Ship Modifications

Additional Crew Quarters: This translates into more
space for a ship’s sailors 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

Armor Plating: 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

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

Concealed Weapon Port: 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)

Extended Keel: The ship’s keel is longer than usual
for a vessel of its type. 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

Figurehead: Some ships sport fanciful carvings
on their bowsprits. This modif ication 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

Glass Bottom: The bottom of the
ship is inset with wide windows, permitting those
inside to gaze into the ocean. 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.
The ship’s cargo capacity is increased by 10%.
Requirements: Craft (ships) DC 22
Cost: 15% of base ship cost

Magically Treated Control Device: 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

Magically Treated Hull: 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

Magically Treated Oars: 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: 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

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. 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. 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

Ram: The ship bears a standard ram, usually sheathed in
bronze or iron, mounted on its bow. A ship equipped with
a ram deals an additional 2d8 points of damage with a
ramming maneuver, and ignores the damage for the first
square it enters of a solid object, and all damage from
ramming creatures or other objects (such as other ships).
Requirements: Craft (ships) DC 10
Cost: 50 gp (Large ship), 100 gp (Huge ship), 300 gp
(Gargantuan ship), or 1,000 gp (Colossal ship)

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. 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. 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-toship
combat is not affected, but its waterborne speed is
increased by 10%.
Requirements: Craft (sails) DC 16
Cost: 15% of base ship cost

Smuggling Compartments: The ship’s bulkheads are
modified so that gaps between them can serve as hidden
cargo storage areas. 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

  1. 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

Sturdy Hull: The ship’s body has had additional
supports and layers of wood added to it, making it thicker
and more resilient. 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

Wooden Plating: For protection during naval combat,
this ship has received additional wooden planks nailed to
its hull. 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

Ship Modifications

Skull and Shackles 5E valoren