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- The Red Cross (no alignment)
- Ship; --
- Init: Moves on pilot's turn; Senses: n/a
- Attack: see abilities
- BAB: +8, CMB: +8, CMD: 18; Morale: -; Speed: see piloting.
- AC: 8 + Pilot's sailing skill modifier (Profession (Sailor) or Knowledge (Nature).
- Health: 500; Hardness: 5; Takes half damage from non-siege weapons, unless that damage is fire.
- Saving Throws: Equal to half of pilot's sailing skill modifier.
- Stats: n/a
- ______________________________
- Abilities:
- Cannons - The Red Cross is equipped with four cannons, each of which can be loaded as a move action and fired as a standard
- action. The cannon attack is a 250' line attack using your BAB + your Dex, Wis, or Int modifiers - whichever is
- highest, against touch AC. You or an ally may spend an additional move action to aim the cannon for +4 to this attack.
- The cannonball deals damage to the first target in the line equal to 6d6 + the modifier you used to shoot. If the attack
- roll exceeded the target's CMD, the cannonball knocks them prone and continues until it hits another target, dealing 4d6
- + modifier, then 2d6 + modifier to up to one more target. Cannons can be fired in a 45 degree cone from the position they
- are oriented in on the Red Cross.
- Ramming - The Red Cross has been outfitted with a ram, and thus takes only one third damage from a ramming maneuver, as opposed
- to one half. Its ram deals 10d8 damage. Other than the above, and not causing the grapppled condition, this is unchanged
- from the Advanced Naval Combat maneuver https://www.d20pfsrd.com/gamemastering/other-rules/ship-combat/advanced-naval-combat/#Ramming
- 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
- this by using grappling hooks to swing across from the rigging. If you successfully hit with a grappling hook (range
- increment is 10', and must hit AC 5 of a square), you get a +8 circumstance bonus to Acrobatics or Climb checks to
- 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
- 10' by which your swing exceeds your base speed. Bonuses to AC through using standard actions to helm the ship, or from
- a First Mate's Aid Another check, apply to the AC a grappling hook must meet.
- _______________________________
- Piloting:
- The Red Cross is outfitted with an arcane gust-generating engine, which few ships have access to. This enables it to reach high
- speeds without relying on weather, and without sacrificing maneuverability.
- Top Speed: 120'
- Acceleration: 30'
- DRIVING THE SHIP:
- 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
- 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
- ship, then it will continue at it's speed and direction without change - but will not be benefiting from the additional AC of
- your piloting skill. While not helmed, the ship does not benefit from the First Mate's assistance (below).
- When piloting, you can increase or decrease the ship's speed up to it's acceleration.
- It is possible to maneuver the ship while moving - with the maximum turning radius being that of 45 degrees in total movement :
- i.e. - You cannot normally swerve the ship right 45 degrees, during your movement, and then swerve it back to the left at 45
- degrees during that same movement.
- -
- FIRST MATE:
- 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
- position, that crew member may use a move action to Aid Another the Pilot's next piloting check. This bonus also applies to the
- ship's AC in the same way that the captain using a standard action to pilot does.
- -
- PILOTING CHECKS:
- That being said, it is possible to make piloting checks to perform more complex maneuvers. The checks are a follows - with the
- skill check being either Profession (Pilot) or Knowledge (Nature).
- Turn 90 degrees in a single direction during movement : DC 15 + (ship's current speed/10) ( Ex : Moving at 60 feet and
- 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
- done.
- Turn 45 degrees more then once during movement, in opposite directions : DC 10 + (ship's current speed/10). This does not
- decreases the ship's speed, but you must spend an additional move action during your turn to constantly redirect it.
- -
- SPECIAL RULES:
- The ship takes half damage from most sources, due to its size - the damage is halved before DR is applied. However, it takes
- full damage from siege engines or fire.
- 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
- is greatly hampered to the point where retreat is recommended. With the Broken condition, the ship suffers the following
- penalties :
- -2 to AC
- Acceleration Halved
- Top Speed Halved
- Piloting checks gain +5 DC
- Failing piloting checks deal 5d6 damage to the ship.
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