Gaining Proficiency in Vehicles (water)What do the vehicles in 3:16 actually do?vehicles in combat situationsDo (n)pcs count against the cargo weight of Vehicles?High-tech vehicles: Equipment or Device?Does gaining a proficiency via the Shapechange spell let you add your original proficiency bonus if yours is higher?Where can I find the hit points for vehicles?What is the AC of Land Vehicles?How should I deal with a player who wants to dictate loot distribution?How would it unbalance gameplay to rule that Weapon Master allows for picking a fighting style?After playtesting: Is this homebrew Planescape-inspired Lady of Pain warlock patron (v3) balanced?

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Gaining Proficiency in Vehicles (water)

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Gaining Proficiency in Vehicles (water)


What do the vehicles in 3:16 actually do?vehicles in combat situationsDo (n)pcs count against the cargo weight of Vehicles?High-tech vehicles: Equipment or Device?Does gaining a proficiency via the Shapechange spell let you add your original proficiency bonus if yours is higher?Where can I find the hit points for vehicles?What is the AC of Land Vehicles?How should I deal with a player who wants to dictate loot distribution?How would it unbalance gameplay to rule that Weapon Master allows for picking a fighting style?After playtesting: Is this homebrew Planescape-inspired Lady of Pain warlock patron (v3) balanced?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








4












$begingroup$


Our party inadvertently captured a ship.



Is there any way to gain a proficiency now that we're 6th level? If I have to wait two more levels to get the Skilled Feat, I'm afraid we'll end up sinking her.



If I spend time on board, under the guidance of a skilled captain, is it really going to take 250 days?










share|improve this question









New contributor



Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$











  • $begingroup$
    Welcome to RPGSE. Since you're asking a system question, please add a system tag to indicate what system and edition you're playing.
    $endgroup$
    – vicky_molokh
    9 hours ago










  • $begingroup$
    Yes. By "her", I meant the ship.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    I would assume the issue is that you do not have enough time to use the variant training rules, so you are looking for another way to gain the proficiency (or pilot the ship) or are you uncertain that the variant training rules require 250 days? If you made that more explicit that the variant training rule is something that you have considered but is not your main question then that would make answering easier.
    $endgroup$
    – Akixkisu
    9 hours ago











  • $begingroup$
    Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    Looks like my assumption was wrong, your question is not a means to the end of operating a ship, but about a specific way to do that via attaining the proficiency by the variant training rule, my bad.
    $endgroup$
    – Akixkisu
    9 hours ago

















4












$begingroup$


Our party inadvertently captured a ship.



Is there any way to gain a proficiency now that we're 6th level? If I have to wait two more levels to get the Skilled Feat, I'm afraid we'll end up sinking her.



If I spend time on board, under the guidance of a skilled captain, is it really going to take 250 days?










share|improve this question









New contributor



Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$











  • $begingroup$
    Welcome to RPGSE. Since you're asking a system question, please add a system tag to indicate what system and edition you're playing.
    $endgroup$
    – vicky_molokh
    9 hours ago










  • $begingroup$
    Yes. By "her", I meant the ship.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    I would assume the issue is that you do not have enough time to use the variant training rules, so you are looking for another way to gain the proficiency (or pilot the ship) or are you uncertain that the variant training rules require 250 days? If you made that more explicit that the variant training rule is something that you have considered but is not your main question then that would make answering easier.
    $endgroup$
    – Akixkisu
    9 hours ago











  • $begingroup$
    Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    Looks like my assumption was wrong, your question is not a means to the end of operating a ship, but about a specific way to do that via attaining the proficiency by the variant training rule, my bad.
    $endgroup$
    – Akixkisu
    9 hours ago













4












4








4





$begingroup$


Our party inadvertently captured a ship.



Is there any way to gain a proficiency now that we're 6th level? If I have to wait two more levels to get the Skilled Feat, I'm afraid we'll end up sinking her.



If I spend time on board, under the guidance of a skilled captain, is it really going to take 250 days?










share|improve this question









New contributor



Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$




Our party inadvertently captured a ship.



Is there any way to gain a proficiency now that we're 6th level? If I have to wait two more levels to get the Skilled Feat, I'm afraid we'll end up sinking her.



If I spend time on board, under the guidance of a skilled captain, is it really going to take 250 days?







dnd-5e proficiency vehicles training






share|improve this question









New contributor



Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










share|improve this question









New contributor



Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








share|improve this question




share|improve this question








edited 9 hours ago









KorvinStarmast

89.1k22 gold badges294 silver badges478 bronze badges




89.1k22 gold badges294 silver badges478 bronze badges






New contributor



Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








asked 10 hours ago









Mick MillerMick Miller

262 bronze badges




262 bronze badges




New contributor



Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




New contributor




Mick Miller is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • $begingroup$
    Welcome to RPGSE. Since you're asking a system question, please add a system tag to indicate what system and edition you're playing.
    $endgroup$
    – vicky_molokh
    9 hours ago










  • $begingroup$
    Yes. By "her", I meant the ship.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    I would assume the issue is that you do not have enough time to use the variant training rules, so you are looking for another way to gain the proficiency (or pilot the ship) or are you uncertain that the variant training rules require 250 days? If you made that more explicit that the variant training rule is something that you have considered but is not your main question then that would make answering easier.
    $endgroup$
    – Akixkisu
    9 hours ago











  • $begingroup$
    Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    Looks like my assumption was wrong, your question is not a means to the end of operating a ship, but about a specific way to do that via attaining the proficiency by the variant training rule, my bad.
    $endgroup$
    – Akixkisu
    9 hours ago
















  • $begingroup$
    Welcome to RPGSE. Since you're asking a system question, please add a system tag to indicate what system and edition you're playing.
    $endgroup$
    – vicky_molokh
    9 hours ago










  • $begingroup$
    Yes. By "her", I meant the ship.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    I would assume the issue is that you do not have enough time to use the variant training rules, so you are looking for another way to gain the proficiency (or pilot the ship) or are you uncertain that the variant training rules require 250 days? If you made that more explicit that the variant training rule is something that you have considered but is not your main question then that would make answering easier.
    $endgroup$
    – Akixkisu
    9 hours ago











  • $begingroup$
    Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    Looks like my assumption was wrong, your question is not a means to the end of operating a ship, but about a specific way to do that via attaining the proficiency by the variant training rule, my bad.
    $endgroup$
    – Akixkisu
    9 hours ago















$begingroup$
Welcome to RPGSE. Since you're asking a system question, please add a system tag to indicate what system and edition you're playing.
$endgroup$
– vicky_molokh
9 hours ago




$begingroup$
Welcome to RPGSE. Since you're asking a system question, please add a system tag to indicate what system and edition you're playing.
$endgroup$
– vicky_molokh
9 hours ago












$begingroup$
Yes. By "her", I meant the ship.
$endgroup$
– Mick Miller
9 hours ago




$begingroup$
Yes. By "her", I meant the ship.
$endgroup$
– Mick Miller
9 hours ago












$begingroup$
I would assume the issue is that you do not have enough time to use the variant training rules, so you are looking for another way to gain the proficiency (or pilot the ship) or are you uncertain that the variant training rules require 250 days? If you made that more explicit that the variant training rule is something that you have considered but is not your main question then that would make answering easier.
$endgroup$
– Akixkisu
9 hours ago





$begingroup$
I would assume the issue is that you do not have enough time to use the variant training rules, so you are looking for another way to gain the proficiency (or pilot the ship) or are you uncertain that the variant training rules require 250 days? If you made that more explicit that the variant training rule is something that you have considered but is not your main question then that would make answering easier.
$endgroup$
– Akixkisu
9 hours ago













$begingroup$
Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.
$endgroup$
– Mick Miller
9 hours ago




$begingroup$
Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.
$endgroup$
– Mick Miller
9 hours ago












$begingroup$
Looks like my assumption was wrong, your question is not a means to the end of operating a ship, but about a specific way to do that via attaining the proficiency by the variant training rule, my bad.
$endgroup$
– Akixkisu
9 hours ago




$begingroup$
Looks like my assumption was wrong, your question is not a means to the end of operating a ship, but about a specific way to do that via attaining the proficiency by the variant training rule, my bad.
$endgroup$
– Akixkisu
9 hours ago










3 Answers
3






active

oldest

votes


















5












$begingroup$

Use downtime training rules from Xanathar's Guide to Everything



The standard Training downtime option given in the PHB does indeed require a significant time investment - so significant that it's not a practical option in many campaigns. Luckily, however, the Downtime Revisited chapter in Xanathar's Guide to Everything offers alternative rules for training that require much less time:




Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek.




Under these rules, assuming your DM doesn't decide that proficiency with water vehicles is more difficult to learn than standard, an exceptionally smart character might be able to pick up the knack of sailing after just five weeks with an appropriate tutor, but even a dunce can learn the basics with ten weeks of tutelage.



It would seem appropriate for that to take the form of "on the job" training in the case of learning to sail, so you could continue your normal activities and treat all the days you'll inevitably be spending travelling around as downtime to learn the skills - though I would also rule that you'd need still need to have a properly trained crew to handle the ship effectively while you're getting your sea legs, and you will need to pay someone specifically to tutor you.






share|improve this answer











$endgroup$












  • $begingroup$
    Groovy. That's the answer. I was hoping that there was something out there that would let me fit the mechanics to the story and not the other way around. Thanks you!
    $endgroup$
    – Mick Miller
    7 hours ago


















6












$begingroup$

If your actual goal is to be a pirate for a while ...



... per your comment under the question ...




Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.




... then all you need to do is to hire an NPC who has proficiency with Vehicles(Water) and have them drive the ship while the rest of you conduct yourselves in as piratical a manner as you like for as long as you like.



The expanded rules for ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship(p. 198, 199). As usual, any attempted task or action can be presented as a non-proficient ability check based on an ability score: work with your DM to arrive at the practical details regarding these contributions. (Examples: repair? Srength check. Splicing a line? Dexterity check, etc).



If you don't intend to be doing piracy for at least 250 game days, then you can do any number of in-character things with the ship.



  1. Promise this NPC (as an incentive) that the ship is his or hers when you stop pirating. That's a huge incentive to retain this NPC's loyalty.

  2. Sell the ship at your last port of call when you tire of pirating. (Prices in PHB, p. 157)

  3. Trade/barter the ship for something valuable when you tire of pirating. (Prices in PHB, p. 157)

    • About pricing: sailing ships go for 10,000 GP, Galleys for 30,000 GP, Longships for 10,000 GP.


  4. Use the ship as a decoy for a monster or an opposing force, and set it ablaze in a last act of piracy/randomness/cleverness when you are done with pirating.

  5. Other things that you dream up, too many to count. You've enough timber to build a few houses ...

Leave your options open - you may fall in love with piracy



If, as the adventure runs its course, you end up being a pirate for longer than 250 days (hard to predict how an adventuring life plays out once you become a pirate) you may grow to love it and do it for longer than you currently imagine. Whether this plays out or not, I still suggest that you work with your GM now, ahead of time, to accrue that proficiency / training until your pirating career does finally end.



  • Experience based point here: many years ago, my players ended up
    beginning their seaborne career after capturing a trading ship during
    a battle. The campaign took a decidedly maritime turn at that point,
    and they sailed all over the game world before finally losing the
    ship during a battle in a harbor. (Fire). The game didn't start out
    at sea, that's how things worked out. Just over a game year spent
    both as "merchants" and as "privateers" for various nobles they met. Granted, our campaign was a bit "sand box" in style, and yours may not be. The point here is: once you start engaging in a maritime campaign, you may find that you really like piracy.

About vehicles(sea)



It taking a long time to become proficient with water vehicles is pretty consistent with how the Sailor Background offers that proficiency - you spent you whole life to date sailing the seas. It also offers a bit of verisimilitude regarding what it takes to sail effectively. It's not like driving a car. (I learned to sail some decades ago, but it was a hobby I could not then afford ... and then the kids came ...)






share|improve this answer











$endgroup$












  • $begingroup$
    I agree, there doesn't seem to be many options for learning skills after 1st level (without taking the Skilled Feat). I must say I am a little apprehensive about hire someone to run the ship who's interested in being a pirate . . . I know the first thing my character would do if given that job would be figure out how to kill the boss and take the ship. Thanks for your answer.
    $endgroup$
    – Mick Miller
    8 hours ago











  • $begingroup$
    @MickMiller That's where working with your DM and making sure that your NPC has a motive to support you comes into play. RPG, role play, great fun! :) I wish you and your party fair winds and following seas.
    $endgroup$
    – KorvinStarmast
    8 hours ago


















3












$begingroup$

Yes. The Training downtime activity would allow a character to gain proficiency with Vehicles (Water) after spending 250 days training at 1gp/day of cost.



However, the expanded rules for Ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship.






share|improve this answer









$endgroup$












  • $begingroup$
    Thanks for the answer. So, there is no way to gain a skill, tool, language, etc. without the 250 days of downtime. That's a shame. We were looking to become pirates. Oh well.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    @MickMiller Becoming pirates is still possible - look at the rules for ships in Ghosts of Saltmarsh, and possibly the Franchise rules in Acquisitions Incorporated for rules on building a crew (which might include NPCs who do have a Water Vehicles proficiency).
    $endgroup$
    – nick012000
    9 hours ago











  • $begingroup$
    I'm not sure under the circumstances that it will be possible. But it might be just as much fun to set fire to the ship and crash it into a port. That's kind of pirate-like...
    $endgroup$
    – Mick Miller
    9 hours ago













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3 Answers
3






active

oldest

votes








3 Answers
3






active

oldest

votes









active

oldest

votes






active

oldest

votes









5












$begingroup$

Use downtime training rules from Xanathar's Guide to Everything



The standard Training downtime option given in the PHB does indeed require a significant time investment - so significant that it's not a practical option in many campaigns. Luckily, however, the Downtime Revisited chapter in Xanathar's Guide to Everything offers alternative rules for training that require much less time:




Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek.




Under these rules, assuming your DM doesn't decide that proficiency with water vehicles is more difficult to learn than standard, an exceptionally smart character might be able to pick up the knack of sailing after just five weeks with an appropriate tutor, but even a dunce can learn the basics with ten weeks of tutelage.



It would seem appropriate for that to take the form of "on the job" training in the case of learning to sail, so you could continue your normal activities and treat all the days you'll inevitably be spending travelling around as downtime to learn the skills - though I would also rule that you'd need still need to have a properly trained crew to handle the ship effectively while you're getting your sea legs, and you will need to pay someone specifically to tutor you.






share|improve this answer











$endgroup$












  • $begingroup$
    Groovy. That's the answer. I was hoping that there was something out there that would let me fit the mechanics to the story and not the other way around. Thanks you!
    $endgroup$
    – Mick Miller
    7 hours ago















5












$begingroup$

Use downtime training rules from Xanathar's Guide to Everything



The standard Training downtime option given in the PHB does indeed require a significant time investment - so significant that it's not a practical option in many campaigns. Luckily, however, the Downtime Revisited chapter in Xanathar's Guide to Everything offers alternative rules for training that require much less time:




Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek.




Under these rules, assuming your DM doesn't decide that proficiency with water vehicles is more difficult to learn than standard, an exceptionally smart character might be able to pick up the knack of sailing after just five weeks with an appropriate tutor, but even a dunce can learn the basics with ten weeks of tutelage.



It would seem appropriate for that to take the form of "on the job" training in the case of learning to sail, so you could continue your normal activities and treat all the days you'll inevitably be spending travelling around as downtime to learn the skills - though I would also rule that you'd need still need to have a properly trained crew to handle the ship effectively while you're getting your sea legs, and you will need to pay someone specifically to tutor you.






share|improve this answer











$endgroup$












  • $begingroup$
    Groovy. That's the answer. I was hoping that there was something out there that would let me fit the mechanics to the story and not the other way around. Thanks you!
    $endgroup$
    – Mick Miller
    7 hours ago













5












5








5





$begingroup$

Use downtime training rules from Xanathar's Guide to Everything



The standard Training downtime option given in the PHB does indeed require a significant time investment - so significant that it's not a practical option in many campaigns. Luckily, however, the Downtime Revisited chapter in Xanathar's Guide to Everything offers alternative rules for training that require much less time:




Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek.




Under these rules, assuming your DM doesn't decide that proficiency with water vehicles is more difficult to learn than standard, an exceptionally smart character might be able to pick up the knack of sailing after just five weeks with an appropriate tutor, but even a dunce can learn the basics with ten weeks of tutelage.



It would seem appropriate for that to take the form of "on the job" training in the case of learning to sail, so you could continue your normal activities and treat all the days you'll inevitably be spending travelling around as downtime to learn the skills - though I would also rule that you'd need still need to have a properly trained crew to handle the ship effectively while you're getting your sea legs, and you will need to pay someone specifically to tutor you.






share|improve this answer











$endgroup$



Use downtime training rules from Xanathar's Guide to Everything



The standard Training downtime option given in the PHB does indeed require a significant time investment - so significant that it's not a practical option in many campaigns. Luckily, however, the Downtime Revisited chapter in Xanathar's Guide to Everything offers alternative rules for training that require much less time:




Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek.




Under these rules, assuming your DM doesn't decide that proficiency with water vehicles is more difficult to learn than standard, an exceptionally smart character might be able to pick up the knack of sailing after just five weeks with an appropriate tutor, but even a dunce can learn the basics with ten weeks of tutelage.



It would seem appropriate for that to take the form of "on the job" training in the case of learning to sail, so you could continue your normal activities and treat all the days you'll inevitably be spending travelling around as downtime to learn the skills - though I would also rule that you'd need still need to have a properly trained crew to handle the ship effectively while you're getting your sea legs, and you will need to pay someone specifically to tutor you.







share|improve this answer














share|improve this answer



share|improve this answer








edited 7 hours ago









KorvinStarmast

89.1k22 gold badges294 silver badges478 bronze badges




89.1k22 gold badges294 silver badges478 bronze badges










answered 8 hours ago









CarcerCarcer

32.3k6 gold badges100 silver badges167 bronze badges




32.3k6 gold badges100 silver badges167 bronze badges











  • $begingroup$
    Groovy. That's the answer. I was hoping that there was something out there that would let me fit the mechanics to the story and not the other way around. Thanks you!
    $endgroup$
    – Mick Miller
    7 hours ago
















  • $begingroup$
    Groovy. That's the answer. I was hoping that there was something out there that would let me fit the mechanics to the story and not the other way around. Thanks you!
    $endgroup$
    – Mick Miller
    7 hours ago















$begingroup$
Groovy. That's the answer. I was hoping that there was something out there that would let me fit the mechanics to the story and not the other way around. Thanks you!
$endgroup$
– Mick Miller
7 hours ago




$begingroup$
Groovy. That's the answer. I was hoping that there was something out there that would let me fit the mechanics to the story and not the other way around. Thanks you!
$endgroup$
– Mick Miller
7 hours ago













6












$begingroup$

If your actual goal is to be a pirate for a while ...



... per your comment under the question ...




Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.




... then all you need to do is to hire an NPC who has proficiency with Vehicles(Water) and have them drive the ship while the rest of you conduct yourselves in as piratical a manner as you like for as long as you like.



The expanded rules for ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship(p. 198, 199). As usual, any attempted task or action can be presented as a non-proficient ability check based on an ability score: work with your DM to arrive at the practical details regarding these contributions. (Examples: repair? Srength check. Splicing a line? Dexterity check, etc).



If you don't intend to be doing piracy for at least 250 game days, then you can do any number of in-character things with the ship.



  1. Promise this NPC (as an incentive) that the ship is his or hers when you stop pirating. That's a huge incentive to retain this NPC's loyalty.

  2. Sell the ship at your last port of call when you tire of pirating. (Prices in PHB, p. 157)

  3. Trade/barter the ship for something valuable when you tire of pirating. (Prices in PHB, p. 157)

    • About pricing: sailing ships go for 10,000 GP, Galleys for 30,000 GP, Longships for 10,000 GP.


  4. Use the ship as a decoy for a monster or an opposing force, and set it ablaze in a last act of piracy/randomness/cleverness when you are done with pirating.

  5. Other things that you dream up, too many to count. You've enough timber to build a few houses ...

Leave your options open - you may fall in love with piracy



If, as the adventure runs its course, you end up being a pirate for longer than 250 days (hard to predict how an adventuring life plays out once you become a pirate) you may grow to love it and do it for longer than you currently imagine. Whether this plays out or not, I still suggest that you work with your GM now, ahead of time, to accrue that proficiency / training until your pirating career does finally end.



  • Experience based point here: many years ago, my players ended up
    beginning their seaborne career after capturing a trading ship during
    a battle. The campaign took a decidedly maritime turn at that point,
    and they sailed all over the game world before finally losing the
    ship during a battle in a harbor. (Fire). The game didn't start out
    at sea, that's how things worked out. Just over a game year spent
    both as "merchants" and as "privateers" for various nobles they met. Granted, our campaign was a bit "sand box" in style, and yours may not be. The point here is: once you start engaging in a maritime campaign, you may find that you really like piracy.

About vehicles(sea)



It taking a long time to become proficient with water vehicles is pretty consistent with how the Sailor Background offers that proficiency - you spent you whole life to date sailing the seas. It also offers a bit of verisimilitude regarding what it takes to sail effectively. It's not like driving a car. (I learned to sail some decades ago, but it was a hobby I could not then afford ... and then the kids came ...)






share|improve this answer











$endgroup$












  • $begingroup$
    I agree, there doesn't seem to be many options for learning skills after 1st level (without taking the Skilled Feat). I must say I am a little apprehensive about hire someone to run the ship who's interested in being a pirate . . . I know the first thing my character would do if given that job would be figure out how to kill the boss and take the ship. Thanks for your answer.
    $endgroup$
    – Mick Miller
    8 hours ago











  • $begingroup$
    @MickMiller That's where working with your DM and making sure that your NPC has a motive to support you comes into play. RPG, role play, great fun! :) I wish you and your party fair winds and following seas.
    $endgroup$
    – KorvinStarmast
    8 hours ago















6












$begingroup$

If your actual goal is to be a pirate for a while ...



... per your comment under the question ...




Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.




... then all you need to do is to hire an NPC who has proficiency with Vehicles(Water) and have them drive the ship while the rest of you conduct yourselves in as piratical a manner as you like for as long as you like.



The expanded rules for ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship(p. 198, 199). As usual, any attempted task or action can be presented as a non-proficient ability check based on an ability score: work with your DM to arrive at the practical details regarding these contributions. (Examples: repair? Srength check. Splicing a line? Dexterity check, etc).



If you don't intend to be doing piracy for at least 250 game days, then you can do any number of in-character things with the ship.



  1. Promise this NPC (as an incentive) that the ship is his or hers when you stop pirating. That's a huge incentive to retain this NPC's loyalty.

  2. Sell the ship at your last port of call when you tire of pirating. (Prices in PHB, p. 157)

  3. Trade/barter the ship for something valuable when you tire of pirating. (Prices in PHB, p. 157)

    • About pricing: sailing ships go for 10,000 GP, Galleys for 30,000 GP, Longships for 10,000 GP.


  4. Use the ship as a decoy for a monster or an opposing force, and set it ablaze in a last act of piracy/randomness/cleverness when you are done with pirating.

  5. Other things that you dream up, too many to count. You've enough timber to build a few houses ...

Leave your options open - you may fall in love with piracy



If, as the adventure runs its course, you end up being a pirate for longer than 250 days (hard to predict how an adventuring life plays out once you become a pirate) you may grow to love it and do it for longer than you currently imagine. Whether this plays out or not, I still suggest that you work with your GM now, ahead of time, to accrue that proficiency / training until your pirating career does finally end.



  • Experience based point here: many years ago, my players ended up
    beginning their seaborne career after capturing a trading ship during
    a battle. The campaign took a decidedly maritime turn at that point,
    and they sailed all over the game world before finally losing the
    ship during a battle in a harbor. (Fire). The game didn't start out
    at sea, that's how things worked out. Just over a game year spent
    both as "merchants" and as "privateers" for various nobles they met. Granted, our campaign was a bit "sand box" in style, and yours may not be. The point here is: once you start engaging in a maritime campaign, you may find that you really like piracy.

About vehicles(sea)



It taking a long time to become proficient with water vehicles is pretty consistent with how the Sailor Background offers that proficiency - you spent you whole life to date sailing the seas. It also offers a bit of verisimilitude regarding what it takes to sail effectively. It's not like driving a car. (I learned to sail some decades ago, but it was a hobby I could not then afford ... and then the kids came ...)






share|improve this answer











$endgroup$












  • $begingroup$
    I agree, there doesn't seem to be many options for learning skills after 1st level (without taking the Skilled Feat). I must say I am a little apprehensive about hire someone to run the ship who's interested in being a pirate . . . I know the first thing my character would do if given that job would be figure out how to kill the boss and take the ship. Thanks for your answer.
    $endgroup$
    – Mick Miller
    8 hours ago











  • $begingroup$
    @MickMiller That's where working with your DM and making sure that your NPC has a motive to support you comes into play. RPG, role play, great fun! :) I wish you and your party fair winds and following seas.
    $endgroup$
    – KorvinStarmast
    8 hours ago













6












6








6





$begingroup$

If your actual goal is to be a pirate for a while ...



... per your comment under the question ...




Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.




... then all you need to do is to hire an NPC who has proficiency with Vehicles(Water) and have them drive the ship while the rest of you conduct yourselves in as piratical a manner as you like for as long as you like.



The expanded rules for ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship(p. 198, 199). As usual, any attempted task or action can be presented as a non-proficient ability check based on an ability score: work with your DM to arrive at the practical details regarding these contributions. (Examples: repair? Srength check. Splicing a line? Dexterity check, etc).



If you don't intend to be doing piracy for at least 250 game days, then you can do any number of in-character things with the ship.



  1. Promise this NPC (as an incentive) that the ship is his or hers when you stop pirating. That's a huge incentive to retain this NPC's loyalty.

  2. Sell the ship at your last port of call when you tire of pirating. (Prices in PHB, p. 157)

  3. Trade/barter the ship for something valuable when you tire of pirating. (Prices in PHB, p. 157)

    • About pricing: sailing ships go for 10,000 GP, Galleys for 30,000 GP, Longships for 10,000 GP.


  4. Use the ship as a decoy for a monster or an opposing force, and set it ablaze in a last act of piracy/randomness/cleverness when you are done with pirating.

  5. Other things that you dream up, too many to count. You've enough timber to build a few houses ...

Leave your options open - you may fall in love with piracy



If, as the adventure runs its course, you end up being a pirate for longer than 250 days (hard to predict how an adventuring life plays out once you become a pirate) you may grow to love it and do it for longer than you currently imagine. Whether this plays out or not, I still suggest that you work with your GM now, ahead of time, to accrue that proficiency / training until your pirating career does finally end.



  • Experience based point here: many years ago, my players ended up
    beginning their seaborne career after capturing a trading ship during
    a battle. The campaign took a decidedly maritime turn at that point,
    and they sailed all over the game world before finally losing the
    ship during a battle in a harbor. (Fire). The game didn't start out
    at sea, that's how things worked out. Just over a game year spent
    both as "merchants" and as "privateers" for various nobles they met. Granted, our campaign was a bit "sand box" in style, and yours may not be. The point here is: once you start engaging in a maritime campaign, you may find that you really like piracy.

About vehicles(sea)



It taking a long time to become proficient with water vehicles is pretty consistent with how the Sailor Background offers that proficiency - you spent you whole life to date sailing the seas. It also offers a bit of verisimilitude regarding what it takes to sail effectively. It's not like driving a car. (I learned to sail some decades ago, but it was a hobby I could not then afford ... and then the kids came ...)






share|improve this answer











$endgroup$



If your actual goal is to be a pirate for a while ...



... per your comment under the question ...




Seriously? . . . I just want to be a pirate. We don't have the time to take 250 days. In the old days (2e) it was accepted by many that if you gained 1000 xp using the skill, you could become proficient. I haven't seen anything like that.




... then all you need to do is to hire an NPC who has proficiency with Vehicles(Water) and have them drive the ship while the rest of you conduct yourselves in as piratical a manner as you like for as long as you like.



The expanded rules for ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship(p. 198, 199). As usual, any attempted task or action can be presented as a non-proficient ability check based on an ability score: work with your DM to arrive at the practical details regarding these contributions. (Examples: repair? Srength check. Splicing a line? Dexterity check, etc).



If you don't intend to be doing piracy for at least 250 game days, then you can do any number of in-character things with the ship.



  1. Promise this NPC (as an incentive) that the ship is his or hers when you stop pirating. That's a huge incentive to retain this NPC's loyalty.

  2. Sell the ship at your last port of call when you tire of pirating. (Prices in PHB, p. 157)

  3. Trade/barter the ship for something valuable when you tire of pirating. (Prices in PHB, p. 157)

    • About pricing: sailing ships go for 10,000 GP, Galleys for 30,000 GP, Longships for 10,000 GP.


  4. Use the ship as a decoy for a monster or an opposing force, and set it ablaze in a last act of piracy/randomness/cleverness when you are done with pirating.

  5. Other things that you dream up, too many to count. You've enough timber to build a few houses ...

Leave your options open - you may fall in love with piracy



If, as the adventure runs its course, you end up being a pirate for longer than 250 days (hard to predict how an adventuring life plays out once you become a pirate) you may grow to love it and do it for longer than you currently imagine. Whether this plays out or not, I still suggest that you work with your GM now, ahead of time, to accrue that proficiency / training until your pirating career does finally end.



  • Experience based point here: many years ago, my players ended up
    beginning their seaborne career after capturing a trading ship during
    a battle. The campaign took a decidedly maritime turn at that point,
    and they sailed all over the game world before finally losing the
    ship during a battle in a harbor. (Fire). The game didn't start out
    at sea, that's how things worked out. Just over a game year spent
    both as "merchants" and as "privateers" for various nobles they met. Granted, our campaign was a bit "sand box" in style, and yours may not be. The point here is: once you start engaging in a maritime campaign, you may find that you really like piracy.

About vehicles(sea)



It taking a long time to become proficient with water vehicles is pretty consistent with how the Sailor Background offers that proficiency - you spent you whole life to date sailing the seas. It also offers a bit of verisimilitude regarding what it takes to sail effectively. It's not like driving a car. (I learned to sail some decades ago, but it was a hobby I could not then afford ... and then the kids came ...)







share|improve this answer














share|improve this answer



share|improve this answer








edited 7 hours ago

























answered 9 hours ago









KorvinStarmastKorvinStarmast

89.1k22 gold badges294 silver badges478 bronze badges




89.1k22 gold badges294 silver badges478 bronze badges











  • $begingroup$
    I agree, there doesn't seem to be many options for learning skills after 1st level (without taking the Skilled Feat). I must say I am a little apprehensive about hire someone to run the ship who's interested in being a pirate . . . I know the first thing my character would do if given that job would be figure out how to kill the boss and take the ship. Thanks for your answer.
    $endgroup$
    – Mick Miller
    8 hours ago











  • $begingroup$
    @MickMiller That's where working with your DM and making sure that your NPC has a motive to support you comes into play. RPG, role play, great fun! :) I wish you and your party fair winds and following seas.
    $endgroup$
    – KorvinStarmast
    8 hours ago
















  • $begingroup$
    I agree, there doesn't seem to be many options for learning skills after 1st level (without taking the Skilled Feat). I must say I am a little apprehensive about hire someone to run the ship who's interested in being a pirate . . . I know the first thing my character would do if given that job would be figure out how to kill the boss and take the ship. Thanks for your answer.
    $endgroup$
    – Mick Miller
    8 hours ago











  • $begingroup$
    @MickMiller That's where working with your DM and making sure that your NPC has a motive to support you comes into play. RPG, role play, great fun! :) I wish you and your party fair winds and following seas.
    $endgroup$
    – KorvinStarmast
    8 hours ago















$begingroup$
I agree, there doesn't seem to be many options for learning skills after 1st level (without taking the Skilled Feat). I must say I am a little apprehensive about hire someone to run the ship who's interested in being a pirate . . . I know the first thing my character would do if given that job would be figure out how to kill the boss and take the ship. Thanks for your answer.
$endgroup$
– Mick Miller
8 hours ago





$begingroup$
I agree, there doesn't seem to be many options for learning skills after 1st level (without taking the Skilled Feat). I must say I am a little apprehensive about hire someone to run the ship who's interested in being a pirate . . . I know the first thing my character would do if given that job would be figure out how to kill the boss and take the ship. Thanks for your answer.
$endgroup$
– Mick Miller
8 hours ago













$begingroup$
@MickMiller That's where working with your DM and making sure that your NPC has a motive to support you comes into play. RPG, role play, great fun! :) I wish you and your party fair winds and following seas.
$endgroup$
– KorvinStarmast
8 hours ago




$begingroup$
@MickMiller That's where working with your DM and making sure that your NPC has a motive to support you comes into play. RPG, role play, great fun! :) I wish you and your party fair winds and following seas.
$endgroup$
– KorvinStarmast
8 hours ago











3












$begingroup$

Yes. The Training downtime activity would allow a character to gain proficiency with Vehicles (Water) after spending 250 days training at 1gp/day of cost.



However, the expanded rules for Ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship.






share|improve this answer









$endgroup$












  • $begingroup$
    Thanks for the answer. So, there is no way to gain a skill, tool, language, etc. without the 250 days of downtime. That's a shame. We were looking to become pirates. Oh well.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    @MickMiller Becoming pirates is still possible - look at the rules for ships in Ghosts of Saltmarsh, and possibly the Franchise rules in Acquisitions Incorporated for rules on building a crew (which might include NPCs who do have a Water Vehicles proficiency).
    $endgroup$
    – nick012000
    9 hours ago











  • $begingroup$
    I'm not sure under the circumstances that it will be possible. But it might be just as much fun to set fire to the ship and crash it into a port. That's kind of pirate-like...
    $endgroup$
    – Mick Miller
    9 hours ago















3












$begingroup$

Yes. The Training downtime activity would allow a character to gain proficiency with Vehicles (Water) after spending 250 days training at 1gp/day of cost.



However, the expanded rules for Ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship.






share|improve this answer









$endgroup$












  • $begingroup$
    Thanks for the answer. So, there is no way to gain a skill, tool, language, etc. without the 250 days of downtime. That's a shame. We were looking to become pirates. Oh well.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    @MickMiller Becoming pirates is still possible - look at the rules for ships in Ghosts of Saltmarsh, and possibly the Franchise rules in Acquisitions Incorporated for rules on building a crew (which might include NPCs who do have a Water Vehicles proficiency).
    $endgroup$
    – nick012000
    9 hours ago











  • $begingroup$
    I'm not sure under the circumstances that it will be possible. But it might be just as much fun to set fire to the ship and crash it into a port. That's kind of pirate-like...
    $endgroup$
    – Mick Miller
    9 hours ago













3












3








3





$begingroup$

Yes. The Training downtime activity would allow a character to gain proficiency with Vehicles (Water) after spending 250 days training at 1gp/day of cost.



However, the expanded rules for Ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship.






share|improve this answer









$endgroup$



Yes. The Training downtime activity would allow a character to gain proficiency with Vehicles (Water) after spending 250 days training at 1gp/day of cost.



However, the expanded rules for Ships in Ghosts of Saltmarsh include a number of actions that characters who lack a proficiency in Water Vehicles can participate in to assist in the running of a ship.







share|improve this answer












share|improve this answer



share|improve this answer










answered 9 hours ago









nick012000nick012000

1,5985 silver badges17 bronze badges




1,5985 silver badges17 bronze badges











  • $begingroup$
    Thanks for the answer. So, there is no way to gain a skill, tool, language, etc. without the 250 days of downtime. That's a shame. We were looking to become pirates. Oh well.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    @MickMiller Becoming pirates is still possible - look at the rules for ships in Ghosts of Saltmarsh, and possibly the Franchise rules in Acquisitions Incorporated for rules on building a crew (which might include NPCs who do have a Water Vehicles proficiency).
    $endgroup$
    – nick012000
    9 hours ago











  • $begingroup$
    I'm not sure under the circumstances that it will be possible. But it might be just as much fun to set fire to the ship and crash it into a port. That's kind of pirate-like...
    $endgroup$
    – Mick Miller
    9 hours ago
















  • $begingroup$
    Thanks for the answer. So, there is no way to gain a skill, tool, language, etc. without the 250 days of downtime. That's a shame. We were looking to become pirates. Oh well.
    $endgroup$
    – Mick Miller
    9 hours ago










  • $begingroup$
    @MickMiller Becoming pirates is still possible - look at the rules for ships in Ghosts of Saltmarsh, and possibly the Franchise rules in Acquisitions Incorporated for rules on building a crew (which might include NPCs who do have a Water Vehicles proficiency).
    $endgroup$
    – nick012000
    9 hours ago











  • $begingroup$
    I'm not sure under the circumstances that it will be possible. But it might be just as much fun to set fire to the ship and crash it into a port. That's kind of pirate-like...
    $endgroup$
    – Mick Miller
    9 hours ago















$begingroup$
Thanks for the answer. So, there is no way to gain a skill, tool, language, etc. without the 250 days of downtime. That's a shame. We were looking to become pirates. Oh well.
$endgroup$
– Mick Miller
9 hours ago




$begingroup$
Thanks for the answer. So, there is no way to gain a skill, tool, language, etc. without the 250 days of downtime. That's a shame. We were looking to become pirates. Oh well.
$endgroup$
– Mick Miller
9 hours ago












$begingroup$
@MickMiller Becoming pirates is still possible - look at the rules for ships in Ghosts of Saltmarsh, and possibly the Franchise rules in Acquisitions Incorporated for rules on building a crew (which might include NPCs who do have a Water Vehicles proficiency).
$endgroup$
– nick012000
9 hours ago





$begingroup$
@MickMiller Becoming pirates is still possible - look at the rules for ships in Ghosts of Saltmarsh, and possibly the Franchise rules in Acquisitions Incorporated for rules on building a crew (which might include NPCs who do have a Water Vehicles proficiency).
$endgroup$
– nick012000
9 hours ago













$begingroup$
I'm not sure under the circumstances that it will be possible. But it might be just as much fun to set fire to the ship and crash it into a port. That's kind of pirate-like...
$endgroup$
– Mick Miller
9 hours ago




$begingroup$
I'm not sure under the circumstances that it will be possible. But it might be just as much fun to set fire to the ship and crash it into a port. That's kind of pirate-like...
$endgroup$
– Mick Miller
9 hours ago










Mick Miller is a new contributor. Be nice, and check out our Code of Conduct.









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