Damage 4d8 
  StAtiStiCS
  Propulsion wind or current or oars
  Sailing Check Profession (Sailor) 
  Control Device tiller 
  Means of Propulsion 5 squares of sails (one mast) 
  Crew thirty 
  Decks one 
  Cargo/Passengers 200 tons/ 10 passengers
  Cedar and papyrus reed boats derive from the Black Land, 
  being sailed both on the great river and in the nearby warm 
  gulfs and seas. They are among the most ancient of all 
  water-craft, and variations are still used in their homelands. 
  Like dhows, reed boats are lashed together with rope. They 
  are constructed of planking of cedar or tamarisk wood 
  lashed with papyrus rope and with reed partitions. Like 
  dhows, they cannot carry heavy weapons for long and 
  suffer the same negative effects (the siege or cannon weap-
  on’s maximum damage in hp per day). Royal and military 
  
  pAGE  3
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  ships were double in length and width (and appropriately 
  greater in hp, etc.) than the ship detailed here.
  Relative to their size, these craft are very light, and can be 
  dragged across portages by their crews using sledges, as 
  they weighed only about 60 tons (12,000 pounds).
  StEAmBoAt 
  Squares 6 (30 ft x 175 ft) Cost 125,000 GP 
  dEFEnSE 
  AC 2 Hardness 5
  HP 1,850 hp (Paddlewheel Hardness 10, 50 HP) 
  Base Save +8
  oFFEnSE
  Maximum Speed 120 ft Acceleration 30 ft
  CMB +8 CMD 18 
  Ramming Damage 10d8  
  StAtiStiCS
  Propulsion steam engine or current 
  Sailing Check Profession (steamship sailor) 
  Control Device steering wheel 
  Means of Propulsion steam engine and paddle wheel
  Crew 50 
  Decks four 
  Cargo/Passengers 120 tons/300+ passengers 
  Steamboats are spectacles unlike any other vessel. Powered 
  by a coal-fired boiler that turns a massive steel and wood 
  stern wheel, they chug majestically across both narrow 
  rivers and open seas. Steamboats have relatively low 
  drafts, making these massive vessels capable of navigating 
  even relatively shallow waterways. 
  Most steamboats have four decks. The main deck contains 
  the ship’s engines, which can consist of up to a dozen 
  different boilers, each which contribute steam to power 
  the massive vessel. The two below decks are reserved for 
  cargo and provisions, and quarters for the ship’s crew, 
  while the top deck is usually reserved for passengers. Here, 
  up to 50 lavishly appointed cabins, dining halls and enter-
  tainment venues promise exquisite luxury. In many lands, 
  waterways are considered outside the jurisdiction of local 
  law, which means steamships are taverns, gambling halls, 
  theaters and bordellos as well as passenger liners. 
  nEW propuLSion mEthodS 
  Wind, wave and muscle are not the only ways to move 
  a ship through the waters. These two new propulsion 
  methods draw upon either magic or steam-work science to 
  propel some extraordinary vessels. 
  Elemental Fury: This enchanted ship is propelled by 
  endlessly regenerating energies siphoned from one of the 
  Elemental Planes. A massive globe of roiling elemental 
  energy takes the place of the ship’s rudder, kept fixed to 
  the till by powerful magic. This globe of energy and matter 
  churns endlessly, and extends several dozen feet above 
  the main deck and beneath the keel. On sea craft, this 
  elemental fury churns the seas beneath the craft, giving the 
  vessel a spectacular wake. 
  The following qualities apply to all Elemental Fury vessels, 
  regardless of what element powers the ship. 
  Cost: Add 4,000 gp to the cost of the vessel. Elemental 
  Fury vessels are among the most costly ships at sea.  
  Sailing Check: Spellcraft. Controlling the elemental ener-
  gies that course through the vessel’s sigil-carved hull 
  require an accomplished spellcrafter’s mind and hand. 
  Maximum Speed 90 ft Acceleration 30 ft. 
  thE Four ELEmEntAL FuriES
  There are four different kinds of Elemental Fury propul-
  sion systems, one for each classic element. Each has its 
  own strength, and its own weakness. Once a vessel chooses 
  an Elemental Fury to power it, that decision can never be 
  changed. 
  Fury: Air: This vessel is powered by summoned elemental 
  air, making it both nimble and fragile. 
   •  Advantage: Add +10 ft/round to the vessel’s accelera-
  tion. Its nimbleness provides a +1 bonus on sailing 
  checks made to ‘gain the upper hand’. 
   •  Disadvantage: Air Fury vessels have their Hardness 
  reduced by 2, as the wood and brass comprising their 
  hull and superstructure are weakened, as items strongly 
  tied to Earth. 
  Fury: Earth: Earth Fury vessels are massive and 
  ponderous, but as inexorable as a landslide. 
   •  Advantage: Earth Fury vessels inflict an additional 2 
  dice of damage when ramming, and reduce the damage 
  inflicted by other vessels ramming them by two dice. 
   •  Disadvantage: Earth Fury ships have their acceleration 
  reduced by 10 ft per round, and suffer a -1 penalty on 
  all sailing checks made to gain the upper hand. 
  Fury: Fire: Vessels powered by elemental Fire are aggres-
  sive and powerful, but are dangerous to serve aboard. 
  
  pAGE  4
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
   •  Advantage: All weapons placed aboard the Fire 
  Fury ship inflict one point of fire damage per dice of 
  damage inflicted. 
   •  Disadvantage: If a fire breaks out aboard ship, it 
  inflicts 4d6 points of damage to the vessel per round, 
  as the elemental energies coursing through the vessel 
  magnify and fuel the flames.
  Fury: Water: Water Fury vessels slice through the water 
  like dolphins, but if damaged, return to the sea all too 
  quickly. 
   •  Advantage: Water Fury ships add +20 ft to the vessel’s 
  maximum tactical speed and 10% to its waterborne 
  speed. 
   •  Disadvantage: Water Fury ships sink completely at 
  initiative count 0 of the round they are reduced to zero 
  (0) Hit Points. 
  StEAm EnGinE
  Rather than depending on the vagarities of wind and 
  current, or a motley crew of rowers, this vessel is propelled 
  by the latest nautical innovation. A Dwarf-built boiler, 
  feed by seemingly endless supplies of coal, boils sea water 
  away to steam, which in turn is forced through a complex 
  hydraulic engine. The engine drives a massive water wheel, 
  located at the vessel’s stern (or a pair of smaller paddle 
  wheels located along either side of the steamship’s hull). 
  Steamships can travel under power for days, or even weeks 
  at a time, so long as their supplies of coal hold fast, giving 
  these smoke-belching vessels a speed and endurance that 
  conventional sailing ships cannot hope to match. 
  Cost: Add +8,000 gp to the cost of the vessel. Steamships 
  are expensive vessels. 
  Sailing Check: Profession (Steamship Sailor). Working 
  aboard a steamship requires a unique set of skills, which 
  do not translate well to service aboard more conventional 
  sailing vessels. 
  Maximum Speed 120 ft Acceleration 30 ft. Steamships 
  are very fast, but take time to accelerate to their maximum 
  cruising speed. 
  Drawback: If the steam boiler is run for more than 18 
  hours, there is a cumulative 10% chance per each addi-
  tional hour that the heat of the steam engine will ignite fire 
  aboard ship. The decks nearest the boiler catch fire, and the 
  conflagration may spread to other areas of the ship. The 
  ship must allow its boilers to cool, which takes 4 hours, to 
  reset this penalty to 0%. 
  nEW propuLSion mEChAniSmS
  ELEmEntAL Font 
  AC 8 Hardness 10 Hit Points 40 
  The Elemental Font is a brass and silver column, roughly 
  ten feet tall, which rises from the ship’s deck like a trun-
  cated mast. The Elemental Font glows with magical ener-
  gies; an endless fountain of elemental energies erupt from 
  the rune-etched obelisk’s peak. If a ship’s Elemental Font 
  is destroyed, the elemental ring flickers and dies within 
  seconds, and the vessel flounders. 
  StErn pAddLEWhEEL 
  AC 4 Hardness 12 Hit Points 50 
  This heavy steel and wood waterwheel is located at the 
  stern of the ship and provides propulsion. 
  midWhEEL (pAir) 
  AC 8 Hardness 8 Hit Points 50 
  A pair of smaller water wheels are fitted at the ship’s 
  midsection, one wheel on each side of the hull. If one 
  wheel is destroyed, the ship gains the broken quality. 
  Futher, the ship’s mobility is compromised. The ship 
  suffers a -10 penalty on sailing checks to Heave To either 
  Port or Starboard, depending on which sidewheel is 
  damaged. 
  SCrEWS (1-3) 
  AC 9 Hardness 10 Hit Points 50 
  The most advanced form of propulsion for a steamship, 
  screws are turned by a crankshaft connected to the boiler, 
  and are located at the ship’s stern, beneath the waterline. 
  Screws are extremely difficult to hit intentionally, at least 
  by other surface craft. Each bronze or steel screw is nearly 
  the size of a man, and far heavier. 
  Screw propulsion is extremely expensive. Add an addi-
  tional +1,000 GP cost, per screw, to any steamship 
  equipped with screws. 
  Ship tEmpLAtES
  The following templates can be added to one or more kinds 
  of vessel, fitting them out for a particular purpose. 
  BArGE
  Barge is an acquired template that can be added to a 
  Keelboat or other river or coastal craft outfitted with one or 
  less masts, referred to hereafter as the base vehicle.
  
  pAGE  5
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 110% of base 
  ship cost
  dEFEnSE
  AC: Same as the base vehicle; Hardness: Same as the 
  base vehicle.
  Hp: -100 hp
  Base Save: Same as the base vehicle.
  oFFEnSE
  Maximum Speed: +30 ft (current, in shallow waters only); 
  Acceleration: Same as the base vehicle
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: Same as the base vehicle. 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: 125 tons/50 passengers
  Weapons: One Large direct-fire or indirect-fire siege 
  engine positioned on the forward or aft side of the ship. 
  This siege engine can be swiveled to fire out either side of 
  the ship, or either forward or aft, depending on its position.
  Features: Barges gain the Flat Bottomed modification. 
  A barge is a flat-bottomed cargo boat, used for hauling 
  goods and merchandise to various port duties.
  BomB kEtCh
  Bomb Ketch is an acquired template that can be added to 
  a Warship or Keelboat, referred to hereafter as the base 
  vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 140% of base 
  ship cost
  dEFEnSE
  AC: Same as the base vehicle; Hardness: +2.
  Hp: +150 hp
  Base Save: Same as the base vehicle.
  oFFEnSE
  Maximum Speed: Same as the base vehicle; 
  Acceleration: -30 ft, to a minimum of 30 ft.
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: +1d8.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: Same as the base vehicle. 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: 30 tons/40 passengers
  Weapons: Up to eight Large direct-fire siege engines in 
  banks of four positioned on the port and starboard sides 
  of the ship, or up to four Huge direct-fire siege engines in 
  
  pAGE  6
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  banks of two on the port and starboard sides of the ship. 
  The siege engines may only fire out the sides of the ship 
  they are positioned on. They cannot be swiveled to fire 
  toward the forward or aft sides of the ship.
  Because Bomb Ketches are designed to bear the weight 
  and recoil of these weapons, they grant a +1 equipment 
  bonus to attack rolls made with large or greater siege 
  engines.
  Bomb Ketches are heavy, slow type of ship designed 
  to carry siege weapons and traditionally, firedrakes and 
  mortars, close to enemy fortifications and serve as escorts 
  in coast waters. They may be moored to form temporary 
  defenses for a harbor as well.
  CorvEttE 
  Corvette is an acquired template that can be added to a ship 
  outfitted with at least three masts, but no more than four, 
  referred to hereafter as the base vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: 2 (20 ft. by 60 ft.); Cost: 85% of the base ship 
  cost
  dEFEnSE
  AC: Same as the base vehicle; Hardness: Same as the 
  base vehicle.
  Hp: -200 hp (sails 280)
  Base Save: Same as the base vehicle.
  oFFEnSE
  Maximum Speed: Same as the base vehicle; 
  Acceleration: Same as the base vehicle
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: Same as the base vehicle. 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: 75 tons/75 passengers
  Weapons: Up to eight Large direct-fire siege engines in 
  banks of four positioned on the port and starboard sides of 
  the ship, or up to two Huge direct-fire siege engines on the 
  port and starboard sides of the ship. The siege engines may 
  only fire out the sides of the ship they are positioned on. 
  They cannot be swiveled to fire toward the forward or aft 
  sides of the ship.
  In addition, up to two Large direct-fire or indirect-fire 
  siege engines may be positioned one each on the forward 
  and aft sides of the ship (one Huge direct-fire or indirect-
  fire siege engine may be positioned on the aft side of the 
  ship instead, but the forward side can only fit a Large siege 
  weapon). These siege engines can be swiveled to fire out 
  either side of the ship, or either forward or aft, depending 
  on their position.
  This military ship is normally tasked for escort duty of 
  larger vessels, scouting and chasing down smugglers and 
  pirates. Squadrons of corvettes are often sent out as pirate-
  hunters. 
  CruiSEr
  Cruiser is an acquired template that can be added to a 
  Sailing Ship or other vessel with three masts, referred to 
  hereafter as the base vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 115% of base 
  ship cost
  dEFEnSE
  AC: Same as the base vehicle; Hardness: Same as the 
  base vehicle.
  Hp: +200 hp
  Base Save: Same as the base vehicle.
  oFFEnSE
  Maximum Speed: Same as the base vehicle.; 
  Acceleration: Same as the base vehicle
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: 35 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: 125 tons/135 passengers
  Weapons: Up to 14 Large direct-fire siege engines in 
  banks of seven positioned on the port and starboard sides 
  
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  of the ship, or up to four Huge direct-fire siege engines in 
  banks of two on the port and starboard sides of the ship. 
  The siege engines may only fire out the sides of the ship 
  they are positioned on. They cannot be swiveled to fire 
  toward the forward or aft sides of the ship.
  In addition, up to two Large or one Huge direct-fire or 
  indirect-fire siege engine may be positioned on both the 
  forecastle and sterncastle of the ship. These siege engines 
  can be swiveled to fire out the sides of the ship or either 
  forward or aft, depending on their position.
  Cruiser class vessels are important capital ships, and often 
  command fleets, act as regional flagship or perform other 
  command duties. The cruiser, like the typical sailing ship, 
  is used for ocean travel, a task it carries out with speed and 
  panache.
  dWArF-CrAFtEd
  Dwarf-crafted is an acquired template that can be added to 
  a ship of size Gargantuan or smaller, referred to hereafter 
  as the base vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 125% of the 
  base vehicle. 
  dEFEnSE
  AC: Same as the base vehicle; Hardness +3
  Hp: +150 hp
  Base Save: +2
  oFFEnSE
  Maximum Speed:  -30 ft. (wind) or Same as the base 
  vehicle (muscle) or +30 ft (steamship); 
  Acceleration: -10 ft 
  CMB: Same as the base Vehicle; CMD: As Base Vehicle 
  +2 
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle. If 
  Steamship propulsion or Elemental Fury (Earth) are 
  chosen, reduce the cost of the unusual propulsion method 
  by 25%- dwarven sailors take comfort in the strength of 
  invincible earth and modern steam. 
  Crew: Same as the base vehicle. 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: Same as the base vehicle.
  Weapons: Same as the base vehicle. 
  Features: Dwarf Crafted vessels gain the Excellent 
  Armory feature. 
  Dwarf Crafted vessels are small, durable and rugged ships 
  of the line. They are commonly used for patrol, border 
  defense and as escorts to larger warships. They are almost 
  as well-armed as larger ships, but are more maneuverable 
  and able to operate in shallower waters.
  ELF-CrAFtEd
  Elf-crafted is an acquired template that can be added to any 
  ship, referred to hereafter as the base vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 125% of the 
  base vehicle.
  dEFEnSE
  AC: Same as the base vehicle; Hardness +1
  Hp: +75 hp
  Base Save: +1
  oFFEnSE
  Maximum Speed: +40 ft. (wind) or +20 ft (current) or 
  Same as the base vehicle (all other methods); Acceleration: 
  Same as the base vehicle.
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: Same as the base vehicle. 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: Same as the base vehicle.
  Weapons: Reduce the amount of Large direct-fire siege 
  engines aboard by four and the amount of Huge direct-fire 
  siege engines aboard by two. 
  Features: Elf Crafted vessels gain the Junk Rigging and 
  Rapid Deploy Sails qualities. 
  Elf Crafted vessels are nimble ships that have been 
  designed by ancient Elven artisans who have made these 
  vessels impressive works of art. Elf Crafted ships are built 
  
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  with an emphasis on speed, maneuverability and control 
  above raw power and armament. 
  FriGAtE
  Frigate is an acquired template that can be added to a 
  Sailing Ship or other three or four-masted vessel, referred 
  to hereafter as the base vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 110% of base 
  ship cost
  dEFEnSE
  AC: Same as the base vehicle; Hardness: Same as the 
  base vehicle.
  Hp: +100 hp (sails 400)
  Base Save: Same as the base vehicle.
  oFFEnSE
  Maximum Speed: +30 ft; Acceleration: Same as the base 
  vehicle.
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: Same as the base vehicle. 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: Same as the base vehicle.
  Weapons: Up to 10 Large direct-fire siege engines in 
  banks of 5 positioned on the port and starboard sides of the 
  ship, or up to six Huge direct-fire siege engines in banks of 
  three on the port and starboard sides of the ship. The siege 
  engines may only fire out the sides of the ship they are 
  positioned on. They cannot be swiveled to fire toward the 
  forward or aft sides of the ship.
  In addition, up to two Large direct-fire or indirect-fire 
  siege engines may be positioned one each on the forward 
  and aft sides of the ship (one Huge direct-fire or indirect-
  fire siege engine may be positioned on the aft side of the 
  ship instead, but the forward side can only fit a Large siege 
  weapon). These siege engines can be swiveled to fire out 
  either side of the ship, or either forward or aft, depending 
  on their position.
  Frigates are often found on patrol duty on the shipping 
  lanes, either alone, or acting as a command vessel for a 
  squadron of corvettes. 
  GALLEon mErChAnt 
  Galleon Merchant is an acquired template that can be 
  added to a Sailing Ship, referred to hereafter as the base 
  vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: 5 (20 ft. by 150 ft.); Cost: 125% of base ship 
  cost
  dEFEnSE
  AC: Same as the base vehicle; Hardness: Same as the 
  base vehicle.
  Hp: +250 hp
  Base Save: Same as the base vehicle.
  oFFEnSE
  Maximum Speed: Same as the base vehicle; 
  Acceleration: Same as the base vehicle.
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: +20 additional crew 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: 65 tons/200 passengers
  Weapons: Up to 24 Large direct-fire siege engines in 
  banks of 12 positioned on the port and starboard sides of 
  the ship, or up to eight Huge direct-fire siege engines in 
  banks of four on the port and starboard sides of the ship. 
  The siege engines may only fire out the sides of the ship 
  they are positioned on. They cannot be swiveled to fire 
  toward the forward or aft sides of the ship. These weapons 
  cannot be used while the warship is being rowed.
  As with a typical Warship, for an additional 10,000 gp, a 
  galleon merchant can be fitted with a ram and castles with 
  firing platforms fore, aft, and amidships. Each of these 
  firing platforms can hold a single Large or Huge direct-fire 
  or indirect-fire siege engine. Siege engines on the fore and 
  aft firing platforms can be swiveled to fire out the sides of 
  the ship or either forward or aft, depending on their posi-
  
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  tion. A siege engine on the amidships can be swiveled to 
  fire out either side of the ship.
  The legendary prize-ships of many fleets are used to cart 
  gold, silver and other various valuables from location 
  to location. These vessels represent the ultimate goal of 
  anyone looking to acquire treasure and valuables. The 
  galleon merchant is also viciously armed with massively 
  powerful weapons making it also prized as a deadly 
  combat vehicle. The galleon merchant is used for ocean 
  travel.
  ironCLAd
  Ironclad is an acquired template that can be added to 
  any vessel powered by a steam or elemental fury engine, 
  referred to hereafter as the base vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 250% of base 
  ship cost
  dEFEnSE
  AC: 6; Hardness: 10.
  Hp: Same as the base vehicle
  Base Save: +2.
  oFFEnSE
  Maximum Speed: -30 ft Acceleration: -30 ft (to a 
  minimum of 30 ft)
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: +1d8.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: Same as the base vehicle. 
  Decks: -1, minimum 1. 
  Cargo/Passengers: -100 tons/-50
  Weapons: Two Large direct-fire or indirect-fire siege 
  engines positioned on both the forward or aft side of the 
  ship. This siege engine can be swiveled to fire out either 
  side of the ship, or either forward or aft, depending on its 
  position.
  The logical development of the steam age was the ironclad 
  – a metal-armored monstrosity, made from the cut-down 
  hull of a standard sailing ship. Even if its propulsion is 
  magically based, the notion of an armored ship is sound. 
  Most campaigns will have little need for such a behemoth, 
  but they may make an effective challenge for a truly hard-
  ened crew, or may be commonplace in Steampunk setting.
  If steam per se is not developed in the setting, the ship 
  requires 100 gp in alchemical reagents to fuel its boilers. 
  Crew within the ironclad have total cover, unless they are 
  manning the surface weapons and viewing platform; in this 
  case they have partial cover.
  Ironclads are typically outfitted with cannons and other 
  siege weaponry, making them perhaps most effective as 
  a means for attacking a coastal fort or settlement, though 
  they are also effective as blockade vessels.
  Figureheads cannot be placed on Ironclads.
  Luxury vESSEL
  Luxury Vessel is an acquired template that can be applied 
  to any craft of Gargantuan or greater size, referred to here-
  after as the base vehicle.
  Vehicle Size: Same as the base vehicle.
  Squares: Same as the base vehicle; Cost: 110% of base 
  ship cost
  dEFEnSE
  AC: Same as the base vehicle; Hardness: Same as the 
  base vehicle.
  Hp: -100 hp
  Base Save: Same as the base vehicle.
  oFFEnSE
  Maximum Speed: +30 ft Acceleration: Same as the base 
  vehicle
  CMB: Same as the base Vehicle; CMD: Same as the base 
  vehicle.
  Ramming Damage: Same as the base vehicle.
  StAtiStiCS
  Propulsion: Same as the base vehicle.
  Sailing Check: Same as the base vehicle.
  Control Device: Same as the base vehicle.
  Means of Propulsion: Same as the base vehicle.
  Crew: Same as the base vehicle. 
  Decks: Same as the base vehicle. 
  Cargo/Passengers: 75% of base vehicle
  Weapons: Luxury vessels may not carry siege weapons 
  greater than large in size.
  
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  Features: Passengers – but not crew – of a luxury vessel 
  regain 1 additional hp per day in natural healing due to the 
  relaxing and comfortable setting they enjoy. Captains and 
  owners of a luxury vessel receive a +2 equipment bonus 
  to Diplomacy checks when hosting the target of the check 
  aboard their ship.
  A luxury vessel, outfitted with luxury accommodations, is 
  a toy of the wealthy. Every surface, from the floors to the 
  walls to the upholstery on the crew stations and passenger 
  couches, is covered in only the finest of materials. Every 
  square inch of the ship, including maintenance access 
  points and storage closest, is gone over by experts in style 
  until the ship is a mobile palace. A ship equipped with 
  luxury accommodations is rarely used as a common work-
  horse but is, instead, a pleasure ship, a yacht, if you will.
  Ship modiFiCAtionS 
  A captain with a plain ship is no captain at all. The more 
  unique the vessel, the greater legend it develops, and, 
  hopefully, the more engagements it will survive before it 
  plunges into the deep. 
  AdAmAntinE BoWSprit 
  A princely decoration usually only adorning legendary 
  flagships, an adamantine bowsprit is a specially made 
  needle, longer than the length of a man’s body, forged from 
  indestructible silver metal. 
  A ship equipped with an adamantine bowsprit inflicts 
  piercing damage equal to its base ramming damage when 
  ramming. This damage is considered Adamantine for the 
  purpose of overcoming damage reduction. This modifica-
  tion otherwise duplicates the function of a basic Ram. 
  Requirements: Craft Wondrous Items, Craft (ships) DC 28
  Cost: 15,000 gp  
  BiLGE pump 
  A manually operated pump is used to remove water from 
  the bilge, the lowest part of the interior of the boat where 
  water first collects if it is sinking. When this ship gains the 
  sinking condition, the bilge pump provides it with an addi-
  tional D4+2 rounds before it completely sinks. 
  Requirements: Craft (ships) DC 18
  Cost: 5% of base ship cost. Cannot be applied to rafts or 
  catamarans. 
  BrAndEd By thE ELEmEntS 
  Elemental runes have been etched into the masts and hull 
  of this vessel, and the ship’s Figurehead is a fanciful and 
  masterful sculpture of a creature or concept most associ-
  ated with the element. A ship often bears cosmetic effects 
  related to its branded element: a Fire-branded ship’s 
  rigging is host to bluish ghost-fires, a Cold-branded ship’s 
  deck is covered with a rime of crackling frost, and so forth.
  The vessel has Energy Resistance 10 against one particular 
  type of energy. A ship may only be branded by a single 
  Element; once chosen, this decision cannot be changed. 
  If applied to a ship with the Elemental Fury propulsion 
  method, the Fury and Brand must correspond. 
  A ship with this modification must also have a Figurehead 
  worth at least 1,000 GP, which must represent the brand 
  somewhat. 
  Types of Elemental Brands
   •  Acid: Acid Resistance 10. Figurehead is usually some 
  venomous creature, such as a cobra, basilisk, spider, 
  wasp or black dragons.  
   •  Cold: Cold Resistance 10. Figurehead is usually a 
  creature native to the arctic or tundra- Kodiak bears, 
  wolves, snow owls, or more fantastic creatures like 
  polar worms or white dragons. 
   •  Electricity: Electricity Resistance 10. Figurehead 
  is often a thunderbird, electric eel, celestial eagle or 
  hawk, blue dragon or other lightning breathing pred-
  ator. 
   •  Fire: Fire Resistance 10. Mastead is often an espe-
  cially ornate red or gold dragon, salamander, hell-
  hound, or phoenix. 
   •  Sonic: Sonic Resistance 10. Figurehead is usually 
  an ornately painted songbird, siren or nude human, 
  Gnomish or Elven female. 
  Requirements: Craft Wondrous Item, Craft (ships) DC 20. 
  Ship must have a Figurehead worth at least 1,000 GP of a 
  relevant type. 
  Cost: 2,500 gp per square of ship
  BriG 
  This ship is equipped with a brig that can be used to detain 
  prisoners or mutineers. This small holding cell capable of 
  holding up to four Medium-sized characters or creatures. 
  Included within the cell are two cots, a chamberpot, and 
  absolutely nothing else. The cell’s iron door is equipped 
  with an excellent lock (Disable Device DC 35). 
  
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  Requirements: Craft (ships) or Knowledge (engineering) 
  DC 25
  Cost: 5% of base ship cost
  BriGAntinE riGGinG
  Brigantine Rigging is a hybrid lanteen aft and forward 
  square-sailed set of masts, used in warm waters and espe-
  cially favored by pirates – hence its name, from the word 
  brigand – but also used by merchants and regular navies. 
  Sailing checks made by the captain of a brigantine receive 
  a +2 equipment bonus, to reflect the easy way the ship 
  adapts to different types of wind and weather. The speed of 
  a ship bearing a brigantine rig is 
  Requirements: The ship must bear at least two masts, and 
  cannot be fitted with a different type of rig, such as Junk 
  Rigging. Craft (sails) or Knowledge (Engineering) DC 25 
  Cost: 5% of base ship cost per mast.
  CroW’S nESt
  A small platform rising high above the main mast provides 
  a look out spot for whichever unfortunate sailor has watch 
  duty. The advance warning provided by a lookout sitting in 
  the crow’s nest can be a lifesaver. 
  Whenever the ship is attacked, and the gamemaster 
  chooses to randomly determine the distance between the 
  ship and its attacker(s), as described on page 12 of the 
  Skull & Shackles Adventure Path Player’s Guide, add +2 to 
  the number of squares rolled. 
  Requirements: Craft (ships) or Knowledge (engineering) 
  DC 14 
  Cost: 5% of the base ship cost. Cannot be applied to ships 
  without masts. 
  dEW CAtChErS 
  The ship has specially designed drains built into the masts, 
  which empty into hoghead barrels (64 gallons) spaced 
  throughout the main deck. These collect morning dew and 
  rainwater for use by the crew. 
  Each day the ship automatically collects ¼ day’s ration of 
  water for the crew per square of the ship.
  Requirements: Craft (ship) DC 16 
  Cost: 50 gp per square of the ship 
  divinG BELL 
  A diving bell is a hollow brass bell, large enough to accom-
  modate two Medium sized humanoids, that allows limited 
  exploration of the sea floor. Heaved into the sea, the diving 
  bell is fed oxygen through a thick 50 ft tube connected to a 
  muscled-powered pump. Those within the bell can observe 
  the sea floor (which is prevented from entering the bell by 
  an air pocket) or peek out through portholes spaced around 
  the bell’s circumference. 
  These explorers can signal to be heaved back aboard by 
  a bell-pull, or can move the diving bell through their own 
  muscle. It requires a DC 22 Strength check to move the 
  diving bell one 5 ft square as a full round action. It requires 
  1d4+1 rounds to heave a diving bell back aboard. 
  Requirements: Craft (metalworking or ships) DC 20 
  Cost: 1,500 GP 
  drAGon pLEASinG SAiLS 
  These silk sails are the deep crimson and rich gold of a 
  sunset on the open ocean, and are embroidered or painted 
  with stark black runes or kanji. A common seafarer’s tradi-
  tion holds that great, heavenly dragons cause storms, but 
  are pleased by vessels that show proper respect with fine 
  red sails. 
  Anytime the GM rolls to randomly determine weather in 
  an area occupied by a vessel with Dragon Pleasing Sails, 
  the PC captain of the ship can add or subtract up to 10% 
  from the roll, modifying the weather slightly to suit their 
  needs. In addition the Dragon Pleasing Sails act as Silk 
  Sails. They provide a +1 bonus on sailing checks to gain 
  ‘the upper hand’ during a naval battle, and provide a +10% 
  increase to the ship’s waterborne speed (but not tactical 
  speed). 
  Requirements: Craft (sail) DC 18 and Knowledge (religion) 
  DC 12
  Cost: 25% of the base ship’s cost. 
  dAGGEr proW
  The ship’s hull has been radically designed to make it 
  more hydrodynamic. The vessel’s prow narrows to a 
  needle point, increasing its speed dramatically. The vessel’s 
  maximum speed and acceleration are both increased by 
  +30 ft. Its waterborne speed is increased by 15%. 
  The ship’s cargo capacity is reduced by 20%, due to the 
  lost space in its forward holds. This improvement must 
  be added at the time of construction and cannot be added 
  
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  latter. This improvement is often chosen in conjunction 
  with Narrow Hull, and the two qualities complement one 
  another. 
  Requirements: Craft (ships) DC 28 
  Cost: 25% of the base ship cost. 
  ExCELLEnt Armory 
  This sailing vessel is equipped with the best weaponry and 
  armament that can be purchased. All siege weapons added 
  to the vessel have their damage die size increased by one 
  step. For example, a cannon that previously dealt D6s in 
  damage, would now deal D8, D8 damage dice become D10 
  and so on. 
  Requirement: Knowledge (engineering) DC 30 
  Cost: 15% of the base cost of the ship, plus an additional 
  +1,000 GP per siege weapon aboard. 
  ExCELLEnt GALLEy And StorES
  The vessel has an above average galley, a ship’s cook who 
  is actually competent, and well designed stores that keep 
  better than average provisions fresh longer. Thanks to this 
  quality, those serving aboard the vessel receive a +4 bonus 
  on FORT Saves against shipboard diseases and malnutri-
  tion. Due to the efficient use of provisions, reduce the cost 
  of provisions for the crew by about 10%.
  Requirements: Craft (ships) DC 25
  Cost: 5% of base ship cost
  ExCELLEnt SiCkBAy
  Unlike most sailing vessel this one is equipped with an 
  expert surgeon with all the necessary tools. Injured crew 
  members recover an additional +1d4 HP for each day of 
  natural healing, +2d4 HP per day of healing under a physi-
  cian’s care, and an additional +1 point per spell level worth 
  of healing for any Conjuration (healing) spells cast aboard 
  ship. 
  Requirements: Craft (ships) or Treat Injury DC 25
  Cost: 10% of base ship cost
  FirinG portS
  The ship has several firing ports sufficient to let crew and 
  passengers fire out of the ships with their own ranged 
  weapons. These firing ports provide improved cover to 
  those firing from the ports. Each port is equipped with a 
  locking, mostly watertight hatch (Disable Device DC 25) 
  that must be opened before it may be used; opening or 
  closing one of these hatches is a standard action.
  Requirements: Craft (ships) or Knowledge (engineering) 
  DC 20
  Cost: 10% of base ship cost
  FLAGShip 
  The majestic flagship is primarily used as command vessel 
  for a small fleet or even an entire armada.
  When traveling with allied vessels, all vessels within 500 
  ft of the flagship may use the flagship’s Armor Class and 
  Base Save in place of their own, if those scores are higher. 
  This modification must be placed on a vessel of Colossal 
  size which must have any one of the following modifica-
  tions: Adamantine Bowsprit, Figurehead (worth at least 
  1,000 gp) or Silk Sails.
  Requirements: Craft (ship) or Knowledge (tactics) DC 30.
  Cost: 30% of base ship cost. 
  FLAt BottomEd
  The vessel has a flattened keel which makes it ideal for 
  service in shallow waters, rivers and coastal areas. The 
  vessel can safely navigate channels too shallow for other 
  vessels of its size. This modification may only be added 
  when the ship is constructed, and cannot be applied later. 
  Requirements: Craft (ships) DC 22
  Cost: 10% of base ship cost
  Junk riGGinG 
  The ship’s sails are rigged in an extremely simple manner, 
  which allows the sails to be quickly adjusted. This method 
  of rigging is traditionally used on junks, hence the name. 
  A vessel equipped with Junk Rigging can make a DC 12 
  Profession (Sailor) as a full round action when ‘in irons’. 
  If the check is successful, the vessel shifts its sails and can 
  act normally. 
  Normal: A wind driven vessel moving into the wind is 
  said to be ‘in irons’ and can only take the Uncontrolled 
  action until it turns to face another direction. 
  Requirements: Craft (sails) or Knowledge (Engineering) 
  DC 25 
  Cost: 5% of base ship cost per mast. All masts must be 
  Junk Rigged to gain any benefit. 
  
  pAGE  13
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  krAkEn BAnE SpinES 
  All sailors fear these great sea monsters and their like, 
  that can surface beneath a ship, and send it to the bottom 
  without a second’s warning. This modification attaches 
  several long, jagged steel blades and hooks to the vessel’s 
  keel. 
  Any creature that attempts to sink the vessel by surfacing 
  beneath it automatically takes piercing damage equal to the 
  vessel’s ramming damage. 
  Drawbacks: The drag from kraken bane spines reduces 
  the ship’s waterborne speed by 10%, though not its tactical 
  speed. The kraken bane spines are destroyed if the ship is 
  ran aground. 
  Requirements: Craft (ships) or Knowledge (engineering) 
  DC 15 
  Cost: 500 gp per square of the ship
  rEinForCEd And BrACEd
  The ship’s beams and superstructure are reinforced, making 
  the vessel much more durable. 
  The vessel’s Hit Points are increased by 100 each time this 
  modification is purchased. Each time this modification 
  is purchased, reduce the vessel’s cargo capacity by 10%, 
  representing the hold space lost to the reinforcements. 
  Requirements: Craft (ships) or Knowledge (engineering) 
  DC 25
  Cost: 15% of base ship cost. 
  Ship’S CAt(S) 
  Most ships have a motley band of semi-feral felines aboard 
  that serve as mousers. These mangy, ill-tempered felines 
  aren’t pets- they are hardworking members of the crew. 
  A ship’s cat protects the stores from rodents. By reducing 
  waste and loss, the cat(s) effectively reduces the provisions 
  necessary to sustain the crew by 10%. 
  Drawback: Woe betide any spellcaster dumb enough to 
  bring a rodent of any kind aboard as a familiar. Unless 
  extraordinary precautions are taken, 1d6 days after first 
  coming aboard any mammalian or avian familiar of less 
  than size Small will die at the claws of the ship’s cats. 
  Note that this drawback only applies to allied crewmem-
  bers and passengers. Spies, stowaways or saboteurs aboard 
  ship are not affected, as the ship’s tend to stay away from 
  such dangerous people. Likewise, if an enemy spellcaster 
  is brought aboard as a prisoner, his or her familiar is not 
  automatically killed. 
  Requirements: None. 
  Cost: Negligible 
  SmuGGLEr’S toWLinE 
  Some ships have a fixed hidden rope to the underside of 
  the ship that smugglers use it to haul contraband materials 
  beneath the water. Vessels with this feature can hide an 
  additional 10% of their total cargo weight in watertight 
  casks lashed to the ship’s keel.  For example, if a junk has 
  a cargo of 100 tons, an additional 10 tons of weight can be 
  lashed to the smuggler’s towline. 
  Requirements: Craft (ships) DC 22
  Cost: 15% of base ship cost
  StrEAmLininG
  A captured vessel would sometimes have its rails cut down, 
  its decks lowered and some of its heavy superstructure 
  beams removed in an effort to make the ship faster. 
  Depending on how severely streamlined the vessel is, it 
  permanently loses between 2 and 6 points of hardness, and 
  a percentage of its total cargo capacity. For each point of 
  hardness lost to streamlining, the vessel becomes more 
  maneuverable, gaining a bonus on checks to gain the upper 
  hand, and the ability to take an additional move action per 
  turn.
  Once a vessel is streamlined, it can only become more 
  streamlined. The effects of streamline are not cumulative, 
  use only the values for the most severe degree of stream-
  lining. 
  Requirements: Craft (ships) DC 22
  StrEAmLininG
  hardness Lost
  Cargo Capacity Lost
  Bonus on upper hand Checks
  Additional move Actions per turn
  Two
  -10%
  +1
  One
  Four
  -20%
  +2
  Two
  Six
  -30%
  +3
  Three
  
  pAGE  14
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Cost: 10% of base ship cost per 2 point of hardness lost
  trAWL nEtS
  These huge fishing nets trail out behind the vessel, and 
  catch everything swimming through that part of the ocean. 
  A ship equipped with trawl nets can make a DC 12 
  Survival check to catch fish. If the check is successful, the 
  ship catches fish worth 1d4x50 gp worth of trade goods, 
  plus an additional 25 gp worth of fish for every point the 
  check results beats the DC by. The ship receives a +2 
  bonus on this check for every square over 1 that it occu-
  pies. 
  Trawler nets are indiscriminate. They may catch non-prey 
  creatures, such as dolphins or turtles, but on fantastic 
  worlds, that is hardly the worst danger. Fishermen are wary 
  when they bring the nets up, because anything from giant 
  crabs to juvenile dragons to murderously enraged mer-folk 
  might be tangled in the nets. 
  Requirements: Craft (ships) or Profession (fisherman) DC 
  15
  Cost: 350 gp per square of the ship 
  tryWorkS 
  A massive cast-iron boiler system is fitted on the ship’s 
  foredeck. The blubber from sea creatures such as whales 
  can be rendered down into oil on site, rather than forcing 
  a ship heavily laden with fresh kills to return to port. With 
  a day’s work and a successful DC 15 Profession (whaler) 
  or Survival check, a ship that has captured a whale can 
  produce trade goods worth 1d4x100 gp, plus an additional 
  50 gp per point by which the whaling ship beats the check 
  DC by. 
  Requirements: Craft (ships) or Profession (whaler) DC 20 
  Cost: 15% of the base ship cost
  vEntiLAtEd hoLd 
  The below decks areas of the ship are exceptionally well 
  ventilated. Rowers in the ship’s bowels can work harder 
  and longer. 
  When this ship travels under muscle power, its travel day 
  is considered to be 12 hours, not 10 as normal. Increase its 
  waterborne speed proportionately. 
  Requirements: Craft (ships) or Knowledge (engineering) 
  DC 18 
  Cost: 2,000 GP per square 
  WhALinG mount 
  The ship’s harpoons are mounted on specially reinforced 
  mounts connected firmly to the vessel’s reinforced super-
  structure. 
  The ship receives a +5 bonus to its CMB and CMD scores 
  when grappling with a harpooned creature. 
  Requirements: Craft (ships) DC 22, Ship must be equipped 
  with at least one Harpoon. 
  Cost: 1,000 GP per square 
  WinCh
  This towing cable consists of 500 ft. of thick rope; capable 
  of supporting up to 2,000 lbs. of weight; which ends in a 
  heavy-duty iron hook on one end and connects to a muscle-
  powered drum on the other. The cable must be manually 
  extended; a full round action starts and stops the winch. 
  The rope deploys at the rate of 50 ft. per round. The rope 
  has a Hardness of 3 and 45 hit points. Multiple winches 
  can be used simultaneously to lift heavier weights. 
  Requirements: Craft (ships) or Knowledge (engineering) 
  DC 18
  Cost: 5% of base ship cost 
  nEW WEAponS 
  Whaling ships invariably mount the new siege-weapon 
  listed below, the fearsome, deck mounted harpoon gun. 
  WhALinG hArpoon
  A gunpowder charge fires a wickedly barbed harpoon 
  trailing a 200 ft length of heavy gauge rope or cable (Break 
  DC 35). The harpoon embeds itself in the blubbery flesh 
  of a whale or other great sea creature, tying it to the ship. 
  Prey caught with a harpoon must remain within a 200 ft 
  radius of the ship unless they can successfully break the 
  cable with a DC 35 Strength check. 
  If the sea creature attempts to submerge, it must make 
  a grapple check against the ship; if successful, the sea 
  creature may drag the ship under. A harpoon’s crew may 
  release the cable as a standard action. 
  SpECiALizEd hArpoonS
  In addition to standard harpoon ammunition (which costs 
  10 gp per harpoon), whalers sometimes use specialized 
  harpoons to hunt special prey. 
  
  pAGE  15
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  BArBEd 
  Barbed harpoons are designed to latch into the flesh of 
  their prey and inflict horrific wounds as the prey struggles 
  to free themselves. 
  Each time a harpooned creature fails a Strength or CMB 
  check to free itself from the harpoon, it suffers an addi-
  tional 2d6 points of piercing damage, as the hooks work 
  deeper into its flesh. 
  Cost per Barbed Harpoon: 60 gp 
  GunpoWdErEd 
  A slow burning, water proof fuse is lit just before the 
  harpoon is launched, eventually exploding within the 
  wound track the harpoon causes. 
  1d4+1 rounds after the harpoon is embedded in its prey, 
  it explodes, inflicting +4d6 points of fire damage to 
  the victim. The harpoon (unlike many other specialty 
  harpoons) is destroyed after use. 
  Cost per Gunpowdered Harpoon: 200 gp
  SpECiES-SpECiFiC
  Species-specific harpoons are based on long anatomical 
  study of a particular species of prey. These specially forged 
  harpoons take into account quirks of biology and nature. 
  Select a specific species of whale (such as sperm whale, 
  wright whale), or some other prey species common in your 
  world (giant King crabs, blue-banded leviathans, etc), not 
  merely a creature type or subtype. When used against a 
  member of that particular species, the harpoon is +3 to hit 
  and inflicts an additional +2d8 damage. 
  However, this harpoon is -5 to hit other species, even 
  similar species, and will not ‘hold’ on members of other 
  species. It merely deals damage and either falls out or 
  breaks in the skin. 
  Cost per Species-specific Harpoon: 120 gp 
  EnChAntEd CAnnonBALL
  This particular cannonball looks like any other cannon-
  ball – it’s a large metal sphere made of dirty iron. The 
  only indication that something may be different about 
  this particular cannonball is the deeply engraved sigil or 
  personal mon that has been carefully painted white or 
  blood red. 
  It is not an uncommon practice for wizards and other 
  spellcasters in coastal cities to craft magical cannonballs. 
  Though expensive, many a ship’s captain has found it 
  useful to have a small cache of enchanted cannonballs on 
  board – just in case. After all, you can never be too sure of 
  what you’ll encounter while sailing the open ocean.
  Enchanted cannonballs are available with enhancements 
  ranging from +1 to +5. Additionally, any effect that can 
  normally be applied to arrows, crossbow bolts, or other 
  types of ammunition may also be applied to cannonballs.
  Enchanted cannonballs are constructed by use of the Craft 
  Arms and Armor feat. Market Price: Varies by degree of 
  enhancement.
  trAitS For pirAtES And SEAdoGS
  Pirates and privateers usually grow up in slums and rogue’s 
  ports- they grow up fast, hard and greedy. Many of these 
  starting talents often start sailors out ‘on the pirate’s 
  account’. 
  JACk tAr
  Type: General
  You are accustomed to the heaving of a deck beneath 
  your boots. You receive a +1 bonus on all Ref Saves and 
  a +2 bonus on Acrobatics checks made aboard a vessel in 
  motion. 
  LEGALLy dEAd 
  Type: Social
  Due to a quirk of the law, in your home nation, you are 
  considered legally dead. Perhaps you were declared legally 
  dead after being lost at sea, perhaps the gallows rope broke 
  during a pervious execution attempt, or perhaps you died 
  and returned to life by magic. As such, you cannot be 
  legally executed for any crime, no matter how vile. The 
  worst punishment you can receive is lifetime imprison-
  ment (which a player character will usually find a way to 
  escape from). This talent has no effect in regions that do 
  not follow your homeland’s legal code, and doesn’t actu-
  ally prevent your captors from just slitting your throat and 
  dumping your body in a swamp, if you really annoy them. 
  LEttEr oF mArquE 
  Type: Social 
  Siege Engines
  Cost
  damage
  Critical
  range
  type
  Crew
  Aim 
  Load
  Whaling Harpoon (direct fire)
  600 gp
  3d8
  X3
  200 ft 
  maximum
  Piercing
  1
  0
  2
  
  pAGE  16
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  You are a pirate of the crown- a privateer. You have a 
  document giving you and your shipmates permission and 
  amnesty from piracy laws, so long as you plunder the ships 
  of a specific enemy nation or its allies. Once per week, you 
  can attempt a Diplomacy check by displaying your letter 
  of marque to attempt to change to Helpful the attitude of a 
  member of the issuing government. 
  You can lose the letter of marque if you commit piracy 
  or other crimes against the issuing government, or if that 
  government’s diplomatic relationship with the target nation 
  changes. After a war ends, many would be privateers may 
  find themselves out of a job. 
  nAvAL oFFiCEr 
  Type: Social 
  Requirements: Profession (sailor) 1 rank 
  You have been trained to lead a ship’s crew in the day-to-
  day activities of sea duty. This trait may be taken both by 
  officers and senior enlisted men, or “petty officers”. 
  When using the aid another action to assist any sailor, that 
  sailor receives a +4 bonus on a successful check, if the 
  action taken directly relates to running a ship, either in or 
  out of combat. 
  pEArL divEr
  Type: General
  You grew up as a free diver in a costal or island region, 
  and from an early age learned to brave the depths in search 
  of tiny pearls hidden in the shallows. You can hold your 
  breath automatically for two (2) minutes, before needing 
  to begin making Con checks to hold your breath. You also 
  receive a +2 bonus on Perception checks while underwater. 
  FEAtS oF thE SEA 
  In addition to these new feats, pirates and merchant seamen 
  often select combat feats with an emphasis on speed and 
  precision. Most favor cutlasses, boarding axes and black-
  jacks- weapons that can easily be used in the close confines 
  of a ship’s hold or in a scummy port’s darkest alley way. 
  In campaigns with firearms, pirates favor flintlock pistols 
  over rifles or long arms, and most carry a brace of pistols 
  concealed beneath their long coats. 
  BLuFF thE miGhty 
  You are especially adept at lying to bullies, muscular thugs 
  and those too proud of their own strength. You use a mix 
  of flattery, feigned helplessness and well practiced guile to 
  get what you want. 
  Prerequisite: Bluff 1 rank, Deceitful 
  Benefit: When attempting a Bluff check against a target 
  with a higher total melee attack bonus (Base Attack Bonus 
  + Str modifier) than your own total melee attack bonus, 
  you add the difference between scores as an insight bonus 
  on your Bluff check result. 
  Limitation: You may not use this feat on Bluff checks 
  made to feint in combat.
  BriGAnd’S tAttooS  
  You are visibly scarred, pierced or tattooed as a memento 
  of your criminal dealings. While criminal scars and tattoos 
  vary wildly, most are obvious, many are crude or vulgar, 
  and all are as intimidating as a drawn blade. 
  Benefit: You receive a +2 bonus on Intimidate checks, 
  Escape Artist checks and Knowledge: local checks, 
  all useful skills for a canny criminal. If you have the 
  Leadership feat, you gain a +2 bonus to your Leadership 
  score for the purpose of recruiting followers and cohorts 
  with rogue levels. 
  Drawback: Your obvious prison marks impose a –2 
  circumstance penalty on Bluff and Diplomacy checks made 
  against agents of the law or the government, especially 
  among the people who first sent you to prison.
  ChiLd oF thE GALLoWS (BirthriGht)
  As a child, either you watched one of your parents die 
  at the end of a rope or by the headman’s blade, or were 
  one of the gallows-children were conceived during a 
  condemned man’s last sexual encounter, or were birthed by 
  a woman who went to her death shortly there after. 
  Prerequisite: Wis 13+, Character level first only 
  Benefit: Your early, intimate connection with death grants 
  you a strange supernatural insight. With a glance, you may 
  make a DC 18 Sense Motive check. If the check succeeds, 
  you instantly know if the target has ever killed a sentient 
  creature or creatures, if the target is a professional assassin 
  or paid executioner (though not which one), and if the 
  target has ever been lawfully sentenced to death. 
  You cast spells from the Necromancy school at +1 caster 
  level. 
  FoundLinG (BirthriGht) 
  As a newborn, you were abandoned and left to die. Some 
  well meaning soul found you and raised you; you spent 
  your early years in a reformatory, a church’s orphanage or 
  workhouse or living in obscurity with some foster family, 
  your real heritage a mystery. 
  
  pAGE  17
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Prerequisite: character level first only 
  Benefit: Your early experiences have hardened you, and 
  growing up poor and unwanted has given you some useful 
  skills. Select any three skills on the Rogue class list; these 
  skills are always considered class skills for you. If you 
  select a skill that is a class skill for you at first level, you 
  receive a +1 competence bonus with that skill. 
  You receive a +4 bonus on Fort saves made to resist dehy-
  dration or starvation. 
  Additionally, since your true origins are a mystery, even to 
  yourself, you may select other birthright feats at any point 
  in your heroic career. 
  LovErS in EvEry port  
  You know how to seduce your way to the information you 
  want, and can probably find a friendly face and comfort-
  able bed in any settlement you visit. 
  Prerequisite: bardic knowledge class feature, Knowledge 
  (local) 1 rank, Diplomacy 1 rank 
  Benefit: If you can change the attitude of an NPC who 
  would be sexually attracted to your species and gender 
  to friendly, you can seduce that character, as if askinf for 
  simple aid. If you return to that NPC later for aid, each 
  additional request does not increase the Diplomacy check 
  DC. 
  Each NPC lover in a settlement provides you with a +1 
  circumstance bonus on Knowledge (local) and Diplomacy 
  checks made within that settlement. The maximum 
  possible bonus is +5, if you have 5 or more lovers in a 
  particular settlement. If you have five or more lovers in a 
  particular settlement, Diplomacy checks made to gather 
  information require half the usual time. 
  mErFoLk’S GiLLS (BirthriGht) 
  One of your parents or grandparents had a tumultuous 
  romance with a sea-born lover- a siren, merfolk, naiad or 
  some even more exotic sea creature. As a result of your 
  strange heritage, your body is adapted to life both above 
  and below the waves. 
  Prerequisite: character level first, elf, half-elf, human or 
  half-orc races only
  Benefit: You have both gills and lungs, providing you with 
  the Amphibious special quality. You can breathe water 
  indefinitely. Your sea-born heritage provides you with a +4 
  racial bonus on Swim checks. 
  nAtionALiStiC pridE (ComBAt) 
  Convinced of the superiority of your nation, church or clan, 
  you fight even more effectively with your countrymen at 
  your side. 
  Prerequisite: Base attack bonus +1 
  Benefit: When using the aid another action in combat or 
  flanking an enemy in conjunction with an ally that shares 
  your national, racial or tribal origin you both receive a +4 
  bonus. 
  Normal: Flanking a creature or aiding an ally provides a 
  +2 bonus. 
  Limitation: You must wear or carry some small token of 
  your homeland, such as a locket of a lover’s hair, a vial of 
  soil from your home, a regimental tattoo or an intricately 
  carved hilt that resembles your nations seal to benefit from 
  this feat. This feat is considered inactive when you do not 
  carry a token of home. 
  nAvAL ExpErtiSE (ComBAt)
  You can judge more quickly than most commanders what 
  the enemy captain is likely to do.
  Prerequisite: Naval Strategy
  Benefit: The ship you are in command of gets a +4 bonus 
  on Initiative checks made as part of a naval combat as long 
  as you are on deck and conscious, and in command of the 
  specific ship. Your vessel also gains a +4 bonus on checks 
  to ‘gain the upper hand’. 
  nAvAL StrAtEGy (ComBAt)
  Your crew unquestioningly trusts in your judgment as 
  commander.
  Prerequisite: Naval Officer starting talent, Profession 
  (Sailor) 5 ranks
  Benefit: Your crew gets to add your INT modifier to all 
  Profession (Sailor) checks they make under any circum-
  stances. You must be on deck, conscious, and in command 
  of the vessel to grant this bonus. Your crew need not 
  clearly see or hear you as long as you meet these condi-
  tions (or they believe you do and are carrying our your last 
  orders). 
  port SAvvy 
  You know all the ins and outs of life in the seedy ports of 
  call that sailors use as stopover points in their journeys.
  
  pAGE  18
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Benefit: You get a +4 bonus on all Knowledge (Local) 
  checks when used in a seaside port. If you have 10 ranks in 
  Knowledge (local) this bonus increases to +6. 
  rAmminG SpEEd (ComBAt)  
  You are brutally efficient at making ships under your 
  control more effective in ramming other ships.
  Prerequisite: Profession (sailor) 5 ranks 
  Benefit: When a ship under your command rams a target, 
  it inflicts an additional +2d8 points of damage. If you 
  have 10 ranks in Profession (sailor), this bonus damage 
  increases to +4d8 points of damage. 
  Ship’S muSiCiAn 
  You know how to sing shanties or work songs, bang a 
  ship’s drum, blow a bugle or trumpet or play some other 
  instrument to keep your ship’s crew working efficiently 
  and in unison. 
  Prerequisite: Perform (sing or percussion or other accept-
  able) 1 rank, Profession (sailor) 1 rank 
  Benefit: You may use your Perform skill for sailing 
  checks when using muscle or current power rather than 
  a Diplomacy or Intimidate check. You may not use this 
  ability in place of Handle Animal, if using non-intelligent 
  creatures to provide power. 
  tidEBorn (BirthriGht) 
  You were conceived on the rocking deck of a ship, born in 
  some village at the edge of the sea, grew to adulthood on 
  the open ocean, and are as at home beneath the waves as 
  a fish. You’re one of the best natural sailors and deep-sea 
  divers in the kingdom, and you make your living at sea. 
  Prerequisites: character level first only
  Benefit: Your lifelong connection to the sea has changed 
  your body and mind in unexpected ways. If you are cut, 
  you bleed saltwater and sea-foam, not blood like a normal 
  creature. 
  You receive a +2 racial bonus on Swim checks, Profession 
  (sailor) checks and Acrobatics checks made to balance 
  on the deck of a rocking ship. In addition, you may hold 
  your breath for a number of minutes equal to your CON 
  score before needing to begin making FORT saves to resist 
  suffocation or drowning.  
  tidEBorn mArinEr 
  Your connection to the sea and its creatures has served you 
  well. Thanks to your tideborn gifts, you are a competent 
  and respected merchant seaman. 
  Prerequisites: Tideborn 
  Benefit: You receive a +4 racial bonus on Survival checks 
  made to navigate while at sea. When plotting a nautical 
  course to a known destination, you may make a DC 20 
  Survival check at the beginning of the journey.
  If the check is successful, you can take advantage of favor-
  able winds and ocean currents to cut the total time required 
  for the journey by 25%. Failure on this check indicates the 
  journey requires the normal amount of time. Failure by five 
  or more points extends the journey by 10%. 
  You may take 10 or 20 on this check. 
  tidEBorn CAptAin  
  Your connection to the sea has made you an incredibly 
  effective and revered leader. You may be a prosperous 
  merchant seaman, a decorated admiral in your kingdom’s 
  navy, or a fierce pirate captain, but your reputation as a 
  naval genius has spread far and wide. 
  Prerequisite: Tideborn Mariner 
  Benefit: You receive a +4 racial bonus on Diplomacy 
  and Intimidate checks made while at sea, or made 
  from the deck of a ship docked in port. If you possess 
  the Leadership feat, you receive a +2 bonus on your 
  Leadership score when recruiting followers or a cohort 
  from the nautical community- such as other sailors, naval 
  officers and able seamen, dock workers, inhabitants of 
  coastal fishing villages, and aquatic creatures such as 
  skrags and aquatic elves, among others.
  diSEASES oF thE SEA 
  The sea has its dangers, some far less obvious than an 
  enraged pirate, pain-maddened kraken or churning hurri-
  cane. Diseases are an ever-present threat aboard ship, and 
  can lay waste to entire crews. 
  CALL o’ thE SEA
  Type: disease, contact
  Save: DC 18 
  Onset: 1d6 days 
  Frequency: 1/day  
  Effect: 1d3 Con and 1d3 Wis. On the first day of the 
  disease, the patient is fatigued, on the second, exhausted. 
  On the third day, the patient’s lungs collapse, and he loses 
  the ability to breath oxygen, but gains the ability to survive 
  indefinitely under water. If reduced to either 0 Con or Wis 
  by the disease, the patient dies and returns to life several 
  hours later as a mutant Shaugin, under the control of the 
  
  pAGE  19
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  game master. The character retains no skills, memories or 
  abilities from his or her former life. 
  Cure: 3 consecutive saves
  Call o’ the Sea is a virulent disease common in inces-
  tousous fishing villages and costal hamlets. This germ is 
  secreted naturally by Shaugin and Aboleth slime, and often 
  finds its way into the water table of places near such crea-
  tures’ lairs. Some sorcerers with the aquatic or aberrant 
  bloodline secrete this disease naturally in their sweat and 
  bodily fluids, as do the slaves and surface-spies of these 
  deep ocean horrors. 
  dySEntEry 
  Type: disease, ingested
  Save: Fort DC 22 to avoid infection, Fort DC 14 to negate
  Onset: 1 day 
  Frequency: 1/day  
  Effect: 1d3 Str. The victim is nauseated while suffering 
  the disease, and cannot hold down food. The target begins 
  starving no matter how much he eats- he purges the food 
  before his body can derive any nutrition from it. 
  Cure: 2 consecutive saves 
  Caused by parasites in impure water and spoiled food, 
  dysentery causes nausea, vomiting and uncontrollable 
  bouts of diarrhea. Shockingly easy to contract, dysentery 
  is fairly easy for a healthy adult to recover from, but can 
  easily kill a child or someone already struggling with 
  illness or malnutrition. 
  SCurvy
  Type: disease, ingested
  Save: DC 15
  Onset: 1d4+1 days 
  Frequency: 1/day  
  Effect: 1d3 Con and 1 Str 
  Cure: 3 consecutive saves or goodberry (see text) 
  Scurvy is a disease that afflicts most seamen at some point 
  in their careers, and kills many. Scurvy is caused by malnu-
  trition, and is endemic aboard poorly provisioned ships; 
  slave ships lose much of their living cargo to scurvy or 
  other plagues. 
  A sailor who has consumed relatively fresh citrus fruits 
  (lemons, limes, oranges, or similar fantastic fruit) within 
  the last week receives a +2 bonus on FORT Saves to 
  resist or overcome scurvy. A character who has consumed 
  the fruit from the goodberry spell within the last week 
  becomes temporarily immune to scurvy. Eating fruit 
  created by the goodberry spell automatically cures scurvy, 
  in addition to its usual effects. 
  mutiny’S Wind 
  Type: disease, inhalation 
  Save: Will DC 14 to resist, Will DC 18 to overcome 
  Onset: 1d4+1 hours 
  Frequency: 2/day  
  Effect: 1d4 Wis, target cannot use skills requiring concen-
  tration or focus while afflicted, similar to Barbarian rage. 
  Afflicted crew members are considered Hostile for the 
  purpose of sailing checks. 
  Cure: 2 consecutive saves
  A stinking yellow wind blows in from the east, turning 
  crackerjack crews into quarrelsome, blood-thirsty 
  mutineers. Those afflicted by this magical disease are 
  distracted, irritable and prone to violence. They’ll take to 
  fists and cutlasses to settle disagreements that a harsh word 
  would settle in saner times. When the disease finally runs 
  its course, the sufferer coughs up yellow bile and cries 
  urine-like tears for several days as a ‘memento’ of the 
  disease.
  GLoSSAry oF nAutiCAL tErmS
  Abeam: At right angles to, or beside, the boat.
  Aboard: On or in the boat.
  Aft: Toward the stern.
  Aground: When the hull or keel is against the ground.
  Aloft: Overhead or above.
  Amidships: The middle of a vessel, either longitudinally 
  or transversely.
  Anchor: An object designed to grip the ground, under a 
  body of water, to hold the boat in a selected area.
  Astern: Behind the boat
  Athwartships: Across the ship from side to side; perpen-
  dicular to the keel.
  Backstay: A support wire that runs from the top of the 
  mast to the stern.
  Bail: To remove water from the boat.
  Ballast: Weight in the lower portion of a boat, used to add 
  stability
  Battens: Thin, stiff strips of wood, placed in pockets in the 
  leech of a sail, to assist in keeping its form.
  Beakhead: A platform or projecting structure forward of 
  the forecastle.
  Beam: The width of the boat at its widest. Also a timber 
  mounted athwartships to support decks and provide lateral 
  strength; large beams were sometimes called baulks.
  
  pAGE  20
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Beam reach: a point of sail where the boat is sailing at a 
  right angle to the wind.
  Bearing: A compass direction from one point to another.
  Belay: To make secure, or to stop an action: “belay that.”
  Bight: A loop.
  Bilge: The lowest part of a boat, designed to collect water 
  that enters the boat.
  Block: A pulley.
  Boat Hook: A device designed to catch a line when 
  coming alongside a pier or mooring.
  Boatswain: An officer in a ship who has charge of the 
  rigging, sails, etc. and whose duty it is to summon the men 
  to their duties with a whistle.
  Bolt Rope: A rope sewn into the luff of a sail for use in 
  attaching to the standing rigging.
  Boom: The horizontal spar to which the foot of a sail is 
  attached.
  Boom Irons: An iron ring fitted on the yardarm through 
  which the studding sail boom slides when rigged out or in.
  Boom Vang: A line that adjusts downward tension on the 
  boom.
  Bore: Interior of a cannon barrel.
  Bow: The front of the boat or ship.
  Bowsprit: A spar extending forward from the bow.
  Breast Line: A docking line going at approximately a right 
  angle from the boat to the dock.
  Broach: To spin out of control, either causing or nearly 
  causing the vessel to capsize.
  Broad Reach: A point of sail where the boat is sailing 
  away from the wind, but not directly downwind.
  Breech: The part of a cannon behind the bore.
  Buoy: An anchored float marking a position or for use as a 
  mooring.
  By the Lee: Sailing with the wind coming from behind, 
  and slightly to the side that the sails are on.
  Capsize: To turn a boat over.
  Cast off: To release lines holding boat to shore or mooring, 
  to release sheets.
  Centerboard: A fin shaped, often removable, board that 
  extends from the bottom of the boat as a keel.
  Chafe: Damage to a line caused by rubbing against another 
  object.
  Chainplates: Metal plates bolted to the boat to which 
  standing rigging is attached.
  Chock: A guide for an anchor, mooring or docking line, 
  attached to the deck.
  Cleat: A fitting to which a lined is secured.
  Clew: The lower aft corner of a sail.
  Close hauled: A point of sail where the boat is sailing as 
  close to the wind as possible
  Close reach: A point of sail where the boat is sailing 
  towards the wind but is not close hauled
  Cockpit: The area below deck level that is somewhat 
  more protected than the open deck, from which the tiller or 
  wheel is handled.
  Companionway: A stairway or ladder leading from one 
  deck to another.
  Displacement: The weight of the water displaced by the 
  boat.
  Dock: The area in which a boat rests when attached to a 
  pier, also the act of taking the boat to the pier to secure it.
  Downhaul: A line, attached to the tack, that adjusts tension 
  in the sail
  Draft: The depth of the boat at its lowest point, also the 
  depth or fullness of the sail.
  Drift: The leeway, or movement of the boat, when not 
  under power, or when being pushed sideways while under 
  power.
  Ease: To loosen or let out.
  Fairlead: A fitting used to change the direction of a line 
  without chafing.
  Fathom: A measurement relating to the depth of water, 
  one fathom is 6 feet.
  Figurehead: A carved bust of a person or mythical being 
  at the foremost extremity of the bow below the bowsprit.
  Foot: The bottom part of a sail.
  Forward: Toward the bow of the boat.
  Forecastle: A short, raised foredeck, the forward part of 
  the upper deck between the foremast and the stem, or the 
  quarters below the foredeck.
  Foremast: The forward mast of a boat with more that one 
  mast.
  Foresail: The jib.
  Fouled: Entangled or clogged.
  Freeboard: The distance from the highest point of the hull 
  to the water.
  Furl: To fold or roll a sail and secure it to its main support.
  Gallery: A balcony projecting from the stern or quarter of 
  a large ship.
  Genoa: A large foresail that overlaps the mainsail.
  Gimball: A device that suspends a compass so that it 
  remains level.
  Gooseneck: A device that connects the boom to the mast.
  Ground Tackle: The anchor, chain and rode.
  
  pAGE  21
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Gundeck: The deck where the guns were located; large 
  ships may have as many as three gun decks called the 
  lower, middle and upper gundeck.
  Gunport: Exit in a gunwale or bulwark for the muzzle of 
  a cannon.
  Gunwale: The railing of the boat at deck level.
  Halyard: The line used to raise and lower the sail.
  Hard Alee: The command given to inform the crew that 
  the helm is being turned quickly to leeward, turning the 
  boat windward.
  Hatch: A rectangular opening in a vessel’s deck.
  Head: Top of the sail.
  Head to Wind: The bow turned into the wind, sails 
  luffing.
  Headsail: A sail forward of the mast, a foresail.
  Headstay: A wire support line from the mast to the bow.
  Headway: Forward motion.
  Heave To: To stop a boat and maintain position (with some 
  leeway) by balancing rudder and sail to prevent forward 
  movement, a boat stopped this way is “hove to.”
  Helm: The tiller or wheel, and surrounding area.
  Helmsman: The member of the crew responsible for 
  steering.
  Heel: The leeward lean of the boat caused by the action of 
  the wind on the sails.
  Hike: Leaning out over the side of the boat to balance it.
  Hoist: To raise aloft.
  Hold: The interior of a hull, especially the part of a 
  merchant ship’s interior where the cargo and ballast were 
  stowed.
  In irons: Having turned onto the wind or lost the wind, 
  stuck and unable to make headway.
  Jib: A foresail, a triangle shaped sail forward of the mast.
  Jibe: A change of tack while going downwind.
  Keel: A fin down the centerline of the bottom of the hull
  Knot: A unit of speed, one knot = 6,076 feet (one nautical 
  mile) per hour.
  Lanyard: A line attached to any small object for the 
  purpose of securing the object.
  Lateen: A triangular sail, or the style of rigging in which 
  the sail is tied to a boom.
  Latitude: Degrees north or south of the equator.
  Leech: The back edge of a sail
  Leeward: Downwind.
  Lifeline: A rope fence surrounding the deck to help 
  prevent crew from falling overboard.
  List: The leaning of a boat to the side because of excess 
  weight on that side.
  Longitude: Degrees east or west from a fixed line which 
  travels from the north to south pole along the surface of the 
  planet.
  Luff: The front edge of a sail, and the flapping in the wind 
  of the front of the sail (luffing).
  Mainsheet: The line that controls the boom.
  Mast: A long pole or spar of timber set upright on a ship’s 
  keel to support the sails.
  Mizzen: The shorter mast behind the main mast.
  Mooring: An anchor or weight, permanently attached to 
  the sea floor, with a buoy going to the surface, used to hold 
  the boat in a certain area
  Outhaul: The line that adjusts tension along the foot of the 
  sail along the boom
  Painter: A line tied to the bow of a small boat for the 
  purpose of securing it to a dock or to the shore.
  Pennant: A triangular flag.
  Pinch: To sail as close as possible towards the wind.
  Point: To turn closer towards the wind (point up).
  Port: The left side of the boat.
  Port tack: Sailing with the wind coming from the port 
  side, with the boom on the starboard side.
  Privileged vessel: The ship with the right of way.
  Reach: Sailing with a beam wind.
  Ready about: Prepare to come about.
  Reef: To reduce the size of a sail.
  Rhumb line: A straight line compass course between two 
  points.
  Rigging: The standing rigging is the mast and support 
  lines, running rigging is the lines with which you adjust the 
  sails.
  Rode: The line and chain that connect the anchor to the 
  boat.
  Rudder: A fin under the stern of the boat used in steering.
  Running: A point of sail, going directly downwind.
  Scull: Moving the rudder back and forth in an attempt to 
  move the boat forward.
  Shake out: To release a reefed sail and hoist the sail aloft.
  Sheave: The wheel of a block pulley.
  Sheet: A line used to control the sail.
  Shipwright: A master craftsman skilled in the construc-
  tion and repair of ships. In many instances, the person in 
  charge of a ship’s construction, including the supervision 
  of carpenters and other personnel, control of expenditures 
  and schedules, and acquisition of materials.
  
  pAGE  22
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  Shrouds: Support ropes for the mast.
  Spinnaker: A large, light sail used in downwind sailing.
  Spreaders: Struts used to hold the shrouds away from the 
  mast.
  Spring line: Docking lines that keep the boat from drifting 
  forward and back.
  Starboard: The right side of the boat.
  Starboard tack: A course with the wind coming from star-
  board and the boom on the port side.
  Step: The frame at the bottom of a mast.
  Stern: The back of the boat.
  Stow: To put away.
  Tack: The front, lower corner of the sail. Tack also refers 
  to a course with the wind coming from the side of the boat, 
  also to change course by turning into the wind so that the 
  wind comes from the other side of the boat.
  Tender: A small boat used to transport crew and equip-
  ment from shore to a larger boat.
  Tiller: Controls the rudder and is used for steering. 
  Topping lift: A line that holds up the boom when it is not 
  being used, also the line that controls the height of a spin-
  naker pole.
  Transom: The back, outer part of the stern.
  Traveler: A device that the mainsheet may be attached to 
  which allows its position to be adjusted.
  Trim: To adjust the sails, also the position of the sails
  Tuning: The adjustment of the standing rigging, the sails 
  and the hull to balance the boat for optimum performance.
  Wake: The swell caused by a boat passing through water.
  Whisker pole: A light spar which holds the jib out when 
  sailing downwind
  Winch: A metal drum shaped device used to assist in trim-
  ming sails.
  Windward: Upwind.
  nAutiCAL & undErWAtEr EquipmEnt
  Most of the equipment necessary to operate a ship is 
  fairly standard and can be found on board. Any sea-coast 
  merchant will have a goodly stock of such items for sale. 
  Binnacle: This is a large case attached to the deck of a 
  ship designed to hold the ship’s compass and a lamp. The 
  binnacle keeps the compass safe from damage and the 
  elemets, and also contains a lamp so that the compass can 
  be read at night.
  Boatswain’s Whistle: Also called a Bo’sun’s pipe, this 
  is a finely crafted brass handheld instrument. It is used to 
  signal the arrival of the captain or any other high ranking 
  officer or official on the quarterdeck.
  Captain’s Log: This large book is filled with more than 
  just blank pages for writing notes. It contains tables used 
  to keep careful track of a ship’s progress. Each day, ship 
  direction, speed, and duration of travel is noted in the log 
  and used to mark the ship’s progress and well as calculate 
  current position. In addition, many captain’s logs contain 
  astronomical tables that allow a captain to calculate his 
  current latitude by making observations with his sextant.
  Captain’s Speaking Trumpet: This is a trumpet shaped 
  device used by the captain, or other commanding officer, 
  to shout commands to the crew. The trumpet amplifies the 
  volume of the commands so that they can be used across a 
  long ship, or over the sounds of the wind and sea.
  Ditty Bag: This is a small canvas sack designed to hold 
  all of a sailors gear and equipment. The ditty bag comes 
  complete with scissors, sewing kit, jack knife, and shaving 
  razor and is also used to carry a sailor’s clothes and other 
  personals.
  Diving Grease: Smearing grease over one’s clothes or 
  skin is a simple way to provide some protection from 
  cold water. Doing so provides a +4 enhancement bonus 
  to Fortitude saves against damage from cold water. One 
  packet of such grease is enough to cover one medium-sized 
  creature. Each size category greater than medium requires 
  double the number of packets, and each size category 
  below medium requires half the number of packets.
  Goggles and Masks: Goggles and masks can be used to 
  improve vision underwater by trapping a pocket of air in 
  front of the eyes. They are constructed from a watertight 
  material that can make a reasonable seal against the skin 
  and supporting a pane of glass or other rigid transparent 
  material. The most basic of such equipment is made from 
  heavily oiled leather and blown glass. Such masks are only 
  usable down to 50 feet below the water’s surface. Deeper 
  than that, they cannot maintain their seal against the pres-
  sure. Some GMs may include rubber in their campaigns, 
  which is a naturally occurring substance derived from 
  rubber tree plants. Goggles and masks made from rubber 
  make better seals and can be used down to a depth of 100 
  feet.
  Log line: This is a flat piece of wood cut in the shape of 
  a quarter circle (log) tied to a long knotted rope. The log 
  is meant to be thrown overboard and dragged through the 
  water, pulling out the line. The line has knots tied every 
  50 ft. 8 inches. Once thrown, 30 seconds are counted off 
  a timepiece (usually a 30 second hourglass). The log will 
  pull out one knot for every nautical mile per hour the ship 
  is traveling. This is a necessary piece of equipment for 
  
  pAGE  23
  ArmAdA: ExpAndEd SEA ComBAt And ruLES SourCEBook
  nautical & underwater Equipment
  Item 
  Cost
  Weight
  Anchor, Heavy
  350 gp
  400 lbs.
  Anchor, Light 
  100 gp
  150 lbs.
  Astrolabe* 
  85 gp
  4 lbs.
  Bilge Pump, 
  One-manned  
  200 gp
  30 lbs.
  Bilge Pump, Two-manned 
  300 gp
  75 lbs.
  Binnacle
  800 gp
  50 lbs.
  Boatswain’s Whistle 
  150 gp
  -
  Captain’s Log 
  20 gp
  3 lbs.
  Captain’s Speaking Trumpet 
  4 gp
  2 lbs.
  Charting Tools 
  15 gp
  1 lb.
  Charting Tools, Masterwork
  50 gp
  1 lb.
  Compass 
  500 gp
  12 lbs.
  Ditty Bag 
  2 gp
  2 lbs.
  Diving Grease 
  5 gp
  3 lbs.
  Goggles / Mask, leather 
  15 gp
  1 lb.
  Goggles / Mask, rubber 
  40 gp
  1 lb.
  Log line 
  8 gp
  15 lbs.
  Map / Chart 
  variable
  -
  Oar 
  2 gp
  10 lbs.
  Rations, Sea (100) 
  30 gp
  100 lbs.
  Sail, Great Lateen 
  30 gp
  45 lbs.
  Sail, Great Square 
  25 gp
  90 lbs.
  Sail, Large Lateen 
  20 gp
  35 lbs.
  Sail, Large Square 
  15 gp
  70 lbs.
  Sail, Medium Square 
  10 gp
  50 lbs.
  Sail, Small Lateen 
  10 gp
  15 lbs.
  Sail, Small Square 
  5 gp
  25 lbs.
  Sextant** 
  500 gp
  3 lbs.
  Ship Repair Material 
  10 gp
  100 lbs.
  Ship’s Bell 
  25 gp
  12 lbs.
  Spyglass 
  1,000 gp
  1 lb.
  Telescope 
  2,000 gp
  1 lbs.
  Timepiece 
  3,000 gp
  2 lbs.
  * Same for Back-staff and Cross-staff; ** Same for Quadrant 
  and Octant
  piloting across open ocean, without external reference to 
  gauge speed.
  Rations, Sea: One sea ration includes the amount of food 
  and water necessary to maintain one medium sized creature 
  per day. The food is designed to last on long sea voyages, 
  and it therefore contains hardtack biscuits, dried and salted 
  meats, dried fruits, nuts, and other durable foodstuffs. Sea 
  rations are often bought in bulk (units of 100), rather than 
  in individual servings, since they are designed to feed large 
  crews. Therefore they will typically contain barrels of 
  water or ale, sides of smoked meat, barrels or grain or nuts, 
  etc.
  Ship’s Bell: A small- to medium-sized brass bell mounted 
  either in a bracket or a small belfry on the deck. The ship’s 
  bell is used to signal the hour and half hour, and allows the 
  crew to know when their shift begins or ends. For ships 
  using hourglasses for timekeeping, the ship’s bell is wrung 
  at every turning of the hourglass.
  Sextant: The sextant is an instrument used for astro-
  nomical navigation. With it a navigator may determine his 
  absolute latitudinal position. The instrument can only be 
  used during weather with little or no cloud cover. Sextants 
  provide a +2 circumstance bonus to Navigation skill checks 
  when travelling across the open ocean. With a chart and 
  a log of distance traveled, they also allow for a navigator 
  to discern his approximate position even when completely 
  lost and without other references (DC 15). Octants and 
  quadrants are similar to a sextant in design and function. 
  Their names derive from the portion of a circle used on 
  their index. Astrolabes, back-staffs, and cross-staffs are 
  slightly more primitive instruments used to measure the 
  height of an object above the horizon. They are less versa-
  tile and less precise than sextants, and therefore provide 
  only a +1 circumstance bonus for Navigation skill checks.
  
  SHIP NAME
  SHIP TYPE
  CAMPAIGN
  SAILING CHECK
  SHIP SHEET
  WEAPON
  ATTAck BONuS
  cRITIcAL
  cRITIcAL
  TyPE
  RANGE
  cREW
  AIM
  LOAD
  AMMuNITION
  WEAPON
  ATTAck BONuS
  cRITIcAL
  cRITIcAL
  TyPE
  RANGE
  cREW
  AIM
  LOAD
  AMMuNITION
  WEAPON
  ATTAck BONuS
  cRITIcAL
  cRITIcAL
  TyPE
  RANGE
  cREW
  AIM
  LOAD
  AMMuNITION
  WEAPON
  ATTAck BONuS
  cRITIcAL
  cRITIcAL
  TyPE
  RANGE
  cREW
  AIM
  LOAD
  AMMuNITION
  SHIP IMPROVEMENTS
  PLuNDER
  INFAMy
  DISREPuTE
  POSITION
  NAME
  OFFIcERS
  cREW
  NAME
  JOB
  TOTAL cREW
  cARGO cAP
  cARGO/PASSENGERS/IMPOSITIONS
  SAILS/ 
  OARS
  HP
  MAx 
  SPEED
  cMB
  SAVES
  RAMMING 
  DAMAGE
  AccEL
  cMD
  INITIATIVE
  Ac
  Ac 
  TOucH
  HARDNESS
  TOTAL
  CURRENT HP
  © 2011 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9459 - Armada - Sea Combat Sourcebook.pdf