Sailing Check



To control a ship in combat, a pilot must make a sailing check to determine the maneuverability and speed of the ship that round. The ship’s propulsion determines what skill is used for the sailing check (see Propulsion and Sailing Skills).

If a ship is using two means of propulsion at the same time, such as wind and muscle, the pilot chooses which skill to use, and takes a –5 penalty on all sailing checks.

A pilot can always make a Wisdom check in place of a sailing check.

Outside of combat, the base DC for all sailing checks is DC 5.

In combat, the base DC for all sailing checks is DC 20.

A ship without a full crew complement, but with at least half its crew, takes a –10 penalty on all sailing checks.

Aid Another: Just as with other skills, a character can spend a standard action to use the aid another action. This represents an extra pair of eyes observing the enemy, giving orders to the crew, or simply helpful advice. The helping character makes a sailing check as well. If the result is 10 or higher, the pilot gains a +2 bonus on her sailing check. Only one character can use the aid another action to help a pilot on a single sailing check.

Controlling a Ship Outside of Combat: Since piloting a ship outside of combat is easily accomplished by taking 10 on the skill check, sailing checks are not normally needed. Almost every character can do it with relative ease; the DCs are given only to adjudicate special situations that may come up in your game.

Controlling a Ship without the Proper Skill: If a pilot lacks the proper skill to control a ship, the pilot can always make a Wisdom ability check instead of the appropriate sailing check. A pilot can even take 10 (when outside of combat) or gain the benefits of the aid another action when using Wisdom instead of the ship’s normal sailing skill.