Size: Colossal (L125ft, W40ft, D16ft).
Propulsion: 7 large sails, 6 medium sails, 6 small sails.
Speed: 235ft (sails), 320 miles.
Crew: 180 normal, 1,000 maximum.
Cargo: 380 tonnes (120 tonnes provisions).
Hull: AC 5, Hardness 7, HP 50.
Deck: AC 5, Hardness 7, HP 25.
Mast: AC 5, Hardness 5, HP 350.
Castles: AC 5, Hardness 5, HP 50.
Weapons: 92 slots, most of which consists of ballistae on the two gun decks, with heavy swivelling catapults on the quarter deck, and a sprinkling of repeating crossbows and light ballistae.
Ship Qualities: Oceanworthy, Tough Old Girl, Built to Last, Reinforced Sails, Wave Rider.
Cost and Construction Time: 66,850gp, and 1yr, 8mos, 1wk.
The Skate was designed by Rial Mhenace -- manager of Gideon Enterprises in Rakore. The experimental vessel is a proof-of-concept for the super-galleons. Their extensive construction time, immense costs, and large crew prohibit most nations from copying the design -- but the concept has proven well worth the effort. The Skate super-galleon has served Rakore as a privateer on the high seas -- harassing enemy trade, and once taking on three Kur Maen heavy triremes at once. (She closed to boarding distance, and while her ballistae and bowmen raked the triremes, the sailors fought at close quarters -- backed by clerics and mages both. The hit-and-run tactics work quite well, considering she has the speed even on the massive oars of the heavy triremes.)
A permenantly attached step-and-ladder hookup is attached to both sides of the vessel, even with the cargo-holds. Because of the draft, the Skate can rarely can actually dock -- and must therefore use her longboats, or other vessels, to transport her cargo to and from land.
1. Main Deck: The main deck sports the massive cargo hatches, with two longboats stored and stowed atop them. Stairwells allow easy access up to the fore and aft castles. The holds contains the chain lockers for the port and starboard anchors, as well as additional supplies and provisions. Cabins in the rear give additional space to more elite sailors. The main masts have well-made crane systems that allow for larger objects to be transported below-decks and off-ship.
2. Chain Locker: Located on the main deck, beneath the forecastle, the chain locker holds the two massive chains for the port and starboard anchors. It also serves as the additional supplies locker, with extra sails and materiel.
3. Bosun's Cabin: The bosun's cabin is located aft and port, and just ahead of the first mate's cabin. The bosun is the captain's personal body guard, leader of the marines, and generally in charge of the crew. Comfortable by ship's standards, it is located just across from the main arms room.
4. Arms Room: Most of the additional personnel weapons and ammunition are stored here, as well as the coffers to maintain the ship's pay.
5. Cleric's Cabin: Reserved for the primary cleric on board, it houses his personal shrines, and provides relatively close comfort for sailors in need of faith on a more personal level.
6. Marines' Cabin: Located aft and port, this is where the marines of the ship stay. Dedicated to guarding the officers, and eliminating enemy officers on the high seas, it is a slightly cramped place of highest discipline.
7. First Mate's Cabin: The first mate's cabin is luxurious -- and it needs to be, considering it houses duplicates of all the navigational charts, as well as the ship's library.
8. Forward Balcony: The forward balcony allows access to the main guest cabin. It also allows for higher ground that benefits archers in close-quarters combat aboard the main deck.
9. Access Corridor: This access corridor leads to the chain locker, and also serves as a supply and tools wall.
10. The Secondary Gun Deck: Like the primary gun deck, it supports four starboard and four port facing heavy ballistae, as well as light ballistae around the cargo hatches. Another heavy ballistae faces aft, with swivel-mounted repeating crossbows to flank it. An ammunition locker lies to the fore.
11. Secondary Ammunition Locker: Like the name implies, it supplies ammunition for the secondary gun deck, as well as raw parts for the various weapons of the deck. A tiny smithy, machine-lathe, and more helps turn out necessary parts for the refurbishment of the weapons, and all the ship.
12. The Primary Gun Deck: Like the secondary gun deck, it supports four starboard and four port facing heavy ballistae, as well as light ballistae around the cargo hatches. Another heavy ballistae faces aft, with swivel-mounted repeating crossbows to flank it. An ammunition locker lies to the fore.
13. Primary Ammunition Locker: Like the name implies, it supplies ammunition for the primary gun deck, as well as raw parts for the various weapons of the deck. A tiny smithy, machine-lathe, and more helps turn out necessary parts for the refurbishment of the weapons, and all the ship.
14. Main Hold: The primary cargo hold can store massive objects, and usually has a reinforced decking (AC 5, Hardness 5, HP 35).
15. Secondary Hold: The secondary cargo hold can store smaller objects, and is used only occasionally -- when privateering or on special missions. When not in use, the crew use it to string hammocks and play cards.
16. Crew Quarters: Because the vessel is such a large, dedicated vessel, there is room enough for the crew to have dedicated quarters just for them. Hammocks, small tables, and provisions dominate, but it is a place the crew can call their own. It also serves as their dining room, and its cleanliness is strictly enforced by the bosun.
17. Galley: Home of the cook and his men, the galley also stores the rest of the provisions for the crew. The kitchens and the like vent up onto the gun decks, and fires are closely monitored.
18. Provisional Hold: The majority of the ship's provisions are stored here, with tons of food and water in various states.
19. Guest Cabin: When not in use by visiting dignitaries or ambassadors, or by special forces for Rakore, the guest cabin stays on a rotating lottery basis for the crew.
20. Captain's Balcony: Armed with two repeating crossbows, the captain's balcony is an easily defended high ground from which sailors can rain down on enemy boarding parties -- or a mutinying crew. He can also address the crew from there, and usually has a small table and several chairs from which he can direct the ship.
21. Captain's Quarters: Luxurious by any standards, with permanently-mounted furniture and a large bunk, the captain's quarters are the heart of the ship. From here, he can hold officer meetings, tactical considerations, and special dinners. It also serves as the ship's primary nautical repository, and houses his personal library.
22. Fore Deck: The top of the foreward castle -- the fore deck -- houses a swivelling light ballista, and two repeating crossbows. Oddly enough, all three weapons can also be spun around to rake the main deck.
23. Quarter Deck: The top of the aft castle -- the quarter deck -- has the wheel, two repeating crossbows, and two heavy catapults. The swivelling catapults provide the longest-ranged weapons on the ship, but are usually stowed beneath tarps and locked into place. Ammunition for the catapults is arrayed along the aft rail (26 conventional shots), although special firepower, such as fire bombs and acid bombs.
Captain Daniel "Fourth" a'Namree: male Toomaran/Sholin human; Ftr4/Rog4; CR 8; Size M (5 ft., 9 in. tall); HD 4d10+4 + 4d6+4; hp 56; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +9/+4 melee (saber, 1d6, crit18-20x2), or +9/+4 ranged (dagger, 1d4, crit19-20, RI10ft); SV Fort +6, Ref +7, Will +2; AL NG; Str 14, Dex 15, Con 13, Int 10, Wis 11, Cha 14. Languages Spoken: Common. Skills and feats: Appraise +4, Climb +7, Craft (traps) +7, Disable device +7, Hide +2, Intuit direction +2, Jump +6, Listen +7, Move silently +7, Open lock +3, Profession (sailor) +6, Ride +6, Spot +2, Swim +8; Alertness, Combat reflexes, Dodge, Leadership, Toughness, Weapon finesse (saber), Weapon focus (saber). Possessions: saber, daggers.
First Mate Nathamra: female Sholin human; Clr6(Olorin)/Wiz2(Evocation); CR 8; Size M (5 ft., 0 in. tall); HD 6d8+6 + 2d4+2; hp 47; Init +0; Spd 30 ft.; AC 10; Attack +5 melee, or +5 ranged; SV Fort +6, Ref +2, Will +10; AL LN; Str 11, Dex 11, Con 12, Int 13, Wis 15, Cha 8. Languages Spoken: Common, Sholin. Skills and feats: Craft +7, Heal +10, Hide +0, Knowledge +4, Knowledge (arcana) +6, Listen +2, Move silently +0, Perform -0.5, Profession +9, Scry +10, Spellcraft +7, Spot +2; Combat casting, Heighten spell, Maximize spell, Point blank shot, [Scribe scroll]. Cleric Domains: Water, Travel. Cleric Spells Per Day: 5/4+1/4+1/2+1. Wizard Spells Known (4/3): (as per the spellbook, to 1st-level). Possessions: Special Spellbooks, bracers of armor +5, ring of winds, ring of tides, holy symbol of Olorin.
Cleric Cormyr Fistforger of Galgiran: male dwarf (hill) Clr5(Galgiran); CR 5; Size M (4 ft., 0 in. tall); HD 5d8+5; hp 23; Init +1 (+1 Dex); Spd 20 ft.; AC 19 (+1 Dex, +2 Med Shield, +5 Chain Mail); Attack +4 melee (battlehammer, 1d8+1, crit20x3), or +4 ranged; SV Fort +5, Ref +2, Will +7; AL LG; Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 10. Languages Spoken: Common, Dwarven, Ogran. Skills and feats: Appraise +3, Craft (blacksmithing) +11, Diplomacy +6, Hide +1, Intimidate +3.5, Listen +3, Move silently +1, Spellcraft +6, Spot +3; Empower spell, Skill focus (diplomacy). Cleric Domains: Earth, Fire. Cleric Spells Per Day: 5/4+1/3+1/2+1. Possessions: chain mail, medium shield, battlehammer, holy symbol of Galgiran.
Bosun Davist Duthir, Protector of Yatindar: male Slate human; ex-Pal4(Yatindar); CR 4; Size M (6 ft., 2 in. tall); HD 4d10; hp 21; Init +2 (+2 Dex); Spd 30 ft.; AC 19 (+2 Dex, +2 Med Shield, +5 Coin Mail); Attack +6 melee (longsword, 1d6+3, crit19-20x2), or +6 ranged; SV Fort +7, Ref +6, Will +7; AL LG; Str 14, Dex 14, Con 10, Int 12, Wis 16, Cha 16. Languages Spoken: Common, Celestial. Skills and feats: Diplomacy +10, Handle animal +9, Hide +2, Knowledge +3, Listen +3, Move silently +2, Profession (siege engineer) +10, Ride +6, Spot +3; Blind-fight, Extend spell, Weapon Focus (longsword). Paladin Spells Per Day: 1. Possessions: holy symbol of Yatindar, medium shield, longsword, coin mail.
Marines (20): (race and sex vary); Ftr1; CR 1; Size M (5 ft., 3 in. tall); HD 1d10+1; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee (longsword, 1d8+2, crit19-20x2), or +3 ranged (composite longbow, 1d8, crit20x3, RI120ft); SV Fort +5, Ref +2, Will +0; AL LN; Str 14, Dex 14, Con 13, Int 13, Wis 10, Cha 13. Languages Spoken: Common, Various. Skills and feats: Climb +6, Hide +2, Jump +6, Listen +0, Move silently +2, Profession (sailor) +4, Profession (soldier) +4, Spot +3; Combat reflexes, Great fortitude, Power attack. Possessions: longsword, composite longbow, quiver of 20 arrows, chainmail, buckler.
Crew (176): (race and sex vary); Rog1; CR 1; Size M (5 ft., 10 in. tall); HD 1d6; hp 6; Init +0; Spd 30 ft.; AC 10; Attack +0 melee (shortsword, 1d6, crit19-20x2), or +0 ranged (shortbow, 1d6, crit20x3, RI60ft); SV Fort +0, Ref +2, Will +0; AL NG; Str 10, Dex 11, Con 11, Int 10, Wis 11, Cha 10. Languages Spoken: Common. Skills and feats: Balance +4, Craft +4, Disable device +4, Forgery +4, Gather information +4, Hide +0, Listen +0, Move silently +4, Open lock +4, Pick pocket +2, Profession (sailor) +4, Spot +0, Use rope +4; Improved unarmed strike, Skill Focus (profession). Possessions: shortsword, shortbow, quiver of 20 arrows.