Geobukseon (Turtle Ship)
Slab

The Korean turtle ship was made famous by Admiral Yi Sun-Shin during the Imjin Wars aka Hideyoshi’s Invasions. Some consider it histories first ironclad ship, but all agree it was the first ship in Asia that went from the traditional ram and board naval warfare to a focus on long-range combat using its 36-pound cannons.
Spiked Iron Hull | ||||||||
AC | 20 | DR | 20 | Max HP | 500 | Current HP | ||
Special | · The Crew has full cover when onboard this Ship.
· Any creature attempting to board the Ship from above must succeed on a DC 18 Dexterity saving throw or take 4d10 piercing damage from the spikes. |
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Notes | At 0 the ship breaks apart and begins to sink. | |||||||
Abilities | STR | CON | DEX | CHAR | INT | WIS |
Score | 18 | 20 | 4 | 0 | 0 | 0 |
Saves | +4 | +5 | -3 | 0 | 0 | 0 |
Immunities | Poison, Psychic |
Condition Immunities | Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated,
Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious |
Total Passengers | 41 (5 Minimum, to move with sails) | Travel Speed | 4 mph (35 ft. per round) |
Movement
Helm | Crew | 1 Pilot | ||||||
AC | 18 | Max HP | 50 | Current HP | ||||
Notes | · When damaged split the total damage with the Hull.
· At 0HP the ship can’t turn, unless it switches to its oars. · The Pilot can add their Prof to the Ships DEX Save. |
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Oars | Crew | 10 | ||||||
AC | 18 | Max HP | 100 | Current HP | ||||
Speed | 20ft | |||||||
Notes | · When damaged split the total damage with the Hull.
· -5ft of speed for every 25 damage taken. |
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Sails | Crew | 4 | ||||||
AC | 14 | Max HP | 50 | Current HP | ||||
Speed | 25ft no wind, 35ft with the wind, 15ft against the wind | |||||||
Notes | · When damaged split the total damage with the Hull.
· -5ft of speed for every 25 damage taken. |
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Actions
Forward Light Cannon | Crew | 4 | |||||||||
AC | 24 | Max HP | 50 | Current HP | |||||||
Attack | Lead Gunner’s WIS + Prof | Range | 300/1,200ft | Damage | 6d10 | ||||||
Notes | · 2 Attacks when fully crewed (2 crew per Cannon).
· When damaged split the total damage with the Hull. · Lose 1 Cannon for every 50 damage taken. |
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Rear Light Cannon | Crew | 4 | |||||||||
AC | 24 | Max HP | 50 | Current HP | |||||||
Attack | Lead Gunner’s WIS + Prof | Range | 300/1,200ft | Damage | 6d10 | ||||||
Notes | · 2 Attacks when fully crewed (2 crew per Cannon).
· When damaged split the total damage with the Hull. · Lose 1 Cannon for every 50 damage taken. |
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Left Light Cannon | Crew | 12 | |||||||||
AC | 24 | Max HP | 150 | Current HP | |||||||
Attack | Lead Gunner’s WIS + Prof | Range | 300/1,200ft | Damage | 6d10 | ||||||
Notes | · 6 Attacks when fully crewed (2 crew per Cannon).
· When damaged split the total damage with the Hull. · Lose 1 Cannon for every 50 damage taken. |
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Right Light Cannon | Crew | 12 | |||||||||
AC | 24 | Max HP | 150 | Current HP | |||||||
Attack | Lead Gunner’s WIS + Prof | Range | 300/1,200ft | Damage | 6d10 | ||||||
Notes | · 6 Attacks when fully crewed (2 crew per Cannon).
· When damaged split the total damage with the Hull. · Lose 1 Cannon for every 50 damage taken. |
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Special Actions
Maneuver Crew | |
Requires | Prof with Sea Ships |
Effect | You can move a number of crew equal to your CHA MOD + Prof to another station.
Example: Move 4 gunners from the left cannons to the forward cannons |
War Drum | |
Requires | Prof with drums |
Effect | Grant the ship Adv on Action, Saving Throw, or Ability Check until the start of their next turn. |
Combat Repair | |
Requires | Prof with Carpenter/Tinker Tools or the Mending spell |
Effect | Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod |
Long Rest Actions
Field Repair | |
Requires: | Prof with Carpenter/Tinker Tools or the Mending spell |
Effect: | Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod |
Dry Dock Repair | |
Requires: | Prof with Carpenter/Tinker Tools or the Mending spell, and to be at a dock. |
Effect: | Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod |
Cargo
Cargo | Max | 50 Tons | Total | |||||
Item | # | lb | Item | # | lb | |||
Possible Upgrades
Cannon | Improved | Cost per Cannon | 1,000gp | |||||||
AC | 24 | Max HP | 50 | Attack | +1 | Range | 600/2,400ft | Damage | 8d10 |
Cannon | Heavy | Cost per Cannon | 2,500gp | |||||||
AC | 24 | Max HP | 75 | Attack | +2 | Range | 800/3,200ft | Damage | 10d10 |
Cannon | Spell | Cost per Cannon | 2,500gp | |||||||
AC | 24 | Max HP | 100 | Attack | +3 | Range | 1,000/4,000ft | Damage | 10d12 |
Special | This Cannon uses 1 Mana to fire and does not need cannonballs. | ||||||||
Figure Head | Blessed | Replaces | Forward Light Cannon | Cost | 3,500gp | ||||
AC | 20 | Max HP | 100 | Ammo | 8 shots per 2 Oil Barrels, one round to reload | |||
Requires | A Divine Spell Caster | |||||||
Special | Can be used as an Arcane Spell Focus, it also allows the caster to target any creature on the Ship with a spell. The Caster must be touching the Figure Head. | |||||||
Figure Head | Flaming | Replaces | Forward Light Cannon | Cost | 3,000gp | |||||
AC | 20 | Max HP | 100 | Crew | 2 | Ammo | 8 shots per 2 Oil Barrels, one round to reload | ||
Special | Releases a 90 ft. long, 20 ft. wide line of flame from its dragon-headed prow. Each target in that area must make a DEX Save DC = (8 + Lead Gunner’s WIS + Prof), taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Targets that are flammable continue to burn.
Example: a wooden Ship that is hit has a 20ft area set on fire, at the start of its next turn it takes another 4d6 fire damage, 1d6 for every 5ft area on fire. A Action can be taken by the crew to put out the fire, each crew member can put out a 5ft area. If left unchecked the fire will spread to all adjacent flammable objects at the end of the turn. |
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Figure Head | Gas | Replaces | Forward Light Cannon | Cost | 3,000gp | |||||
AC | 20 | Max HP | 100 | Crew | 2 | Ammo | 8 shots per 2 Gas Barrels, one round to reload | ||
Special | Releases a 15ft cone of poison gas from its dragon-headed prow. Each target in that area must make a DEX Save DC = (8 + Lead Gunner’s WIS + Prof), taking 6d6 poison damage on a failed save, or half as much damage on a successful one. | ||||||||
Figure Head | Runed | Replaces | Forward Light Cannon | Cost | 3,500gp | ||||
AC | 20 | Max HP | 100 | |||||
Requires | A Arcane Spell Caster | |||||||
Special | Can be used as an Arcane Spell Focus, it also increases the range of spells to 600ft. The Caster must be touching the Figure Head. | |||||||
Figure Head | Totem | Replaces | Forward Light Cannon | Cost | 3,500gp | ||||
AC | 20 | Max HP | 100 | Ammo | 8 shots per 2 Oil Barrels, one round to reload | |||
Requires | A Primal Spell Caster | |||||||
Special | Can be used as a Primal Spell Focus, it also allows the caster to use an Action and 1 Mana to calm the weather within 30ft of the ship. The Caster must be touching the Figure Head. | |||||||
Hull | Anti-Magic Runes | Cost | 50,000gp | |
Special | As an Action 8 Mana can be spent to activate an Anti-Magic Spell around the ship for 10 minutes. Creatures inside are also affected by the spell. This disables a Spell Engine & Cannons if installed. | ||
Hull | Cloaking Runes | Cost | 10,000gp | |
Special | As an Action 2 Mana can be spent to activate a Invisibility Spell around the ship for 1 hour. | ||
Sails | Billowing Sails | Cost | 15,000gp | |
Special | When using these sails you always travel with the wind regardless of its direction. | ||
Sails | Mending Sails | Cost | 10,000gp | |
Special | These Sails regain 1d4 HP at the start of the round. | ||
Steam Engine | Replaces | Sails | Crew | 3 | Cost | 10,000gp | |||||
AC | 15 | Max HP | 50 | Current HP | |||||||
Speed | 5 mph or 50ft per round | ||||||||||
Special | · The engine does not need wind, but consumes 1 ton of coal per day.
· Once every other hour an Action can be taken to boost the Ships speed to 8 mph or 80ft per round for 10 minutes. · Repaired with Tinker Tools |
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Combustion Engine | Replaces | Sails | Crew | 2 | Cost | 25,000gp | ||||
AC | 17 | Max HP | 75 | Current HP | ||||||
Speed | 8 mph or 80ft per round | |||||||||
Special | · The engine does not need wind, but consumes 1 ton of fuel every 2 days.
· Once every other hour an Action can be taken to boost the Ships speed to 12 mph or 120ft per round for 10 minutes. · Repaired with Tinker Tools |
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Spell Engine | Replaces | Sails | Crew | 1 | Cost | 50,000gp | ||||
AC | 17 | Max HP | 75 | Current HP | ||||||
Speed | 10 mph or 100ft per round | |||||||||
Special | · The engine does not need wind, but consumes 1 Mana every day.
· As an Action a 1 Mana can be spent to teleport the Ship 500ft in a straight line in any direction. · Repaired with Tinker Tools |
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Cloud Engine | Replaces | Sails | Crew | 1 | Cost | 75,000gp | |||||
AC | 14 | Max HP | 25 | Current HP | |||||||
Speed | 30ft no wind, 40ft with the wind, 20ft against the wind | ||||||||||
Special | · This engine needs an Air or Fire Elemental as a crew member.
· This engine allows the ship to fly, will fall when it breaks. · Repaired with Tinker Tools |