jjhreid

The Red Cross

Jun 5th, 2020
81
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.15 KB | None | 0 0
  1. The Red Cross (no alignment)
  2. Ship; --
  3. Init: Moves on pilot's turn; Senses: n/a
  4. Attack: see abilities
  5. BAB: +8, CMB: +8, CMD: 18; Morale: -; Speed: see piloting.
  6. AC: 8 + Pilot's sailing skill modifier (Profession (Sailor) or Knowledge (Nature).
  7. Health: 500; Hardness: 5; Takes half damage from non-siege weapons, unless that damage is fire.
  8. Saving Throws: Equal to half of pilot's sailing skill modifier.
  9. Stats: n/a
  10.  
  11. ______________________________
  12.  
  13. Abilities:
  14.  
  15. Cannons - The Red Cross is equipped with four cannons, each of which can be loaded as a move action and fired as a standard
  16. action. The cannon attack is a 250' line attack using your BAB + your Dex, Wis, or Int modifiers - whichever is
  17. highest, against touch AC. You or an ally may spend an additional move action to aim the cannon for +4 to this attack.
  18. The cannonball deals damage to the first target in the line equal to 6d6 + the modifier you used to shoot. If the attack
  19. roll exceeded the target's CMD, the cannonball knocks them prone and continues until it hits another target, dealing 4d6
  20. + modifier, then 2d6 + modifier to up to one more target. Cannons can be fired in a 45 degree cone from the position they
  21. are oriented in on the Red Cross.
  22.  
  23. Ramming - The Red Cross has been outfitted with a ram, and thus takes only one third damage from a ramming maneuver, as opposed
  24. to one half. Its ram deals 10d8 damage. Other than the above, and not causing the grapppled condition, this is unchanged
  25. from the Advanced Naval Combat maneuver https://www.d20pfsrd.com/gamemastering/other-rules/ship-combat/advanced-naval-combat/#Ramming
  26.  
  27. Boarding - To board a ship in combat, all you have to do is enter its space on the map. You can reduce the difficulty of doing
  28. this by using grappling hooks to swing across from the rigging. If you successfully hit with a grappling hook (range
  29. increment is 10', and must hit AC 5 of a square), you get a +8 circumstance bonus to Acrobatics or Climb checks to
  30. swing across to the other ship. You may exceed your base speed to do this by taking a -4 malus to the check for every
  31. 10' by which your swing exceeds your base speed. Bonuses to AC through using standard actions to helm the ship, or from
  32. a First Mate's Aid Another check, apply to the AC a grappling hook must meet.
  33.  
  34. _______________________________
  35.  
  36. Piloting:
  37.  
  38. The Red Cross is outfitted with an arcane gust-generating engine, which few ships have access to. This enables it to reach high
  39. speeds without relying on weather, and without sacrificing maneuverability.
  40. Top Speed: 120'
  41. Acceleration: 30'
  42.  
  43. DRIVING THE SHIP:
  44.  
  45. You may spend a move action or standard action to pilot the ship from the helm. If you spend a standard action instead, then any
  46. piloting checks that you make in that round receive a +2 bonus. This applies to the ship's AC. If no action is taken to man the
  47. ship, then it will continue at it's speed and direction without change - but will not be benefiting from the additional AC of
  48. your piloting skill. While not helmed, the ship does not benefit from the First Mate's assistance (below).
  49.  
  50. When piloting, you can increase or decrease the ship's speed up to it's acceleration.
  51.  
  52. It is possible to maneuver the ship while moving - with the maximum turning radius being that of 45 degrees in total movement :
  53. i.e. - You cannot normally swerve the ship right 45 degrees, during your movement, and then swerve it back to the left at 45
  54. degrees during that same movement.
  55.  
  56. -
  57.  
  58. FIRST MATE:
  59.  
  60. When in the crow's nest, or at the fore of the ship, the ship's First Mate may call out to the pilot to assist them. While in
  61. position, that crew member may use a move action to Aid Another the Pilot's next piloting check. This bonus also applies to the
  62. ship's AC in the same way that the captain using a standard action to pilot does.
  63.  
  64. -
  65.  
  66. PILOTING CHECKS:
  67.  
  68. That being said, it is possible to make piloting checks to perform more complex maneuvers. The checks are a follows - with the
  69. skill check being either Profession (Pilot) or Knowledge (Nature).
  70.  
  71. Turn 90 degrees in a single direction during movement : DC 15 + (ship's current speed/10) ( Ex : Moving at 60 feet and
  72. attempting this is a DC 21, since 15 + (60/10) equals 15+6=21. Performing this maneuver also halves the ship's speed after it is
  73. done.
  74.  
  75. Turn 45 degrees more then once during movement, in opposite directions : DC 10 + (ship's current speed/10). This does not
  76. decreases the ship's speed, but you must spend an additional move action during your turn to constantly redirect it.
  77.  
  78. -
  79.  
  80. SPECIAL RULES:
  81.  
  82. The ship takes half damage from most sources, due to its size - the damage is halved before DR is applied. However, it takes
  83. full damage from siege engines or fire.
  84.  
  85. While the ship has in total 500 HP, if it drops to below 250, it gains the Broken condition - at which point, it's effectiveness
  86. is greatly hampered to the point where retreat is recommended. With the Broken condition, the ship suffers the following
  87. penalties :
  88.  
  89. -2 to AC
  90. Acceleration Halved
  91. Top Speed Halved
  92. Piloting checks gain +5 DC
  93. Failing piloting checks deal 5d6 damage to the ship.
Add Comment
Please, Sign In to add comment