Naval Crew
A coordinated crew of hardened sailors fights as one organism, volleying crossbow bolts and shoving boarders overboard at will.
Every navy has use for a well-trained, disciplined naval crew. Unfortunately, most of those called by the sea are a grand assortment of misfits, dregs, and rebels seeking to escape the structures or perils of the land, so developing teamwork and coordination takes extensive work. The adversaries a naval crew faces usually lack the same discipline. While ramshackle pirate crews excel at aggression, improvisation, and even dirty tricks, their onrushing wave often breaks against the unflappable reef of a true naval crew.
Level 8
Perception +16 · Languages Common · Skills Acrobatics +16, Athletics +18, Sailing Lore +12, Survival +14
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +4 | +3 | +0 | +2 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 26 | +15 | +18 | +14 |
HP 135
Speed 25 feet; sea legs, troop movement
Abilities
- Coordinated Cutlasses [Single Action to Three Actions] Frequency once per round; Effect The naval crew attacks as a disciplined whole against each enemy in a 5-foot emanation, with a DC 23 basic Reflex save. The damage depends on the number of actions.
- Crossbow Salvo [Three Actions] The naval crew draws, loads, and shoots its hand crossbows. The bolts hit in a 10-foot burst within 60 feet that deals 5d6 piercing damage with a DC 23 basic Reflex save. When the naval crew is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. R
- Repel Boarders [Single Action] The naval crew chooses a single direction and smashes into its enemies to push them in that direction. The troop attempts one Athletics check to Shove and compares the result to the Fortitude DC of all enemies that are adjacent to the troop and in the chosen direction. The direction can be straight or diagonal, and the GM determines which enemies can be affected. If at least one enemy was moved, the troop can Stride to follow as described in Shove; the troop can move any number of its segments when it does, and this Stride doesn’t trigger reactions. Rock the
- Boat [Two Actions] Requirements The crew is on a ship on the water; Effect The naval crew coordinates its movement to pitch the vessel to and fro. It Strides, and at the end of the movement, each other creature on the ship must succeed at a DC 26 Reflex save or fall prone. Sea Legs The naval crew ignores uneven ground resulting from a ship’s movement. Black Powder Crew Navies might tap their connections to Alkenstar or other firearm-producing regions to equip their forces with pistols instead of crossbows. For a naval crew equipped with flintlock pistols, replace Crossbow Salvo with Pistol Salvo. Since they typically prefer loose bullets and powder to the expense of cartridges, they can't repeatedly fire their pistols.
- Pistol Salvo [Two Actions] Frequency once per 10 minutes; Effect The naval crew draws and fires their flintlock pistols in a 10-foot burst within 40 feet, dealing 7d4 piercing damage (DC 23 basic Reflex save). Each creature uses the weaker of its resistance or immunity to piercing or bludgeoning damage, and any that critically fails its save takes an additional 10 piercing damage after doubling. When the naval crew is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.