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Smoke and Sail: a Pathfinder 2e Naval Warfare Sourcebook

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$9.99

FOUNDRY SUPPORT AVAILABLE NOW OR BOTH AT A DISCOUNT!

 Cover artwork for Smoke and Sail Foundry Support Smoke and Sail PDF & Foundry Bundle Cover Artwork

Few environments conjure feelings of excitement and trepidation more acutely than the ocean, with its endless rhythm of churning waves and possibility for adventure. Tenacious crews sailing ships of all sizes make perilous journeys across the majestic vastness that stretches from horizon to horizon, certain that their vessel will carry them to shore under any sky and on any sea.

This sourcebook provides a comprehensive ruleset for running such a vessel and engaging in thrilling, ship-based combat encounters.

Featuring:

-Full rules for running dynamic naval battles including ship movement, positioning, weapons, ranges and damage

-10 unique crew roles

-Over 70 new and exciting abilities and actions to be taken aboard ship

-Templates for vessels of varying sizes and the NPC crews that sail them

-Rules for underwater hazards that could reduce your ship to splinters

-Nearly 100 new items of treasure

-New skills and feats for your naval adventure

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Reviews (4)
Discussions (5)
Customer avatar
Adam H September 05, 2022 7:54 pm UTC
PURCHASER
I'm surprised that there's no compatibility/conversion guidance with the Artillerist, Trick Driver, or Vehicle Mechanic archetypes. Seems like a missed opportunity; those are essentially "trap options" for unknowing players with GMs using this supplement.
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Customer avatar
Paul S September 07, 2022 10:52 pm UTC
It's a pretty good idea. I don't think we have plans on getting to that, but it could be something a GM takes the time to do and maybe even publish it here on Pathfinder Infinite.
Customer avatar
Paul S August 05, 2022 1:04 pm UTC
This pdf has been updated with more art, fixes of some errata, and additions of some requested features. If you already bought it, you should redownload the pdf. If you haven't bought it, well you should! :D
Customer avatar
Tord S July 24, 2022 10:49 am UTC
PURCHASER
We tested the waters so to speak this last friday with the party's Clipper and NPC controlled Pinnace vs a Cargo Flyut.
We're using foundry, so I had set up a standard rote of actions for the NPC ships with inline rolls, so the NPC turns were surprisingly quick, tho it was still a bit of a hassle keeping track of how many actions the npc ship had free to do stuff like pumping. There was no point where guns were unloaded or unfired because of other actions, especially on the NPC ships where i only bothered with the most basic of "buff" actions, leaving four officers basically free to do cannons and bilging.

I also fail to see the point of the crew splash, even with dedicated crew damage ammunition the amount of damage on player characters is neglible, and the rest of the crew seem to be unaffected? Does this mean I as DM also need to keep track of individual officer hp on the enemy ships?

Despite the hiccups, everyone had a good time and the party is looking forward to...See more
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Customer avatar
Paul S July 24, 2022 11:37 pm UTC
I am happy to hear of your experience! When I GM the npcs ships, I often do what you do and keep it simple, and let the PCs have the fun of taking the more complicated actions.

You are welcome to create new ships. In fact, the way Pathfinder Infinite works, you could write your own PDF of ships.

In regards to crew splash damage, it is meant to soften up the enemy and PCs prior to an hand to hand engagement. I figured that most battles would end up in a melee, though certainly some ships will outright end the other in a sinking. If a party really concentrates on doing crew splash damage, like perhaps buying the proper ammunition ahead of time, and taking certain actions, you can get quite a lot of damage in and then when you end up boarding, you might be able to take them down quick AND keep their boat.
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Customer avatar
Paul S July 25, 2022 2:48 pm UTC
I am working on putting in Foundry support for this PDF. In doing so, and revisiting the ship stat blocks, I can see different ways to change the variety of ships. A GM could put on more specialized crew-- like throwing in a skilled magister. They could and should also give a ship a load out of different types of ammo. And also add things like flags, anchors, crow's nests, etc, from the treasure part of the document. It would be harder, but you could also design new base ships. If anyone wants to make a PDF of a huge variation of this type of thing, it would be a great addition. I probably won't do it myself though I wouldn't rule out the possibility, due to working on other projects, but I am putting it out there as an open field for other Foundry authors.
Customer avatar
Tord S July 15, 2022 12:19 pm UTC
PURCHASER
This book is great, Surprisingly much content for the price, and the ship to ship combat looks excellent, This will make an excellent addition to my ongoing shackles campaign.
I do however have a question. The Celestial Navigation feat states "Reduce sailing Downtime between locations" but there does not appear to be any other reference to this in the book or in the pathfinder rules as far as I've found, could you perhaps elaborate?
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Customer avatar
Jamie T July 16, 2022 4:04 pm UTC
CREATOR
Hi Tord, I'm glad you're enjoying the book so far and hope you enjoy it even more when your group starts blasting cannons!

The area you point out is probably a good one for an errata to make all this clearer and tighten it up a bit. Exploration mode sailing speeds are determined by the ship's movement. The rules for this are here; https://2e.aonprd.com/Rules.aspx?ID=469

The fastest ships in the Gamemastery guide have a speed of 40ft which equates to 32 miles per day. Until we get around to putting this in the book, I would suggest using the hex speeds in the ship statblocks as your guide for how fast a ship should be in feet and then determine how far per day it can sail. For simplicity, I would say 4 hex of movement ships should be slowest at 20ft (12 miles per day), the ships with 6 hexes should be 30ft (24 miles per day) and the 8 hex ships should be 40ft (32 miles per day)

Then Celestial Navigation reduces that sailing time.
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Customer avatar
Tord S July 17, 2022 8:03 pm UTC
PURCHASER
Thanks for the reply, that clears things up a bit.
I have been setting up some upcoming fights for my party, and I've run into a smal hurdle.
Should I play these enemy ships as if they have a full alotment of officers? or is there a simplified system for the non player ships I've just missed?
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Customer avatar
Jamie T July 17, 2022 8:59 pm UTC
CREATOR
Sure! You should find in the example ship statblocks ship roles and expected skill bonuses for the various checks needed. Use these as your starting point. They are set up to be a good challenge at different levels but can be tweaked to make things easier or more difficult as you see fit.
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Customer avatar
Paul S July 18, 2022 9:59 pm UTC
The intention is for the GM to run all the officer positions. If you wanted something simpler, you could have the officers that you aren't interested in only take the basic crew actions. The only really required position is the person steering the ship and everyone else is just a bonus.
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Customer avatar
Paul S August 05, 2022 1:06 pm UTC
We've updated the PDF to cover the sailing time issue (Speed is now in knots and thus as a real world equivalent, there is a miles per day that we have calculated). Also I have given guidelines for operating with a smaller crew. So redownload the PDF!
Customer avatar
Paul S May 31, 2022 12:56 am UTC
thanks for the kind reviews
Reply
Customer avatar
Paul S May 31, 2022 12:57 am UTC
thanks for the kind reviews. Please let me know if there are any questions, as author, I can answer them or if problems are found can edit the pdf
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File Last Updated:
August 04, 2022
This title was added to our catalog on May 08, 2022.