Tristan's Ship (The Shadow Stalker)
Driver/Captain: Tristan Ellis
Blaze (1st Mate and Quartermaster)
Kazuo Ariel (Boatswain aka Deckmaster)
Drow 1 and 2-Cannon crew 1
Drow 3 and 4-Cannon crew 2
Drow 5 and 6-Cannon crew 3
Drow 7 and 8-Cannon crew 4
Drow 9 and 10-Cannon crew 5
Drow 11 and 12-Cannon crew 6
Drow 12-Shoots arrows and acts as a backup cannoner
Derin (Master Gunner)
Drankairus (Cabin Boy)
Francis (Surgeon and Cook)
Each round, with the proper driving action and a successful check, the driver can increase the vehicle’s movement by its rate of acceleration, as long that value is no greater than the vehicle’s maximum speed. Vehicles must decelerate to slow down and are hard to stop at an exact point.
The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop.
Initiative: Acts on driver’s turn
Control: If a vehicle has a driver, before the driver does anything else on her turn, she must determine what drive action she is taking, and take that action. If the driver takes no action, takes some other action instead of driving the vehicle, or delays or readies an action—or if there is no driver—the vehicle takes the “uncontrolled” action. A driver can only take one action each turn to control a vehicle. Once the driver has selected the action, or takes some other action forcing the vehicle to become uncontrolled, the vehicle moves.
Drive Check: The vehicle’s propulsion determines what skill is used for the driving check. A driver can always make a Wisdom check in place of a driving check. The base DCs for all driving checks are DC 5 and DC 20. Use the lower DC when the driver is not in combat and the higher DC when the driver is in combat.
Keep It Going (move action): With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.
Reverse (standard action): A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.
Vehicles typically grant their occupants partial cover (+2 to AC and +1 on Reflex saving throws) against those outside the vehicle, and may grant partial cover against opponents within the vehicles as well. Vehicles with more protection or internal chambers can offer greater cover and can even block line of sight.
Turn (standard action): The driver takes this action to turn a vehicle’s forward facing 90 degrees. The vehicle moves its current speed. If a vehicle’s current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle’s movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle’s former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.
Uncontrolled (no action): When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver.
Colossal water vehicle
Squares 60 (20 ft. by 75 ft.); Cost 10,000 gp
AC 2; Hardness 5
hp 900 (broken when 449 hp is left)
Base Save +0
Maximum Speed 180 ft. (current) or 60 ft. (muscle);
Acceleration 30 ft. (current) or 15 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8d8
This massive sailing ship is used for ocean travel. It can carry 150 tons of cargo on top of a full crew and passenger complement. A sailing ship can carry 150 tons of cargo or 200 passengers.
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 [15 total]
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
Weapons: 3 large cannons on each side.
Cannon (6,000 gp) [6d6 damage] Crit:x4 Range: 100 ft.(20 squares)
Damage Type: [B and P] Move Speed: 10ft. (2 squares
[Crew: 2] [Aim Time: 1 Round] [Load Time: 3 rounds]
Cannons are crafted of metal—some are cast in one piece, others welded with iron bands—and mounted either in the ground or on wooden frames. Cannons use black powder to propel their projectiles with great force. A cannon has a misfire range of 1 (20 feet). Cannons have a hardness of 10 and 70 hit points. Cannon balls cost 30 gp each and weigh 25 pounds.
(considered an exotic weapon when firing and impedes a -4 penalty)
Mishaps and Misfires: Rolling a natural 1 on an attack roll or a targeting check made by an indirect-fire ranged siege engine produces a mishap. Usually a mishap applies the broken condition. A non-firearm siege engine with the broken condition takes a –2 penalty on attack rolls, targeting checks, and damage rolls. It also moves at half its normal speed. Misfire increases by 4.
Ranks are explained here