Vessels

Adventurers exploring the seas or islands of the world need a good ship⁠—a vessel swift enough to go in harm’s way and sturdy enough to stand up to mighty sea monsters, terrible storms, pirate attacks, and other hazards one meets on the water. While the Player’s Handbook describes a small number of typical vessels for river and ocean travel and provides some simple information about cost and speed, the exact characteristics of the heroes’ boat or ship play a much more important role in an aquatic or seafaring adventure. This section therefore describes almost two dozen distinct ship and boat types commonly found on the rivers and seas of the D&D world.

Since Stormwrack has the luxury of exploring this topic at greater length than the Player’s Handbook, the information given here supercedes the information presented in the Player’s Handbook.

Vessel Characteristics

Any vehicle is an inanimate, unattended object, even if manned by hundreds of crewmembers. Since player characters usually rely on a ship to get them from place to place across stretches of water and keep them from drowning when they’re in the middle of the ocean, knowing how ships are damaged and how they move is important.

Sections

Any boat or ship of Huge size or larger is not treated as a single object, but instead a composite of a number of different sections. A section is a 10- foot×10-foot×10-foot piece of a ship. Hull sections are used for recording combat damage to a ship, and serve no other purpose. A vessel 40 feet long, 10 feet in beam, and 10 feet from keel to deck has four hull sections in a line from bow to stern.

It might not always be clear exactly how a small ship might be broken up into even 10-foot cubes. Consider a hull section to be roughly 1,000 cubic feet; round partial hull sections up to 1 full hull section. For example, a vessel 60 feet long, 15 feet in beam, and 15 feet from keel to deck has about 13,500 cubic feet, or 14 hull sections. You could treat such a vessel as 2 rows of 7 hull sections each. Each hull section would be about 7½ feet wide, 15 feet tall, and about 8½ feet long, if you ever needed to know exactly where each hull section was located. Remember, though, hull sections are intended to be an abstraction; a ship is not a big square block of uniform sections floating in the water.

In addition to the hull sections, any sailing ship also has a number of rigging sections. These sections might be quite large, since each one represents a mast and all its yardarms, sails, and lines. Destroying one section of a ship’s rigging might damage its maneuverability, but unless the ship has only one mast, it will retain some ability to move.

Propulsion

While some crude rafts or barges might not have any ability to move under their own power, most vessels are designed to travel as their crews direct. This requires some sort of motive force—sails, oars, paddlewheels, propellers, or even draft animals. The most important types are sails, oars, or propellers. Some vessels have both sails and oars.

Sails: A sailing ship’s speed varies with the wind conditions. As long as the vessel is steering downwind or across the wind (within 90º of downwind), its maximum speed is equal to the speed given in the vessel’s statistics block multiplied by the speed multiplier for wind strength (see Wind and Weather, page 22). For example, if the wind is out of the northwest, a ship sailing northeast, east, southeast, south, or southwest can move up to its maximum speed.

A sailing ship steering within 45º to 90º of the wind⁠— north or west, in the example given here⁠—is reduced to half speed. Finally, a sailing ship cannot sail directly into the wind; its speed is reduced to zero if it tries to do so, although a ship can tack close to the wind and make good a course to the northwest by alternating between sailing north and sailing west, in the example above.

A sailing ship with its nose pointing into the wind isn’t stuck there forever. The helmsman can “turn in place” 45º in one full round in order to fall off the wind and begin making way again.

Oars: Vessels with rowers need not worry much about wind direction. They simply move their given speed in any direction the helmsman sees fit to steer.

Oars and Sails: Some vessels have both sails and oars. The ship uses either its rowing speed or its sailing speed, as the master chooses. Changing propulsion modes requires 1 full round.

Propellers: A few rare ships are built with mechanical or magical propellers, screws, paddlewheels, or even mechanical oars. Like oared vessels, vessels driven by paddlewheels or propellers ignore wind direction.

Maneuverability

Boats and ships don’t turn on a copper piece and lack anything like a brake. More than one captain has been carried to disaster by virtue of the fact that he was unable to turn his ship aside from danger in time.

Table: Vessel Maneuverability
GoodAveragePoor
Maximum speed change20 ft. 10 ft. 5 ft.
Reverse1 10 ft. 5 ft. 5 ft.
Turn 45º/30 ft. 45º/60 ft. 45º/120 ft.
Turn in place1 180º 90º 45º
Maximum turn 90º 45º 45º
  1. Normally available only to oared vessels.

Maximum Speed Change: The maximum amount by which the vessel can change its speed (either speeding up or slowing down) in a single round. A vessel cannot exceed its maximum speed given the current wind strength and direction.

Reverse: Only oared vessels can travel in reverse. A vessel cannot go backwards unless its speed was zero in the preceding round, and a vessel moving in reverse must first come to a dead stop for 1 round before moving forward again.

Turn: How much the vessel can turn after covering the stated distance.

Turn in Place: Normally, oared vessels are the only vessels that can turn in place. The vessel must begin the round with a speed of zero to turn in place. A sailing ship can turn in place only when its speed is zero and its bow is pointing into the wind (the ship raises enough sail to fall off the wind and assume a new direction that will permit it to sail in the following round).

Maximum Turn: How much the vessel can turn in any one space.

Statistics

Each of the vessels presented in this chapter includes a short statistics block describing the vessel. A ship’s statistics block includes the following entries.

Size: The size of the vehicle, using the same size categories as creatures do.

Seaworthiness: The ship’s overall sturdiness. This modifier is applied to any Profession (sailor) checks the captain or master makes in order to avoid foundering, sinking, and hazards that large, well-built vessels avoid more easily than small and frail ones.

Shiphandling: The ship’s agility and nimbleness. This modifier is applied to Profession (sailor) checks the captain or master makes in order to avoid collisions, come about, sail close to the wind, and other situations that small, swift vessels avoid more easily than large and clumsy ones.

Speed: The ship’s speed and its nautical maneuverability rating.

Wind: Sailing vessels have a base speed, which is then modified by the wind strength. For example, a ship with a speed of “wind×15 feet” has a speed of 15 feet if the wind speed modifier is ×1, 30 feet if the modifier is ×2, or 45 feet if the modifier is ×3. See Wind and Weather, page 22.

Oars: The ship’s speed while being rowed.

Overall AC: The AC of the ship as a whole. Ships of Huge size or larger rarely use this, since an attacker targets a single hull section at a time when attacking a Huge or larger ship.

Hull Sections: The number of hull sections the ship possesses.

Sink: The number of destroyed hull sections necessary to sink the ship outright. A ship can sink from the destruction of a single hull section, but it is not automatic.

Section hp: The number of hit points and the hardness of each hull section.

Section AC: The Armor Class of each hull section.

Rigging Sections: The number of rigging sections the ship possesses. Generally, each rigging section is equal to one mast.

Rigging hp: The number of hit points and the hardness of each rigging section.

Ram: The damage dealt by the vehicle per 10 feet of speed it currently possesses if it rams another object. For example, a ship with a base ram damage of 3d6 deals 3d6 points of damage if moving at a speed of 10 feet, 6d6 at a speed of 20 feet, 9d6 at a speed of 30 feet, and so on.

Mounts: The number of weapons the ship can mount. A light mount is suitable for a ballista; a heavy mount is suitable for a catapult.

Space: The length and width of the area taken up by the ship.

Height: The height of the main deck above the waterline. Most large vessels will have deckhouses, forecastles, or sterncastles that are above this level.

Watch: The number of crewmembers necessary to make course changes, adjust for wind changes, and generally handle the ship. Usually the watch consists of a helmsman, a lookout or two, and a small number of deckhands who can go aloft to change the set of the sails as necessary. On an oar-powered vessel, the watch includes the number of rowers necessary for the ship to make use of its full oared speed.

Complement: The number of crewmembers, passengers, and soldiers who can be carried by the vessel for extended voyaging. For a short voyage (a day or less) a ship might be able to cram two or three times this number of people on board.

Cargo: The capacity of the vehicle’s hold, in short tons (1 short ton = 2,000 pounds). Most ships are slowed to ¾ normal speed if carrying half this load or more.

Cost: The vehicle’s cost in gold pieces.

Maneuverability and Narrative Combat

If you are using the narrative ship combat rules described in Chapter 1, you can ignore all maneuverability characteristics other than maximum speed change. The narrative system assumes that the ship’s master is making appropriate maneuvers to open, close, or hold the range, so it is not necessary to deal with precise ship maneuvering.

Vessel Statistics

The following boats and ships are only a small sample of the types most typically found on the seas, lakes, and rivers of a fantasy world.

Table: Boats and Ships
VesselComplementSpeedCost
Barge120/5/40½ mph6,000 gp
Caravel (sailing ship)30/73 mph*10,000 gp
Cog20/42 mph*6,000 gp
Coracle2/11 mph5 gp
Dhow25/52 mph7,000 gp
Dromond (warship)200/7/1002 mph* or 3 mph25,000 gp
Dugout4/11 mph20 gp
Elf wingship30/54 mph*40,000 gp
Galley300/10/1601½ mph* or 2 mph30,000 gp
Greatship500/202½*60,000 gp
Ironclad120/5/601 mph* or 1 mph50,000 gp
Junk50/71½*15,000 gp
Keelboat16/3/121 mph* or 1 mph3,000 gp
Launch8/1/2500 gp
Longship60/3/401½* or 2 mph10,000 gp
Pinnace15/3/83 mph* or ½ mph4,500 gp
Raft8/1/2½ mph100 gp
Rowboat4/11 mph50 gp
Theurgeme40/180,000 gp
Trireme100/3/701½* or 2 mph12,000 gp
War canoe16/1/121 mph* or 2 mph1,000 gp

* Base sailing speed in light winds (×1 speed multiple)

Complement: The first number in this entry is the ship’s complement, or the total number of Small or Medium humanoids that can normally be carried on board as crew and passengers. The second number is the ship’s watch requirement, or the minimum number of people necessary to control the ship without penalty. The third number, when present, indicates the number of rowers required in addition to the normal watch; a ship doesn’t need rowers to sail, but does need rowers to use its oared movement rate.

Speed: The ship’s sailing speed. Sailing vessels have an asterisked speed entry, since the actual sailing speed varies with the wind speed and direction.

Cost: The ship’s cost in gold pieces.

Barge

A barge is not much more than a large, flat-bottomed hull designed to haul heavy cargoes by water. Most barges are intended to be towed by other ships or by teams of draft animals on shore, but some are fitted out as royal yachts or war barges, and equipped with a set of oar sweeps for maneuvering. Barges of this sort might have large deckhouses or weapon mounts. Barges are best employed on calm, slow rivers or canals, where maneuvering is not an issue.

Barge: Colossal vehicle; Seaworthiness +0; Shiphandling –6; Speed oars 5 ft. (poor) or drawn; Overall AC –3; Hull sections 80 (sink 20 sections); Section hp 50 (hardness 5); Section AC 3; Ram 6d6; Mounts 2 light and 2 heavy; Space 100 ft. by 40 ft.; Height 10 ft. (draft 10 ft.); Complement 120; Watch 5 plus 40 rowers; Cargo 50 tons; Cost 6,000 gp.

Caravel (Sailing Ship)

The caravel is a seaworthy, nimble ship that can handle long ocean crossings. It has a small forecastle and sterncastle, and three masts. A caravel is a smooth-hulled, full-decked vessel built on a strong internal frame. It is a relatively advanced design, and not every seafaring people have the skills and knowledge to build one.

The sailing ship mentioned under Transport in Chapter 7 of the Player’s Handbook is a caravel.

Caravel: Colossal vehicle; Seaworthiness +4; Shiphandling +2; Speed wind × 30 ft. (average); Overall AC –3; Hull sections 24 (sink 6 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 30; Watch 7; Cargo 120 tons (Speed wind × 15 ft. if 60 tons or more); Cost 10,000 gp.

Cog

The cog is the basic medieval-era sailing ship. It is a single-masted sailing ship with a round, sturdy hull. It has a partial deck (the waist of the ship is not decked over, but the ends are) and raised bow and stern platforms that are open, as opposed to being enclosed like a true forecastle or sterncastle. It is seaworthy, but not very handy in adverse winds.

Nefs, roundships, or knorrs use these same statistics. A knorr or roundship also has an oar speed of 5 ft. in addition to the sailing speed.

Cog: Colossal vehicle; Seaworthiness +2; Shiphandling –2; Speed wind × 20 ft. (poor); Overall AC –3; Hull sections 16 (sink 4 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 1 light and 1 heavy; Space 40 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 20; Watch 4; Cargo 40 tons (Speed wind × 10 ft. if 20 tons or more); Cost 6,000 gp.

Coracle

A small and very simple boat, the coracle is made from a light wicker or branch frame, over which waterproofed hide or bark is stretched. A coracle weighs only 40 pounds, and can easily be carried for short distances.

A coracle is too small to have different hull sections, and therefore only has an overall AC and a single hp total for the hull.

Coracle: Medium vehicle; Seaworthiness –⁠4; Shiphandling +0; Speed oars 10 ft. (good); Overall AC 5; Hull hp 10 (hardness 2); Ram —; Mounts —; Space 5 ft. by 5 ft.; Height 1 ft. (draft 2 ft.); Complement 2; Watch 1; Cargo 100 pounds; Cost 5 gp.

Dhow

The dhow is a moderately sized sailing vessel with a single mast and a full deck. It might have a small sterncastle or deckhouse at the stern. Many dhows are made of sewed or stitched hulls⁠—​the hull planks are sewed to one another with sturdy cord.

Dhow: Colossal vehicle; Seaworthiness +2; Shiphandling +0; Speed wind × 20 ft. (average); Overall AC –⁠3; Hull sections 18 (sink 4 sections); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 1 light and 1 heavy; Space 60 ft. by 20 ft.; Height 5 ft. (draft 10 ft.); Complement 25; Watch 5; Cargo 60 tons (Speed wind × 15 ft. if 30 tons or more); Cost 7,000 gp.

Dromond (Warship)

The dromond is a medium-sized galley that is fast, nimble, and eminently suitable for warfare. It has two masts and sails better than it rows with any kind of favorable wind. It is fully decked, and the rowers are covered from attack. The dromond usually has a small deckhouse or fighting platform at the stern. The dromond is the most advanced galley design, and not many seafaring folk have the expertise and skills to build a dromond.

The warship mentioned under Transport in Chapter 7 of the Player’s Handbook is a dromond.

Dromond: Colossal vehicle; Seaworthiness +0; Shiphandling +2; Speed wind × 20 ft., or oars 30 ft. (average); Overall AC –⁠3; Hull sections 60 (sink 15 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 4 light, 2 heavy, ram; Space 100 ft. by 20 ft.; Height 15 ft. (draft 15 ft.); Complement 200; Watch 7 plus 100 rowers; Cargo 150 tons (Speed wind × 10 ft. or oars 15 ft. if 75 tons or more); Cost 25,000 gp.

Dugout

The dugout is the simplest boat possible⁠—​a hollowed-out log hacked into the shape of a boat.

Dugout: Large vehicle; Seaworthiness –3; Shiphandling +1; Speed oars 10 ft. (good); Overall AC 4; Hull hp 40 (hardness 5); Ram 1d6; Space 10 ft. by 5 ft.; Height 2 ft. (draft 2 ft.); Complement 4; Watch 1; Cargo 500 pounds; Cost 20 gp.

Elf Wingship

So named because of its great, sweeping sails that seem more like a bird’s wings than a ship’s rigging, the elf wingship is the fastest ship on the sea. Despite its graceful lines and delicate appearance, the wingship is actually quite sturdily built and deadly in a naval battle. Elves rarely (if ever) sell wingships to non-elves.

Elf Wingship: Colossal vehicle; Seaworthiness +4; Shiphandling +4; Speed wind × 40 ft. (good); Overall AC –⁠3; Hull sections 12 (sink 3 sections); Section hp 150 (hardness 6); Section AC 3; Rigging Sections 2; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 10 ft.; Height 10 ft. (draft 10 ft.); Complement 30; Watch 5; Cargo 30 tons (Speed wind × 30 ft. if 15 tons or more); Cost 40,000 gp.

Galley

Also known as the quinquireme, or great galley, this is the largest oared vessel normally built. It is fully decked, with a complicated arrangement of oars in multiple banks. Great galleys are usually warships, vessels whose primary purpose is service in a fleet.

Galley: Colossal vehicle; Seaworthiness +0; Shiphandling –⁠2; Speed wind × 15 ft. or oars 20 ft. (poor); Overall AC –⁠3; Hull sections 78 (sink 19 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 60 (hardness 0), AC 1; Ram 6d6; Mounts 6 light, 3 heavy, ram; Space 130 ft. by 20 ft.; Height 15 ft. (draft 15 ft.); Complement 300; Watch 10 plus 160 rowers; Cargo 150 tons (Speed wind × 10 ft. or oars 15 ft. if 75 tons or more); Cost 30,000 gp.

Greatship

Fitted with a towering forecastle and sterncastle, this huge, broad-beamed sailing ship is almost a seagoing castle. It has four masts and is not remotely nimble, but it is large and sturdy and can carry hundreds of sailors and soldiers. It has multiple decks, and the mainmast often has one or more fighting tops, small platforms suitable for archers to fire down at other ships.

Greatships are sometimes called carracks.

Greatship: Colossal vehicle; Seaworthiness +6; Shiphandling –⁠4; Speed wind × 25 ft. (poor); Overall AC –⁠3; Hull sections 240 (sink 60 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 4; Rigging hp 80 (hardness 0), AC 1; Ram 6d6; Mounts 12 light and 4 heavy; Space 150 ft. by 40 ft.; Height 20 ft. (draft 20 ft.); Complement 500; Watch 20; Cargo 500 tons (Speed wind × 15 ft. if 250 tons or more); Cost 60,000 gp.

Ironclad

Protected from enemy fire by solid iron plate, the ironclad is slow and clumsy but deadly in a naval battle. The ironclad is built on a frame of thick wooden timbers, just like most other vessels; armor is then riveted or bolted onto its sides. Most ironclads are built by seafaring dwarves who turn their remarkable knack for metallurgy and engineering to the construction of these warships.

Ironclad: Colossal vehicle; Seaworthiness –⁠2; Shiphandling –⁠4; Speed wind × 10 ft. or oars 10 ft. (poor); Overall AC –⁠3; Hull sections 72 (sink 18 sections); Section hp 150 (hardness 10); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 6d6; Mounts 8 light, 2 heavy, ram; Space 80 ft. by 30 ft.; Height 15 ft. (draft 15 ft.); Complement 120; Watch 5 plus 60 rowers; Cargo 20 tons; Cost 50,000 gp.

Junk

A junk is a large sailing ship often found in eastern waters. It has a flat bottom, no keel, and a high stern, with two masts and a sail reinforced with bamboo ribs. The junk’s hull is partitioned into a number of small, watertight compartments, which makes it unusually seaworthy.

Junk: Colossal vehicle; Seaworthiness +4; Shiphandling +0; Speed wind × 15 ft. (average); Overall AC –3; Hull sections 32 (sink 8 sections); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 2 heavy; Space 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 50; Watch 7; Cargo 160 tons (Speed wind × 10 ft. if 80 tons or more); Cost 15,000 gp.

Keelboat

This flat-bottomed boat is built for use on rivers and lakes. It is fully decked, with a large deckhouse that takes up most of the boat’s center or stern depending on the design. It has a small sail and eight oars for traveling upstream.

Keelboat: Gargantuan vehicle; Seaworthiness –⁠2; Shiphandling +2; Speed wind × 10 ft. or oars 10 ft. (good); Overall AC 1; Hull sections 3 (sink 1 section); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 3d6; Mounts 1 light; Space 30 ft. by 10 ft.; Height 5 ft. (draft 5 ft.); Complement 16; Watch 2 plus 8 rowers; Cargo 20 tons (Speed wind × 5 ft. or oars 5 ft. if 10 tons or more); Cost 3,000 gp.

Launch

Also known as a whaleboat, the launch is a large, open dinghy with a stout, round-bottomed hull that can stand up to surprisingly rough seas. Launches are often carried by larger ships for use in landing in places where the larger ship can’t go.

A launch is too small to have different hull sections, and therefore only has an overall AC and a single hp total for the hull.

Launch: Huge vehicle; Seaworthiness +0; Shiphandling +2; Speed oars 15 ft. (good); Overall AC 3; Hull hp 50 (hardness 5); Ram 2d6; Mounts —; Space 15 ft. by 5 ft.; Height 5 ft. (draft 2½ ft.); Complement 8; Watch 1 plus 2 rowers; Cargo 4 tons (Speed oars 10 ft. if 2 tons or more); Cost 500 gp.

Longship

The longship is a sturdy vessel with a single mast. It does not have a deck, although some longships are built with small walks or platforms at the stern and bow. The shallow draft of a longship allows it to enter rivers or land on beaches that other vessels couldn’t manage.

Longship: Colossal vehicle; Seaworthiness +2; Shiphandling +0; Speed wind × 15 ft., or oars 20 ft. (average); Overall AC –⁠3; Hull sections 14 (sink 3 sections); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 2 light; Space 70 ft. by 20 ft.; Height 5 ft. (draft 5 ft.); Complement 60; Watch 3 plus 40 rowers; Cargo 40 tons (Speed wind × 10 ft. or oars 15 ft. if 20 tons or more); Cost 10,000 gp.

Pinnace

The pinnace is a small, two-masted sailing vessel. It’s sturdy enough to undertake long open-water voyages and handy enough to use close to shore. A pinnace is fully decked, but its sterncastle is hardly worthy of the name; it’s little more than a cramped cabin.

Pinnace: Gargantuan vehicle; Seaworthiness +2; Shiphandling +2; Speed wind × 30 ft. or oars 5 ft. (good); Overall AC 1; Hull sections 4 (sink 1 section); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 60 (hardness 0), AC 1; Ram 3d6; Mounts 2 light; Space 30 ft. by 10 ft.; Height 10 ft. (draft 5 ft.); Complement 15; Watch 3 plus 8 rowers; Cargo 30 tons (Speed wind × 20 ft. if 15 tons or more); Cost 4,500 gp.

Raft

While almost anyone can lash a few logs together and make a crude raft, this is a vessel made of sawn planks with logs or empty barrels for floatation. The raft normally has a small deckhouse or flat for shelter. It is slow and hard to maneuver, and is really only suitable for calm rivers or lakes.

Raft: Huge vehicle; Seaworthiness –⁠4; Shiphandling +0; Speed oars 5 ft. (poor); Overall AC 3; Hull hp 30 (hardness 5); Ram 2d6; Mounts —; Space 15 ft. by 10 ft.; Height 2½ ft. (draft 2½ ft.); Complement 8; Watch 1 plus 2 rowers; Cargo 2 tons (Speed oars 5 ft. if 1 ton or more); Cost 100 gp.

Rowboat

Also called a skiff, punt, or pirogue, this is a flat-bottomed boat for use in calm waters.

Rowboat: Large vehicle; Seaworthiness –⁠4; Shiphandling +2; Speed oars 10 ft. (good); Overall AC 4; Hull hp 30 (hardness 5); Ram 1d6; Mounts —; Space 10 ft. by 5 ft.; Height 2½ ft. (draft 2½ ft.); Complement 4; Watch 1; Cargo 1,000 pounds (Speed oars 5 ft. if 500 pounds or more); Cost 50 gp.

Theurgeme

The theurgeme is a vessel powered by magic. Without sails or rowers it moves swiftly and tirelessly across the water. Theurgemes can be powered in a variety of ways, but the most common design is a simple paddlewheel or set of mechanical oars turned or driven by a magical construct, mindless undead, or even a bound elemental. Many theurgemes are luxuriously appointed with comfortable cabins and exotic décor, as befits the wealthy wizards who most likely own such vessels.

Theurgeme: Colossal vehicle; Seaworthiness +2; Shiphandling +2; Speed propellers 35 ft. (good); Overall AC –⁠3; Hull sections 28 (sink 7 sections); Section hp 150 (hardness 6); Section AC 3; Ram 4d6; Mounts 4 light, 2 heavy, ram; Space 70 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 40; Watch 1; Cargo 100 tons (Speed oars 20 ft. if 50 tons or more); Cost 80,000 gp.

Trireme

The average galley is a single-masted bireme or trireme. While it is quick and nimble in fair weather, it is not very seaworthy and liable to founder in high seas or bad weather. The galley is partially decked, usually with a walk that runs the length of the ship above and between the rowers’ benches. The rowers are not covered by the deck or the walk.

Trireme: Colossal vehicle; Seaworthiness –⁠2; Shiphandling +0; Speed wind × 15 ft., or oars 20 ft. (good); Overall AC –⁠3; Hull sections 32 (sink 8 sections); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 1 light, 1 heavy, ram; Space 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 100; Watch 3 plus 70 rowers; Cargo 40 tons (Speed wind × 15 ft. or oars 15 ft. if 20 tons or more); Cost 12,000 gp.

War Canoe

The war canoe is a large, seagoing canoe, often with one or two outriggers for stability. It has a small stepped mast for sailing on open water.

War Canoe: Gargantuan vehicle; Seaworthiness +0; Shiphandling +2; Speed wind × 10 ft. or oars 20 ft. (good); Overall AC 1; Hull sections 2 (sink 1 section); Section hp 30 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 40 (hardness 0), AC 1; Ram 3d6; Mounts —; Space 40 ft. by 5 ft.; Height 2½ ft. (draft 2½ ft.); Complement 16; Watch 1 plus 12 rowers; Cargo 2 tons (Speed wind × 10 ft. or oars 15 ft. if 1 ton or more); Cost 1,000 gp.

Weaponry and Accessories

The seas of the D&D world are dangerous places, roamed by deadly monsters and bloodthirsty pirates. Prudent captains carry the best armament they can obtain for their vessel in order to discourage attack. Many ships, especially ships used by adventurers or villains, feature one or more magical items. Magical helms, sails, keels, or figureheads often provide a ship with unusual maneuverability, seaworthiness, or protection from attack. See Chapter 6 for specific items and their effects.

Weapon Descriptions

Weapon Descriptions Shipboard weapons require specific mounts, or hardpoints, where heavy equipment can be securely installed on the deck. Most of the ship descriptions in the preceding section state a number of heavy and light mounts available for carrying weapons (or other heavy gear). The limitations in the number of mounts available stem from the ship’s basic design—each one must be reinforced with heavy timbers, and requires a certain amount of clear deck space for use. You can install a weapon requiring a light mount in a heavy mount, but not vice-versa. Shipboard weapons come in two basic varieties: direct fire and indirect fire (see page 29). Reloading: Each weapon notes the reloading procedure and checks necessary to fire. Asterisked actions can be assisted by means of the aid another action (and in fact, trained weapon crews routinely do so in order to expedite reloading). Ballista As described on page 99 of the Dungeon Master’s Guide, the ballista is a Huge heavy crossbow fixed in place. The ballista is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a ballista, and a Small creature takes a –6 penalty. The ballista takes up a space 5 feet across and weighs 400 pounds. A ballista deals half damage to an enemy vessel. Reload: Full-round action and DC 10 Strength check to wind to half-cock; Full-round action and DC 10 Strength check to wind from half- to full-cock; full-round action to load bolt. Normal rate of fire is one shot per 4 rounds. Bombard, Light The light bombard—also known as the perier or stone gun—is a relatively short and light piece designed to fire round stone shot with small charges of powder. Like the ballista, the bombard is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a bombard, and a Small creature takes a –6 penalty. The light bombard takes up a space 5 feet across and weighs 500 pounds. Reload: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; full-round action and DC 15 Profession (siege engineer) check to load powder and wad; full-round action and DC 10 Strength check to load stone shot; full-round action and DC 10 Strength check to tamp the shot; full-round action to aim the bombard. Normal rate of fire is one shot per six rounds. Bombard, Great The heavy bombard is sometimes referred to as a basilisk. It fires a heavy stone ball with a modest charge of powder. It is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a bombard, and a Small creature takes a –6 penalty. The great bombard takes up a space 10 feet across and weighs 2,000 pounds. Reload: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; two full-round actions and DC 15 Profession (siege engineer) check to load powder and wad; two full-round actions and DC 10 Strength check to load stone shot; two full-round actions and DC 10 Strength check to tamp the shot; two full-round actions to aim the bombard. Normal rate of fire is one shot per ten rounds. Catapult This is the light catapult described in the Dungeon Master’s Guide. A catapult is an indirect-fire weapon that uses a tensioning device to throw a heavy stone hundreds of feet. Because the catapult throws its stone in a high arc, it cannot strike a target within 100 feet—the range is simply too close. The catapult takes up a space 10 feet across and weighs 2,000 pounds. Reload: Full-round action and DC 10 Strength check to wind to half-cock; full-round action and DC 10 Strength check to wind from half- to full-cock; full-round action and DC 15 Profession (siege engineer) check to load stone; two full-round actions to aim the catapult. Normal rate of fire one shot per six rounds. Firebomb The firebomb is a special type of ammunition suitable for catapult or bombard shot. It is a small cask filled with alchemist’s fire, designed to set the target ship afire. A firebomb is about a foot in diameter and weighs 40 pounds. When the firebomb hits its target, it bursts open and deals 3d6 points of fire damage in a 10-foot radius, DC 15 Reflex save for half. On the round following, all targets within the radius take 1d6 points of fire damage; DC 15 Reflex save negates. A ship (or similar wooden structure) struck by a firebomb might catch on fire; see Fires, page 31. Creatures who fail their Reflex saves against a firebomb catch fire; see Catching on Fire on page 303 of the Dungeon Master’s Guide. Firespout The firespout is a device that spews a great gout of alchemist’s fire on a nearby enemy ship. It consists of a long copper tube mounted in the bow, with a large bellows and a reservoir for its highly flammable fuel. When you fire the firespout, you create a 60-foot-long line of alchemist’s fire directly in front of your ship. To use a firespout, you must bring your ship within 60 feet of the enemy (and choose a closing strategy or maneuver, if you are using the narrative combat system described in Chapter 1). Instead of an attack roll, the commander or captain of your ship makes a DC 5 Profession (sailor) check, modified by your ship’s shiphandling modifier. If you succeed, you strike the enemy ship with your alchemist’s fire; on a failure, you miss. The alchemist’s fire deals 6d6 points of fire damage in a 60-foot line; DC 15 Reflex save for half. On the round following, all targets within the radius take 3d6 points of fire damage; DC 15 Reflex save negates. A ship (or similar wooden structure) struck by a firespout might catch on fire; see Fires, page 31. Creatures who fail their Reflex saves against a firespout catch fire; see Catching on Fire on page 303 of the Dungeon Master’s Guide. A firespout takes up a space 10 feet across and weighs 1,500 pounds. It takes 25 flasks of alchemist’s fire (25 pounds, or 500 gp) to fill the firespout. Reloading: Five full-round actions and DC 10 Profession (siege engineer) check to clear the bellows and fill the reservoir; two full-round actions and DC 15 Profession (siege engineer) check to ready the weapon to fire. Normal rate of fire is one shot per eight rounds. ACCESSORY DESCRIPTIONS In addition to the weapons carried by most vessels, a number of special accessories are available. Many vessels carry various magic items and gear in addition to these mundane accessories; see Chapter 6 for magical items. Davit, large 500 gp Davit, huge 1,500 gp Diving bell 7,000 gp Grappling ramp 500 gp Netting, Large 50 gp Netting, Huge 150 gp Netting, Gargantuan 300 gp Netting, Colossal 500 gp Davit A davit is a special hoist and cradle designed to carry small boats on the deck of a larger ship. Most ships carry a skiff or two stowed on deck, but a davit can accommodate a fairly large boat, and makes launching and recovering the vessel much easier. A large davit can hold a boat of Large size or smaller, and requires a light mount; a huge davit can hold a boat of Huge size or smaller, and requires a heavy mount. Table 5–3: Ship Weapons Item Cost Damage Critical Range Increment Typical Crew Type Mount Ballista 500 gp 3d8 19–20 120 ft. 1 Direct Light Bolt 1 gp — — — — — — Bombard, light 2,000 gp 3d10 ×3 150 ft. 4 Direct Light Bombard, great 8,000 gp 6d10 ×3 200 ft. 8 Direct Heavy Catapult 550 gp 4d6 — 150 ft. (100 ft. min.) 2 Indirect Heavy Firebomb 50 gp 3d6 fire — — — — — Firespout 4,000 gp 6d6 fire — — (60 ft.) 5 — Heavy Launching a boat with a davit requires only a single round and one crewmember; recovering a boat requires 1 minute and two crewmembers for a Large boat or eight crewmembers for a Huge boat. The cost of the davit does not include the craft carried in the davit. Diving Bell The diving bell is a sturdy weighted barrel or sphere of wood and iron, fitted with several thick glass portholes. It can hold up to two Medium creatures or four Small creatures. The bell descends on a stout cable from the ship above, and can’t move horizontally—it can only ascend or descend at a rate of 10 feet per round. The bell can descend to a maximum depth of 200 feet. Bells can be left open on the bottom, allowing a swimmer to easily enter or exit the bell. The air inside the bell will prevent the water from completely filling the bell, although the deeper you descend, the less headroom you’ll have. An open bell can descend to a maximum depth of 100 feet, at which point everyone inside will be neck-deep in water. The diving bell apparatus includes a davit or hoist on the ship’s deck for raising or lowering the bell, and a crude hand-powered air pump and waterproofed hose of canvas or leather to provide fresh air to the bell. It takes 2 crewmembers to work the pumps, and 4 crewmembers to operate the winch to raise or lower the bell. The bell itself weighs 1,000 pounds. The hoist on deck takes up a 10-foot space and uses a heavy mount. The price of the diving bell includes the air pump, hoist, and bell. Diving Bell: Medium vehicle; Seaworthiness +0; Shiphandling —; Speed —; Overall AC 5; Hull hp 80 (hardness 6); Ram —; Mounts —; Space 5 ft. by 5 ft.; Height 0 ft. (draft 5 ft.); Watch 1; Complement 2; Cargo 200 pounds; Cost 4,000 gp (bell) or 7,000 gp (bell, pump, and hoist). Grappling Ramp This structure is a long ramp and frame that resembles a small drawbridge. When an enemy ship is near, the grappling ramp is dropped, so that it forms a bridge to the other vessel. The top end of the grappling ramp is usually fitted with iron spikes, cleats, or grapnels so that its drop drives the ramp into the enemy vessel’s deck, holding it fast. A grappling ramp gives you a +4 bonus on Profession (sailor) checks to initiate a grapple with another ship or to maintain a grapple from a foe who wants to escape (see Special Maneuvers, page 27), but no bonus on resisting another ship’s attempt to grapple your own vessel. It also creates a five-foot-wide bridge to the other vessel’s deck. A grappling ramp has a space of 10 feet and weighs 1,000 pounds. It requires a heavy mount. Netting Designed to hinder boarders, ship’s netting consists of a sturdy net of tarred rope that is rigged 10 feet or more above the gunwales. A creature attempting to climb over the rail or gunwale and board the ship (or attempting to leave the ship, for that matter) can’t pass through the netting, but it’s perfectly feasible to make attacks through the netting. Piercing weapons or ranged weapons can be used through the netting at no penalty; slashing or bludgeoning weapons can only be used against foes adjacent to the netting, and take a –4 penalty on attack rolls. A 5-foot section of netting has hardness 2 (the rope is heavily tarred) and 20 hit points. Piercing weapons and bludgeoning weapons deal one-quarter damage to netting instead of the normal one-half damage when attacking an object. Rigging ship’s netting takes 1 hour of work. The number of crewmembers required depends on the size of the netting: 1 crewmember for Large, 4 for Huge, 8 for Gargantuan, and 12 for Colossal. PERSONAL EQUIPMENT Characters adventuring in the water require a variety of unusual gear to retain their fighting edge while submerged. Sailors and aquatic folk have found through long experience that some weapons, armor, and miscellaneous gear is simply more useful than other gear in the water. Adventurers who spend a lot of time in the water find that it’s best to avoid heavy encumbrance. Even creatures who are natural swimmers can’t use their swim speed while carrying a heavy load (see Swim Speeds and Heavy Loads, page 90). ARMOR Wearing any sort of armor in the water is burdensome, even for aquatic peoples, since it interferes with swimming. Heavy armors are particularly impractical, since the wearer must fight the tendency to sink. Even beings that breathe water usually do not want to drift into the blackwater depths where untold horrors lurk. Even if you’re not in the water, wearing armor in an aquatic setting is risky, whether on board ship or fighting to defend a bridge. There is an ever-present danger of falling, or worse, being pushed into the water by an enemy’s rush. Generally aquatic inhabitants and seafarers wear light armor or no armor at all. Heavy armor is often magically treated to reduce its weight or increase its flexibility, or uses special materials whose benefits make up for the disadvantages. Shields larger than bucklers are very uncommon, since they don’t allow free movement of the arm for swimming. Most kinds of metal armor do not fare well in water, especially seawater, so aquatic peoples use alternative materials, such as coral, stone, or plates from large crustaceans. Typical leather armors also don’t hold up in a watery environment, and might be replaced with sharkskin, kelp, or fish scales.106 CHAPTER 5 SHIPS AND EQUIPMENT ARMOR DESCRIPTIONS The armor found on Table 5–4: Aquatic Armor is described below. The time it takes to get into or out of armor depends on its type (see Table 7–7: Donning Armor in the Player’s Handbook). Chitin: Chitin armor is constructed from the shells of giant vermin or similar creatures. For aquatic races, monstrous crabs are the most popular source for chitin armor. The chitin is treated for fl exibility and often cut and reshaped in long strips bound together by tightly woven cord where necessary. Cord: Made from hemp fi bers or similarly tough seaweed woven and knotted into a thick, tough covering, cord armor is common in places where metalworking and leatherworking are not practiced. Keel: This is a tapered ridge, like the long fi n of an eel, that runs along the middle of the outer surface of a piece of armor, usually on the chest, back, and helmet. Adding a keel to a suit of armor lets the wearer move more effi ciently through water. A suit of armor fi tted with a keel grants the wearer a +2 circumstance bonus on Swim checks. A keel does not confer any benefi t to shields. Living Coral: Coral armor is heavy and diffi cult to craft (see page 15 of the Arms and Equipment Guide). An expensive alternative is growing a casing of living coral over the wearer. The user wears a medallion crafted from a piece of living reef, from which coral grows to envelop the body. The living coral is tough but not as stony and inflexible as that of an established reef, allowing relatively free movement. It dies at sundown and regrows again at sunup; this process takes about 2 hours. Dark conditions also cause the coral to die, while extended light keeps it alive. For an additional 500 gp, the following special ability can be grafted onto the coral. Stinging Polyps: The coral polyps’ natural ability to sting prey is enhanced. Once per day, if you get a hold while grappling, the opponent must make a DC 14 Fortitude save or be paralyzed for 1d4 rounds. Sharkskin: Similar to leather armor in appearance, sharkskin is treated so that the sharp toothlike scales covering the skin remain attached to the outside of the armor. Additionally, shark teeth are embedded along the forearms, shoulders, and legs, which count as armor spikes. Sharkskin armor provides a +6 circumstance bonus on Escape Artist checks made when the wearer is bound with rope or similar easily cut bindings. Shell: This armor is created from specially treated tortoise or monstrous crab shells. The armormaking process softens the shells, making them far more pliable and likely to bend instead of shatter when struck. Shell armor includes a breastplate, shoulder guards, and even gauntlets created from smaller and smaller shells. The main difference between shell and chitin armor is the degree of coverage; shell armor usually leaves the legs bare. Table 5–4: Aquatic Armor Armor/Shield Maximum Armor Arcane Spell Speed Armor Cost Bonus Dex Bonus Check Penalty Failure Chance (30 ft.) (20 ft.) Weight1 Light Armor Cord 15 gp +2 +5 –1 15% 30 ft. 20 ft. 15 lb. Sharkskin 85 gp +3 +6 –1 10% 30 ft. 20 ft. 15 lb. Medium Armor Shell 25 gp +3 +3 –2 20% 20 ft. 15 ft. 20 lb. Chitin 75 gp +4 +4 –3 30% 20 ft. 15 ft. 20 lb. Living coral 16,000 gp2 +6 +3 –4 20% 20 ft. 15 ft. 30 lb. Extras Keel 50 gp — — — — — — +2 lb. 1 Weight figures are for armor sized to fit Medium creatures. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. 2 Additional benefit can be added at a cost of 500 gp. Table 5–5: Aquatic Weapons Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2 Light Weapons Cutlass 15 gp 1d4 1d6 19–20/×2 — 3 lb. Slashing Ranged Weapons Longbow, aquatic 400 gp 1d6 1d8 ×3 60 ft. (10 ft.) 3 lb. Piercing Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2 One-Handed Weapons Stingray whip 15 gp 1d4 1d6 ×3 10 ft. 3 lb. Piercing or slashing Ranged Weapons Crossbow, aquatic 250 gp 1d6 1d8 19–20/×2 40 ft. (40 ft.) 4 lb. Piercing Harpoon 15 gp 1d8 1d10 ×2 30 ft. 10 lb. Piercing Skipping blade (3) 1 gp 1d2 1d3 ×3 10 ft. 3 1/2 lb. Slashing 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.” 3 Range is increased 50% when thrown across water. WEAPONS The following weapons are all designed for and often used by seafarers and aquatic peoples. Despite this, they usually work just as well in other environments. Some of the weapons on Table 5–5 have special rules; make sure to read the description of the weapon that follows for details. WEAPON DESCRIPTIONS The weapons found on Table 5–5: Aquatic Weapons are described below. Crossbow, Aquatic: This special version of a light crossbow is strung especially tautly with thicker wire and reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal –2 penalty on ranged attack rolls for every five feet of distance (see Ranged Attacks Underwater, page 93 of the Dungeon Master’s Guide), and uses its normal range increment of 40 feet both in and out of the water. Aquatic crossbows are favored by aventi, merfolk, and tritons. Cutlass: A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy blade about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to an opponent. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed. Harpoon: The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached, to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land. If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (DC 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell. The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage. Longbow, Aquatic: Made by the aquatic elves, the aquatic longbow functions as a normal ranged weapon out of the water, with a 60-foot range increment. Underwater, it has a range increment of 10 feet, but it does not take the normal penalty for a ranged attack through water. If you have the Aquatic Shot feat, the aquatic longbow’s range increment improves to 30 feet underwater. Aquatic longbows are favored by aquatic elves. Skipping Blade: This is a double-bladed throwing weapon, about the size of a shuriken but heavier. A skipping blade can’t be used as a melee weapon. The blade is carefully shaped to allow skipping across water or another liquid surface. The weapon’s range increment is increased to 15 feet if there is an intervening body of water between the attacker and the opponent. Although they are thrown weapons, skipping blades are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown. Stingray Whip: The barbed tail of a stingray can be converted into a flexible weapon, something akin to a riding crop. A stingray whip deals no damage to any creature with a +2 or higher armor bonus or a natural armor bonus +4 or higher. Table 5–5: Aquatic Weapons Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2 Light Weapons Cutlass 15 gp 1d4 1d6 19–20/×2 — 3 lb. Slashing Ranged Weapons Longbow, aquatic 400 gp 1d6 1d8 ×3 60 ft. (10 ft.) 3 lb. Piercing Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2 One-Handed Weapons Stingray whip 15 gp 1d4 1d6 ×3 10 ft. 3 lb. Piercing or slashing Ranged Weapons Crossbow, aquatic 250 gp 1d6 1d8 19–20/×2 40 ft. (40 ft.) 4 lb. Piercing Harpoon 15 gp 1d8 1d10 ×2 30 ft. 10 lb. Piercing Skipping blade (3) 1 gp 1d2 1d3 ×3 10 ft. 3 1/2 lb. Slashing 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.” 3 Range is increased 50% when thrown across water. Cutlass Illus. by W. England108 CHAPTER 5 SHIPS AND EQUIPMENT You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a stingray whip sized for you, even though it isn’t a light weapon for you. The stingray tail no longer contains poison glands, but a residue of its venom remains. A creature that takes damage from the stingray whip must make a DC 12 Fortitude save or take a –1 penalty on attack rolls, damage rolls, and skill checks from painful welts. Treat a stingray whip as leather for purposes of sunder attempts. GEAR Special gear helps to make life more comfortable and to deal with particular hazards and difficulties of aquatic terrain. Table 5–6: Gear of the Waters Adventuring Gear Cost Weight Float bladder 10 gp 3 lb. Swimming goggles 15 gp 1/2 lb. Clothing Cost Weight Hat, bicorne1 50 gp 1 lb. Hat, tricorne1 15 gp 1 lb. Oilskin suit1 10 gp 10 lb. Tools and Skill Kits Cost Weight Sextant 250 gp 10 lb. Special Substances Craft (Alchemy) and Items Cost DC Weight Air plant 25 gp — — Stinkpot 50 gp 20 1 lb. — No weight, or no weight worth noting. 1 These items weigh one-quarter this amount when made for Small characters. Air Plant: The air plant is a bizarre form of pond vegetation whose spongy structure produces and stores air, keeping the plant at the surface so it can receive adequate light. This mass remains alive and continues to produce air even after being cut from the plant, provided it is kept moist and well lit. When placed in the mouth, a fist-sized piece of this material can provide enough air to sustain a Medium air-breathing creature for 5 minutes. After that time, the submerged creature must begin holding its breath and risks drowning. The air plant dies after use and can’t be recharged—another portion must be procured. Float Bladder: This is an emergency flotation device for those who find themselves cast overboard. It can also be used to support a nonswimmer being assisted through water. A float bladder is a sack of oiled hide that can be filled with air. It has a long neck that is knotted shut after filling and ropes or straps to fasten it to the wearer. A float bladder can keep afloat one Medium creature. Treat this as a leather object (hardness 2); if it takes 5 or more points of damage, the skin is punctured. The round after puncturing, the user must begin making Swim checks to remain afloat. A punctured or deflated float bladder is a burden to a swimmer, imposing a –2 penalty on Swim checks if it is not removed. Sextant: A sextant is a sophisticated device used to determine a vessel’s position by measuring the angle formed by the sun or stars and the horizon. It uses mirrors and carefully graduated scales to sight a heavenly body, whose position is compared to a listing in an almanac for the day and year of measurement. A sextant grants a +2 circumstance bonus on Knowledge (geography) checks to set and hold course (see that skill entry on page 86). Swimming Goggles: This is a leather frame containing a clear piece of glass (sometimes two) made to fit tightly over the eyes. Wearing a set of swimming goggles improves visibility underwater. In clear water, the wearer’s vision extends to 6d8×10 feet. Swimming goggles don’t make it any easier to see through murky or fast-moving water. Hat, Bicorne: A bicorne is a semicircular hat usually worn by captains and admirals. It is braided and showy, the better to call out the high rank of its wearer. Hat, Tricorne: A tricorne is the classic three-cornered hat. It is generally worn by the upper classes and can be both civilian and military garb. A tricorne can range from a simple leather or felt version to a very fancy silk item with feathers. The price given here is for a well-made felt tricorne. Oilskin Suit: Inhabitants of rainy climates and misty seacoasts, and those who make their living from the sea, need reliable clothing to keep out the dampness and chill. An oilskin suit consists of high boots, heavy trousers, a long coat or cape, and a wide-brimmed hat. These garments are made of heavy-duty cloth such as cotton or linen, then waterproofed with flaxseed oil. Stinkpot: This is a simple chemical weapon, consisting of a clay jar filled with a mix of noxious substances. When set alight, the mixture produces a foul-smelling smoke that fills a 10-foot cube (as a fog cloud spell, except that a moderate or stronger wind disperses the smoke in 1 round). Each living creature within the smoke must succeed on a DC 15 Fortitude save or become sickened as long as it remains and for 1d4+1 rounds after it leaves. Each round a creature remains within the smoke, it must make another save. The pot’s contents are consumed in 3 rounds, and the vapors disperse naturally. Lighting a stinkpot is a standard action that provokes attacks of opportunity.