Here are the most common ships found in the Sea of Fallen Stars.

Name

 

Caravel

 

 

Length

Beam

Draft

Build time

 

70ft

20ft

5ft

5 months (30,000gp)

Propulsion

Speed (2 masts)

Speed (3 masts)

Maneuverability

Crew

Cargo

 

Sail (2 or 3 masts)

20ft (48 miles)

30ft (72 miles)

 poor

15/30/50/0

180 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

1 large weapon

The Caravel is used by the nations of Cormyr, Sembia, and Impiltur extensively, and is somewhat less common in Turmish and Chondath. It has two or three masts and square sails.

 

 

Name

 

Coaster

 

Length

Beam

Draft

Build time

 

60ft

20ft

5ft

5 months (30,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sail (2 masts)

20ft (36 miles)

poor

12/25/40/0

100 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

1 large weapon

Also called a round ship, this is a small merchant ship that hugs the coast. This sailing ship is fitted with 2 masts and triangular sails, with the rudder hanging from one side. Normally there is only a small sterncastle. A coaster is slow and not tremendously seaworthy, but it can carry large amounts of cargo with a smaller crew than a galley.

Coasters are common in Turmish, Chondath, Chessenta, and Aglarond.

 

 

Name

 

Cog

 

Length

Beam

Draft

Build time

 

85ft

20ft

4.5ft

4 months (20,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails (2 masts)

20ft (48 miles)

 poor

10/15/20/0

180 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

1 large weapon

The cog is a larger, improved version of the coaster, able to make ventures into the open sea. Like the coaster, it’s a sailing ship with two masts, but the cog employs square sails. There is normally one deck an fore- and sterncastles.

 


Name

 

Carrack

 

Length

Beam

Draft

Build time

 

115ft

25ft

6ft

7 months (40,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sail (3 masts)

40ft (96 miles)

Average

50/120/300/0

350 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

3 large weapon

The Carrack is seen rarely as a merchant ship, it's primarily seen on the Inner Sea as a warship of the richer nations/ city states. Its large size, cargo capacity, speed, and multiple weapons mounts, make it one of the most feared warships on the sea.

Name

 

Fishing boat

 

Length

Beam

Draft

Build time

 

20ft

8ft

1ft

2 weeks (1,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sail and oar (1 mast)

15ft (36 miles)

 good

2/4/10/0

5 tons

Hull

Deck

Mast

Weapons

 

5/5/30

5/5/10

5/5/15

none

This is the standard small sailing vessel  used throughout the Inner Sea.

 

Name

 

Drakkar

 

Length

Beam

Draft

Build time

 

100ft

20ft

2ft

4 months (20,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails and oars

30ft (36 miles)

average

20/80/180/60

40 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

1 large weapon, ram

This is the largest of the Northmen’s longships also knows as a dragonship. Although a single mast can be raised, oars provide the main source of power. Because there is not much room on board for many supplies, or sleeping quarters, the Drakkar keeps close to shore where it can put in for the night.

 

Name

 

Dromond

 

Length

Beam

Draft

Build time

 

175ft

15ft

4ft

4 months (20,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sail and oars

40ft (48 miles)

poor 

170/250/400200

90 tons

Hull

Deck

Mast

Weapons

 

5/5/50

5/5/20

5/5/25

3 large and ram

This ship is the largest of the Chessentan galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 2 banks of 50 oars per side. One man per oar on the lower banks, three men on upper bank. A dromond can be used for both shipping and war. They beach at night like all galleys, since supplies and sleeping quarters are limited.

Dromonds are commonly from Mulhorand or Chessenta.

 

Name

 

Galleon

 

Length

Beam

Draft

Build time

 

130ft

30ft

8ft

9 months (50,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sail

50ft (120 miles)

Average

80/200/500/0

500 tons

Hull

Deck

Mast

Weapons

 

5/5/60

5/5/25

5/5/30

4 large weapons

The galleon is the largest and most advanced sailing ship on the Inner Sea. It’s is a sail-driven ship with three masts. There are normally three decks running the length of the ship, while the castles for and aft have two decks.

Galleons are most frequently used in Cormyr, Sembia, and Impiltur. However, they are not common even there.

 

Name

 

Great Galley

 

Length

Beam

Draft

Build time

 

130ft

20ft

4.5ft

5 months (30,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails and oars

50ft (72 miles)

 average

40/180/200/140

150 tons

Hull

Deck

Mast

Weapons

 

5/5/40

5/5/20

5/5/25

3 large weapons and ram

The great galley is an improved version of the dromond. It’s main power comes from its 140 rowers and it’s three masts; this combination gives it better speed and handling. Like all galleys, the great galley is a coastal vessel rarely venturing into open water.

This ship, like the dromond, is most common among the southern lands of Mulhorand and Chessenta.

 

Name

 

Knarr

 

Length

Beam

Draft

Build time

 

60ft

15ft

2ft

1 month (8,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails and oars

30ft (36 miles)

 good

8/10/14/12

40 tons

Hull

Deck

Mast

Weapons

 

5/5/30

5/5/10

5/5/15

1 small weapon

The knarr is a small cargo ship which is used in the northlands. It has a single mast and a square sail. The ship is relatively seaworthy, and can be used to make long (if not comfortable) sea voyages. Its flat  bottom makes it useful for sailing up rivers and it can be beached easily.

 

Name

 

Longship

 

Length

Beam

Draft

Build time

 

75ft

15ft

2ft

1 month (15,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails and oars

30ft (36 miles)

 good

40/70/140/40

50 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

1 large and ram

This is the standard northman’s warship. A typical longship has 20 oars per side, each worked by a single man. There is also a single mast and square sail. A longship is fairly seaworthy and can sail across the open sea when necessary.

 

Name

 

Halruaan skyship

Length

Beam

Draft

Build time

 

78ft

20ft

9ft

12 month (700,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails and magic

50ft (120 miles)

 good

10/20/70/0

15 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

1 large

Of all the wonders seen in Faerun, the Halruaan skyship is one of the most prized. It's ability to sail in the air as well as the water generally is considered compensation for it's low cargo capacity (Cargo capacity is not limited by space in the ship, but it's ability to fly. With 15 tons of cargo its maximum flight height is 100ft). The ships horizontal movement is at the mercy of the wind, although its sails and supplemental magic allow it to maneuver surprisingly well. Its vertical movement is controlled by its magic, and allows it to rise or fall at a speed of 45 feet.

Name

 

Dhow

Length

Beam

Draft

Build time

 

60ft

15ft

4ft

4 month (12,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails (2)

45ft (108 miles)

 excellent

5/20/40/0

90 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25

1 large weapon/ 1 small weapon

The Dhow is a moderately sized sailing vessel native to the seas around Amn, Tethyr, and Calimshan. It is normally constructed with a small sterncastle. It's smaller cargo hold is compensated by being a very maneuverable and fast ship.

Name

 

Pinnace

Length

Beam

Draft

Build time

 

50ft

10ft

4ft

3 month (9,000gp)

Propulsion

Speed

Maneuverability

Crew

Cargo

 

Sails (1)

45ft (108 miles)

 excellent

4/9/20/0

50 tons

Hull

Deck

Mast

Weapons

 

5/5/45

5/5/20

5/5/25
1 small weapon

Pinnaces, also called "Coastboats" or "Wave Runners" are small fast sleek vessles that can survive the open sea, but are just as comfortable hugging the coasts.

A pinnace is fully decked, but it's sterncastle is hardly woth the name; it's little more than a cramped cabin.

Name: Name of the class of ship.

Length: How long the ship is

Beam: Width of the ship

Draft: The minimum depth of water necessary to float a ship.

Build time: How long it takes to build a new one, and the cost.

Propulsion: How it moves

Speed: First number is movement per round, second is how far it can move in a day (24 hour period).

Maneuverability: How well the vessel moves: worse to best clumsy, poor, average, good.

Crew: The first number is the absolute minimum number of men needed to operate the ship; less than this number and the ship is effectively crippled. The second number is the average or normal number of crew a ship needs to operate and have men for all critical positions for all watches, and have the absolute minimum safety margin and redundancy. The third number is the absolute maximum number of bodies that can be crammed on a ship. When you consider the risks of sailing and the need to have extra bodies to fight pirates the normal number of crew found on ships is somewhere between the second and third number. The fourth number is the number of men required to man the oars.

Cargo: How much cargo, weapons, and supplies a ship can carry.

Hull: (AC/hardness/HP)

Deck: (AC/hardness/HP)

Mast: (AC/hardness/HP)

**AC mention above is if your next to or standing on the ship. See below for combat modifiers.

Weapons: number of weapons a ship can carry/ has space for on deck.

 

Weapon

Cost

Damage

Critical

Range

Weight

Crew

Ballista

500gp

3d6

19-20/x3

120ft

800lbs

1

    Ballista bolt

1gp

 

 

 

9lbs

 

Catapult, heavy

800gp

6d6

 

200ft (min 100ft)

2,400lbs

4

   Heavy shot

1gp

 

 

 

50lbs

 

Catapult

550gp

4d6

 

150ft (min 100ft)

1,500lbs

3

    Shot

1gp

 

 

 

25lbs

 

Catapult, light

400gp

3d6

 

100ft (min 50ft)

800lbs

2

    Light shot

1gp

 

 

 

20lbs

 

Ram

300gp

5d6

 

 

120lbs

 

 

Ballista’s and light catapults are light weapons. Heavy and normal catapults are large weapons. 2 light weapons can be instead of one large weapon.

 

 Ship Combat

There are two different types of ship combat: range combat and ramming.

Range combat has several modifiers

condition modifier
Target is moving AC +6
Attacker is moving -6 to hit

In other words if both ships are moving the hull of the target has an effect AC of 17.

Size of ship. The bigger the ship the easier it is to hit.

Size of target ship modifier to hit
0-30 -2
31-60 -1
61-90 0
91-120 +1
121-150 +2
151 + +3

Proficiency with weapon does effect as normal (all ship board weapons are Martial weapons and covered by the Martial Weapons: Siege feat (yes I just made it up, I'll give particulars of it if anyone want to take it.) )

Ramming uses the conditional modifiers above plus the modifiers for the two ships maneuverability:

Ships maneuverability rating modifier to targets AC and to your to hit
clumsy -2
poor -1
average +1
good +2

For example: a Drakkar (maneuverability average) tries to ram a Coaster (poor) the to hit AC would be calculated as follows:

Condition Modifier AC
Base hull AC   5
Target is moving +6 11
Attacker is moving -6 to hit 17 (-6 to hit is basically a +6 to AC)
Coaster is 60ft long -1 16
Target maneuverability is poor -1 15
Attacker's maneuverability is average +1 to hit 14

The only modifier the Attacker gets to his roll is 1/2 (rounded up) of the helm's man has Navigation Skill. (Base Attack Bonus, dexterity modifiers do not figure in.)