Naval Officers

As the PCs lvl up they get a naval officer rank every 2 levels, these ranks show the experience and skill that these officers can exert over their ship and crew. From basic maintenance  to pulling heroic and improbable feats these ranks show a naval officer's ability.  These ranks are allocated to a variety of specializations that each contribute to a ships operation. A ship's crew is  ever changing however and if needed points can be moved by spending a week for each point. For example, the ship is in need of a captain, the ship's Master gunner transfers 3 of his ranks into captain which takes 3 weeks.
One can Ready an officer action by spending their action and using their reaction as normal.

## Captain

**Lvl 0:**

**Order Boarding (free):** Once
two ships are grappled, a crew can board the other ship. The captain with the
highest initiative can choose whether to board the opposing ship with her crew
first or wait for the opposing crew to board her ship.

**Surrender (action):** When
defeat is imminent, the Captain can order surrender. When this order is given,
the ship’s flag is taken down (known as “striking colors” in naval parlance)
and crewmen lay down arms.

**Scuttle the ship (action):**
Scuttling the ship is a special task that is not undertaken lightly. When the
decision is made, the Captain directly commands the crew to damage the ship in
such a way as to cause the most significant damage. Typically, this task is as
simple as going to the ship’s hold and punching holes into it. A scuttled ship
takes on 5,000 pounds of water per round.

**Pilot’s Eyes (action):** The
Captain can use the help action to assist the pilot.

Allow player to look for a weakness in the defenses of the enemy’s vessel. Make
an Intelligence check with a DC of 15 (adjust for conditions) to spot a
weakness and give advantage on the next attack roll that targets that weakness.

Allow player to intimidate/inspire the crew once per battle for an advantage on
all officer rolls. Make a Persuasion or Intimidation check with a DC of 12
(adjust for conditions) (or higher if crew is disloyal or in real trouble).

At the beginning of every round, each Captain makes an opposed "Captain check" check to determine who has the upper hand that round. This represents the vagaries of luck, skill, and the environment, whether catching a favorable gust of wind, taking advantage of a fast current, sliding down the back of a large wave, or disrupting an opposing ship’s wind with your own ship’s “dirty air.” The Captain who succeeds at the check gains the upper hand, and can immediately reposition her ship by up to 30 feet in any direction as a free action.

Alternatively, the pilot who wins the upper hand can change the heading of her ship by 90 degrees. For every 5 by which the successful pilot’s check exceeds the opposing pilot’s check, the pilot with the upper hand can change the heading of her ship by an additional 90 degrees and/or move another 30 ft.

If the wind is strong then a ship that is upwind of another ship (closer to the direction of the wind source) is said to “hold the weather Gage,” and has advantage on the opposed check to gain the upper hand.

## Pilot

**Movement**

At the start of a the ships turn, the pilot can take any of the following pilot actions (except the “uncontrolled” action) by making a pilot check to control the ship. Just as in normal combat, a pilot can perform a ship action and ship move each round.

The ship must move its entire movement unless something prevents it, ex: grapple. ram, some officer action that brakes it.

Once the pilot has selected an action, or takes some other action forcing the ship to become uncontrolled, the ship moves. If a ship has less than half its crew or has no pilot, or if the pilot takes no action, or if the pilot takes some other action instead of piloting the ship, or if the pilot delays or readies an action, the ship takes the “uncontrolled” action. In addition, a ship can ram or shearing as part of its uncontrolled movement.

**Lvl 0:**

Uncontrolled (no action): When the pilot does nothing, if there is no pilot, or if the ship has less than half its crew, the ship is uncontrolled. An uncontrolled ship does nothing
except take the uncontrolled action until it stops or someone becomes its new
pilot. An uncontrolled ship moves forward only (it cannot move forward
diagonally) and automatically decelerates by 30 feet. Even if a ship does
nothing, it can still ram.

Stay the Course (move): With a successful pilot check, the pilot can move the ship forward on its current facing at its current speed, and it can move directly forward or forward diagonally. Failing the check keeps the speed constant, but the ship can only move directly forward, not forward diagonally.

In other words, each time a ship enters a new 30-foot square, it can choose any of its forward facing squares—the one directly in front or either of the squares directly forward and diagonal. This allows the ship to swerve.

Full Astern (action): With a successful pilot check, the pilot can move the ship backward, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it moves backward in a straight line. A ship may only be controlled in reverse if its current speed is is negative.

Heave To (action): With a successful pilot check, the pilot cuts into the waves in a way to burn its speed. The ship’s current speed decreases by 30 feet. On a failed check, the ship does not decelerate. Either way, the ship can move forward on its current facing and can move forward diagonally.

**Lvl 1:**

Gain Ship Pilot proficiency

Cut the Waves (action): With a successful pilot check, the ship’s current speed increases by its acceleration (usually 30 feet), but no higher than its maximum speed. The ship must move forward diagonally on its turn to gain the benefits of this maneuver. A pilot who fails her pilot check does not
accelerate and can only move into a square directly in front of the ship’s forward facing.

Controlled Ram (action). You know how to get the most out of  ramming the ship into a target! This action can be part of another action that directs the ship such as Stay the course, See “Ramming” below. Ramming without this proficiency does half damage .

Shear (action). You know how
to shear off the oar of an opposing ship gracefully without getting your own
stuck awkwardly on it or damaging your own somehow. See “Shearing” below.

**Lvl 2:**

Hard to Port or Hard to Starboard (action): The pilot can make a sharp turn the ship while it moves forward at its current speed. With a successful pilot check, the pilot can change the ship’s forward facing either left (port) or right (starboard) by 90 degrees at any point during the ship’s movement. If a ship’s current speed is twice its acceleration, the pilot takes a –3 penalty on the pilot check. If a ship’s current speed is three times its acceleration, the pilot takes a –7 penalty on the pilot check. If its current speed is four or more times its acceleration, the pilot takes a –15 penalty. On a failed check, the ship does not turn, but can be moved forward diagonally during its movement.

**Lvl 3:**

Evasive Maneuvers (Action)  The pilot makes an opposed Profession (Sailor) check against the other pilots in
the combat. A success grants the ship a +2 to its AC and saves for the next
round, but a -4 to the Master Gunner for any siege weapon attacks. For each 5 that the pilot beats her opponents she may increase this bonus by +1.

**Lvl 4:**

Heavy Turn (action): Like the Hard to Port action but able to make a 180 degree turn. Same acceleration penalties apply. Do this by pivoting
the ship so that the rear square of the ship swings towards the  ship’s
forward facing square.

## Master Gunner

**Officer Attacks**

Ships
typically don’t have attacks and do not threaten any area around them, though
some ships can be fitted with rams. Some ships also carry siege engines.
Provided that the ship has enough additional crew to operate them, these siege
engines can make attacks. While individuals aboard a ship generally don’t play
a significant role in ship-to-ship combat, important characters such as PCs
might still become involved if they wish to fire siege engines or if an enemy
ship is in range of their ranged attacks or spells. When attacking a ship, you
can attack the ship’s structure, occupants, propulsion, or control device.

As a reminder to make an attack is 1d20+dex mod + proficiency if you have it, you also need enough crew to fire it off every turn. Generally 3 crew per weapon. See Ship Equipment.

**Siege engine attack: 1d20+Dex mod+ pf**

**Lvl 0:**

Order an Attack on the Structure
(action): This is an attack against the ship itself. If the attack is successful, the ship takes damage normally.

**Lvl 1:**

**Gain Siege engine Proficiency** and siege engine Proficiency. (for individual and Officer abilities)

**Order an Attack on the Propulsion**
(action): **A ship’s means of propulsion usually has its own set of** statistics, while creatures propelling a ship use their own statistics. See
Attacking an Occupant above if crew members providing propulsion are attacked. Individual ship stat blocks detail their means of propulsion.

**Order an Attack on an Occupant** (action): This is a normal attack against a ship’s occupant—any creature
that is a passenger, pilot, crew, or providing propulsion on a ship. Occupants
get half cover (+2 to AC and Dexterity saving throws) or greater against
attacks coming from outside of the ship. Occupants in a forecastle or
sterncastle have three-quarters cover(+5 to AC and Dexterity saving throws),
while those inside a port or hatch have total cover. In general, once combat
begins among the occupants of two ships (such as when boarding), ship-to-ship
combat should be replaced with shipboard combat.

**Order to Fire at Will (Bonus Action):** This is an action to tell the all gunners to fire at their own wills, this option does not benefit from the master gunners abilities or bonuses and relies on the stats of the crew. The crew fire the remaining weapons at the end of the ship phase so others can use weapons for targeted shots.

**Order a Full Broadside(Action):** The Master Gunner orders a full Broadside with all guns available on a side of the ship (More than 2 weapons required). Make an attack as with a standard order and roll with advantage and multiply the damage by the number of armaments. If the attack misses the damage is cut by half but is still done.

In the case that multiple different weapons are used the most common weapon’s damage is used. Full Broadsides only have half the range of the normal armaments. One cannot mix light and heavy weapons into a broadside, keep it similar, ex: Swivel Guns and large catapults. Broadsides and other "Special" maneuvers are not accurate enough for other special orders.

**Lvl 2:**

**Order an Attack on the Control** Device (action):A ship’s control device is an object with its ownstatistics. When a control device is destroyed, the ship can no longer be piloted. Broadsides and other "Special" maneuvers are not accurate enough for this order.

**Order an Attack on a Siege Engine** (action): Siege engines mounted on a ship have their own statistics. Siege engines benefit from
cover as occupants on a ship.

**Lvl 3:**

**Extraordinary reload (action)**: Can Instantly reload a number of Siege engines mounted on
their ship. The master gunner makes an Officer Roll with a DC of 13, for every
3 that he surpasses the DC one additional Weapon is reloaded.

Note: The number of siege weapon’s a Master
Gunner can command is limited by the number of crewmen he can directly commands
and the number of crewmen needed to man the particular weapon, Minimum and this
quantity increases with levels.

**Broadsides and Angles**

Broadsides is the use of many available Armaments on one side of a ship firing at once.  Roll with advantage and multiply the damage by the number of armaments.

Rigid Broadside armaments are used within a diagonal from the center of the ship on the port and starboard side of the ship. Beyond 60 ft the entire target has to be within diagonals.

## First Mate / Master at Arms

**Lvl 0:**

Extinguish Fires (action).
See Fire Below.

Mate’s Eyes (action). The
Mate can use the help action to assist the Master Rigger or the Master Gunner
in a naval action.

**Lvl 1:**

**Gain Mate Proficiency**

**Grapple a Ship (action).** Any
ship within 30 feet of your ship can be grappled. See Grappling on the actions page.

Emergency Ship Repairs (action).
The mate and his crew are tasked with making emergency repairs to the main
Structure of the ship. The Mate makes a Carpenter’s Tool, Tinker’s tools, or an
appropriate tool and the result determines how long it takes him and his crew
to make the minimum repairs. A DC 13 allows the repairs to be made in 2 rounds,
granting 3d8 temporary hp that does not surpass max health. For every 3 points
by which he beats the DC, he and his crew repair an additional 1d6 points of
damage. In order to make the check, the Mate and his crewmen require
appropriate materials and tools. Hit points restored in this manner are
temporary and need follow up work — work that can be done on a less stringent
deadline.

**Lvl 2:**

**Repair Control Device (action).**
The mate and his crew are tasked with making emergency repairs to the ship's
Tiller or wheel. The Mate makes a Carpenter’s Tool, Tinker’s tools, or an
appropriate tool and the result determines how long it takes him and his crew
to make the minimum repairs. A DC 13 allows the repairs to be made in 2 rounds,
granting 2d6 temporary hp. For every 3 points by which he beats the DC, he and
his crew repair an additional 1d6 points of damage. In order to make the check,
the Mate and his crewmen require appropriate materials and tools. Hit points
restored in this manner are temporary and need follow up work — work that can
be done on a less stringent deadline.

**Lvl 3:**

**Fortify Siding (action):**   The mate and his crew are tasked with making a
preemptive fortification that can soak damage before the main structure takes
the brunt of the damage.   The Mate makes
a Carpenter’s Tool, Tinker’s tools, or an appropriate tool and the result
determines how long it takes him and his crew to make the buffer. A DC 13
allows the fortification to be made within 2 rounds, granting a general 1d6
temp health buffer to the whole ship. For every 3 points by which he beats the
DC, he and his crew fortify an additional 1d6 points of temp health.

Fortify Facing Siding (action):   Like the normal Fortifiy action except that
the mate can chose to fortify the ship on one side of the ship in particular,
Fore, aft, port, starboard. Instead of the normal temp health instead Triple
it.

## Surgeon

**Lvl 0:**

**Stabilize (action):** The
Surgeon and his crewmen are responsible for stabilizing the injured. At any
time during his turn, the Surgeon may make a DC 10 Medicine check as an action.
If he’s successful, he stabilizes one crewman; this crewman cannot fight again
that day (unless later the recipient of magical healing) but will live to fight
another day.  For every 2 points by which
he beats the DC he can stabilize another crewman. Crewmen stabilized in this
manner are unavailable to the Captain and other officers during the battle, but
will recover afterward. If an injured crewman is not treated for 2 consecutive
rounds, he dies and cannot be stabilized or patched up. This ability does not
apply to officers and PCs.

**Lvl 1:**

**Gain Surgeon tools Proficiency.**

**Patch Up (Bonus action):** The
Surgeon makes a DC 15 Medicine check if he or his crewmen are actively treating
the injured with the stabilize action. If this “patch up” check is successful,
one of the injured crewmen who normally would have been stabilized is instead
healed sufficiently to immediately return to the battle.

For every 2 points
by which the Surgeon beats the DC, one more injured crewman is returned to the
fray. For example, if the Surgeon rolls a 20 on his Medicine check, he and his
crewmen return 4 injured crewmen back to the battle, providing the Captain and
Mates more resources with which to work. This ability does not apply to
officers and PCs.

This is a separate
roll to Stabilize.

If he and his
crewmen are spread out across the ship, it’s the Surgeon’s choice where the
injured crewman is patched up, so long as he or his crewmen are in that area.

**Lvl 2:**

**Assessment (action):** The
surgeon can assess the your crewmen and make preemptive plans to deal with
injury. The surgeon makes a DC 15 Medicine which if  successful grants a 5 crewmen "Temp
health". For every 2 that you exceed the check 1 is added to this
total.  This ability stacks with other
bonuses to temp helath but no itself.

**Lvl 3:**

**Post-Battle Recovery (1 hour).**
(Z) . At the end of the battle, the
Surgeon and his crew move about the ship and tend to the injured and dying. The
Surgeon makes a special Medicine check, with the result of the check plus 10
being the percentage of “deceased” crew from the battle that don’t actually
die. This check requires one hour from the Surgeon and his crew, and he must
have at least 4 crewmembers under his command during this task. For example, if
the Surgeon was unable to reach the lower hull to save 15 crewmembers there,
those sailors were removed from the battle and marked as deceased (see the
“stabilize” action above). With this, the Surgeon could save some percentage of
those crewmembers, as determined by his Medicine check. The surgeon makes one
check for the entire ship, using his result to determine the total percentage
recovered after battle.

## Master Rigger

The Master Rigger
and his crewmen are responsible for maintaining the Rigging and the Sails
during combat as they need to be adjusted and repaired as the battle rages.

**Lvl 0:**

Adjust Sails (action). The
Master Rigger makes a DC 15 Dexterity or Acrobatics or Athletics check to aid
the Pilot in the acceleration maneuver or a the a turn. If successful the ship
accelerates an extra acceleration of the Wind Type.

Extinguish Fires (action).
See Fire Below.

Grapple a Ship (action). Any
ship within 30 feet of your ship can be grappled. See Grappling.

**Lvl 1:**

Gain Rigging Proficiency

Every Scrap of Wind (action). If
the Ship is already moving at its maximum sail speed the Master Rigger can
attempt to push the ship faster by using his experience to optimize wind use.
If Successful the ship gets a bonus acceleration of the wind type once.

**Lvl 2:**

Rigging Repairs (action). The
Master Rigger and his crew are tasked with making emergency repairs to the ship
sails. The Rigger makes an Athletics Check, Tinker’s tools, or an appropriate
tool and the result determines how long it takes him and his crew to make the
minimum repairs. A DC 10 allows the repairs to be made in 2 rounds, granting
1d10 temporary hp. For every 3 points by which he beats the DC, he and his crew
repair an additional 1d10 points of damage. In order to make the check, the
Mate and his crewmen require appropriate materials and tools. Hit points
restored in this manner are temporary and need follow up work — work that can
be done on a less stringent deadline.

**Lvl 3:**

One with the Wind (action).
The Master Rigger and his crew have become so experienced with their rigging
and how to catch the  wind that they can
catch it better from any direction. All wind direction effects are improved by
one step, form 0x->1x, 1x-> 2x. The Rigger makes an athletic check, or an
appropriate check with a DC of 20. This status lasts for 3 turns.

## Shantyman

A role for a bard. Alternatively a role for a Bosun or First Mate. This person is leading
the crew in songs, or cheering them on, and generally trying to raise their
morale. They should be someone with a high Charisma since they will mainly use
Diplomacy, Intimidate, or Perform.

Lvl 0:

**Boost Morale** (Action): the Shantyman makes a
Diplomacy, Perform or Intimidate check DC 15 + 2x(current Morale +1). See how
to calculate Morale in Boarding Rules below. A success raises the Morale of the
crew by 1 for the remainder of the encounter. Alternately Intimidate can be
used in place of Diplomacy or Perform, but after the encounter the crew's
Morale drops by an additional 1.

Lvl 1:

**Mock Enemies (action):** the Shantyman can make an Intimidate of Perform check DC 15 + 2x(enemy's current morale) to lower the Morale of an enemy crew by 1 for the remainder of the encounter. Alternately Diplomacy can be used if the Shantyman offers bribes (which must be given in
the event of victory).

**Grapple a Ship (action).** Any ship within 30 feet of your ship can be grappled. See Grappling on the actions page.

Lvl 2:

**Sea Shanty (action):** the Shantyman can sing songs which
aid timing and cooperation among the crew resulting in +2 to all other roles in
any of their skill checks.

Lvl 3:

**Bloodthirsty Ballad (Action):** the Shantyman can get the crew riled up for battle with a successful Perform check DC 15 + 2x(enemy's current morale), providing a +1 bonus to their attack and defense stats.