Skull and Shackles
Death & Taxes
Squares 3 (30 ft. by 90 ft.) Cost 10,000 gp
AC 2; Hardness 5
hp 1,620 (sails 360)
Base Save + 6
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB + 8; CMD 18
Ramming Damage 10d8
Propulsion wind or current
Sailing Check Profession (sailor)
Control Device steering wheel
Means of Propulsion 90 squares of sails (three masts)
Decks 2 or 3
Cargo 125 tons
+5 On sailing checks from modifications.
Broad Rudder: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
Silk Sails: waterborne speed is increased by 10%.
Narrow Hull: Ship may 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.
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.
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.
Concealed Weapon Port x2: 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.
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).
2 Standard Balista (Mounted on the Sterncastle)
2 Masterwork Balista (Mounted under the Foredeck in Concieled weapon port)
1 Masterwork Catapult (Mounted on the Foredeck)
12 Small Balista (Mounted in the middle deck)
Hold Fast Anchor:
This heavily weathered anchor is covered in barnacles and rust. When lowered 30’ into the water the anchor holds it’s position as an immovable rod. This grants the ship a +5 to it’s saving throw when attempting to weather a storm and allows the ship to drop anchor in water of any depth (although it does not gain bonuses for being in harbor during a storm).
This iron-banded sea chest is 2-1/2 feet by 3 feet by 4 feet in size
and is decorated with chains and brass skulls. The chest has no
lock, but any standard lock can be easily attached to its hasp.
The interior of a captain’s locker functions similarly to a type IV
bag of holding, and can hold up to 2,500 pounds or a volume of
250 cubic feet. The chest’s weight remains the same, regardless
of what it is holding. A captain’s locker does not rot or take any
other damage from immersion in water and is watertight, even
if opened underwater.
When a captain’s locker is placed within the hold of a ship or
some other enclosed cargo-carrying vehicle (such as a freight
wagon with a cargo box), the chest warps the dimensions of
the cargo hold so that the area’s cargo capacity increases by
50% without changing the weight of the vehicle. The cargo
area remains attached to the vehicle, however, so outside
conditions that affect the vehicle can also affect the cargo hold.
If the captain’s locker is removed from the cargo area while the
hold contains more cargo than it could contain on its own,
any excess cargo is forcibly expelled through hatches or other
means of egress, dealing 3d6 points of damage to anyone
standing within 5 feet of the means of egress.
Named for the goddess of piracy, strife, and sea monsters, this
figurehead must be mounted on the prow of a ship function.
Once per day, a ship carrying Besmara’s Bones can inflict a curse
on an enemy ship struck with a successful ramming attack. The
target ship must succeed at a DC 14 Will save or its pilot takes
a –4 penalty on Profession (sailor) checks to control the ship.
In addition, the cursed ship can never gain the upper hand in
ship-to-ship combat (Skull & Shackles Player’s Guide 9). The curse
inflicted by the figurehead cannot be dispelled, but it can be
removed with a break enchantment, limited wish, miracle, remove
curse, or wish spell. In addition, once per day, Besmara’s Bones
can be used to cast false life (CL 5th) on the captain of the ship
carrying the figurehead. A ship may not have more than one
figurehead, magical or otherwise, mounted on it at one time.
Charts of the Fair Wind
These aged charts of thick, yellowed parchment display rough
representations of the Shackles’ major islands and the sea
lanes between them. The detailed markings on these charts
grant a +2 circumstance bonus on Profession (sailor) or
Survival checks to navigate within the Shackles.
In addition, a multitude of wrinkles, stains, and blemishes
mar the charts’ surfaces. Anyone meticulously studying
the charts notices that these markings shift over time. The
creases, smudges, and blotches on the map represent real
weather conditions (such as clouds, rain, and wind) in the
region, allowing an informed observer to determine the
current weather patterns over the islands of the Shackles. The
charts grant a +4 competence bonus on Survival checks made
to predict future weather conditions and a +2 competence
bonus on Survival checks to gain a bonus on Fortitude saves
against severe weather.
Finally, the pilot of a wind-propelled ship can make a DC 20
Profession (sailor) check to plot a course within the Shackles
using the charts. If the check is successful, the charts grant
the ship a +10% enhancement bonus to its waterborne speed
as long as it follows the plotted course.
All of the charts’ benefits only apply within the geographic
region of the Shackles. GMs with access to the Pathfinder
Campaign Setting: Skull & Shackles Map Folio might use the
elaborate player map of the Shackles included therein to
represent this item.
This red-and-black naval ensign displays the grinning skull and
crossed manacles of the Shackles. While the flag feels as sleek
as silk, the material is stronger than the toughest sail canvas.
Openly flying a Shackles ensign improves the initial attitude of
most hostile or unfriendly pirates by one step, and worsens the
starting attitude of those opposed to piracy by one step. The
ensign has no effect when not properly mounted on a ship.
Once per day, a Shackles ensign can be hoisted and
unfurled on a ship to impose a sinister sense of doom upon
an opposing ship’s crew. It takes two full-round actions to
raise the flag. All non-pirate creatures (defined at the GM’s
discretion) within 300 feet who are able to see the flag take
a –1 penalty on attack rolls, weapon damage rolls, saving
throws, and skill checks for 1 minute. This is a visual mind-
affecting effect. In addition, all allied creatures aboard the
ship flying the Shackles ensign gain a +1 luck bonus on attack
rolls, weapon damage rolls, saving throws, and skill checks
for 1 minute.
Handles of polished bone and grim skulls decorate this
ornately carved ship’s wheel. When grasped, the wheel’s
handles feel comfortably smooth. Those who stand watch at
the wheel claim to hear the whispered guidance of Captain
Xiribal Jalhazar, and occasionally feel ghostly hands holding
the ship’s course true. When fitted to the helm of a ship,
Jalhazar’s wheel grants a +5 competence bonus on sailing
checks to turn the ship with the hard to port or hard to
starboard actions (Skull & Shackles Player’s Guide 13). The
wheel also halves the penalty on sailing checks made when
turning the ship while traveling at three or more times the
ship’s acceleration. In addition, the ship’s pilot can combine
a hard to port or hard to starboard action with a full ahead
or heave to action as a full-round action up to three times