When a ship is underway and not in combat, it moves at its waterborne speed. While this happens, various crewmembers perform rigging -- moving the ropes and sails about the ship to optimize the use of the windpower. It seems that this operation should assist the waterborne speed, so I am proposing this mechanic for that.
- Rigging only works on sailing ships. The amount of sails of a ship is measured in squares in Pathfinder, ranging from 5 or 10 for a small boat to 90 for a large sailing ship. ( I exclude the 240 squares of the massive Treasure Ship, which is out of sorts for this sort of thing).
- Each ship gets 1 rigger position per 10 square of sails. Based on that:
- Galley
- 90 Squares
- 9 Riggers
- Junk
- 90 Squares
- 9 Riggers
- Keelboat
- 20 Squares
- 2 Riggers
- Longship
- 30 Squares
- 3 Riggers
- Raft
- 0 Squares
- No riggers
- Sailing Ship
- 90 Squares
- 9 Riggers
- Ship's Boat
- 10 Squares
- 1 Rigger
- Warship
- 40 Squares
- 4 Riggers
- Each rigger helps to make the ship go faster, if he does his job well
- DC 10 Rigging Check (with modifiers for conditions) based on Strength
- For every 5 a rigger misses the Check, it is a -1 to waterborne speed
- For every a rigger succeeds over the DC, it is a +1 t0 waterborne speed
- Rolls are made once per day while underway.
For example, on a warship, the wind speed of the ship is 30. There are 4 riggers. Here are some roll combinations:
- Rolls: 12, 15, 3, 9
- 12 -> Neutral, No Plus or Minus
- 15->Positive, +1
- 3->Negative, -1
- 9->Neutral, No plus or minus
- Overall: Speed is unaffected
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