╨╧рб▒с>■  ■                                                                                                                                                                                                                                                                                                                                                                                                                                                   ¤   ■   ■      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcd■   ■                                                                                                           Root Entry        ▓Zд Ю╤д└O╣2║@q╣UЩ┴eАCONTENTS         ─CompObj            V            ■                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           battles section. Sailing Wisdom Class Skill: Bard, Rogue, Ranger; Cross Class: Fighter, Paladin, Cleric, Druid, Wizard, Sorcerer, Barbarian, Monk New Skill - Navigation You are versed in determining a good course for a ship to travel and determining the ships position when sailing. Similar to intuit direction but it is only useable when you have a clear view of the stars. The tossing of a ship on the seas makes Intuit Direction useless. Check: Using the navigation skill to plot a course requires 10 minutes and access to at least one map. This determines the length of the trip. The table for trips between the continents of Kallir is below and more information on this use is there also. Using the navigation skill to determine your position requires 1 minute. The base DC for using navigation this way is 15 with modifiers depending on the weather conditions. Cloudy DC +2, Moderate Waves +2, Foggy +4, Heavy Waves +4, Major Storm +6, Hurricane +8. Navigation Wisdom Class Skill: Bard, Rogue, Ranger; Cross Class: Druid, Wizard, Sorcerer, Monk; Non-Class Skill: Paladin, Fighter, Cleric, Barbarian The other skill that is used in sailing is Use Rope. This is used to tie knots for the sails, anchor, and to dock. New Feat - Sailor Prerequisite: None Benefit: Character gains a +2 bonus to all sailing and navigation checks. Navigating Navigating is a tricky business and one of the most important jobs on a ship. It is essential that a ship plan out a route and being able to tell where they are. Without this information a journey is sunk from the beginning. Not all campaigns will be set in Kallir but the below chart is used as an example. Below is a table of times for traveling in Kallir. All distances are calculated at the shortest distance for my convenience. A ships sailCHNKINK ─°    TEXTTEXTLпFDPPFDPP▓FDPPFDPP┤FDPPFDPP╢FDPCFDPC╕FDPCFDPC║STSHSTSH╝STSHSTSH╝2SYIDSYIDP╝SGP SGP d╝INK INK h╝BTEPPLC l╝(BTECPLC Ф╝ FONTFONT┤╝<STRSPLC Ё╝:PRNTWNPR*╜ДFRAMFRAMо┴ИTITLTITL6┬DOP DOP P┬"Sailing Rules Disclaimer: I don t sail and I haven t researched this topic at all. I m using common sense and a good game theory to create these rules. The combat section and travel section is heavily based off the Star Wars RPG rules for travel and combat with minor twists that I believe improve the game. If any sailing rules have been made for D&D I haven t seen them and these ideas are mine alone. More information about sailing may come out on my website from time to time. Sailing seems to be a topic that D&D skirts although it offers great potential for climactic battles and exciting campaigns. Characters could be deadly marines or treacherous pirates. There could be large naval battles or boarding battles in horrible weather. Sailing may only play a limited role in your campaign but it can be a very important part. Skills & Feats New Skill - Sailing Sailing is used to steer a naval ship. This skill covers the three different types of ships to pilot. When you take ranks in this skill name which type of ship you are taking the ranks in. The three ship types are Merchant, Warship, and Fishing. Merchant ships are larger ships that are used for trading. Warships are any type of ship that is outfitted for combat. These ships might be modified merchant or fishing ships but the special armor and weapons change the way the ship handles. Fishing ships are just smaller ships that aren t either of the other two ships. These are generally privately owned ships and are the most common of the ship types. Check: Sailing checks are used to perform certain maneuvers used by ships in combat and normal piloting. When just traveling one check is enough to determine how the trip goes. Special checks are required in storms and battle. These maneuvers are covered later in the ing rating is multiplied by the base time to get how long it takes them to travel the distance. Base Traveling Time (In Days) Origin Mantooine Bordan Kantir Narci Lan tine Mantooine - 2 8 56 17 Bordan 2 - 42 3 7 Kantir 8 42 - 56 8 Narci 56 3 56 - 4 Lan tine 17 7 8 4 - Navigation Check Result Failure by 5 or more - Add 1D8 days Failure by 1-4 - Add 1D6 days Success by 0-4 - no change Success by 5-9 - Subtract 1D6-1 days (limit 1 day min time) Success by 10 or more - Subtract 1D8 days (limit 1 day min time) Sailing in Weather The base sailing times are all calculated based on having normal weather in Kallir. Sometimes the weather is not normal and that calls for changes in the time and possible another sailing check. Good weather happens just as often as poor weather but good weather is no cause for concern among a ships crew. Bad weather can cause even the most experienced crew tons of trouble. Large waves are capable of capsizing any size ship and strong winds can rip and tear the sails. Of all the weather though hurricanes are the largest danger to traveling ships. Some ships are capable of failing through even the worst storm but many privately owned ships will be violently tossed in a strong storm. Of course the skill of the crew is the main factor in making it through a storm. Below are the die rolls that are needed to make it through storms and the effects that weather has on long trips. Hurricane: Hurricanes are the most feared of all weather conditions on the seas. Few captains will willingly journey into a hurricane. Even fewer have made it through one. Occasionally a ship is unlucky enough to be caught in the path of a hurricane. When a ship is caught in a hurricane the pilot must make a sailing skill check with a DC of 25. If the first check is failed they may try one more time with a DC of 28. If the pilot fails both of the checks the ship is capsized. The crew members may attempt to make swim checks as in the Dungeon Masters Guide Core Rulebook. The crew members must also secure all of the ropes and the sails. For every sail the crew must make a use rope check with a DC of 17. If a check is failed the sail is ripped off and the ships total speed is reduced according to the ship. These checks must be made every 10 minutes spent in the hurricane. Most hurricanes will be moving much faster than the boats and quickly blow over them but if the ship is unlucky and goes straight through the hurricane it will spend lots of time in the hurricane and will face a very harrowing journey. Strong Winds: These strong winds are a blessing and a burden. While the stronger wind gives the ship more speed it also makes the ship harder to control and also has the chance that it might rip the sail right off of the mast and maybe even take the mast with it. Most captains will drop anchor and sit through strong winds but a daring captain will take advantage and use the wind to arrive ahead of schedule. When a ship encounters strong winds they crew must make a use rope check with a DC of 17 every ten minutes to keep the ropes firm enough to catch the wind but not to taut as to lose the sail. If the check fails the sail is ripped away and the ship takes a speed decrease according to the ship. The pilot must make a sailing skill check with a DC of 20 every 20 minutes to be able to take advantage of the strong winds. If the check fails the ship travels at its normal rate of speed. Large Waves: Large waves can be just as dangerous as hurricanes although they lack the strong winds that a hurricane has. The waves roll right over the ship and knock anybody who is still on the deck into the furious water. Ships often have to be bailed out while they are traveling through large waves because the water goes down into the ship after rolling over the deck. When a ship encounters large waves the ship will almost always drop anchor and ride the waves out. Some captains will brave the storms just because that is the way they are. When the ship encounters large waves it takes 1D6 damage every minute that it spends in the waves. If the ship is trying to sail through the waves the pilot must make a sailing check of 16 to stay on course but the ships speed is cut by 1/2. During the large waves all characters on the deck including must make a balance check with DC 18 to stay on the ship. If they fail the check they are dragged overboard. Characters who are tied to the ship only lose their balance and slide the distance of the rope. Combat Naval combat is both spectacular and dangerous. The large ships clashing in furious battle is a sight to behold but the ships hold large numbers of people and when they go down the crew and everybody aboard is lost not just the fighters. The main types of combat are all out battles and pirate skirmishes. Once locked in combat ships attempt to pull next to each other and allow the fighters aboard to jump to the other ship and attack the crew and defenders of the other ship and take control. The footing is treacherous and the battle aboard the ships is crazy and confused. When blood starts coating the ships decks it becomes slippery and makes the fighting even more dangerous. Most of the raiders and defenders aboard ships are trained marines who are trained to fight in these conditions. All battle ships are armed with some type of weapon whether it be a catapult or a large crossbow. Both of these weapons are manned by three gunners and are capable of crushing the hulls of other battleships. Nobody escapes a naval battle unscathed. Because of the great spectacle in naval battles the Mantooine gladiator dome was built to house small scale naval battles in the dome for the enjoyment of the spectators. Ship to Ship Combat: The first kind of activity the ships engage in during is a battle is long range shots to weaken the ship before the boarding. Often the ordinance launched by the weapons is of a flammable nature to cause the wooden boats more damage. The ships can also perform a limited number of maneuvers to make the battle more beneficial to their side. These moves are not great but they are better than nothing. Side Slip: This maneuver is basically a 45 degree turn. It allows a large number of the ships guns to focus on the enemy but also allows the enemy a larger target. This move is only recommended when fighting a ship with a small number of weapons or in a heavily armored ship. Sailing DC 17 Thread the Needle: This maneuver slips a ship between two enemy ships. While this maneuver opens the ship up to fire from both sides it causes any missed shots to hit the enemy ship on the other side. This is only a desperation maneuver but has proved effective in numerous encounters. It is also useful in heavily armed ships and allows them to pour fire from both sides of the ship into two enemies. A failure on the check results in a crash with one of the enemy ships determined randomly. DC 20. Ram: This maneuver is a straight forward run at an opposing ship. Employed by badly damage ships and ships with strong prows. Generally a ram will cause both ships large damage but when hitting the broadside of an enemy ship it will generally rip it to shreds and leave your ship comparatively unharmed. DC 17 The damage that a ram does depends on three things. The size of your ship. The size of your enemies ship and the way that you hit the other ship. Size / Large / Large / x1 Big / x1/2 Medium / x1/4 Small / x1/8 Boarding: A maneuver that pulls up to an enemy ship and allows the marines of a ship to jump to the other and attack its defenders. A standard but still difficult maneuvers. Most ships settle for standing a short distance off and then using grappling hooks to pull the enemy closer. DC 17 Boarding Combat: The boarding combat is similar to all normal combat although it has slight differences because of the unusual surface. The rolling of the ships on the waves requires that a character make a reflex save against a DC of 15 every minute. After 20 rounds of battle the ship s deck is covered with blood and the DC increases to 18. When a character fails a check they are considered prone for the rest of the turn. Boarding combat can be very intense and the situation could make it a great climactic battle. Boarding the enemies ship in large waves or a hurricane would be tough and very dangerous. Gladiator Battles: While naval battles are rarely held in the gladiator domes they always attract a huge crowd when they are held. The gladiator dome in the capital of Mantooine can hold two large sized ships, most other domes can only hold two medium sized ships. These battles only have boarding combat because of the risk that the ranged combat might miss and hit the audience. Generally the ships are hooked together from the get go and the two teams must fight a boarding battle. In Mantooine the King generally has a group of his Royal Marines go up against a team of prisoners. If the prisoners win they get to go free but they are untrained for this type of combat and usually fall swiftly to the gladiators. Once in awhile a pirate will be in the lot and put up a decent fight which always amuses the spectators. Often to prevent the prisoners from jumping ship and swimming for safety the water is filled with sharks. The battles in smaller domes generally pits a group of trained gladiators against a team of prisoners with the same stipulations. Groups Many different types of people grow up near the water or move to the docking areas and take up a nautical life. There are different groups for all of these different people and with these groups there are a few prestige classes and the like Marines Marines are a well respected fighting organization. They are trained to fight boarding combat and go through two years of intense training. This training also makes them dangerous combatants in normal fighting and they often act as strong units that get the tough jobs. They still hold their traditional position of defended and attacking ships in boarding battles. Marine Prestige Class Prerequisites BAB: +6 Skills: Sailing 4 ranks, Wilderness Lore 4 ranks, Use Rope 3 ranks Feats: Power Attack Class Skills: Sailing, Wilderness Lore, Navigation, Use Rope, Climb, Jump, Intimidate, Hide, Move Silently, Balance Skill Points: 4 + Int Mod Lvl BAB Fort Refl Will Special 1 +1 +2 +2 +0 Sea Legs 2 +2 +3 +3 +1 Weapon Specialization 3 +3 +3 +3 +1 4 +4 +4 +4 +1 Advantage 5 +5 +4 +4 +2 Loyal to the Death Sea Legs: The Marine no longer needs to make reflex saves to stay standing when in boarding combat. Weapon Specialization: At second level the Marine gains weapon specialization as a bonus feat. Advantage: When fighting in boarding combat against somebody who doesn t have sea legs the Marine gains a +2 bonus to attack rolls. Loyal to the Death: When in negative HP the Marine may continue to fight as normal and gains a +2 bonus to damage rolls. Pirates Pirates are generally despised by all law-abiding citizens but they are often feared and are very intimidating. Most pirates belong to a single group all though there are a few pirates who act as mercenaries and sell themselves as bodyguards for boats. Prerequisites: BAB: +4 Skills: Intimidate 4 ranks, Sailing 4 ranks, Use Rope 2 ranks Feats: Power Attack Class Skills: Sailing, Wilderness Lore, Navigation, Use Rope, Climb, Jump, Intimidate, Hide, Move Silently, Pick Pocket, Balance, Bluff, Hide, Open Lock, Tumble Skill Points: 4 + Int Mod Lvl BAB Fort Refl Will Special 1 +1 +2 +2 +0 Sea Legs 2 +2 +3 +3 +1 Sneak Attack +1D6 3 +3 +3 +3 +1 Terror 4 +4 +4 +4 +1 Sneak Attack +1D8 5 +5 +4 +4 +2 Sea Legs: The Pirate no longer needs to make reflex saves to stay standing when in boarding combat. Sneak Attack: At second level the Pirate gains the ability to make sneak attacks as a rogue does. Terror: At third level the Pirate gains a +2 bonus to all intimidate checks. Bantine s Raiders A group of ruthless pirates formed by Bantine a former marine. Bantine was taking in by a naval captain after he was found stowing away aboard the captain s boat. The captain raised Bantine in his image to become a naval captain. After some training as a naval officer Bantine stabbed his adopted father and stole a sailing ship that he was in command of. He drew pirates from all over with his reckless attacks and now has the largest pirate group in existance. Bantine Human Male Rogue 5/Fighter 3/Mantooine Mariner 2/Duelist 4 AC: 17 Move: 30' HP: 63 Init: +7 Attacks: +16/+11/+6/+1 Rapier (1D6+2, 18-20 x2), +14/+9/+4 Dagger (1D4+2, 19-20 x2 10') Str: 14 Dex: 17 Con: 12 Int: 15 Wis: 16 Cha: 13 Fort: +9 Refl: +16 Will +8 Skills: Perform +4, Jump +10, Tumble +10, Wilderness Lore +12, Climb +6, Diplomacy +5, Intimidate +6, Move Silently +15, Swim +10, Sailing +16, Navigation +10, Pick Pocket +10, Hide +9, Innuendo +8 Feats: Ambidexterity, Dodge, Mobility, Weapon Focus: Rapier, Weapon Finesse: Rapier, Improved Initiative, Precise Attack +1D6, Canny Defense, Enhanced Mobility, Grace, Sneak Attack +3D6, Uncanny Dodge, Evasion, Sea Legs, Weapon Specialization: Rapier Equipment: Rapier, 3 Daggers, Leather Armor, 500GP, Sailing Ship Ships These ships all come from the Dungeon Masters Guide. I have completely written out their data and placed it here. More boats may come in the Kallir sourcebook and I will definitely be adding more on my site eventually. Ships come in many sizes and varieties. The ships are designed to perform their specific tasks. fishing, ferrying, or battling. The boats come in three categories and is based mainly on their size and a little on their job. Most sailors are only experienced with one ship but some naval captains were sailing fishing ships long before they became a naval captain and retired naval captains often get hired by trading companies to transport their goods. Many of the larger ships requires large amounts of money and wood to be made but the small and medium size ships are very common and easy to find. Ship descriptions are as follows. First the name and a description of the ship are given and then the stats. Size is the size ranking of the ship. Crew is the number of people needed to propel the ship, if a number follows in parentheses it is the number of people needed to steer the ship. Passengers is how many extra people the ship can carry. Cargo is how much extra equipment the boat can carry besides people. Journey speed is multiplied by the time given in the navigation section. Speed is how fast the ship moves in a round. Maneuver is the bonus that the ship gives to the pilot when making sailing checks. Defense value is the ships armor class. DR is the ships damage reduction. Hit points is the structural integrity of the ship. Ship weapons are listed below these stats and are treated as individual weapons. Rowboats are the typical passage across small lakes and rivers and carrying stuff down a short section of a river to a nearby village. They are often found as fishing boats for common citizens. In most lake villages it is hard to find a day when somebody is not out fishing. Size: Small (10 ) Cost: 50 GP Crew: 2 Passengers: 4 Cargo: 200 lbs Journey Speed: x5 Speed: 50 Maneuver: +4 Defense Value: 14 DR: 2 Hit Points: 25 Keelboats are a larger and faster version of the rowboat. It also has a sail but the ship is mainly powered by the rowers. Sees most of its use as a fishing boat but it also serves as a spying craft for larger ships. Another common ship to see on small lakes although not as prevalent in smaller villages. Size: Small (20 ) Cost: 3,000 GP Crew: 6 (1) Passengers: 4 Cargo: 300 lbs Journey Speed: x4 Speed: 100 Maneuver: +3 Defense Value: 17 DR: 3 Hit Points: 50 Sailing Ships are one of the few ships that relies only on wind power to move. It has no place for oars in case the wind is weak. It is a common ship for pirates and naval police forces. Many of the longships have a small catapult that can be wheeled to the front to engage in combat. These are sometimes seen in private ownership and are used by the rich as pleasure ships. Size: Medium (30 ) Cost: 10,000 GP Crew: 6 (1) Passengers: 12 Cargo: 600 lbs Journey Speed: x3 Speed: 75 Maneuver: +2 Defense Value: 18 DR: 5 Hit Points: 75 Weapon Type: Catapult light Fire Arc: Variable Range: 100 (minimum 25 ) Damage: 4D8 Crew: 2 Longships are mainly powered by oars although they have a single sail to catch winds. They are mainly used to make long travels up and down rivers and are commonly seen docked in cities and floating along rivers often hosting parties. A favorite of primitive clans because of their easy construction and use. Size: Medium (30 ) Cost: 10,000 GP Crew: 30 (2) Passengers: 10 Cargo: 800 lbs Journey Speed: x3 Speed: 80 Maneuver: +1 Defense Value: 19 DR: 5 Hit Points: 70 Warships are powerful ships that can devastate smaller forces. It is decently armed and has a special prow that is designed to smash through other ships and rip them apart. The common way to use these ships is to ram into the side of a ship and as the ship enters the enemy the marines jump off and go on the attack. Able to fight its way out of most situations. Size: Big (60 ) Cost: 25,000 GP Crew: 60 (3) Passengers: 50 (marines) Cargo: 1,000 lbs Journey Speed: x2 Speed: 50 Maneuver: -1 Defense Value: 20 DR: 10 Hit Points: 150 Weapon Type: Catapult Medium (3) Fire Arc: 1 Front, 1 Right, 1 Left Range: 100 (minimum 25 ) Damage: 6D10 Crew: 3 Galleys are the largest and most dangerous ship out on the seas. It has a huge crew and even more impressive number of defenses. The ship is heavily built to resist most attacks. The aft has a stone tower on it. The top is used as a platform for archers to shoot marines and crew on any attacking ship. The oars are below the deck to allow more room for catapults and ballistas. Has an open prow design. The opening in the prow holds a large ballista that is capable of punching huge holes in opposing ships. Has a huge number of oars and large sails for travel in any type of weather. Size: Large (120 ) Cost: 30,000 GP Crew: 150 (3) Passengers: 100 (marines + archers) Cargo: 3,000 lbs Journey Speed: x2 Speed: 50 Maneuver: -3 Defense Value: 24 DR: 15 Hit Points: 225 Weapon Type: Catapult Medium (5) Fire Arc: 1 Front, 2 Right, 2 Left Range: 100 (minimum 25 ) Damage: 6D10 Crew: 3 Weapon Type: Heavy Ballista Fire Arc: Front Range: 150 Damage: 7D10 Crew: 4 although they have a single sail to catch winds. 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