Small Vik Boat
Small day to day boats used mainly for fishing and basic transport. These boats can sail easily through rivers and shorelines.
Small Transport or Fishing Boat
Creature Capacity: 2 crew, 4 passengers Cargo Capacity: 300 lbs Travel Pace: 1 mile per hour (24 miles per day)
STR 11(+0) DEX 8(-1) CON 11(+0) INT 0(+0) WIS 0(+0) CHA 0(+0)
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion,
frightened, incapacitated, paralyzed, petrified, poisoned, prone,
stunned, unconscious
Ships and Initiative
A ship rolls initiative using its Dexterity
Hull
AC: 11 HP: 50 (damage threshold 1)
Control and Movement: Oars
AC: 12 HP: 25; -5' speed per 25 damage taken Locomotion (water) Oars, speed 15'
Move up to its speed, with one 90-degree turn. Without
oars, the rowboat’s speed is 0.
Actions
On its turn, the rowboat can move using its oars.
Full Speed Ahead
As an action while on deck, PC can exhort the crew to work
harder and drive a ship forward. Roll a d6 and
multiply the result by 5. Apply the total as a
bonus to the ship’s speed until the end of the
ship’s next turn. If this bonus is applied to a
ship’s speed when the ship is already moving
faster than normal, use the higher result. Don’t
add the two bonuses together. Can only use once per day.
Stealth
The ship can engage in this activity
only if the weather conditions restrict visibility,
such as in heavy fog. The ship makes a Dexterity
check with a bonus equal to the crew’s highest proficiency bonus if PC's proficient in stealth.
Anchor
Keeps a ship from moving- ship must already be stopped and cannot be in deep water. An action is needed to raise any anchor.
Class
Used by
Manufacturer
Owning Organization
Price
250 gp
Rarity
common
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