A ship without at least half its crew complement cannot make a ramming maneuver.

To ram a target, the ship must move at least 30 feet and end with its bow in a square adjacent to the target.

found abandoned with no clue of it's origins). I don't know how well a rowboat could ever withstand a kraken, even one that's CR 8. Sails have their own statistics. Since piloting a ship outside of combat is easily accomplished and often lacks serious repercussions, sailing checks are not normally needed.

Neither are any sailing ships. Larger musclepropelled ships with many rowers have a maximum speed of 60 feet and an acceleration of 30 feet. Even if a ship does nothing, it can still perform ramming maneuvers (see Ramming). * More information on magically treated means of propulsion can be found in the Ship Modifications section.

A ram can be added to a Large ship for 50 gp, a Huge ship for 100 gp, a Gargantuan ship for 300 gp, and a Colossal ship for 1,000 gp.

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. If one ship wants to avoid combat, however, a chase ensues. A sinking ship cannot move or attack, and it sinks completely 10 rounds after it gains the sinking condition. If both ships want to engage in combat, the ships close with one another and begin ship-to-ship combat normally. If a ship has two means of propulsion, such as wind and muscle, it generally adds its two maximum speeds together to determine its maximum speed. When attacking a ship, you can attack the ship’s structure, occupants, propulsion, or control device. If its current speed is four or more times its acceleration, the pilot takes a –10 penalty. Please enable JavaScript to get the best experience from this site. To represent the numerous distinctions of shape and size that exist between water-going vessels, Table 2 describes several standard ship sizes and their respective statistics.

| GumshoeSRD A rowboat, being large and resilient I suppose, would have 5d10 hp. If a ship collides with another ship or a solid object (an immobile structure with a damage threshold of 5 or more), it also makes a ramming maneuver, regardless of the pilot’s intent. To control a ship in combat, a pilot must make a sailing check to determine the maneuverability and speed of the ship that round. 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.

Since both ships are coming out of a chase, they are both assumed to have the same heading. The pilot must take whatever action is required before doing anything else that turn. In the case of muscle propulsion, it is about guiding creatures to move the ship. For a wind-propelled sailing ship, it represents 24 hours. A ship’s means of propulsion usually has its own set of statistics, while creatures propelling a ship use their own statistics. Occupants get half cover (+2 to AC and Dexterity saving throws) or greater against attacks coming from outside of the ship. The method of propulsion typically affects the speed and maneuverability of a ship, but more importantly, determines the required skill needed to control the ship.

Icy surface or wave surge (1 foot deep or less), Use both hands and a rope (does not apply to climbing the rigging). A ship gains the sinking condition if its hit points are reduced to 0 or fewer. Whichever pilot wins at least two out of three of the opposed checks is victorious.

Siege engines benefit from cover as occupants on a ship. Attacks Ships typically don’t have attacks and do not threaten any area around them, though some ships can be fitted with rams. If the target ship is in motion, and is traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed. Oars are often weaker than the vessels they propel and are difficult to replace.