Ramming
To ram a target, a ship must move at least 30 feet and end with its forward square in a square adjacent to the target. The ship’s pilot must make a ramming combat maneuver check against the target’s CMD, using the base CMB of the ship plus the pilot’s sailing skill modifier (or Wisdom skill modifier if she is using that ability to control the ship) as the total CMB of the ramming maneuver. If the check is successful, the ship hits its target, dealing its ramming damage to the target. The ramming ship takes half that damage. A ship’s base ramming damage is listed in its stat block (see page 22). If the pilot’s combat maneuver check exceeds the target’s CMD by 5 or more, the target takes twice the ship’s ramming damage. If the combat maneuver check exceeds the target’s CMD by 10 or more, the target takes twice the ship’s ramming damage and the target’s speed is immediately reduced to 0. Regardless of the result of the combat maneuver check, the ramming ship’s speed is reduced to 0.
If a ship collides with another ship or a solid object (an immobile structure with a hardness of 5 or more), it also makes a ramming maneuver, regardless of the pilot’s intent. There is no combat maneuver check for this ramming maneuver; its effects happen automatically. When a ship makes a ramming maneuver against a solid object, to determine how much damage both the solid object and the ship take, allow the ship to enter the solid object’s space. The ship will only travel through that space if the damage is enough to destroy the solid object; in all other cases, the ship takes the damage and its speed is immediately reduced to 0 as it comes to a sudden stop directly in front of the solid object.
A ship can be outfitted with a ram on its forward facing. A ship equipped with a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first square of a solid object it enters, and all damage from ramming creatures or other objects (such as other ships). 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.
If a ship has less than its full crew complement, but has at least half its crew, the pilot takes a –10 penalty on her combat maneuver check to make a ramming maneuver. A ship without at least half its crew complement cannot make a ramming maneuver.