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RoleActionDescriptionEffect(s)
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CaptainTack or JibeThe Captain pilots the ship to move forward and/or turn.The Captain turns the ship or moves diagonally forward. Make a Profession (sailor) check DC10 with the following difficulty modifiers:
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SPEED
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0xAcceleration = -5
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2xAcceleration = +5
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3xAcceleration = +10
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4xAcceleration = +20
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DIRECTION
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Diagonally Forward = +2
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Hard to Port/Starboard = +5
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Evasivie ManueversThe Captain performs a daring manuever to impede the enemy vessel.Make an opposed Profession (Sailor) check. On a success choose one of the following:
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Enemy Captain is -4 on Profession (Sailor) checks for a round
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Enemy Ship is -4 on AC and saves for a round
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Enemy Siege Gunners are -4 on attacks for a round
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First MateFull Ahead/HeaveThe First Mate commands the crew increase or decrease the speed of the vessel by ordering the crew to lay on more sail or draw the sails in.Changes the ship's speed by its acceleration up or down a step not exceeding maximum speed.
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Look Alive!The First Mate drives the crew to pay close attention to their jobs making the ship sail smoothly and well. With a successful DC10 Profession (sailor) check you grant the captain a +2 on Profession (sailor) checks to captain the ship.
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This is basically an Aid Another, a good default for when the other actions don't apply.
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Take Cover!The First Mate orders the crew protect themselves from incoming siege weapon fire, magical attacks, or to brace for the impact of a ram etc...The crew gains a +8 cover bonus to AC and +4 to reflex saves (replacing their normal cover bonuses as occupants of a ship).
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The Captain receives a -4 penalty to Profession (sailor) checks to captain the ship.
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The Master Gunner receives -4 to attacks with siege weapons.
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Fix It!The First Mate orders the crew to handle a mishap or problem on the ship either due to siege weapon damage or any other reason: With a successful Craft check (DC varies) the problem can be jury-rigged sufficiently to remove any penalties or prevent further damage.
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A spar breaks, a sail flies loose, something catches fire, a siege engine misfires etc... This gives the Captain and Master Gunner the same penalties as "Take Cover"
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GrappleThe First Mate calls for the grapple when the time comes. This causes the crew to throw lines across, lay down planks, etc.The First Mate makes a CMB check (the base CMB of the ship plus the Captain's Profession (sailor)) against the CMD of the target ship.
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This gives the captain and the Master at Arms the same penalties as "Take Cover"
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This command can also be used to break a grapple in the same way, but with a -4 penalty.
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Master of ArmsBoost MoraleThe Master of Arms makes a Diplomacy, Intimidate, or Perform check DC 15 + 2x(current Morale +1).
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A success raises the Morale of the crew by 1 for the remainder of the encounter.
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Mock EnemiesThe Master of Arms can make an Intimidate or Perform check DC 15 + 2x(enemy's current morale).
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A success lowers the Morale of an enemy crew by 1 for the remainder of the encounter.
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Sea ChantyThe Master of Arms sings songs which aid timing and cooperation among the crew.The whole crew gains a +2 to all other rolls in any of their skill checks.
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Bloodthirsty BalladThe Master of Arms gets the crew riled up for battle. With a successful Perform check DC 15 + 2x(enemy's current morale), the crew gains a +1 bonus to their attack and defense stats.
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Master GunnerLoad/Aim/Fire!The Master Gunner coachs all the weapon crews.The Master at Arms rolls a ranged attack roll DC10 to give each weapon crew a +2 bonus on their attack (as Aid Another).
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Steady...The Master Gunner spends extra time coaching her weapon crews on their aim.Make a ranged attack roll (DC:20).
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A success causes the next attack from siege weapons to deal x3 damage against structures, if it hits, instead of double.
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Make Her Bleed!The Master Gunner has his crews target a vulnerable part of the enemy ship.Make a ranged attack roll (DC:20).
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A success causes the next attack from siege weapons to deal x3 damage against damaged structures, if it hits, instead of double.
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This stacks with "Steady..."
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