House Rules: Vehicles

Vehicle Building


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Building Process

  1. Determine vehicle dimensions—Determine the height, length, and width of your vehicle in number of sections. Choose the material each section is made of. Each level of sections represents a separate floor/deck of your vehicle. Your vehicle does not need to fill out its entire dimensions with sections; the total volume indicates the maximum number of sections in the vehicle. A 2 x 3 x 2 vehicles can have one level of 6 sections, and a second level of just 4 sections, and a maximum of 12 sections in total. One restriction is that land-based vehicles require every section above the lowest level must have another section beneath them; air- and water-based vehicles do not have this restriction unless they need to travel by land.
  2. Determine forward direction—Determine which side of the the vehicle is the forward facing direction.
  3. Determine vehicle hull and hardness—Choose which sides of the vehicle is covered by a hull. For each side, count how many sections form the edge, then determine the side's thickness (in inches). Choose the material the hull is composed of; each side can be composed of different materials. Calculate each side's hardness based on its hull's thickness. The default material is wood. Hulls are sealed and airtight by design. A vehicled with hulls on all six sides is considered enclosed.
  4. Calculate vehicle weight—Add up the weight of each section based on its material. Then add up the weight of all hull sides based on their material and thickness. This is the base weight of the vehicle. To determine the vehicles maximum weight at full capacity, add up the maximum carrying capacity of each section determined by its material. The default carrying capacity is 2,000 pounds for a section made of wood.
  5. Choose propulsion types—Choose one or more types of propulsion for the vehicle. Update which sections of the vehicle or add the vehicle modifications that are required for each type of propulsion.
  6. Determine remaining section types—Choose a section type for each remaining section of the vehicle.
  7. Add vehicle modifications—Add any other desired modifications that are valid for the vehicle.
  8. Calculate vehicle hp—Add up the hp of each section based on its material. Then add the hp for all hull sides based their material, thickness, and number of facing sections. Modify the total with an vehicle modifications.
  9. Calculate cost—Add up the cost of all sections based on their material. Then add the cost of the hull, followed by the cost of all section types and vehicle modifications. The Downtime capital costs of sections and hulls is 1/10 of half of the gp cost in Goods, and 1/10 of half of the gp cost in Labor (rounded up). The vehicle's cost in BP is the final cost divided by 4,000 (rounded up).

Table: Vehicle Material Statistics

Material Hardness Section hp Section Weight Section Cost Carrying Capacity Hull hpi Hull Weighti Hull Cost/lb.
Adamantine 20 lbs. 3,000,000 gp 32,000 lbs. 160 lbs. 3,000 gp
Aetherium 15 lbs. 1,000,000 gp 18,000 lbs. 120 lbs. 1,000 gp
Boneii 5 lbs. gp 2,000 lbs. lbs. 0.5 gp
Bronzeii 9 lbs. gp 6,480 lbs. lbs. 1 gp
Cold Iron 10 lbs. 500,000 gp 8,000 lbs. 120 lbs. 500 gp
Chitin 4 lbs. gp 1,280 lbs. lbs. gp
Crystalline 20 lbs. gp lbs. lbs. gp
Coral 7 lbs. gp 3,920 lbs. lbs. gp
Ironwood 10 lbs. 100,000 gp 250 lbs. 80 lbs. 100 gp
Ironleaf 10 120 lbs. 375 gp
Dragonhide 10 40 lbs. gp
Ice 2 lbs. gp 320 lbs. 12 lbs. gp
Iron/steel 10 lbs. 1,000 gp 8,000 lbs. 120 lbs. 1 gp
Leather/hide 2 20 lbs. 1/2 gp
Wood 5 200 lbs. 20 gp 500 lbs. 40 40 lbs. 1/10 gp
iSection per inch of thickness.
iiHas the fragile quality.

Sections

Vehicle volume is organized into sections that roughly occupy a volume of 10 ft. x 10 ft. X 10 ft. cubes. There are a variety of types of sections that each have their own unique properties and purposes.

Sections are built for Small and Medium creatures. To be functional for larger creatures or house them, multiple sections of the same type can be assembled together into a larger section. Creatures smaller than Small require less space, and the section dimensions can be halved each size smaller. See Table: Minimum Number of Sections By Creature Size to see how many sections are needed to fully accommodate creatures of different sizes. An empty section can squeeze a maximum capacity of 16 Medium creatures before its occupants begin suffocating. Divide that number by 4 for each larger size increment for the number of larger creatures that can fit in a single section.

Table: Minimum Number of Sections By Creature Size

Size Number of Sections
Fine 1/512 (1.25 ft.3)
Diminutive 1/64 (2.5 ft.3)
Tiny 1/8 (5 ft.3)
Small, Medium 1 (10 ft.3)
Large 8 (20 ft.3)
Huge 64 (40 ft.3)
Gargantuan 512 (80 ft.3)
Colossal 4,096 (160 ft.3)
(+1) x8 (x2 ft.3)

There are two categories of sections: core and accessory. Core sections form the main body of the vehicle, and determine the vehicle's overall dimensions, hp, DV, and hardness. Accessory sections provide additional attributes to the vehicle, but their actual physical dimensions do not occupy the majority of the section's dimensions, such as a sail mast. Unless otherwise stated, accessory sections must be adjacent to a core section, and must be installed on the outside of the vehicle.

Sections can be closed or open. A closed section has a floor, surrounded by walls, and topped with a roof. The roof of a section can serve as a deck for the area above it. An open section has a floor, no roof, can either be surrounded by walls, have no walls, or half-high railings, and they cannot have another section above it. The cost and hp for open sections are halved.

Doors, windows, and ports can be built into the walls of a section. Ladders or stairs can be built within the section to lead up from the floor to the ceiling, with either end open to the above or below adjacent sections. Multiple sections of the same type that are adjacent with each other on the sides can be combined together to form a larger area without walls between them.

Hull

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A hull is a layer of material designed to contain and protect the vehicle. A vehicle has six sides where hulls can be added (front/bow, back/stern, left/port, right/starboard, top/dorsal, bottom/ventral). Each side can be composed of different materials, but each side is considered one object, thus has to be made entirely out of one material. The size of the hull for each side is determined by the number of sections that form the vehicle's edge for that side.

Each section on the side edge of a vehicle has its own hull section. When a section on one side of a vehicle is successfully hit, the hull section takes the hit first, first reducing the damage from its hardness, then absorbing the remaining damage with its hp, with excess damage applying to the vehicle section afterwards. When a hull's hp reaches 0, the hull section is destroyed (there is no broken state for hull sections), and the section is exposed to direct attacks.

Section Types

Armory

An Armory section can store up to 1,000 pounds of weapons and armors. It contains an array of helpful tools to allow up to 4 Medium creatures at a time to don armor in the time it normally takes to don hastily.
Cost: (150 gp).
Earnings: + gp.
Staff: None.

Bardic Studio

A Bardic Studio section is designed for optimal acoustics and the flow of mana for bardic magic. Bardic performances, masterpieces, and bardic circle magic cast in this section only affects the creatures currently within it and the section itself; the vehicle the section is part of requires the Mana Plexus modification for the section's abilities and magic to affect the entire vehicle. One section can accomodate a bardic band of four.
Cost: (750 gp).
Earnings: + gp.
Staff: .

Bilge

Bilge sections must be on the same level as and adjacent to the keel section. Bilge sections collect runoff water that the vehicle collects over time, making it safer for the crew to operate the vehicle and for people to move around in heavy weather. Bilges need to be pumped out to prevent them from becoming too full and threatening to sink the vehicle. Bilges extend the duration of how long a vehicle can operate without stopping for maintainence.
Cost: (150 gp).
Earnings: + gp.
Staff: 1 Laborer.

Brig

A Brig section is a locked room built to imprison its occupants. It can hold up to 8 prisoners. The doors are locked, and there are manacles attached to the floor or walls. By default, there are no furnishings for comfort within the brig.
Cost: (170 gp).
Earnings: + gp.
Staff: 1 Guard.

Bunks

A Bunks section provides bedding and storage for up to 4 Medium creatures.
Cost: (70 gp).
Earnings: + gp.
Staff: None.

Castle

A Castle is a fortified section of a vehicle meant to serve as a platform for defenders to fire range weapons through slits within its walls, providing them with improved cover. If no other section is built on top of the Castle, the topside is lined with crenellated parapets, providing creatures with normal cover. These parapets also feature machicolations, allowing topside creatures adjacent to the edge of the section to target creatures below that are adjacent to the Castle's walls; machicolations provide improved cover from attacks from below. Creatures within the Castle have improved cover from attacks, while creatures on top have normal cover.
Cost: 50% the base section cost.
Earnings: + gp.
Staff: 1 to 4 Guards.

Chapel

A Chapel section is an area of spiritual worship. It contains religious iconography and a small shrine, or an alter for large combination of chapel sections. One section contains seating for 4 Medium creatures and 1 Medium preacher.
Cost: 6 Goods, 3 Influence, 6 Labor, 1 Magic (430 gp).
Earnings: +1 gp, +4 Magic.
Staff: 1 Priest.

Common Room

This versatile open area has enough space for many people to use at once. A Common Room section is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables. One section can accomodate up to 8 Medium creatures. Upgrade to Sitting Room.
Cost: (60 gp).
Earnings: + gp.
Staff: 1 Laborer.

Figurehead

A Figurehead is decorative element to the vehicle that gives it a distinctive look. A figurehead can be the target of enchantments that can affect the entire vehicle.
Cost: 4 Goods, 2 Influence, 4 Labor (140 gp).
Earnings: + gp.
Staff: None.

Infirmary

The Infirmary is a section to treat illnesses and injuries. One section contains an area to store healing supplies, and furnishings to bed up to 4 patients. Heal checks in this section count as having a healer's kit.
Cost: 6 Goods, 1 Influence, 6 Labor, 1 Magic (370 gp).
Earnings: + gp.
Staff: 1 Adept or Sage.

Kitchen

A Kitchen is an area with the furniture and tools to prepare meals.
Cost: 4 Goods, 4 Labor (160 gp).
Earnings: + gp.
Staff: .

Labor Bench

A Labor Bench section allows up to 4 Medium creatures to provide muscled pushing propulsion for the vehicle. This section must have at least one side not adjacent to any other section.
Cost: (50 gp).
Earnings: + gp.
Staff: 1 to 4 Laborers.

Lavatory

A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a vehicle doesn’t have a Lavatory, people in it must go elsewhere for this sort of activity. The sanitation improvement from having a Lavatory means crew and passengers gain a +2 bonus on Fortitude saves to resist contracting a disease while on board the vehicle.
Cost: 3 Goods, 3 Labor (120 gp).
Earnings: + gp.
Staff: 1 Laborer.

Locus Arcanum

A Locus Arcanum section features elaborate arcane architecture, designs, and and engravings that optimize the flow of mana and for the casting of arcane circle magic. Circle magic cast in this section only affects the creatures currently within it and the section itself; the vehicle the section is part of requires the Mana Plexus modification for the section's circle magic to affect the entire vehicle. One section can accomodate an arcane circle of four-and-one.
Cost: (1,500 gp).
Earnings: + gp.
Staff: 1 Laborer.

Locus Divinum

A Locus Divinum section features elaborate relgious architecture, designs, and and engravings that optimize the connection of the faith of divine casters and the outer powers, and for the casting of divine circle magic. Circle magic cast in this section only affects the creatures currently within it and the section itself; the vehicle the section is part of requires the Mana Plexus modification for the section's circle magic to affect the entire vehicle. One section can accomodate a divine circle of four-and-one.
Cost: (1,500 gp).
Earnings: + gp.
Staff: 1 Laborer.

Lodging

A Lodging provides a private resting space for up to 2 creatures. It typically contains two comfortable beds with ample storage, a small table and a pair of chairs, and chamber pot. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock.
Cost: (150 gp).
Earnings: + gp.
Staff: .

Ram

Attaching a ram to your vehicle allows it to deal significant damage when charging. The ram section can only be used when it is attached on the outside of the vehicle. It is usually attached on the forward-facing side of the vehicle, but can be placed on the other sides, even the top or bottom, if your vehicle is capable to moving in those directions.
Cost: + gp.
Earnings: + gp.
Staff: None.

Rudder

The rudder is the primary control to steer the vehicle in water or in air.
Cost: + gp.
Earnings: + gp.
Staff: 1 Retainer.

Seats

A seats section has enough seats for up to 6 Medium creatures.
Cost: + gp.
Earnings: + gp.
Staff: None.

Sitting Room

Cost: + gp.
Earnings: + gp.
Staff: 1 Retainer.

Storage

A storage section has straps and barriers designed for carrying cargo, livestock, or even passengers in emergencies.
Cost: +5 gp.
Weight: 0 lbs.

Weapon Deck

A weapon deck is a section where a siege weapon can installed. In contains enough area for the siege weapon, ammunition, repair tools and supplies, and crew to operate the weapon. The siege weapon's size must be equal or smaller to than the dimensions of the weapon deck. A closed weapon deck requires weapon ports in the walls, and only direct-fire siege weapons can be installed within them. Open weapon decks do not have such restrictions.
Cost: + gp.
Earnings: + gp.
Staff: 1 to 3 Guards.

Workshop

Cost: + gp.
Earnings: + gp.
Staff: 1 to 2 Craftspersons.

Vehicle Modifications

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Balloon

Using lighter-than-air gasses or hot air, either naturally or through alchemically means, these balloons provide lift. A vehicle requires two filled balloon sections for every vehicle section to maintain its current altitude. Every additional filled balloon section for each vehicle section raises the vehicle's altitude by 10 feet per round, up to a maximum 120 feet per round. When there are less filled balloon sections than twice the number of vehicle sections, the vehicle begins to descend, starting at a rate of 20 feet per round, 40 feet per round at one balloon section for one vehicle section, 160 feet per round at one balloon section for two vehicle sections, and 1,280 feet per round with no balloons.
Cost: + gp

Keel

A keel is required for surface water vehicles, and must be installed on the vehicle's bottom-most level and run along its complete length.
Cost: + gp.

Mana Plexus

The Mana Plexus modification is a network of aetherium cables that are integrated in all sections and attachments of the vehicle. This allows circle magic and bardic performances cast from the appropriate sections to affect the entire vehicle and its occupants.
Cost: + gp per section.

Oars

Cost: + gp.

Propellers

Cost: + gp.

Sail

Sail sections provide wind propulsion. In addition to the sail, the section contains the mast and rigging required for it to work, and an optional crow's nest. Sail sections can be built adjacent to other sail sections, and multiple sail sections can be combined into larger sails, but at least one sail section must be adjacent to a core section. Although sails are usually built going up starting from a core section at the bottom, some vehicles permit the construction of sails going out from the sides, or even from the bottom of the vehicle, such as some versions of flying vehicles.
Cost: + gp

Wheels

Wheels are attached to the bottom side of the section it is added to. The section is considered to be half of its actual weight when pushing or pulling it.
Cost: 1/2 of the section.
Weight: 1/10 of the section.

Wings

Cost: + gp

Propulsion


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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 speed value.

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.

Alchemical

Rarely, an alchemical engine may propel a vehicle. Powered by steam or more volatile gases and reagents, a vehicle with an alchemical engine requires either a Knowledge (arcana) or Craft (alchemy) check to be driven. The base DC to drive an alchemical vehicle is 10 higher than normal. Alchemical engines can be extremely powerful, with the ability to propel vehicles hundreds of times their size. They can also be very fickle when driven by creatures uninitiated in the secrets of alchemy. When a driver makes a driving check to control an alchemically propelled vehicle with a Wisdom check or a skill she is not trained in and rolls a natural 1, the vehicle’s alchemical engine gains the broken condition. When it gains the broken condition, the vehicle’s maximum speed and acceleration are both halved, and if the vehicle is currently moving at a rate faster than its new maximum speed, it immediately slows to that speed.

Current

From canoes and large ships to winged gliders, vehicles propelled by currents typically manipulate an already existing power source within or outside of nature—an air current, a water current, or more exotic currents, like conduits of magical energy. Usually, manipulating a current-propelled vehicle requires a skill like Fly, Knowledge (nature), Profession (sailor), Survival, or even Acrobatics or Knowledge (arcana), depending on the nature or makeup of the vehicle and the current the vehicle is manipulating.

  • Water Current: Vehicles that only rely on currents of water for their propulsion are somewhat limited. These vehicles can only move in the direction and at the speed of a current unless they also employ some other means of propulsion or manipulation, and thus often have an additional form of propulsion, such as muscle in the case of a canoe, and wind in the case of a galley. A current-driven ship such as a river barge with a crew of two or more creatures requires either a Profession (sailor) or Knowledge (nature) check for the driving check, as ships require precision, discipline, and knowledge of the natural world. Smaller water-current vehicles, like canoes, use the Survival skill as the drive skill, as reading the terrain is a very important aspect of maintaining control over those types of vehicles.
    • If it moves with the current, a water-current vehicle’s maximum speed depends on the speed of the current (often as high as 120 feet). The acceleration of a water-current vehicle is 30 feet.
  • Air Current: Air-current vehicles are rather diverse. They can be sailing ships, airships, land ships, or even gliders. A vehicle propelled by air with a crew of two or more creatures requires a Profession (sailor) or Knowledge (nature) check as its driving check. Because of their complexity, air-current vehicles always have their driving check DCs increased by 10. Smaller air-current vehicles, such as gliders and wind sleds, use Acrobatics or Fly instead. Much of their control depends on knowledge of flight or proper movements of the body to control the vehicle. Smaller vehicles (size Large or smaller) can move at a speed of 60 feet, can move at twice that amount when they are moving with the air current, and have an acceleration of 30 feet. Larger vehicles can move at a speed of 90 feet, or twice that amount when they are moving with the air current, and have an acceleration of 30 feet.
  • Weird Current: Navigating currents of magical energy, burning magma, or the murky rivers of the Shadow Plane could use a number of skills, but likely use skills similar to those needed to operate water-current and air-current vehicles. Weird-current vehicles always have their driving check DCs increased by 10, and sometimes by 15 in more exotic locales and conditions.
    • Weird-current vehicles typically move at the speed of water or air currents, depending on their nature, but have been known to move twice or even triple those speeds.

Magic

Magic provides some of the most powerful and easy-to-use methods of propelling a vehicle, such as an elemental-powered juggernaut or an airship with an arcane device at its heart. Often simply identifying the properties of the magic item providing propulsion gives a creature the ability to use it, but sometimes more complicated magical devices require Spellcraft or Use Magic Device to drive properly.

Muscle

Moving a vehicle powered by muscle is all about getting a creature or creatures to push, pull, or otherwise propel the vehicle. The number of creatures needed to propel the vehicle depends on their carrying capacity (Strength score, number of pairs of legs, creature size). If the combined light carrying capacity of all creatures times five equals or exceeds the weight of the vehicle, the vehicle is able to move at its full speed. If the vehicle's weight exceeds that total, then it moves at half speed. If the vehicle's weight exceeds five times the total maximum load of all creatures, the vehicle cannot move.

Based on the type and intelligence of the creatures moving the vehicle, checks for driving muscle-propelled vehicles can use a diverse number of skills, including, but not limited to, Diplomacy, Handle Animal, Intimidate, and Profession (driver).

  • Pulled: This type of propulsion involves one or more creature pulling a vehicle. Unless the creature pulling the vehicle is intelligent (Intelligence score of 3 or higher), either Handle Animal or Profession (driver) is used for the driving check (driver’s choice). Intelligent creatures must be convinced with a Diplomacy check (decrease the driving check by 5 if the creature or creatures have the helpful attitude), or forced with an Intimidate check. Forcing an intelligent creature to pull a vehicle increases the DC by 20.
  • Pushed: Pushed vehicles are the exact opposite of pulled vehicles—vehicles that are pushed by muscle, usually using some form of device manipulated by crew members. Aquatic vehicles are the most likely to be pushed. Lines of rowers use their oars to push the vehicle forward, or a pair of cloud giants may churn a propeller at the aft end of a dirigible. Driving checks for pushed vehicles tend to be Diplomacy, Intimidate, or Handle Animal, depending on the intelligence and attitude of the creatures supplying the muscle for the propulsion. For intelligent creatures, use Diplomacy if the creatures providing the propulsion have an attitude of indifferent, friendly, or helpful (see Diplomacy). Decrease the Diplomacy driving check by 5 if the creatures providing the propulsion are friendly. Intimidate is used for intelligent creatures with an attitude of unfriendly or hostile. Handle Animal is used if the creatures providing the propulsion are not intelligent.

Self-Propulsion

A vehicle can be designed to propel itself, but requires an engine as its source of power. The speed the vehicle moves depends on the engine.

  • Alchemical: An alchemical engine is powered by the carefully maintained reaction of alchemical reagents. The engine's default size is Large with a maximum capacity of 24 hours worth of fuel. Each hour of fuel weighs 1 lb and costs 100 gp. The engine's base speed is 60 ft., with an accelaration of 30 ft. One default engine has the equivalent of 1,000 creatures with a Strength score of 21.
  • Electric: An electric engine
  • Steam: A steam engine requires a supply of water and a source of heat to transform it into steam to run the engine. The engine's default size is Large with a maximum water capacity of 24 hours worth of steam. Each pound of charcoal or coal, 5 lbs. of wood generates one hour of steam. The engine's base speed is 60 ft., with an accelaration of 20 ft. One default engine has the equivalent of 500 creatures with a Strength score of 21.

Air


Air vehicles are sustained in the air in one of two forms: zeppelin or magical. The zeppelin form involves a massive balloon filled with heated air or lighter than air gases. Larger zeppelins have their balloon divided into multiple gas bags so that one puncture does not deflate it in entirety. The magical form involves enchanting the the main part of the ship's hull, usually the keel, so that it can fly on command.

Profession (aeronaut) is the skill used to know how to operate and navigate an air vehicle.

  • Alchemical Dragon ( gp; BP)—A wooden body and metallic frame borne aloft by arcane alchemical engines.
  • Barge ( gp; BP)—A large, simply built craft designed to ferry heavy loads of cargo.
  • Drogue Wing ( gp; BP)—A personal glider.
  • Floating Citadel ( gp; BP)—An aerial watchtower set upon floating stone.
  • Flying Carpet ( gp; BP)—A rug enchanted with flight.
  • Galley ( gp; BP)—One of the largest ships on water that depends mainly on propellers for propulsion.
  • Gyrocopter ( gp; BP)—A craft borne aloft via a rapidly turning rotor.
  • Junk ( gp; BP)—A flat-bottom ship with two or three masts with junk-rigged sails.
  • Keelboat ( gp; BP)—A flat-bottom ship with a few propellers to supplement its single mast with a square sail.
  • Longship ( gp; BP)—A long and relatively narrow boat with a single mast with a square sail and a number of propellors.
  • Sailing Ship ( gp; BP)—A massive ship with one to four masts with either square or lateen sails.
  • Ship's Boat ( gp; BP)—A small ship carried upon larger boats, equipped with four to ten propellers, and a single mast with a square or lateen sail.
  • Skiff ( gp; BP)—A small boat with two to four propellers.

Land


  • Carriage (100 gp; 1 BP)—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).
  • Cart ( gp; BP)—This two-wheeled vehicle is often used to transport small loads of cargo from one settlement to another.
  • Chariot ( gp; BP)—This two-wheeled vehicle is sometimes used as a fighting platform or for transporting a light ballista onto the battlefield.
  • Dog Sled ( gp; BP)—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.
  • Sleigh ( gp; BP)—A sleigh is an open carriage that uses a pair of runners instead of wheels used to travel across snow and ice.
  • Steam Giant ( gp; BP)—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.
  • Tank ( gp; BP)
  • Wagon ( gp; BP)—This four-wheeled vehicle is ideal for transporting decent quantities of goods between communities.

Water


  • Barge ( gp; BP)—A flat-bottomed ship, built mainly for river and coastal transport of heavy goods or as weapon platforms.
  • Galley (20,000 gp; 15 BP)—One of the largest ships on water that depends mainly on oars for propulsion.
  • Junk (15,000 gp; 12 BP)—A flat-bottom ship with two or three masts with junk-rigged sails.
  • Keelboat (13,000 gp; 10 BP)—A flat-bottom ship with a few oars to supplement its single mast with a square sail.
  • Longship (10,000 gp; 8 BP)—A long and relatively narrow boat with a single mast with a square sail and a number of oars.
  • Nautilus ( gp; BP)—A sleek ironclad capable of traveling below the waves, powered by an alchemical engine and a magically replenishing air supply and airlocks.
  • Raft ( gp; BP)—The most basic and primitive type of ship.
  • Sailing Ship (20,000 gp; 15 BP)—A massive ship with one to four masts with either square or lateen sails.
  • Ship's Boat ( gp; BP)—A small ship carried upon larger boats, equipped with four to ten oars, and a single mast with a square or lateen sail.
  • Skiff ( gp; BP)—A small boat with two or four oars.
  • Submersible ( gp; BP)—A small personal underwater craft able to move by magic and keep its crew submerged for short periods of time.

Ship Modifications


Air and water ships can be modified to better fulfill its duties. Each of the following ship improvements must be planned, built, or installed (as appropriate) by someone with the Craft (ships) skill or other skill or feat, as described in the Requirements line. In order to alter a ship with one of the following modifications, the shipwright must make a skill check, with the final DC dependent upon the overall complexity of the desired modification. A failed check means that this particular ship-builder is unable to install that feature, though 1/2 of the cost of the feature is nonetheless expended on wasted parts. Another shipwright must be consulted to complete the work, but the DC for his check is increased by 2 if any previous modifications were made by another shipwright (different builders have different techniques).

Ship Improvements

  • Additional Crew Quarters: This translates into more space for a ship’s sailors to sleep and eat. The ship may support 10% more passengers, but its cargo capacity is decreased by 10%.
    • Requirements: Craft (ships) DC 22
    • Cost: 20% of base ship cost
  • Armor Plating: By attaching metal plates to the ship, the hull’s hit points are increased by +15% and its hardness is increased by +4. This modification reduces a ship’s cargo capacity by 15%. The armor plating slows the ship, imposing a –1 penalty on all sailing checks. The ship’s tactical speed in ship-to-ship combat is not affected, but its speed is reduced by 20%.
    • Requirements: Craft (ships) DC 28
    • Cost: 30% of base ship cost
  • Broad Rudder: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
    • Requirements: Craft (ships) DC 16
    • Cost: 500 gp
  • Concealed Weapon Port: The ship’s belowdecks area undergoes major reconstruction in order to house Large direct-fire siege engines, such as light ballistae or cannons, if they are in use in the campaign. A concealed weapon port can only be recognized on a successful DC 15 Perception check. Each concealed port reduces a ship’s cargo capacity by 5 tons, in addition to the space required by the weapon itself.
    • Requirements: Craft (ships) DC 16
    • Cost: 100 gp per port (in addition to the cost of the weapons)
  • Extended Keel: The ship’s keel is longer than usual for a vessel of its type. The ship’s measurements from bow to stern are 10% longer than normal, though cargo capacity is not appreciably affected. The ship is more stable, and grants a +1 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
    • Requirements: Craft (ships) DC 19
    • Cost: 10% of base ship cost
  • Figurehead: Some ships sport fanciful carvings on their bowsprits. This modification is strictly cosmetic, with no real impact on game play. Players are encouraged to design their own custom figureheads, such as dolphins, mermaids, and other such creatures of myth.
    • Requirements: Craft (carpentry) or Craft (sculptures) DC 10
    • Cost: 100–1,000 gp, depending on the port and the craftsman
  • Glass Bottom: The bottom of the ship is inset with wide windows, permitting those inside to gaze into the ocean. This has no effect on ship performance, other than making the ship’s bottom only as strong as thick glass (hardness 1, hp 3, Break DC 8).
    • Requirements: Craft (glass) DC 19
    • Cost: 5% of base ship cost
  • Increased Cargo Capacity: An efficient remodeling of the ship’s layout means more room for the ship’s stores. The ship’s cargo capacity is increased by 10%.
    • Requirements: Craft (ships) DC 22
    • Cost: 15% of base ship cost
  • Magically Treated Control Device: The ship’s steering wheel or tiller is magically treated, doubling its hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
    • Requirements: Craft Wondrous Item, Craft (ships) DC 15
    • Cost: 1,000 gp
  • Magically Treated Hull: The ship’s hull is magically treated, doubling the ship’s hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
    • Requirements: Craft Wondrous Item, Craft (ships) DC 15
    • Cost: 4,500 gp per square of ship
  • Magically Treated Oars: The ship’s oars are magically treated, doubling their hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
    • Requirements: Craft Wondrous Item, Craft (carpentry) or Craft (ships) DC 15
    • Cost: 100 gp per oar
  • Magically Treated Sails: The ship’s sails are magically treated, doubling their hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
    • Requirements: Craft Wondrous Item, Craft (sails) DC 15
    • Cost: 500 gp per 5-foot-square of sails
  • Movable Deck: The features of the ship’s decks are designed to be moved in order to disguise the ship as an altogether different vessel. After pulling up dozens of kingpins, the crew can slide the sterncastle forward on hidden rails, rearrange the position of the masts, extend the gunwales, lower the poop deck, transfer the ship’s wheel, and make other cosmetic changes such as a new figurehead and different-colored sails. The secret pins, levers, and tracks can only be found with a DC 20 Perception check during a close examination of the ship.
    • Requirements: Craft (ships) DC 28
    • Cost: 40% of base ship cost
  • Narrow Hull: The ship has been intentionally designed with a more slender hull, enabling it to slip through smaller spaces. The ship’s beam (width) is decreased by 20%, and cargo capacity is reduced by 10%. However, the ship gains a +2 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
    • Requirements: Craft (ships) DC 22
    • Cost: 15% of base ship cost
  • Ram: The ship bears a standard ram, usually sheathed in bronze or iron, mounted on its bow. A ship equipped with a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first square it enters of a solid object, and all damage from ramming creatures or other objects (such as other ships).
    • Requirements: Craft (ships) DC 10
    • Cost: 50 gp (Large ship), 100 gp (Huge ship), 300 gp (Gargantuan ship), or 1,000 gp (Colossal ship)
  • Rapid-Deploy Sails: The ship’s rigging undergoes a wholesale change as improvements in engineering enable the sails to be raised and lowered much faster than normal. Any sail adjustments can be made in half the normal time, granting a +1 bonus on all sailing checks.
    • Requirements: Craft (sails) or Knowledge (engineering) DC 25
    • Cost: 10% of base ship cost
  • Silk Sails: Few ship improvements are as beautiful as the addition of silk sails. These sails can be designed in whatever color the player desires; they are often embroidered with striking images of the sea. Such sails are usually imported from faraway lands. Silk sails give the ship superior rates of movement, as they capture and displace the wind more efficiently. A ship with silk sails gains a +1 bonus on opposed sailing checks to gain the upper hand. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is increased by 10%.
    • Requirements: Craft (sails) DC 16
    • Cost: 15% of base ship cost
  • Smuggling Compartments: The ship’s bulkheads are modified so that gaps between them can serve as hidden cargo storage areas. This does not change a ship’s cargo capacity. A smuggling compartment can hold anything that fits within a 5-foot cubic space. If you are using the plunder rules, in general, two smuggling compartments are required to hold 1 point of plunder. A DC 20 Perception check is required to locate smuggling compartments in a search of the ship.
    • Requirements: Craft (ships) DC 19
    • Cost: 500 gp per 5-foot-square compartment
  • Sturdy Hull: The ship’s body has had additional supports and layers of wood added to it, making it thicker and more resilient. The hull’s hardness is increased by 2, but the ship’s cargo capacity is reduced by 10%.
    • Requirements: Craft (ships) DC 16
    • Cost: 10% of base ship cost
  • Wooden Plating: For protection during naval combat, this ship has received additional wooden planks nailed to its hull. The hull’s hit points are increased by 5% and its hardness is increased by 2. However, this reduces cargo capacity by 10% as extra room must be made inside for beams to support the reinforcements. The ship’s tactical speed in ship-to-ship combat is not affected, but its speed is reduced by 10%.
    • Requirements: Craft (ships) DC 25
    • Cost: 20% of base ship cost
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