Ship Mods & Items
  1. Notes

Ship Mods & Items

Purchaseable

UPGRADES, ETC LOCATED IN ATTRIBUTES

Hull: very roughly 20’ square area = 1 hull location. Hull locations aren’t decks, they’re literally just the rough shape of a ship. So a basic 100’ by 30’ sailing ship would be 5 hull locations, with any further height or fore/aftcastles being extra hull locations. On a wider ship, say 100’ by 40’, there would be 10 locations, with 1-4 bonus locations for fore/aftcastles.

Your Hull locations serve as the base modifier for your ship, and calculate literally everything. Breaking the hull disables your ship and may risk it entering the Sinking condition. The campaign gears the PCs towards physically capturing vessels, not sinking them - but you may still need to sink hostile ships.

Rigging: Similarly, roughly a 20’ area = 1 rigging location. Number of available rigging locations is ½ the number of hull locations plus 2 additional. A ship does not need to use all of it’s available rigging locations to sail, and it can stack multiple sails atop each other - but it’s unwise to go taller than the ship is long (so if the ship is 100’, then don’t go over 90ft’ of sails). So a ship with 5 rigging locations could simply use 4 of said locations. Like the Hull Location, the number of rigging locations is a base modifier and calculates your ship’s dexterity and speed. Breaking the rigging makes it uncontrollable, and drifts in a single direction. The safest way to disable a vessel. Rigging AC is the same as the Hull AC, but with +2 dodge bonus.

Waterline Hull: the amount of hull sitting below the waterline. It’s HP is calculated at 20% of your full HP. Taking it down to 0 breaks your ship puts your ship into the sinking condition. To hit the waterline Hull, it’s AC+8 if the attack came from above the water, while attacks from below the waterline meet the AC without the concealment modifier. Waterline = 15 ft.

Crew Necessary: 3 general crew is required for each hull/rigging location. If there is not enough rigging crew, then any unmanned rigging doesn't contribute to movement. If there is not enough hull crew, then any unmanned hull doesn't contribute to carrying capacity - but the weight still counted. The PCs decide where they want their crew stationed each day. You want a healthy mix of each. You generally want more crew than your bare minimum. 

It’s okay to not have enough crew to fill all locations - just meet the requirements for the base level of crew from the closest matching original pathfinder statblock (ie: sailing ship/pirate brig = 20 crew). You can recruit crew at ports, or maybe nab some from the sailors from captured vessels. You’ll need to do something with them, after all.

CMB / CMD

  • CMB: captain's BAB + str mod + size mod (+8)
  • CMD: 10 + captain's BAB + str mod + dex mod + anything else + size mod (+8)
  • SAVES: use the captain's base save value, add the ship's modifiers as usual. Fort +0, Reflex -dex, Will +0

Overland Speed: 

1 rigging unit grants an overland speed of 2mph, with each additional rig 1/2 mph (4 = 3-1/2 mph, or 84 miles/24 hours) 

If there are no experienced sailors onboard (that is, nobody with 4 or more ranks in Profession (sailor)) to direct the crew, this halves the ship’s overland movement rate.

OARS When a ship is incapable of using sails or an engine to travel — all Rigging Locations were destroyed in battle, there is no prevailing wind, etc. — a ship equipped with oar banks can still make some headway in their travels for the day. Oars are only an option when a ship is not being propelled by either sails or an engine; further, the ship must be equipped to handle an oar bank. Every bank of oars possessed by the ship and appropriately manned increases overland movement by 1/2 mile per hour. Crew forced to row for more than 8 hours must make a Constitution check as though they were undergoing a forced march. Fatigued crew may row for 1 hour at ¼ mile per hour before becoming exhausted."

DAMAGE INFO:

  • Damage Reduction: all ranged weapons except siege weapons. takes normal damage from energy.
  • Immunities: ability score damage/drain, bleed
  • Broken Sails: half of the squares of sails are destroyed. Vulnerable to acid/fire.
  • Broken Oars: half of all oars on the ship are destroyed.

01a. Hull Locations & Upgrades

HULL TYPE COST PER HULL LOCATION BUILD TIME WEIGHT SPECIAL

  • Standard 2,400 gp 1 month 2,000 pounds Str +0, speed +0
    (The standard hull is sized for non-specialized vessels. Most ships use the standard hull.)
  • Broad 3,000 gp 1 month 3,000 pounds Str +4, –1 maneuverability rating 
    (This wide hull slows a vessel, but its reinforced interior increases its strength (and therefore its carrying capacity). This increased capacity comes at the cost of maneuverability in the water.)
  • Sleek 3,000 gp 1 month 1,500 pounds Str –4, +1 maneuverability rating
    (This streamlined hull increases a vessel’s maneuverability, but its smaller cross-section reduces strength.)

A Hull Location is Colossal, and has a hardness of 5 and 150 hit points. You can only choose the type of hull at the time of building - you can’t modify the ship to have a different type of hull after creating it.

  • Standard Hull (7): 2,400 gp / 2,000 pounds per hull (16,800 gp / 14000 lbs) (hardness 5 and 150 hp per)
  • Standard Rig (4): 2,000 gp / 1,500 pounds per rig (8000 gp / 6000 lbs) (hardness 1 and 75 hit points per)

STANDARD OFFICIAL UPGRADES

Extended Keel
The ship’s keel is longer than usual for a vessel of its type.
Benefit: The ship’s measurements from bow to stern are 10% longer than normal, though cargo capacity is not appreciably affected. The ship is more stable, and grants a +1 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
Requirements. Craft (ships) DC 19; Cost: 10% of base ship cost

Glass Bottom
The bottom of the ship is inset with wide windows, permitting those inside to gaze into the ocean.
Benefit: This has no effect on ship performance, other than making the ship’s bottom only as strong as thick glass (hardness 1, hp 3, Break DC 8).
Requirements. Craft (glass) DC 19; Cost: 5% of base ship cost

Increased Cargo Capacity
An efficient remodeling of the ship’s layout means more room for the ship’s stores.
Benefit: The ship’s cargo capacity is increased by 10%.
Requirements. Craft (ships) DC 22; Cost: 15% of base ship cost

Movable Deck
The features of the ship’s decks are designed to be moved in order to disguise the ship as an altogether different vessel.
Benefit: After pulling up dozens of kingpins, the crew can slide the sterncastle forward on hidden rails, rearrange the position of the masts, extend the gunwales, lower the poop deck, transfer the ship’s wheel, and make other cosmetic changes such as a new figurehead and different-colored sails. The secret pins, levers, and tracks can only be found with a DC 20 Perception check during a close examination of the ship.
Requirements. Craft (ships) DC 28; Cost: 40% of base ship cost

Narrow Hull
The ship has been intentionally designed with a more slender hull, enabling it to slip through smaller spaces.
Benefit: The ship’s beam (width) is decreased by 20%, and cargo capacity is reduced by 10%. However, the ship gains a +2 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
Requirements. Craft (ships) DC 22; Cost: 15% of base ship cost

Sturdy Hull
The ship’s body has had additional supports and layers of wood added to it, making it thicker and more resilient.
Benefit: The hull’s hardness is increased by 2, but the ship’s cargo capacity is reduced by 10%.
Requirements. Craft (ships) DC 16; Cost: 10% of base ship cost


HULL MATERIAL / COST PER LOCATION / BUILD TIME MODIFIER / WEIGHT PER LOCATION / HARDNESS / HP / SPECIAL

  • Lead lining +1,000 gp 2 x normal 500 lbs. — — Foils divinations attempting to penetrate to the interior of a ship. Does not prevent divining the location of a ship, –2 Dex
    (This ship has a lining of thinly hammered lead built into its bulkheads and decks that foils divination magic aimed at targets inside a ship. It does not however, prevent divination magic from locating a ship or targeting those above decks or in the rigging.)
  • Reinforced Oak +1,000 gp 1.5 x normal +1,000 lbs. 6 250 +2 Strength, –1 maneuverability rating
    (Thicker oak planks and iron reinforcements are used in this ship’s construction, granting +2 to Strength, but at the cost of maneuverability.)
  • Iron +2,500 gp — +4,500 lbs. 8 400 +6 Str, +4 armor bonus to AC, –2 Dex, –1 maneuverability rating, –2 Speed
    (The hull of this ship is clad in iron, significantly increasing its resilience. Note that this is not the same thing as armor plating (described later in this chapter). A ship clad in iron is stronger and tougher, but also slower and less agile. Note that the penalty to Speed cannot reduce the ship’s Speed below 1.)
  • Darkwood +5,000 gp 1.25 x normal 1/2 original 5 200 +2 Dex, +1 maneuverability rating
    (Building your ship’s Hull Locations from this magical wood greatly increases the cost, but the finished product is lighter and more nimble.)

STANDARD OFFICIAL UPGRADES

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ARMOR COST PER LOCATION ARMOR BONUS WEIGHT BUILD TIME

  • Scale +1,750 gp +5 +1,000 lbs. 5 days
    (Scale plating involves layering smaller iron plates in a pattern very similar to a dragon’s scales. Each individual plate (roughly 1 foot per side) doesn’t offer much protection on its own, but when layered and reinforced with other plates it offers stronger protection than link armor. Installing scale plating requires more labor than link armor, and so the cost is slightly higher. Iron Plates: The strongest — and heaviest — of the armor options, iron plating involves bolting massive iron plates directly to the side of the Hull Location. The sheer weight of the plates requires specialized booms to lift into place, increasing the cost to produce and install this armor.)
  • Link +1,000 gp +3 +750 lbs. 3 days
    (Much like a chain shirt for a PC, this style of armor involves a bevy of interlinking chains, which are then bolted to the side of the Hull Location. Link armor is the easiest to manufacture and install, but provides the least amount of protection of the various armor types.)
  • Iron Plates +2,250 gp +8 +2,500 lbs. 1 week
  • Sculpted Iron Plates +10,000 gp +8 +2,500 lbs. 2 weeks
    (These specially crafted plates provide a ship with the same defense as standard iron plates, but are instead shaped in such a way as to make the ship appear more fearsome. For example, you could opt to sculpt your plates so that your ship appears to be a dragon.)
  • Deflective Iron Plates +6,500 gp +82 +2,500 lbs. 1.5 weeks
    (These iron plates are shaped in such a way as to deflect cannonballs away from the ship. In addition to the standard armor bonus provided by the plates, they also grant a +1 deflection bonus to the armor class of the Hull Location they protect.)

Adamantine: Crafting armor from adamantine gives the ship extra resistance to damage. Link armor grants the Hull Location DR 3/—; scale armor grants DR 5/—; and plate armor grants DR 8/—. However, the sheer amount of adamantine necessary greatly increases the cost, multiplying the original price by a factor of 10. Ship armor fashioned from adamantine weighs the same as that made from iron.

Mithral: Much like PC armor, ship armor fashioned from mithral is lighter than but just as strong as its iron counterpart. Mithral armor weighs 75% as much as iron armor, but costs 5 times as much.

STANDARD OFFICIAL UPGRADES

Armor Plating
Benefit: By attaching metal plates to the ship, the hull’s hit points are increased by +15% and its hardness is increased by +4. This modification reduces a ship’s cargo capacity by 15%. The armor plating slows the ship, imposing a –1 penalty on all sailing checks. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is reduced by 20%.
Requirements. Craft (ships) DC 28; Cost: 30% of base ship cost

Wooden Plating
For protection during naval combat, this ship has received additional wooden planks nailed to its hull.
Benefit: The hull’s hit points are increased by 5% and its hardness is increased by 2. However, this reduces cargo capacity by 10% as extra room must be made inside for beams to support the reinforcements. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is reduced by 10%.
Requirements. Craft (ships) DC 25; Cost: 20% of base ship cost

02a. Rigging Locations & Upgrades

RIGGING MATERIAL / COST PER LOCATION / BUILD TIME MODIFIER / WEIGHT PER LOCATION / HARDNESS / HP / SPECIAL

  • Crow’s Nest +500 gp + 1 week +75 lbs. — — See below
    (This item can be added to one of the Rigging Locations for the listed cost. A crewmember in a crow’s nest receives a +5 circumstance bonus to Perception checks to see other ships, distant land formations, and similar objects. A standard crow’s nest is 10 feet in diameter and made from wood. It can support up to 500 pounds.)
  • Silk Ropes +1,500 gp — ¾ of original 4 100 —
    (These ropes reduce the weight of your Rigging Locations by 75% but cost more than standard hemp ropes.)

STANDARD OFFICIAL UPGRADES

Broad Rudder
Benefit: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
Requirements. Craft (ships) DC 16; Cost: 500 gp

Rapid-Deploy Sails
The ship’s rigging undergoes a wholesale change as improvements in engineering enable the sails to be raised and lowered much faster than normal.
Benefit: Any sail adjustments can be made in half the normal time, granting a +1 bonus on all sailing checks.
Requirements. Craft (sails) or Knowledge (engineering) DC 25; Cost: 10% of base ship cost

Silk Sails
Few ship improvements are as beautiful as the addition of silk sails. These sails can be designed in whatever color the player desires; they are often embroidered with striking images of the sea. Such sails are usually imported from faraway lands. Silk sails give the ship superior rates of movement, as they capture and displace the wind more efficiently.
Benefit: A ship with silk sails gains a +1 bonus on opposed sailing checks to gain the upper hand. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is increased by 10%.
Requirements. Craft (sails) DC 16; Cost: 15% of base ship cost

03a. Special Locations & Upgrades

STANDARD

Additional Crew Quarters
The ship’s sailors have more space to sleep and eat. The ship may support 10% more passengers, but its cargo capacity is decreased by 10%.
Requirements: Craft (ships) DC 22; Cost: 20% of base ship cost

Concealed Weapon Port
Benefit: The ship’s belowdecks area undergoes major reconstruction in order to house Large direct-fire siege engines, such as light ballistae or cannons, if they are in use in the campaign. A concealed weapon port can only be recognized on a successful DC 15 Perception check. Each concealed port reduces a ship’s cargo capacity by 5 tons, in addition to the space required by the weapon itself.
Requirements. Craft (ships) DC 16; Cost: 100 gp per port (in addition to the cost of the weapons)

Smuggling Compartments
The ship’s bulkheads are modified so that gaps between them can serve as hidden cargo storage areas.
Benefit: This does not change a ship’s cargo capacity. A smuggling compartment can hold anything that fits within a 5-foot cubic space. If you are using the plunder rules (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the plunder system), in general, two smuggling compartments are required to hold 1 point of plunder. A DC 20 Perception check is required to locate smuggling compartments in a search of the ship.
Requirements: Craft (ships) DC 19; Cost: 500 gp per 5-foot-square compartment

RAZOR COAST

Captain’s Quarters: This Location provides the Captain some privacy from the rest of the crew, and also provides an antechamber the Captain can use for meetings Razor Coast: Fire As She Bears 23 with his mates and other officers. The standard Captain’s quarters provides basic comforts. The room is furnished with a comfortable bed, armoire, chest-of-drawers, and a simple safe (Disable Device DC 25 to open without the key). The antechamber comes with a simple table and ten chairs.

Captain’s Quarters, Luxurious: This specialized Location is similar to the standard Captain’s quarters, but is far more decadent. The furniture is made of the finest wood and inlaid with gold filigree. Thick, plush carpets cover the decks; spectacular paintings and tapestries adorn the bulkheads. The antechamber’s table and chairs are likewise upgraded and far more comfortable than the standard outfitting.

Cistern: This special Location can only be incorporated into the ship when it is first being built. The cistern is typically set near the center of the ship to provide balance. Special tubing runs through the masts and spars, collecting rainwater when it’s available. The tubes all flow to the central cistern location, where the water becomes available through taps to consume and use. A cistern holds up to 2,000 gallons of water. The listed weight does not include the weight of the water. When full, add 16,000 pounds to the weight (one gallon weighs 8 pounds).

Galley: A galley is used to prepare and serve food to the crew. The price in the table is for a single galley, which requires a full Hull Location and provides space to feed up to 30 crewmembers at once. Multiple Hull Locations can be placed together to create a larger galley if desired. A standard galley includes a rudimentary pantry for storing enough food and water for 90 meals; the remainder of the food must be stored elsewhere. In addition, simple tools — butcher knives, pots and pans, cutting blocks, and so on — are included as part of this Location, though food is not.

Oars: A ship can be equipped with one or more banks of oars rowed by an expanded crew. The oars can propel the ship even if there is no wind. A single oar bank requires a crew of 20 to operate successfully, and adds +1 to a ship’s speed. For purposes of fatigue, treat operating an oar bank as a forced march (including gaining a +4 to Constitution checks from the Endurance feat). Typically, a ship will have 60 crew assigned to oar duty, and rotate them through 3 shifts during the day. The listed price includes the work necessary to allow the oars to move through the Hull Location, a supply of a dozen oars, and benches for the rowers to sit on.

A ship can have multiple oar banks. The bonus to speed stacks; that is, a ship with two oar banks gains +2 Speed when they’re in use, three oar banks grants +3 Speed, and so on. Each oar bank takes up half the space available in the appropriate Hull Location. A ship cannot benefit from an oar bank at the same time it is under sail or engine power. To do so would be deadly to the crew manning the oars. Generally, oars are only used when Rigging Locations are either completely destroyed or there is no wind power available.

Powder Magazine: This compartment contains a ship’s supply of gunpowder and is usually water tight and has magical lighting to minimize potential sparks. The typical powder magazine requires a full Hull Location worth of space on board the ship. Generally, a powder magazine contains several bins or large barrels full of powder, as well as the means to transfer powder to smaller casks used near the cannons. When full, a powder magazine can hold one ton of gunpowder. Standing orders on most ships forbid any metal tools (shovels, scoops, wheelbarrows, etc.) from entering the powder magazine, lest they generate a spark.Instead, a standard powder magazine comes equipped with appropriate tools made from highly polished wood. The listed weight does not include the powder.

The smallest of sparks — let alone an actual fire — often results in the demise of the ship and her crew. If the gunpowder catches fire, it explodes 1 round later. Rules for gunpowder explosions can be found under the Powderentry in the Weapons section of this product. Creatures physically in the powder magazine when it explodes suffer a –10 penalty on the saving throw due to the confined space. Standard practice is to hire a spellcaster to cast continualflame inside the powder room, to remove the need for torches or candles to provide light. Such spellcasting service is not included in the listed cost.

Smuggling Compartment: This special Location is built in such a way as to have a portion of the Location hidden from plain view. The most common method is to place this Location in the hold of the ship, and have the hold only be 15 feet in height. The remaining 5 feet are hidden beneath the floor. Finding a standard Smuggling Compartment requires a DC 20 or 30 Perception check. 

04a. Ship Equipment & Upgrades

STANDARD

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RAZOR COAST

EQUIPMENT COST WEIGHT

  • Fire Pump 800 gp 1,000 lbs.
    (A fire pump is a series of hoses connected to a pump, used to extinguish fires on board the ship. Each fire pump is manned by a crew of five and gives a +5 circumstance bonus to a Mate’s Reflex save to extinguish a fire aboard ship.)
  • Gun Mount 500 gp 500 lbs.
    (This articulated arrangement allows a gun to swivel across a 360o arc of fire. Price and weight are for a Large weapon. Multiply cost and weight as normal to allow for larger weapons. Gun mounts allow cannon to fire grapeshot on exposed enemy crew on either ship’s deck. Most typically, a gun mount is affixed to the bow of a ship and used as an anti-boarding weapon. The swivel allows the mounted gun to come to bear where it is needed. Moving a gun mount requires a move action, and locking it into place requires a standard action. If a cannon on a gun mount is fired without the mount being locked in place, there is 20% chance of the weapon backfiring. A backfiring weapon attacks the Location in which the gun mount is located. It hits automatically, but resolves damage as normal. Additionally, a weapon that backfires in this manner gains the broken condition. Finally, all creatures and unattended objects in the Location must make a Reflex saving throw (DC equal to 10 plus the number of damage dice for the cannon). Failing the save means the creature or object takes 1d4 points of bludgeoning damage and catches fire due to the hot backfiring weapon spinning on its mount and clipping them.)
  • Hold Pump 800 gp 1,000 lbs.
    (A hold pump is a series of hoses connected to a pump, used for extracting water from the hold of the ship once it begins taking on water. A hold pump can extract 5,000 lbs. of water per minute (or 500 lbs. per round). A pump is manned by a crew of four.)
  • Rations 5 sp 1lb.
    (A basic ship’s ration typically includes hardtack, salted pork and fresh water. A serving of boiled cabbage or limes is included once per week. The entry in the table above is for one crewmember per day.)
  • Shot Brazier 1,200 gp 50 lbs.
    (A shot brazier stands next to a cannon and is used to heat the cannonball prior to firing it. Heating a cannonball requires 2 rounds, and imposes a –2 penalty on the attack roll made to fire it. A heated cannonball must be fired within 5 rounds or it loses its heat. A heated cannonball inflicts 2d6 fire damage in addition to its standard damage. In addition, the Captain must make a DC 15 Reflex saving throw for the Hull Location. She uses her base Reflex save value and her ship’s Dexterity modifier, as well as any other modifiers the ship receives, such as from magic. If the saving throw fails, the struck Location catches fire. This fire inflicts 2d6 points of damage per round and ignores hardness. See Actions During Naval Combat in Chapter 4: Combat for details on extinguishing fires aboard ships.)

05a. Weapons

SIMPLE WEAPONS COST DMG CRITICAL RANGE WEIGHT TYPE SPECIAL

  • Ship’s Ram 4,000 gp +6d8 ×2 — 1000 lb. B, P Colossal, add to collision damage
    A ship’s ram deals an additional 6d8 damage in addition to the standard collision damage to the targeted ship (see the Combat chapter for information about collisions). A ship fitted with a ram does not take damage from a collision it instigates. A ram is a single-use item.

Large Direct-Fire Cost Dmg Critical Range Type Crew Aim Load

Ballista, light 500 gp 3d8 19–20/×2 120 ft. P 1 0 2

Large Indirect-Fire Cost Dmg Critical Range Type Crew Aim Load

Catapult, light 550 gp 4d6 ×2 150 ft. (50 ft. min.) B 2 2 3

Huge Direct-Fire Cost Dmg Critical Range Type Crew Aim Load

Ballista, heavy 800 gp 4d8 19–20/×2 180 ft. P 3 2 2

Firedrake 4,000 gp 6d6 — — fire 3 2 5

Huge Indirect-Fire Cost Dmg Critical Range Type Crew Aim Load

Catapult, standard 800 gp 6d6 ×2 200 ft. (100 ft. min.) B 3 2 3

Springal, arrow 1,000 gp 3d8 ×3 100 ft. (50 ft. min.) P 3 2 3

Other Cost Dmg Critical Range Type Crew Aim Load

Corvus 100 gp — — — 1 1 — —

Disable Seige Engine: 2d4 rounds, DC 20 Disable Device

HP Statistics: Siege engines are typically made out of wood and have an AC of 3 (–5 Dex, –2 size), a Hardness of 5, and 80 hit points

Modifiers: Treat seige engine as a Huge creature to determine the cost of armor. Can be masterwork or enchanted.

Cost Breakdown: masterwork = +300 gp. Enchanting a siege engine costs twice the normal amount. For example, a +1 flaming heavy catapult, armored with full plate, would have an AC of 11 and would cost 23,100 gp (800 gp base + 6,000 gp for the armor + 300 gp masterwork + 16,000 gp for the enhancements).

Cost: This value is the siege engine’s cost in gold pieces (gp). The cost includes gear needed to work the engine as well as gear for upkeep. Typical ammunition costs and weights are given in the siege engine descriptions.

Damage: This entry gives the damage typically dealt by the siege engine. Unlike normal ranged weapons, siege engines deal full damage to objects. Siege engines do not deal sneak attack damage or any other kind of precision damage.

Critical: The entry for this column notes how the engine is used with the rules for critical hits. Unlike normal ranged weapons, siege engines can deal critical damage to objects as well as creatures.

Range: Any attack at a distance greater than that listed in this entry is penalized for range. Beyond this range, the attack or targeting check takes a cumulative –2 penalty for each full-range increment (or fraction thereof ) of distance to the target. Some siege engines have a minimum range for effectiveness, listed in parentheses after its range.

Type: Like weapons, siege engines are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some siege engines deal energy damage. In those cases, the type of energy damage is listed instead.

Crew: This column gives the number of Medium creatures needed to properly operate the siege engine.

Aim: This column gives the number of full-round actions required to aim a siege engine. If the siege engine is being controlled by less than its normal crew complement, the number of actions it takes for the crew to aim the siege engine is doubled.

Load: This column gives the number of full-round actions required to load a siege engine.

Ballista: A ballista resembles a massive crossbow, and its power is provided by twisted skeins of animal sinew used as torsion springs driving a pair of adjustable arms. A cord attached to both arms is winched back and a projectile is loaded into a grooved slider for release. Ballistae are direct-fire siege engines.

Light: This common type of ballista, also called an arbalest or scorpion, is Large, maneuverable, and often mounted on ships. light ballistae have a hardness of 5 and 50 hit points. Light ballista bolts cost 10 gp each and weigh 10 pounds.

Heavy: These Huge siege engines are commonly used as castle defenses, as well as on large warships. Heavy ballistae have a hardness of 5 and 100 hit points. Heavy ballista bolts cost 30 gp and weigh 20 pounds each.

Catapult: Catapults are stone-throwing siege engines powered by winched arms that run through torsion skeins, and hold their payload in a cup that swings up and over the weapon when released. Catapults can hurl a variety of different types of ammunition (the damage given is for stone projectiles; other types of ammunition can be found in the Special Siege Engine Ammunition section, below). Catapults are indirect-fire siege engines.

Light: These catapults are Large and often mounted on wheels. The targeting DC of a light catapult is 15. light catapults have a hardness of 5 and 50 hit points. Light catapult stones cost 10 gp and weigh 50 pounds each.

Heavy: These Huge catapults are too large to be transported in one piece, and require assembly. The targeting DC of a standard catapult is 20. Standard catapults have a hardness of 5 and 100 hit points. Standard catapult stones cost 15 gp and weigh 75 pounds each.

  • Condition Modifier
  • No line of sight to target square –6
  • Successive shots (crew can see where most recent misses landed) Cumulative +2 per previous miss (maximum +10)
  • Successive shots (crew can't see where most recent misses landed, but observer is providing feedback) Cumulative +1 per previous miss (maximum +5)

Corvus: A corvus is a boarding device that features a hinged counterweight system for mounting a bridge vertically on the side of a ship, with a hooked end to grab onto a target ship. A corvus is usually 10 feet wide and 15 feet long. It has a hardness of 5 and 10 hit points per square. Using a corvus requires a DC 10 Profession (siege engineer) check as a full-round action, provided the corvus is in the correct position, which is within the length of the corvus and adjacent to another ship. If the check fails, the corvus fails to catch on the target and must be reset (a full-round action). Once a corvus is attached, it takes a Strength check as a full-round action to dislodge the corvus. Alternatively, if the corvus is attached to a ship, the pilot of either ship can make a sailing check as a standard action to dislodge the corvus (a check that succeeds by 5 or more destroys the corvus). The base DC for either of these checks is 15, and the DC increases by 5 for every Small or Medium creature currently standing on the corvus. If a corvus is disengaged while creatures are standing on it, those creatures must make a DC 15 Reflex saving throw or fall. Succeeding at the saving throw allows them to move to the nearest area of safe ground, but such movement provokes attacks of opportunity. A corvus cannot be armored. A corvus does not count toward a ship’s maximum number of siege engines.

Firedrake: These Huge siege engines are often mounted on wheels. This apparatus fires gouts of Alchemist’s fire in either a 60-foot line or a 30-foot cone (siege crew leader’s choice). Targets in the area take 6d6 points of fire damage (DC 15 Reflex save for half damage); those who fail their saves also catch on fire. A firedrake with the broken condition that suffers a further mishap explodes, dealing its damage to all creatures within a 20-foot-radius burst (DC 15 Reflex save for half damage). Firedrakes have a hardness of 10 and 70 hit points. One use of firedrake ammunition costs 200 gp and weighs 20 pounds.

Springal: A springal uses a torsion-cranked composite paddle to strike a firing rack containing multiple arrows, which rain down in an arc over a burst area. Springals are indirect-fire siege engines that affect the targeted square and a 15-foot burst around that square. One use of arrow springal ammunition costs 20 gp and weighs 10 pounds.


CANNONS / # PER GUN DECK / COST / DMG DICE / CRIT /  RANGE / POWDER / WEIGHT / SIZE / RELOAD TIME / CREW REQ.

  • Cannon, 3 pounder 12 500 gp 3 X3 140 ft. 1 lb. 800 lbs. Large 1 full-round action
  • 2 Cannon, 6 pounder 6 1,000 gp 4 X3 180 ft. 2 lbs. 2,000 lbs. Large 1 full-round action
  • 3 Cannon, 9 pounder 4 1,500 gp 5 X3 220 ft. 3 lbs. 2,500 lbs. Huge 1 full-round action
  • 4 Cannon, 12 pounder 3 2,000 gp 6 X3 260 ft. 4 lbs. 3,000 lbs. Huge 2 full-round actions
  • 5 Cannon, 24 pounder 1 4,000 gp 7 X3 300 ft. 8 lbs. 5,000 lbs. Gargantuan 2 full-round actions
  • 6 Cannon, 32 pounder 1 6,000 gp 8 X3 340 ft. 10 lbs. 5,600 lbs. Gargantuan 2 full-round actions
  • 7 Cannon, 48 pounder ½ 12,000 gp 9 X3 380 ft. 12 lbs. 8,000 lbs. Colossal 2 full-round actions
  • 8 Cannon, 68 pounder ½ 15,000 gp 10 X3 420 ft. 14 lbs. 9,000 lbs. Colossal 3 full-round actions

On a successful hit, creatures in the targeted area get a +8 bonus to their AC due to cover

Assuming an entire Hull Location is dedicated to the cannons — called a “gun deck” in naval parlance — you can fit up to 12 3-lb. guns in one Hull Location, 6 6-lb. guns, 4 9-lb. guns, or 3 12-lb. guns. If you’re interested in using the larger guns, a single Hull Location can accommodate a single 24- or 32-lb. gun. If your Hull Location was designed with two decks, each 10 feet high, you can double these numbers if you want to dedicate the entire Location to your guns. For example, if your Location has 2 decks and you want both to be gun decks, you could fit a total of eight 9-pound guns in that Location — four on each deck.

The largest guns — the 48-lb. and 68-lb. cannon — require two Hull Locations each. Note that these largest cannons were most often used on land, to defend forts and towns, rather than aboard a ship. These Hull Locations must be adjacent to one another; that is, you cannot stack two Hull Locations vertically and use both to house these super-sized guns. The damage a cannon inflicts is the number of its damage dice times the damage of the ammunition. For example a cannon ball inflicts d10 points of damage. A cannon ball shot from a 9-pounder inflicts 5d10 points of damage.

Carrying Capacity

STR LIGHT LOAD MEDIUM LOAD HEAVY LOAD

26 7,344 lbs. or less 7,345–14,688 lbs. 14,688–22,032 lbs.

27 8,304 lbs. or less 8,305–16,608 lbs. 16,609–24,912 lbs.

28 9,600 lbs. or less 9,601–19,200 lbs. 19,201–28,800 lbs.

29 11,184 lbs. or less 11,185–22,368 lbs.  22,369–33,552 lbs.

30 12,768 lbs. or less  12,769–25,536 lbs.  25,537–38,304 lbs.

31 14,688 lbs. or less  14,689–29,376 lbs.  29,377–44,064 lbs.

32 16,608 lbs. or less  16,609–33,216 lbs.  33,217–49,824 lbs.

33 19,200 lbs. or less  19,201–38,400 lbs.  38,401–57,600 lbs.

34 22,368 lbs. or less  22,369–44,736 lbs.  44,737–67,104 lbs.

35 25,536 lbs. or less  25,537–51,072 lbs.  51,073–76,608 lbs.

36 29,376 lbs. or less  29,377–58,752 lbs.  58,753–88,128 lbs.

37 33,216 lbs. or less  33,217–66,432 lbs.  66,433–99,648 lbs.

38 38,400 lbs. or less 38,401–76,800 lbs.  76,801–115,200 lbs.

39 44,736 lbs. or less  44,737–89,472 lbs.  89,473–134,208 lbs.

40 51,072 lbs. or less  51,073–102,144 lbs.  102,145–153,216 lbs.

41 58,752 lbs. or less  58,753–117,504 lbs.  117,505–176,256 lbs.

42 66,432 lbs. or less  66,433–132,864 lbs.  132,865–199,296 lbs.

43 76,800 lbs. or less 76,801–153,600 lbs.  153,601–230,400 lbs.

44 89,472 lbs. or less  89,473–178,944 lbs.  178,945–268,416 lbs.

45 102,144 lbs. or less  102,145–204,288 lbs.  204,289–306,432 lbs.

46 117,504 lbs. or less  117,505–235,008 lbs.  235,009–352,512 lbs.

47 132,864 lbs. or less  132,865–265,728 lbs.  265,729–398,592 lbs.

48 153,600 lbs. or less  153,601–307,200 lbs.  307,201–460,800 lbs.

49 178,944 lbs. or less  178,945–357,888 lbs.  357,889–536,832 lbs.

50 204,288 lbs. or less  204,289–408,576 lbs.  408,577–612,864 lbs.

51 235,008 lbs. or less  235,009–470,016 lbs.  470,017–705,024 lbs.

52 265,728 lbs. or less  265,729–531,456 lbs.  531,457–797,184 lbs.

53 307,200 lbs. or less  307,201–614,400 lbs  614,401–921,600 lbs.

54 357,888 lbs. or less  357,889–715,776 lbs.  715,777–1,073,664 lbs.

55 408,576 lbs. or less 408,577–817,152 lbs.  817,153–1,225,728 lbs.

56 470,016 lbs. or less  470,017–940,032 lbs.  940,033–1,410,048 lbs.

57 531,456 lbs. or less  531,457–1,062,912 lbs.  1,062,913–1,594,368 lbs.

58 614,400 lbs. or less  614,401–1,228,800 lbs.  1,228,800–1,843,200 lbs.

59 715,776 lbs. or less  715,777–1,431,552 lbs.  1,431,553–2,147,328 lbs.

60 817,152 lbs. or less  817,153–1,634,304 lbs.  1,634,305–2,451,456 lbs.

+10 x4 x4 x4

05b. Ammunition

  • Ammunition Cost Weight
  • Alchemist’s fire 200 gp 10 lbs.
  • Chain shot 50 gp 30 lbs.
  • Liquid ice 400 gp 20 lbs.
  • Plague bundle 80 gp 20 lbs.
  • Smoke shot 250 gp 20 lbs.

Alchemist’s fire: This is either a hard, ceramic container of Alchemist’s fire that can be used as ammunition in catapults, or a ceramic bulb of Alchemist’s fire mounted on the tip of a ballista bolt to be fired from ballistae. When it hits its target square, it deals 4d6 points of fire damage to each creature and wooden structure within 5 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within the area between 5 and 30 feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but does not catch on fire. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square. This alchemical fire ignores the hardness of wooden objects.    

Chain shot: Made of two small catapult stones chained together, this ammunition can be fired from catapults. Chain shot is especially good at tearing through sails and rigging, dealing double its normal damage to that form of propulsion. It deals normal damage to a creature, and if hit, the creature must succeed at a DC 20 Fortitude saving throw or be knocked prone. Chain shot is relatively ineffective against ships themselves, dealing only 2d6 points of damage for a light catapult, or 4d6 points of damage for a standard catapult.

Liquid ice: This hard, ceramic canister filled with alchemical liquid ice can be used as ammunition in catapults. When it hits its target square, it deals 4d6 points of cold damage to each creature within 5 feet of the target space, and each creature must make a DC 20 Fortitude save or become entangled for 1 round. Every creature within the area between 5 and 30 feet of the target space must make a DC 20 Fortitude saving throw or take half damage. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to all nearby creatures as if one of the spaces of the siege engine (crew leader’s choice) were the target square.                         

Plague bundle: This hard, ceramic canister is filled with a noxious mass of diseased carrion and offal that can be used as ammunition for a catapult. It deals only half damage, but every creature hit by it is exposed to filth fever. A GM might allow a plague bundle to inflict other diseases.     

Smoke shot: This hard ceramic sphere contains two alchemical substances separated by a thin barrier, much like a smoke pellet in larger form. It can be used as ammunition in catapults. When smoke shot hits the target space, it deals 2d6 points of damage to any creature in that space, and the substances mingle and then create an area of foul but harmless yellow smoke radiating 30 feet from the target square. Treat the effect as a fog cloud spell. On a siege engine mishap, the ammunition explodes before it is launched. Its effect is centered on one of the spaces of the siege engine (crew leader’s choice). 


CANNON AMMUNITION COST DAMAGE1 WEIGHT TYPE SPECIAL

  • Powder 15 gp — 1 lb. — —
    (Generally, this highly flammable substance is needed to fire ammunition from a cannon. The larger the cannon, the more powder it requires. Once set afire, powder explodes 1 round later (except in the touchhole of a cannon, in which case the explosion to fire the weapon is instantaneous). A gunpowder explosion inflicts 5d8 points of fire damage if at least a quarter-pound of powder is present; each full pound of gunpowder present increases the damage caused by 1. For example, 20 pounds of gunpowder causes an explosion that inflicts 5d8+20 points of damage. The blast has a radius of 5 feet per 5 pounds of powder (rounded down) to a maximum radius of 200 feet. For example, the same 20-pound explosion has a blast radius of 20 feet. Any creature caught in the blast area may attempt a Reflex saving throw with a DC equal to 15 +1 per 5 pounds of powder (A DC 19 save for our example blast) for half damage.)
  • Ball 20 gp d10 3 lbs. B Splinter
    (This ammunition is a solid ball of iron. If the cannonball hits a Location, roll and apply damage normally. In addition, flying splinters inflict 1 point of damage per damage dice rolled on any crew in that Location (DC 15 Reflex save for half). Example: A 9-pounder that deals 5d10 points of damage inflicts 5 points of splintering damage to crew in a Location who fail their saving throws, and 2 points of splintering damage to those who successfully save. Damage from splinters is piercing damage, regardless of what material the Location is built from.)
  • Grapeshot 10 gp d4 3 lbs. B, P Reflex save required; half range and only 5 increments
    (This ammunition is a canister containing hundreds of small iron pellets, designed to kill and injure crew rather than damage a ship. Grapeshot deals damage to any creature in one Location (Reflex DC 10 + damage dice rolled halves damage), but does no damage to the Location itself. Example: A 12-pounder that fires grapeshot deals 6d4 points of damage to all creatures in one Location and would require a DC 16 Reflex saving throw. When firing grapeshot, the targeted Location must be at least partially exposed (open-air, portholes, etc.). The shot must beat the AC of the Location in order to affect the creatures in that Location. Failure to beat the AC indicates the shot didn’t penetrate a ship’s defenses. Grapeshot can only be fired up to a distance of five range increments, rather than the usual ten, due to the nature of the shot.)
  • Chain Shot 30 gp d4 6 lbs. B, S Negates dodge bonus on Rigging Locations; half range and only 5 increments
    (This ammunition consists of two balls joined by a chain or telescoping bar, designed to destroy Rigging Locations. Chainshot ignores any dodge bonus to AC when targeting a Rigging Location. It has no effect against Hull Locations. Due to the lack of aerodynamics, chainshot can only be fired up to a distance of five range increments.)

1 The damage listed is the base damage. Apply the number of damage dice for the cannon being used. 

05c. Magic Weapons

STANDARD

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RAZORCOAST

NULL CANNONBALL
Aura strong abjuration; CL 13th Slot none; Price 2,000 gp; Weight 3 lbs.
DESCRIPTION
This cannonball is of a cloudy gray color that shifts and swirls on upon closer observation. The null cannonball releases an area dispel upon the point of impact in a 40- foot radius, as though the target was affected by a greater dispel magic spell.
CONSTRUCTION
Requirements Craft Magical Arms and Armor, Widen Spell, greater dispel magic; Cost 1,000 gp

KRAKENSHOT CANNONBALL
Aura faint conjuration; CL 7th Slot none; Price 2,000 gp; Weight 3 lbs.
DESCRIPTION
This dark cannonball is engraved with images of octopi, squid, and other cephalopods. When fired from a cannon, the ball grows into a writhing mass of black tentacles. If the cannonball successfully strikes a Hull or Rigging Location, the tentacles latch on and attempt to grapple all within 15 feet of the point of impact. The cannonball produces 1d4+4 tentacles, and each grapples independently. Treat each tentacle as a Large creature with an AC of 13, 20 hit points, a CMB of +12 and a CMD of 22. Any foe successfully grappled by the tentacles suffers 1d6+4 points of damage and gains the grappled condition.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, black tentacles; Cost 1,000 gp

CANNON OF FLAMING DOOM
Aura faint evocation; CL 5th Slot none; Price 23,800 gp; Weight 2,500 lbs.
DESCRIPTION
Three times per day, this +1 9-pound cannon can blast a fireball at any target Location within 800 feet. The fireball inflicts 5d6 points of fire damage on all objects and creatures in a 20-foot radius. Firing the fireball does not require any loading action or powder and can be performed by the Mate as a standard action on his shipbased initiative.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, fireball; Cost 11,900 gp

01b. Magic Hull Locations

RAZORCOAST

CORAL HULL LOCATION
Aura moderate transmutation; CL 11th Slot none; Price +1,500 gp; Weight —
DESCRIPTION
A coral-hulled ship is a living thing that gradually re-grows any damage to its hull at the rate of 10 hit points per day as long as it is in seawater. Spells of the healing subschool affect a coral ship as if it were a creature. A coral ship is affected by any spell that targets plants, such as plant growth or speak with plants. A coral Hull Location has hardness 3 and 110 hit points.
CONSTRUCTION
Requirements Craft Wondrous Item, plant shape I; Cost +750 gp

FLAMING HULL LOCATION
Aura faint evocation; CL 3rd Slot none; Price +5,000 gp; Weight —
DESCRIPTION
Flames engulf the Hull Locations of the ship with this property. All creatures and objects aboard the ship are immune to the flames. If the flaming hull ship ever grapples another ship, or uses the ram or crossing the boards special attack action, the targeted ship takes 5d6 fire damage per round. In addition, all creatures on the targeted ship within 10 feet of the flaming hull ship also take the damage, though they may attempt a Reflex saving throw (DC 11) for half damage.
CONSTRUCTION
Requirements Craft Wondrous Item, burning hands, endure elements; Cost +2,500 gp

LIVING WOOD HULL LOCATION
Aura faint transmutation; CL 5th Slot none; Price +6,000 gp; Weight —
DESCRIPTION
A ship with Hull Locations made from living wood heals itself at an astounding rate. As long as the Hull Location is not destroyed, it benefits from fast healing 3. For spells that target plants (such as plant growth), treat the Hull as a creature of the plant type rather than an object. A living wood Hull Location has the normal hardness and hit points (hardness 5, 150 hit points).
CONSTRUCTION
Requirements Craft Wondrous Item, plant growth; Cost +3,000 gp

GLASS HULL LOCATION

Aura moderate transmutation; CL 11th Slot none (Location); Price +7,500 gp; Weight +25%
DESCRIPTION
This magically hardened glass provides several benefits to ships made from it. First, a ship made from glass is harder to spot while at sea, granting the ship a +20 circumstance bonus to Stealth checks. Second, as there is no significant amount of wood, the ship is immune to fire damage. Lastly, the crewmembers have clear vision to what lies below the ship, granting a +10 circumstance bonus to the Navigator’s Knowledge (nature) or Survival check to avoid underwater hazards such as sunken ships and sandbars. A glass Hull Location has hardness 2 and 100 hit points.
CONSTRUCTION
Requirements Craft Wondrous Item, Glass Sea; Cost +3,750 gp

LEVITATING HULL LOCATION
Aura faint transmutation; CL 5th Slot none; Price +9,000 gp; Weight —
DESCRIPTION
The ship floats 2 feet above the surface of the water, unburdened by the drag caused by the sea. Its maneuverability rating increases by one step. Further, the ship cannot run aground on objects below the surface. Once any of the ship’s Hull Locations are breached, the ship descends into the water and begins to sink as normal. When the damaged Hull Locations are repaired, the ship once again rises above the waves.
CONSTRUCTION
Requirements Craft Wondrous Item, levitate; Cost +4,500 gp

BONE HULL LOCATION

Aura faint evocation [evil]; CL 4th Slot none; Price +10,000 gp; Weight —
DESCRIPTION
The bones of thousands of dead creatures make up your Hull Locations. Hull Locations made from bone have hardness 2 and 100 hit points per Location. The magic used to fuse the bones together prevents water leaking in unless the ship becomes damaged. The entire ship functions as though under the effects of a desecrate spell — the DC to resist negative channeled energy gains a +3 profane bonus, and every undead creature entering the area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into the area gains +1 hit point per Hit Die. This effect extends to 20 feet beyond the sides of the ship in all directions. 
CONSTRUCTION
Requirements Craft Wondrous Item, desecrate; Cost +5,000 gp


STANDARD OFFICIAL UPGRADES

Magically Treated Hull
Benefit: The ship’s hull is magically treated, doubling the ship’s hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements
Craft Wondrous Item, Craft (ships) DC 15; Cost: 4,500 gp per square of ship

03b. Magic Special Locations

STANDARD

Magically Treated Control Device
Benefit: The ship’s steering wheel or tiller is magically treated, doubling its hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat
Requirements. Craft Wondrous Item, Craft (ships) DC 15; Cost: 1,000 gp

RAZORCOAST

EXPLOSIONLESS POWDER MAGAZINE
Aura moderate conjuration; CL 12th Slot none (Location); Price 10,000 gp; Weight 50 lbs.
DESCRIPTION
This Hull Location has an in-built portal to a small extraplanar space folded in on itself, similar to a portable hole, used for holding the ship’s supply of gunpowder safely away from the enemy’s guns. Inside, an explosionless powder magazine is a 15-foot cube and its contents contribute no weight towards a ship. If the Hull Location in which the explosionless powder magazine lies is breached, it does not explode; however, whatever was inside at the time is lost on the Astral Plane.
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift; Cost 5,000 gp

SALTLESS CISTERN

Aura faint transmutation; CL 3rd Slot none (Location); Price 20,000 gp; Weight 2,500 lbs.
DESCRIPTION
This magical cistern functions similarly to the standard cistern; however, it can also be filled with salt water. The cistern magically desalinates the salt water, making it potable.
CONSTRUCTION
Requirements Craft Wondrous Item, purify food and drink; Cost 10,000 gp

GALLEY OF THE HUNGRY SAILOR
Aura moderate conjuration; CL 11th Slot none (Location); Price 50,000 gp; Weight 1,000 lbs.
DESCRIPTION
This special galley eliminates the need for cooking fires and allows the crew to eat fresh, if somewhat bland, meals rather than dried rations. The galley of the hungry sailor produces food capable of feeding up to 100 people 3 nutritious meals per day.
CONSTRUCTION
Requirements Craft Wondrous Item, create food and water, prestidigitation; Cost 25,000 gp

WIZARD’S BRIG

Aura strong abjuration; CL 13th Slot none (Location); Price 75,000 gp; Weight 1,500 lbs.
DESCRIPTION
This magical brig prevents the use of any magic, whether spell or item. Items or spells that normally bypass or otherwise have special interactions with an antimagic field have the same interactions with a wizard’s brig. 
CONSTRUCTION
Requirements Craft Wondrous Item, antimagic field; Cost 37,500 gp

02b. Magic Rigging Locations

STANDARD

Magically Treated Oars
Benefit: The ship’s oars are magically treated, doubling their hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements. Craft Wondrous Item, Craft (carpentry) or Craft (ships) DC 15; Cost: 100 gp per oar

Magically Treated Sails
Benefit: The ship’s sails are magically treated, doubling their hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements. Craft Wondrous Item, Craft (sails) DC 15; Cost: 500 gp per 5-foot-square of sails

RAZORCOAST

FEATHERFALL MAST
Aura faint transmutation; CL 1st Slot none; Price 5,000 gp; Weight — (part of existing Rigging Location)
DESCRIPTION
A Rigging Location enchanted with this protection prevents crewmembers from plummeting to their death. Any crewmember in the Rigging Location with this enchantment gains the benefits of the feather fall spell.
CONSTRUCTION
Requirements Craft Wondrous Item, feather fall; Cost 2,500 gp

GOLDEN SAILS
Aura moderate transmutation; CL 8th Slot none; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); Weight 30 lbs.
DESCRIPTION
These sails are constructed from incredibly thin gold leaf and are enchanted to give a ship incredible responsiveness at the helm. They add to the ship’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6.
CONSTRUCTION
Requirements Craft Wondrous Item, cat’s grace; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6)

ELVENKIND SAILS

Aura faint transmutation; CL 5th Slot none; Price 25,000 gp; Weight 15 lbs.
DESCRIPTION
These sails are woven from fine elven silk and are enchanted to give a ship additional maneuverability. They increase a ship’s maneuverability rating by one grade. 
CONSTRUCTION
Requirements Craft Wondrous Item, fly; Cost 12,500 gp

PHASE SPIDER SILK SAILS

Aura strong conjuration; CL 15th Slot none; Price 42,000 gp; Weight 1 lb.
DESCRIPTION
These sails are cunningly woven from the silk of a phase spider and grant a vessel the ability to become insubstantial for a time. The Captain of a ship may use this ability once per day to turn the ship and its crew ethereal (as the ethereal jaunt spell) for one minute. This ability can be triggered as an immediate action in response to another ship’s actions, such as to avoid a burst of cannon fire, ramming, boarding, or a collision with an obstacle.
CONSTRUCTION
Requirements Craft Wondrous Item, ethereal jaunt; Cost 21,000 gp

SOUL HARNESSING SAILS

Aura strong necromancy; CL 17th Slot none; Price 71,200 gp; Weight 45 lbs.
DESCRIPTION
These black sails trap the souls of the recently slain and use their endless struggles as a means of propulsion. The first creature that dies within 65 feet of the sail each day must make a Will saving throw (DC 23) or have its soul bound into the rigging, as the soul bind spell. Each Hit Die bound into the sail provides a +1 Speed bonus regardless of the ship’s actual sailing direction. A soul harnessing sail can trap up to 10 Hit Dice of souls.
CONSTRUCTION
Requirements Craft Wondrous Item, nondetection; Cost 75,000

Bowsprits

NON-MAGIC

Figurehead
Some ships sport fanciful carvings on their bowsprits.
Benefit: This modification is strictly cosmetic, with no real impact on game play. Players are encouraged to design their own custom figureheads, such as dolphins, mermaids, and other such creatures of myth.
Requirements. Craft (carpentry) or Craft (sculptures) DC 10; Cost: 100–1,000 gp, depending on the port and the craftsman

STANDARD

--

RAZORCOAST

BOWSPRIT OF DEFENSE
Aura strong abjuration; CL 18th Slot none; Price 150,000 gp; Weight 500 lbs. 
DESCRIPTION
This elaborate bowsprit is typically carved into the shape of either a mermaid or an angel. When affixed to a ship, it provides the ship with SR 25 as well as a +5 deflection bonus to the armor class of all Locations. These defenses apply only to the ship itself, not to her crew, passengers, or other creatures aboard the ship. 
CONSTRUCTION
Requirements Craft Wondrous Item, shield of faith, spell resistance; Cost 75,000 gp

BOWSPRIT OF NONDETECTION
Aura strong abjuration; CL 20th Slot none; Price 150,000 gp; Weight 500 lbs.
DESCRIPTION
This exquisitely carved bowsprit requires 4 days for a shipyard to properly attach to a ship. Once attached, the ship and all its occupants are more difficult to locate with divination spells such as scrying and locate object. Any caster attempting to use such a spell on the ship (or any of its occupants) must make a caster level check (1d20 + caster level) against a DC of 35 (as if the creator of the item had cast nondetection on himself ). This item is favored by pirates and smugglers who prefer to remain untraceable to law enforcement or adventuring parties who might otherwise seek to track them down.
CONSTRUCTION
Requirements Craft Wondrous Item, nondetection; Cost 75,000.

MISC Magic Ship Items

STANDARD

--

RAZORCOAST

INTERNAL CAMBION ENGINE
Aura strong conjuration; CL 15th Slot none; Price 125,000 gp; Weight 3,800 lbs.
DESCRIPTION
This steam engine is powered by the spirit of a Huge fire elemental. The engine grants a +10 bonus to Base Speed, has hardness 15, and 125 hit points. It has a break DC of 45 and a Disable Device DC of 40. If the engine is ever broken or reduced to 0 hit points, the trapped elemental is released and goes on a fiery rampage, attacking any creature it encounters.
CONSTRUCTION
Requirements Craft Wondrous Item, greater planar binding, magic circle against evil; Cost 62,500 gp

SAILOR’S SCRIMSHAW
Aura strong transmutation; CL 10th Slot none; Price 175,000 gp; Weight 4 lbs.
DESCRIPTION
This finely crafted whalebone scrimshaw depicts images of sailors hard at work, running rigging lines, scraping barnacles, and other common but necessary tasks required for the efficient operation of a ship. When prominently displayed on a ship’s mast and given 24 hours to attune to the ship, the sailor’s scrimshaw grants a +5 circumstance bonus to all Profession (sailor) checks made aboard the ship.
In addition, once per day good fortune smiles upon the ship and her crew. The Captain can opt to reroll any single Profession (sailor) check made by herself or one of her officers. She must make this decision before she knows if the previous roll was successful or not, and she must keep the second roll even if it is worse than the original. Activating this power is an immediate action on the part of the Captain. 
CONSTRUCTION
Requirements Craft Wondrous Item, creator must have 5 ranks in Profession (sailor) and also must have access to the Luck domain; Cost 87,500 gp

Misc Weapons

STANDARD

--

RAZORCOAST

KNIVES OF FLENSING

Aura moderate necromancy; CL 9th

Slot none; Price 26,604 gp (per pair); Weight 2 pounds (per pair)

DESCRIPTION

Each of these fishing knives (treat as daggers) is a +1 keen weapon, and when wielded individually they function as such. If the pair is wielded together, they operate to flense the flesh from living targets. Any living target struck by both knives in the same round must attempt a DC 17 Fortitude save. If the target fails, it suffers 2 points of Constitution damage. If the target is the unlucky victim of both knives scoring a critical hit, the save DC increases to 27 and the Constitution damage is doubled. The knives can only flense a target and inflict Consitituion damage once per round, regardless of how many times the knives actually strike a target in a single round. This ability damage can only be healed by a spell from the conjuration [healing] subschool of 5th level or higher.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, slay living; Cost 13,302 gp (per pair)


Wondrous Items (other)

STANDARD

--

RAZORCOAST

TULITA TALISMAN

Aura faint abjuration; CL 3rd Slot neck; Price 800 gp; Weight 1 lb.

DESCRIPTION

This simple item is a preserved shark’s tooth hanging from a leather thong. Originally created by Tulita shamans to protect their fishermen, this item is now widely available along the Razor Coast. Con artists frequently produce false talismans to scam sailors and prey on the fears of travelers. When the wearer of a Tulita talisman falls into water at least 1 foot deep, the necklace protects him from sharks. For 1 minute, any natural shark must make a DC 11 Will save to attack the wearer. After the magic is activated, the necklace becomes inert. Sailors saved from a shark attack by the Tulita talisman often treat the inert magic item as a good luck charm, and continue to wear it despite its loss of magical power. 

CONSTRUCTION

Requirements Craft Wondrous Item, sanctuary; Cost 400 gp

WAVE SANDALS

Aura faint transmutation; CL 5th

Slot feet; Price 5,000 gp; Weight 2 lbs.

DESCRIPTION

These sandals made from braided hemp are a boon to sailors on slippery decks. Upon uttering the command word, the wearer of the wave sandals can walk upon the water’s surface as though it were normal ground. The wave sandals only function for a total of 30 minutes per day, though this time need not be used consecutively.

CONSTRUCTION

Requirements Craft Wondrous Item, water walk; Cost 2,500 gp

SAILOR’S EARRING

Aura moderate conjuration; CL 10th Slot head; Price 7,500 gp; Weight —

DESCRIPTION

This gold hoop earring allows a sailor who falls overboard to summon a dolphin to protect him. The item only works if the wearer is in water deep enough to support a dolphin. If the wearer is conscious, he must spend a standard action to activate the item; if the wearer is unconscious, the item functions automatically. The dolphin arrives 1d3+1 rounds after being summoned and remains with the wearer for up to 10 rounds. The wearer can dismiss the dolphin before the full time has expired. The dolphin protects the wearer to the best of its ability, including holding him above water if he’s unconscious. The dolphin will fight to protect the wearer, especially against a shark. A sailor’s earring only functions 3 times. After the magic is expended, the earring crumbles into dust.

CONSTRUCTION

Requirements Craft Wondrous Item, summon nature’s ally I; Cost 3,750 gp

BLATCHER’S RUM

Aura moderate transmutation; CL 5th Slot none; Price 10,000 gp; Weight 8 lbs.

DESCRIPTION

Whether the renowned brewer Anthony Blatcher actually developed this potent rum or the substance is just named for him is lost to history. Whatever the case, the stuff is rumored to be strong enough to grow hair on your chest. Blatcher’s rum comes in 1 gallon jugs, and each jug contains 32 uses. Consuming one dose has several effects. Each dose lasts for one hour. The imbiber suffers a –2 penalty to Dexterity and Intelligence. He gains a +2 alchemical bonus to Strength. He gains immunity to fear. After one hour, the imbiber is sickened for 5 minutes. Multiple doses of blatcher’s rum do not stack for benefits; however, if the same creature imbibes two or more doses within 1 hour, that creature is instead nauseated for 10 minutes. The listed price is for a full jug.

CONSTRUCTION

Requirements Craft Wondrous Item, bestow curse, bull’s strength, remove fear; Cost 5,000 gp

EYES OF THE FISH

Aura moderate divination; CL 9th Slot none; Price 10,000 gp; Weight — 

DESCRIPTION

This mithral fishhook must be attached to a fish for the item to work. Once attached, when the fish is released back into the water, the user can see through the fish’s eyes. As a standard action, the user can get the fish to change direction. The user has no other control over the fish — he can’t control its speed or command the fish to attack, for example. The user has darkvision to a range of 120 feet while using the eyes of the fish. The connection between the eyes of the fish and the user lasts out to a range of 1 mile, and is severed after 1 hour. The hook remains embedded in the fish. Some users have been known to keep the hook attached to a fishing line so they can reel the fish back in after the duration has expired.

CONSTRUCTION

Requirements Craft Wondrous Item, command, prying eyes; Cost 5,000 gp

MAP OF THE EXPLORER

Aura moderate divination; CL 11th Slot none; Price 10,000 gp; Weight 1 lb.

DESCRIPTION

These sheets of parchment are blank when first created. When activated (a full-round action), the map fills itself in as the owner moves along. The map fills in details observable by the owner. For example, a reef that lies 20 feet below the water’s surface appears on the map; a chasm 3 miles below the water’s surface does not. The map functions for 1 day; it adjusts scale accordingly throughout the mapping time, depending upon the distance traveled. Through the use of a command word, the owner can deactivate the mapping process any time before the full duration. Once the map of the explorer ceases mapping (whether due to the duration expiring or the owner deactivating it), it loses all magical properties. From that point forward, the map is treated as a masterwork map that grants anybody using it a +2 circumstance bonus to checks made to navigate in that area.

CONSTRUCTION

Requirements Craft Wondrous Item, find the path; Cost 5,000 gp

NAVIGATOR’S SEXTANT

Aura moderate divination; CL 9th Slot none; Price 12,000 gp; Weight 500 lbs.

DESCRIPTION

The user of this object always knows the direction of true north relative to his current location. In addition, she is inherently aware of any natural features between her present location and her desired destination that might pose a hazard to her ship. For example, when sailing from Port Shaw to the Isle of Maht, the Navigator knows of any reefs or shallows that risk sinking or grounding her ship. The navigator’s sextant does not reveal sunken ships or other artificial hazards. The navigator’s sextant also does not reveal the presence of dangerous animals or other nefarious sea creatures.

CONSTRUCTION

Requirements Craft Wondrous Item, commune with nature, know direction; Cost 6,000 gp

HAMMOCK OF RESTFUL SLEEP

Aura faint enchantment; CL 3rd Slot none; Price 14,000 gp; Weight 5 lbs.

DESCRIPTION

This extremely comfortable hammock is a must-have item on ships with diminished crew numbers. Those who sleep in the hammock of restful sleep gain all the benefits of full rest in only half the time. For example, a human who sleeps in the hammock of restful sleep gains the benefits of 8 hours of sleep in 4 hours — they heal damage at the rate of 1 hit point per level, the fatigued condition is removed, and so forth. The only exception is that arcane spell casters must still sleep for a full 8 hours prior to preparing spells or regaining spell slots.

CONSTRUCTION

Requirements Craft Wondrous Item, sleep; Cost 7,000 gp

WATCHER’S SPYGLASS
Aura moderate divination; CL 10th Slot none; Price 18,000 gp; Weight 3 lbs.
DESCRIPTION
A watcher’s spyglass confers a +5 circumstance bonus to vision-based Perception checks made aboard a ship. The item must be held up to the eye to confer the bonus. In addition, when the viewer sees a creature or object, he sees it for what it truly is. Objects or creatures disguised via magic appear as normal, and invisible creatures or objects are visible to him.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must have 5 ranks in Perception, true seeing; Cost 9,000

FETCHING MONKEY

Aura strong transmutation; CL 10th Slot none; Price 50,000 gp; Weight 10 lbs.

DESCRIPTION

A fetching monkey is a Tiny construct (see sidebar) designed to fetch small objects, such as pieces of fruit from a tree. The fetching monkey has a small extradimensional space within its stomach capable of holding up to 25 pounds of objects, regardless of the monkey’s actual carrying capacity. Objects stored cannot be more than 1 foot across — for example, the fetching monkey can store up to 25 pounds of bananas or coconuts, but could not store a 25 pound keg of gun powder. Sea captains often keep a fetching monkey on hand to retrieve small objects aboard ship and as a failsafe in case a shipwreck leaves them stranded on an island awaiting rescue.

CONSTRUCTION

Requirements Craft Construct, Craft Wondrous Item, animate objects, tiny hut; Cost 25,000 gp

FETCHING MONKEY    CR 1

XP 400

N Tiny construct

Init +2; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)

hp 11 (2d10)

Fort +0; Ref +2; Will –5

Defensive Abilities hardness 2; Immune construct traits, Resist cold 5, fire 5

OFFENSE

Speed 20 ft., brachiation 20 ft., climb 30 ft.

Melee slam +0 (1d2–4)

Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con —, Int —, Wis 1, Cha 1

Base Atk +2; CMB +2; CMD 8

Skills Climb +10

SQ extradimensional storage

SPECIAL ABILITIES

Extradimensional Storage (Su): A fetching monkey’s stomach is a small extradimensional storage space used by the monkey to carry objects for its master. The space holds up to 25 pounds of objects, often fruit or nuts gathered from high treetops.

WHALE HARNESS

Aura strong conjuration; CL 15th

Slot none; Price 85,000 gp; Weight 25 lbs.

DESCRIPTION

A stranded ship is trouble for the crew, as food and fresh water supplies quickly dwindle. A smart Captain plans for this contingency. These strong reinforced leather harnesses attach to the bow of a ship. When tossed forward into the water along with the proper command word being spoken, a shimmering ghostly whale appears in the harness. The ghostly whale tows the ship in whatever direction is commanded by whoever activated the harness. The whale tows at an overland speed of 3-1/2 miles per hour. The whale lasts for 24 hours, giving a maximum distance of 84 miles. The item’s activator can dismiss the ghostly whale at any time. At the end of the 24-hour period, the whale simply winks out of existence. The harness cannot be used again for one week, regardless of how long the ghostly whale was in existence. The ghostly whale will not fight except to defend itself. Use the stats for the whale found in the Pathfinder Roleplaying Game Bestiary 2, except add a +5 deflection bonus to the whale’s AC.

CONSTRUCTION

Requirements Craft Wondrous Item, shield of faith, summon monster IX; Cost 42,500 gp 

QUELL’S LIFE RAFT

Aura strong conjuration; CL 15th

Slot none; Price 100,000 gp; Weight 200 lbs.

DESCRIPTION

This item automatically activates when placed in water. While the raft appears to be made from rotted driftwood and is 10 feet to a side, it actually houses an extradimensional location. The owner may designate who can and cannot enter at the time the item is placed in water. The interior contains sufficient space for 50 Small or Medium creatures. Treat Large creatures as 4 Mediums; Huge as 8 Mediums; 4 Tiny as one Medium; and 16 Diminutive as one Medium. Creatures larger than Huge do not fit through the entry. 

While inside, all creatures find the conditions comfortable. Enough food of an appropriate type is available for up to 1 week. This food is of excellent quality: special rums, elven wine, dwarven stout, exotic fish, salads made with the freshest produce, exquisite cheeses and crackers, and so forth. When the raft is first activated, the owner may send a message to one creature he or she knows. If that creature is within 15 miles, it knows the relative location of the raft for the next week, regardless of where it is — even if the prevailing currents take it more than 15 miles away. After one week, the raft vanishes and expels all creatures within into the water.

CONSTRUCTION

Requirements Craft Wondrous Item, mage’s magnificent mansion, whispering wind; Cost 50,000 gp

CAPTAIN’S DEFENSES

Aura strong abjuration; CL 15th Slot none; Price 150,000 gp; Weight 5 lbs.

DESCRIPTION

If the Captain of a ship activates this item, creatures must first ask for — and receive — permission to come aboard. If a creature attempts to bypass this, it must attempt a DC 19 Will save; if it fails the save, it cannot board and suffers 4d8+15 points of negative energy damage. Once activated, captain’s defenses last for 1 hour, after which time it must be reactivated.

The item takes on any number of forms — a carved tiki mask, a small statue of a whale, a painting of tropical fruit, and so forth. When first brought aboard a ship, the Captain must spend 1 hour with the item in hand. During this time, he can’t undertake tasks any more complex than walking and speaking — he can’t cast spells, attack with melee or ranged weapons, make use of any class abilities, and so on. After this time period, the item is attuned to the Captain and the ship and he (and only he) can activate it from anywhere aboard the ship thereafter as a standard action. If the item is removed from the ship, even for just a moment, the attunement process must be restarted.

CONSTRUCTION

Requirements Craft Wondrous Item, inflict critical wounds, repulsion; Cost 75,000 gp