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Vehicles

Vehicle Statistics

Below are explanations of some of the traits noted in vehicle statistics. If information for a given category is not listed in a given stat block, it is not applicable.

Note: See Vehicles for information relating to maneuvering vehicles, combat involving vehicles, and more.

Name: The name of the vehicle.

Size and Type: Divided into land, sea, and air.

Squares: The typical size of the vehicle is measured in a number of squares, followed by the standard configuration of those squares.

Cost: The vehicle’s cost in gp. Sometimes the description or the weapons section provides possible modifications for the vehicles. These are not included in the cost of the vehicle, nor are additions like rams or siege engines.

AC and Hardness: This is the AC and harness of the vehicle. The AC assumes the vehicle is in motion and the driver has not modified the AC with his driving skill. If the vehicle is not in motion, it has an effective Dexterity of 0 (–5 penalty to AC), and an additional –2 penalty to its AC.

hp: While a vehicle can be attacked in combat, it is often hard to significantly damage large vehicles. When a vehicle reaches the hit point total in the parentheses, it is broken. A vehicle’s hit points do not factor in its method of propulsion or the driving device. They have their own statistics.

Base Save: Each vehicle has a base save modifier. All of the vehicle’s saving throws (Fortitude, Reflex, and Will) have the same value. This is the vehicle’s save before the driver modifies it with his driving check.

Maximum Speed: This is the fastest that a vehicle can move. When a vehicle has more than one method of propulsion, it may also have more than one maximum speed.

CMB and CMD: The CMB an CMD before the driver modifies it with his driving check modifier.

Acceleration: This is how fast a vehicle can increase its speed each round. It also determines the maximum amount a vehicle can safely decelerate each round.

Propulsion: The type and amount of propulsion required.

Driving Check: The skills typically used to make a vehicle driving check with this vehicle.

Forward Facing: The direction of the vehicle’s forward facing.

Driving Device: The typical driving device the driver manipulates when driving the vehicle.

Driving Space: The size and the location of the vehicle’s driving space.

Crew: This is the number of crew members, in addition to the driver, needed to move the vehicle.

Decks: The number of decks and any important information about those decks is given in this section.

Weapons: Some vehicles can be equipped with siege weapons. This is the number of siege or vehicle weapons that a vehicle can have.

Table: Vehicle Costs and Maximum Speeds

Land Vehicles
Vehicle Cost Maximum Speed Size Passengers
Carriage 100 gp Twice the speed of the pulling creature(s) 10 ft. by 15 ft.; 6 feet high driver +5
Cart 15 gp Twice the speed of the pulling creature(s) –10 ft. 5 ft. by 10 ft.; 4 feet high n/a
Chariot, Light 50 gp Twice the speed of the pulling creature(s) 5 ft. by 10 ft.; 5 feet high driver
Chariot, Medium 100 gp Twice the speed of the pulling creature(s) 10 ft. by 10 ft.; 5 feet high
Chariot, Heavy 200 gp Twice the speed of the pulling creature(s) 10 ft. by 15 ft.; 5 feet high
Dog Sled 20 gp


Sleigh 100 gp Twice the speed of the pulling creature(s), or 100 ft. (current) 10 ft. by 10 ft.; 3 feet high or 13 feet high with sail
Steam Giant 80,000 gp 60 ft. 20 ft. by 20 ft.; 26 feet high 4 crew +6
Wagon, Light 50 gp Twice the speed of the pulling creature(s) 10 ft. by 10 ft.; 5 feet high
Wagon, Medium 75 gp Twice the speed of the pulling creature(s) 10 ft. by 15 ft.; 5 feet high
Wagon, Heavy 100 gp Twice the speed of the pulling creature(s) 10 ft. by 20 ft.; 5 feet high
Water Vehicles
Vehicle Cost Maximum Speed Length Passengers
Barge1    1/2 mile/hour or 5 miles/day (poled or towed) 80–150 ft. 50–150
Galley 10,000 gp 180 ft. (current) or 60 ft. (rowed)
or
4 miles/hour or 96 miles/day
20 ft. by 130 ft.
Galley, Dromon

100–150 ft. 200–400
Galley, Slave

100–150 ft. 200–400
Keelboat1 13,000 gp 60 ft. (current) or 30 ft. (rowed)
or
1 mile/hour or 10 miles/day (both rowed)
20 ft. by 50 ft. 4–104
Longship 10,000 gp 120 ft. (current and muscle) or 30 ft. (rowed)
or
3 miles/hour or 72 miles/day
15 ft. by 75 ft. 50–150
Rowboat1 50 gp 30 ft.
or
1 1/2 miles/hour or 15 miles/day
5 ft. by 15 ft. 1-3
Rowboat, Jollyboat

20 ft. 2-10
Sailing Ship 10,000 gp 180 ft. (current) or 60 ft. (rowed)
or
2 miles/hour or 48 miles/day
20 ft. by 75 ft.
Sailing Ship, Brigantine

30–50 ft. 20–140
Sailing Ship, Caravel

30–50 ft. 20–140
Sailing Ship, Carrack

50–100 ft. 20–140
Sailing Ship, Cutter

30–50 ft. 4-104
Sailing Ship, Sloop

30–50 ft. 4-104
Warship 25,000 gp 150 ft. (current) or 60 ft. (rowed)
or
2 1/2 miles/hour or 60 miles/day
20 ft. by 100 ft.
Warship, Frigate

75–120 ft. 60–220
Warship, Galleon

75–120 ft. 60–220
Warship, Man-of-War

90–130 ft. 60–220
Warship, Xebec

70–110 ft. 60–220
Air Vehicles
Vehicle Cost Maximum Speed Length Passengers
Airship 50,000 gp 100 ft. 20 ft. by 60 ft. 100
Alchemical Dragon 100,000 gp 100 ft. 20 ft. by 75 ft. 10 crew +70
Glider 500 gp 80 ft. 10 ft. by 10 ft.

1 Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Land Vehicles

Land vehicles carry occupants and cargo over hard earth or similar terrain. They are typically propelled by muscle, but can be moved by a variety of propulsion methods. The following are the most common types of land vehicles.

Carriage

This four-wheeled vehicle can transport as many as four people within an enclosed cab, in addition to one driver and one other person seated next to the driver (often armed).

The carriage’s roof can carry 200 pounds of cargo.

Large land vehicle
Squares 6 (10 ft. by 15 ft.; 6 feet high); Cost 100 gp

DEFENSE

AC 9; Hardness 5
hp 90 (44)
Base Save +1

OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration the speed of the pulling creature(s) CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion muscle (pulled; 6 Medium creatures or 2 Large creatures)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward squares if the carriage’s upper deck.
Decks 2; a lower cab with enough room for four passengers, and an upper deck with room for a driver and another passenger.

Cart

This two-wheeled vehicle is often used to transport small loads of cargo from one settlement to another.

It can carry loads of up to 300 pounds.

Large land vehicle
Squares 2 (5 ft. by 10 ft.; 4 feet high); Cost 15 gp

DEFENSE

AC 9; Hardness 5
hp 30 (14)
Base Save +0

OFFENSE

Maximum Speed twice the speed of the pulling creature(s) –10 ft.; Acceleration the speed of the pulling creature(s) –5 ft.
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion muscle (pulled; 2 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the cart
Decks 1

Chariot, Light

These two-wheeled vehicles are often used for racing or as the platform for a single archer racing though the battlefield at high speeds.

Large land vehicle
Squares 2 (5 ft. by 10 ft.; 5 feet high); Cost 50 gp

DEFENSE

AC 9; Hardness 5
hp 30 (14)
Base Save +0

OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration the speed of the pulling creature(s) CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion Muscle (pulled; 2 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the chariot
Decks 1

Chariot, Medium

This two-wheeled vehicle is often used on the battlefield to break apart infantry formations or as a fast-moving fighting platform.

Large land vehicle
Squares 4 (10 ft. by 10 ft.; 5 feet high); Cost 100 gp

DEFENSE

AC 9; Hardness 5
hp 60 (29)
Base Save +1

OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s) CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the two most forward squares of the chariot
Decks 1

Chariot, Heavy

This two-wheeled vehicle is sometimes used as a fighting platform or for transporting a light ballista onto the battlefield.

Large land vehicle
Squares 6 (10 ft. by 15 ft.; 5 feet high); Cost 200 gp

DEFENSE

AC 8; Hardness 5
hp 80 (44)
Base Save +1

OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +2; CMD 12
Ramming Damage 1d8

DESCRIPTION

Propulsion muscle (pulled; 6 Medium creatures or 2 Large creatures)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the two most forward squares of the chariot
Decks 1
Weapons Light ballista

Dog Sled

Source Adventurer's Armory

This sled is several feet long and is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the carrying capacity of all the dogs that pull it.

The prices listed are to purchase the vehicle. These prices generally exclude crew or animals.

Sleigh

This open carriage uses a pair of runners instead of wheels. It is used to travel across snow and ice.

When moving across surfaces other than snow and ice it only moves at half speed. Sleighs are usually pulled by horses or other suitable creatures, but some are propelled by Huge (8-square) sail mechanisms. If the sleigh uses wind propulsion, it has no space for passengers or cargo.

Large land vehicle
Squares 4 (10 ft. by 10 ft.; 3 feet high or 13 feet high with sail); Cost 100 gp

DEFENSE

AC 9; Hardness 5
hp 60 (29)
Base Save +1

OFFENSE

Maximum Speed twice the speed of the pulling creature(s) (muscle), or 100 ft. (current); Acceleration half the speed of the pulling creature(s) (muscle), or 30 ft. (current)
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature; on ice, the creatures must be clawed rather than hoofed) or current (air; 8-square sail; hp 40)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle), or Acrobatics (in the case of air current; +10 to the DC)
Forward Facing toward the creatures pulling the vehicle or the front of the sleigh in the case of air current propulsion
Driving Device reins (muscle propulsion) or rigging (air current propulsion)
Driving Space the two most forward squares of the sleigh
Decks 1

Steam Giant

This thankfully rare and expensive walking monstrosity is one of the more bizarre land vehicles in existence. A giant cauldron of iron atop stubby but effective legs, it hobbles its way across the battlefield at a grinding pace.

It costs 100 gp in alchemical reagents to fuel 1 hour of activity. Creatures inside the steam giant gain either total cover (in the lower decks) or improved cover (in the upper viewing and control deck). Only the upper deck has view ports, allowing those inside the steam giant to look out.

Gargantuan land vehicle
Squares 16 (20 ft. by 20 ft.; 26 feet high); Cost 80,000 gp

DEFENSE

AC 6; Hardness 10
hp 320 (159)
Base Save +3

OFFENSE

Maximum Speed 60 ft.; Acceleration 30 ft.
CMB +4; CMD 14
Ramming Damage 4d8

DESCRIPTION

Propulsion alchemical (10 squares of alchemical engines; hardness 8, hp 200)
Driving Check Knowledge (arcana) or Craft (alchemy) +10 to the DC
Forward Facing one side of the square vehicle space
Driving Device two levers used to move the legs
Driving Space a single 5-ft.-by-5-ft. square that contains the two levers that serve as the steam giant’s driving device; these levers are located on the third (top) deck of the vehicle
Crew 4
Passengers 6
Decks 3; The two lower decks give access to the alchemical engine that powers the steam giant. These lower decks have no windows or other way to see outside of the vehicle. The upper deck is an observation deck that contains the alchemical giant’s driving device and driving square.
Weapons 2 Large direct-fire ranged siege engines on the arms

Wagon, Light

This four-wheeled vehicle is ideal for transporting decent quantities of goods between communities.

A light wagon can carry up to 1,000 pounds of cargo.

Large land vehicle
Squares 4 (10 ft. by 10 ft.; 5 feet high); Cost 50 gp

DEFENSE

AC 9; Hardness 5
hp 60 (29)
Base Save +1

OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the two most forward squares of the wagon
Decks 1

Wagon, Medium

This four-wheeled vehicle is used to transport large amounts of goods between communities, and is sometimes used by caravans.

A medium wagon can carry up to 2,000 pounds of cargo.

Large land vehicle
Squares 6 (10 ft. by 15 ft.; 5 feet high); Cost 75 gp

DEFENSE

AC 9; Hardness 5
hp 90 (44)
Base Save +1

OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the wagon
Deck 1

Wagon, Heavy

This large, four-wheeled vehicle is primarily used in caravans to transport goods over long stretches of territory.

A heavy wagon can carry up to 4,000 pounds of cargo.

Huge land vehicle
Squares 8 (10 ft. by 20 ft.; 5 feet high); Cost 100 gp

DEFENSE

AC 9; Hardness 5
hp 120 (59)
Base Save +2

OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +2; CMD 12
Ramming Damage 2d8

DESCRIPTION

Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the wagon
Decks 1

Water Vehicles

Water vehicles move across bodies of water, whether as small as a river or as large as an ocean. They are typically propelled by muscle or sail, but can be moved by a variety of propulsion methods. The following are the most common types of water vehicles.

Barge

A barge is a flat-bottomed, usually rectangular boat designed for hauling cargo along inland waterways. Barges are usually simple affairs, some are no more than glorified rafts, although they can be up to 200 feet long. The larger ones usually sport an enclosed space, like a little building on one end of the ship with cots, a table, and chairs inside. Smaller barges in relatively shallow water are usually poled along by rowers.

Galley

One of the largest sailing ships on the sea, this massive vessel cannot make ocean voyages, and typically sticks to the coast.

A galley can carry 150 tons of cargo or 250 soldiers.

Colossal water vehicle
Squares 104 (20 ft. by 130 ft.); Cost 10,000 gp

DEFENSE

AC 2; Hardness 5
hp 1,560 (779)
Base Save +0

OFFENSE

Maximum Speed 180 ft. (current) or 60 ft. (muscle); Acceleration 30 ft. (current) or 15 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8d8

DESCRIPTION

Propulsion current (air; three masts, 60 squares of sails, hp 300), current (water), or muscle (pushed; 140 Medium rowers)
Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel, typically located in the aft of the ship
Crew 20 or 160 (if the boat is rowed)
Decks 3
Weapons Up to 40 Large direct-fire siege engines in banks of 20 positioned on the port and starboard sides of the galley, or up to 12 Huge direct-fire siege engines in banks of six on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship that they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship. These siege engines cannot be used while the galley is being rowed. For 8,000 gp more, the galley can be fitted with a battering ram and castles with firing platforms fore, aft, and amidships. Each of these firing platforms can hold a single Large direct-fire siege engine that can fire either out the sides of the ship or in the direction of its location. An amidships platform can fire out either the port or starboard sides of the galley.

Variations

  • Dromon: A two-masted galley powered by rowing or sailing.
  • Slave Galley: An enormous ship powered mainly by rowing.

Keelboat

This long, flat-bottomed ship has a few oars to supplement its single mast with a square sail. It can make both sea and river voyages. Some have a cabin built in the middle.

A keelboat can carry 50 tons of cargo or 100 soldiers.

Colossal water vehicle
Squares 40 (20 ft. by 50 ft.); Cost 13,000 gp

DEFENSE

AC 2; Hardness 5
hp 600 (299)
Base Save +4

OFFENSE

Maximum Speed 60 ft. (current) or 30 ft. (muscle); Acceleration 15 ft. (muscle) or 30 ft. (current)
CMB +8; CMD 18
Ramming Damage 8d8

DESCRIPTION

Propulsion current (air; 20 squares of sails, hp 100), current (water), or muscle (pushed; 8 Medium rowers)
Driving Check Diplomacy or Intimidate while rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used
Forward Facing ship’s forward
Driving Device rudder
Driving Space the two middle rear squares of the keelboat Crew 8 Decks 1

Longship

This long and relatively thin boat has a single mast with a square sail. It can traverse lakes, oceans, and deep rivers.

A longship can carry 50 tons of cargo or 100 soldiers.

Colossal water vehicle
Squares 45 (15 ft. by 75 ft.); Cost 10,000 gp

DEFENSE

AC 2; Hardness 5
hp 675 (337)
Base Save +5

OFFENSE

Maximum Speed 120 ft. (current and muscle) or 30 ft. (muscle only); Acceleration 30 ft. (current and muscle) or 15 ft. (muscle only)
CMB +8; CMD 18
Ramming Damage 8d8

DESCRIPTION

Propulsion current (air; 10 squares of sails, hp 50), current (water), or muscle (pushed; 40 Medium rowers)
Driving Check Diplomacy or Intimidate while rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used
Forward Facing the ship’s forward
Driving Device rudder
Driving Space the two middle rear squares of the longship
Crew 40
Decks 1 (with small cargo area under the deck)

Rowboat

This small water vehicle is primarily used to disembark from larger ships or to traverse small areas of water—perhaps ferrying a few passengers across a stream or small lake.

A rowboat can carry 1,000 pounds of cargo or 2 passengers.

Large water vehicle
Squares 3 (5 ft. by 15 ft.); Cost 50 gp

DEFENSE

AC 9; Hardness 5
hp 60 (29)
Base Save +0

OFFENSE

Maximum Speed 30 ft.; Acceleration 10 ft.
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion current (water) or muscle (pushed; 1 or 2 Medium rowers; one is the driver)
Driving Check Survival
Forward Facing boat’s forward
Driving Device oars
Driving Space the center square of the rowboat
Decks 1

Variations

  • Jolly-boat: A larger rowboat often used to ferry passengers to and from a larger ship.

Sailing Ship

This massive sailing ship is used for ocean travel.

A typical sailing ship can carry 150 tons of cargo on top of a full crew and passenger complement.

Colossal water vehicle
Squares 60 (20 ft. by 75 ft.); Cost 10,000 gp

DEFENSE

AC 2; Hardness 5
hp 900 (449)
Base Save +0

OFFENSE

Maximum Speed 180 ft. (current) or 60 ft. (muscle); Acceleration 30 ft. (current) or 15 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8d8

DESCRIPTION

Propulsion current (air; two masts, 30 squares of sails, hp 150) or current (water)
Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel, typically located in the aft of the ship
Crew 20
Decks 2
Weapons Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to 6 Huge direct-fire siege engines in banks of 3 on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

Variations

  • Brigantine (Brig): A light, two-masted sailing ship. The forward sail is square-rigged.
  • Caravel: A light sailing ship with two or three masts and multiple decks, usable on the open ocean.
  • Carrack: A heavier sailing ship with three or four masts and multiple decks.
  • Cutter: A single-masted sailboat, very light and fast.
  • Sloop: Similar to a cutter, but with a more forward mast suitable for many different types of weather.

Warship

This ship is treated with reinforced wood, and is used for short-distance forays and troop deployment.

A warship can carry 50 tons of cargo or 160 soldiers.

Colossal water vehicle
Squares 80 (20 ft. by 100 ft.); Cost 25,000 gp

DEFENSE

AC 2; Hardness 10
hp 1,200 (599)
Base Save +0

OFFENSE

Maximum Speed 150 ft. (current) or 60 ft. (muscle); Acceleration 30 ft. (current) or 15 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8d8

DESCRIPTION

Propulsion current (air and water; one mast, 160 squares of sails, hp 800) or muscle (pushed; 80 Medium rowers)
Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel, typically located in the aft of the ship
Crew 60
Decks 2
Weapons Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship. These weapons cannot be used while the warship is being rowed.

Variations

  • Frigate: A heavy warship with a broad deck suitable for holding siege weapons. Frigates are the fastest and most maneuverable type of warship.
  • Galleon: A warship with three or four masts and a distinctive square galley at the stern.
  • Man-of-War: One of the heaviest warships, propelled primarily by sails.
  • Xebec: A three-masted warship with a distinctive overhanging bow.

Air Vehicles

Air vehicles fly through the air. They are usually propelled by air currents, alchemical engines, magic, or in the case of larger air vehicles, a mix of air currents and alchemical engines or magic. Airships, because of their nature, travel though all three dimensions instead of two. When they ascend, they must do so at half their current speed. When air vehicles descend, they can (but do not have to) move at double their current speed. After the ascent or descent, treat the vehicle’s current speed as it was before making the ascent or descent.

Airship

This exotic and expensive vehicle is held aloft by a massive balloon connected by chain to a ship that hangs below. This ship is similar to a sailing ship, complete with an open top, and is propelled by an easily controlled magical engine. Passengers and cargo are carried in the ship.

Source Wikipedia

An airship can carry 30 tons of cargo or 100 passengers.

Colossal air vehicle
Squares 48 (20 ft. by 60 ft.); Cost 50,000 gp

DEFENSE

AC 2; Hardness 5
hp 720 (359)
Base Save +0

OFFENSE

Maximum Speed 100 ft.; Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8

DESCRIPTION

Propulsion current (air; 90 squares of dirigible, hp 450) and magic
Driving Check none (magic)
Forward Facing the ship’s forward
Driving Device magic item
Driving Space the nine squares around the controlling magic item that sits at the front of the ship
Crew 0
Decks 2
Weapons Up to 6 Large direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the airship, or up to 4 Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

Alchemical Dragon

This ship is made of wood and is usually crafted in the shape of a dragon. It is held aloft purely by its alchemical engine, a complicated and dangerous device that has a tendency to explode when the vehicle becomes wrecked.

If an alchemical dragon crashes and the alchemical dragon has a driver, that driver can make a DC 30 driving check as an immediate action. If the check fails, the alchemical engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the alchemical engine. A DC 20 Reflex save halves the damage.

An alchemical dragon can carry up to 20 tons of cargo or 70 passengers.

Colossal air vehicle
Squares 60 (20 ft. by 75 ft.); Cost 100,000 gp

DEFENSE

AC 2; Hardness 5
hp 900 (449)
Base Save +0

OFFENSE

Maximum Speed 100 ft.; Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8

DESCRIPTION

Propulsion alchemical (6 squares of alchemical engines in the middle of the ship; hardness 8, hp 120)
Driving Check Craft (alchemy) or Knowledge (arcana) +10 to the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Crew 10
Decks 1
Weapons Up to 6 Large direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the alchemical dragon, or up to 4 Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

Glider

A glider is basically a large piece of sail stretched out with a frame and connected to a handhold and straps. The only way to get a glider flying is to jump off a steep incline, allowing the glider to pick up the air current.

Large air vehicle
Squares 4 (10 ft. by 10 ft.); Cost 500 gp

DEFENSE

AC 9; Hardness 0 (takes double damage from acid and fire attacks)
hp 20 (9)
Base Save +0

OFFENSE

Maximum Speed 80 ft.; Acceleration 10 ft. (30 ft. when it first pushes off)
CMB +1; CMD 11
Ramming Damage 1d8

DESCRIPTION

Propulsion current (air; four squares of sail, which serve as the majority of the vehicle, hp 20)
Driving Check Fly or Acrobatics +10 to the DC
Forward Facing the point of the glider’s wings
Driving Device rigging
Driving Space any single square directly below the sail part of the glider
Decks 1