Vehicles and their statistics. All 47 entries with full rules text.
Adaptable Paddleboat · Airship · Ambling Surveyor · Apparatus of the Octopus · Armored Carriage · Automated Cycle · Battery Tower · Carriage · Cart · Cliff Crawler · Clockwork Borer · Clockwork Bumblebee · Clockwork Castle · Clockwork Hopper · Clockwork Wagon · Clunkerjunker · Cutter · Firefly · Firework Pogo · Galley · Glider · Heavy Chariot · Helepolis · Light Chariot · Mameivrorn's Golden Bridge · Mobile Inn · Moreifianaix Glider · Rowboat · Sailing Ship · Sand Barge · Sand Diver · Sand Racer · Shark Diver · Siege Tower · Sky Chariot, Heavy · Sky Chariot, Light · Sky Chariot, Medium · Sleigh · Snail Coach · Speedster · Steam Cart · Steam Giant · Steam Trolley · Titanic Stomper · Treidrutous · Velocipede · Wagon
Vehicle 2
Price 110 gp
This amphibious clockwork boat moves through the water using clockwork waterwheels to keep a slow, consistent pace. When necessary, the boat uses ingenious clockwork to reposition the waterwheels and transform them into wheels suitable for land.
Space 10 feet long, 5 feet wide, 4 feet high
Crew 1 pilot; Passengers 1
Piloting Check Sailing Lore (DC 16), Driving Lore (DC 16) or Crafting (DC 18)
AC 13; Fort +8
Hardness 5, HP 30 (BT 15); Immunities object immunities
Speed swim 15 feet (clockwork)
Collision 2d6 (DC 16)
Deploy Wheels The pilot engages a lever that activates the clockwork components to transform the adaptable paddleboat's waterwheels into wheels for rolling along the ground. This grants the adaptable paddleboat Speed 20 feet and reduces its swim Speed to 5 feet. This transformation lasts until the pilot disengages the wheels by using this activity again.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 16, standby
Guns & Gears, page 93.
Vehicle 12
Price 6,000 gp
Space 90 feet long, 30 feet wide, 60 feet high
Crew 1 pilot, 5 other crew; Passengers 15
Piloting Check Arcana (DC 32), Crafting (DC 32), Nature (DC 32) or Pilot Lore (DC 30)
AC 28; Fort +22
Hardness 20, HP 210 (BT 105); Immunities critical hits, object immunities, precision damage; Weaknesses 15 fire until broken
Speed fly 50 feet (alchemical, magical)
Collision 9d10 (DC 30)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Gamemastery Guide, page 177.
Vehicle 15
Price 13,000 gp
This huge, magical clockwork rover moves on a continuous band of heavy treads, which make it easier to for the device to navigate across various adverse conditions. It contains magical clockwork birds which can transmit visual information back to the surveyor.
Space 15 feet long, 15 feet wide, 20 feet high
Crew 1 pilot, 2 crew; Passengers 7
Piloting Check Driving Lore (DC 32) or Crafting (DC 34)
AC 33; Fort +25
Hardness 20, HP 190 (BT 95); Immunities object immunities
Speed 15 feet (clockwork, magical)
Collision 8d12 (DC 30)
Continuous Track This vehicle travels on a continuous band of heavy treads driven by a series of gears and wheels, enabling it to travel over rugged land with ease. Earth, rock, rubble, slopes, and underbrush are not difficult terrain to an ambling surveyor. The ambling surveyor ignores difficult terrain from earth, rock, rubble, slopes, and underbrush, and greater difficult terrain caused by those features is normal difficult terrain to the ambling surveyor.
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Survey Requirements The ambling surveyor is not in motion; Effect The pilot and crew release a collection of six clockwork birds, which spend two hours flying over the surrounding area within a 1-mile radius around the ambling surveyor. Everything the birds see is magically transmitted back to the ambling surveyor's crew as illusory images, which the crew must catalogue in real-time if they want to use the information to fully survey the area and create a map. After two hours, the birds return. The birds use the base statistics of clockwork spies (Bestiary 3 page 48) if they are attacked, or if their Perception is important to determine what they can see, although they only perform the Survey action and they don't have any of the other abilities of a clockwork spy. Replacement birds cost 250 gp each.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 32, standby
Guns & Gears, page 98.
Vehicle 11
Price 4,000 gp
This apparatus, which is shaped like an octopus (or more rarely, a squid or other aquatic creature), uses almost entirely magical propulsion. Clockwork parts make up the controls and mechanisms to improve some of the functionality, but magic moves the vehicles' cogs and gears. While it needs only a pilot, it can optionally hold a second crew member, which can be useful if the second crew member controls the apparatus's hands or eyes.
Space 10 feet long, 10 feet wide, 5 feet high
Crew 1 pilot; Passengers 1 (the passenger can optionally act as crew but more crew isn't necessary)
Piloting Check Driving Lore (DC 28) or Crafting (DC 30)
AC 25; Fort +20
Hardness 15, HP 150 (BT 75); Immunities object immunities
Speed 5 feet , swim 40 feet (clockwork, magical)
Collision 7d10 (DC 28)
Manipulate Hands Interact A crew member operates a lever set up like a joystick, allowing that crew member to extend and manipulate the apparatus's hands. While the hands can't attack and can't perform fine actions such as Disabling a Device, Stealing something, or opening the stopper on a potion bottle, but they can grasp and hold up to 50 Bulk.
Open Eyes Interact A crew member pulls a lever to open the apparatus's eyes, which shine bright light within 20 feet and dim light for the next 20 feet. A crew member can take this action again to close the eyes.
Open Portholes Interact A crew member pulls a lever to open two portholes, allowing the crew to see outside the apparatus and other creatures to see into it. A crew member can take this action again to close the portholes.
Submersible The apparatus of the octopus can protect its crew and passengers from water pressure to a maximum depth of 5,000 feet and contains enough air for 12 hours for a pilot alone or 6 hours for a pilot and passenger or crew member.
Guns & Gears, page 97.
Vehicle 5
Price 400 gp
Slow but steady, an armored carriage combines clockwork with a protective hull for a safe and comfortable ride.
Space 10 feet long, 10 feet wide, 10 feet high
Crew 1 pilot; Passengers 3
Piloting Check Driving Lore (DC 20) or Crafting (DC 21)
AC 19; Fort +12
Hardness 5, HP 70 (BT 35); Immunities object immunities
Speed 25 feet (clockwork)
Collision 3d10 (DC 20)
Weapon Mount This vehicle has one rear weapon mount that can be equipped with a ranged weapon. At purchase, this weapon mount is empty. Installing or uninstalling a weapon into this mount requires 10 minutes, a successful DC 20 Crafting check, as well as an appropriate weapon to install.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 20, standby
Guns & Gears, page 94.
Vehicle 1
Price 50 gp
This clockwork cycle provides most of its mobility via cogs and gears, which allow the cycle to move at a reasonable pace without the need for significant pedaling effort on the part of the pilot. The pilot uses a system of pedals and steering to control the speed and direction of the vehicle. The vehicle comes equipped with two sidecars, one on each side of the pilot.
Space 5 feet long, 10 feet wide, 3 feet high
Crew 1 pilot; Passengers 2
Piloting Check Driving Lore (DC 15) or Crafting (DC 17)
AC 11; Fort +7
Hardness 5, HP 18 (BT 9); Immunities object immunities
Speed 30 feet (clockwork)
Collision 1d10 (DC 15)
Sidecars Each of the two sidecars can hold 1 passenger or 10 Bulk. The automated cycle's Speed is reduced by 5 feet for each sidecar that contains a passenger or cargo.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 14, standby
Guns & Gears, page 92.
Vehicle 16
Price 30,000 gp
Space 50 feet long, 50 feet wide, 90 feet high
Crew 1 pilot, 150 turners, 2200 pushers; Passengers 204
Piloting Check Diplomacy (DC 37), Intimidation (DC 37) or Warfare Lore (DC 35)
AC 34; Fort +28
Hardness 25, HP 150 (BT 75); Immunities object immunities
Speed 10 feet (pushed, turned)
Collision 8d10 (DC 32)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Tiered A battery tower has five levels. The crew operate at the bottom tier, turning a giant capstan, and up to four passengers can fit on that floor, enough for a full crew for a bombard. The remaining levels carry 50 passengers each. The tiers are specifically meant to be protective, and give those within the battery tower greater cover (or standard cover if the battery tower is broken). A massive ladder runs diagonally through the center of the battery tower, from the front of the top tier to the rear of the bottom tier. The ladder is wide enough for two crew or passengers to climb simultaneously.
Weaponry A battery tower is usually loaded with black powder siege weapons for heavy assaults, with bombards on the bottom two floors and cannons on the other floors. Their Price is included in that of the battery tower. When building a battery tower, you can choose to replace any of these with other siege weapons of a lower Price. If you want a more expensive siege weapon, you must Craft it separately. Passengers of the battery tower can crew these siege weapons
Guns & Gears, page 177.
Vehicle 2
Price 50 gp
Space 10 feet long, 10 feet wide, 7 feet high
Crew 1 pilot; Passengers 2
Piloting Check Driving Lore (DC 16) or Nature (DC 18 to DC 26, depending on pulling creature)
AC 13; Fort +8
Hardness 5, HP 40 (BT 20); Immunities critical hits, object immunities, precision damage
Speed the speed of the slowest pulling creature (pulled by 2 Large creatures)
Collision 2d8 (DC 16)
Gamemastery Guide, page 178.
Vehicle 0
Price 3 gp
Space 10 feet long, 5 feet wide, 4 feet high
Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 14) or Nature (DC 16 to DC 24, depending on pulling creature)
AC 10; Fort +6
Hardness 4, HP 14 (BT 7); Immunities critical hits, object immunities, precision damage
Speed the Speed of the slowest pulling creature (pulled by 1 Large creature)
Collision 1d10 (DC 14)
Gamemastery Guide, page 178.
Vehicle 10
Price 3,000 gp
Space 30 feet long, 15 feet wide, 20 feet high
Crew 1 pilot, 2 crew; Passengers 3
Piloting Check Arcana (DC 29), Engineering Lore (DC 27), Piloting Lore (DC 27) or Nature (DC 29)
AC 26; Fort +19
Hardness 15, HP 170 (BT 85); Immunities object immunities
Speed climb 40 feet (magical)
Collision 7d10 (DC 27)
Mountain Kiastun Rocks and stones aren't difficult terrain to a cliff crawler, and it can traverse most vertical rock and stone surfaces at up to half its Speed.
LOTGB, page 18.
Vehicle 9
Price 2,100 gp
A clockwork borer is essentially a huge adamantine drill attached to a large wheeled carriage. The clockwork gears within move the borer itself and spin the drill, allowing it to burrow through loose material quickly and even through solid stone at a slower rate.
Space 10 feet long, 5 feet wide, 5 feet high
Crew 1 pilot; Passengers 5
Piloting Check Driving Lore (DC 26) or Crafting (DC 28)
AC 24; Fort +18
Hardness 15, HP 110 (BT 55); Immunities object immunities
Speed 20 feet , burrow 10 feet (clockwork)
Collision 6d10 (DC 26)
Adamantine Drill While most burrow Speeds only allow a creature or vehicle to move through loose dirt or earth, this vehicle is equipped with an adamantine drill and can burrow through bedrock and stone at a rate of 5 feet per minute.
Pivoting Seats This vehicle's seats are mounted on a weighted platform that pivots as the vehicle moves, automatically adjusting position with gravity. Seated creatures remain upright no matter the position or angle of the vehicle.
Sluggish Because it is sluggish, this vehicle must move twice its length for each 90-degree turn it makes.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 26, standby
Guns & Gears, page 96.
Vehicle 9
Price 2,100 gp
Space 20 feet long, 10 feet wide, 8 feet high
Crew 1 pilot, 2 crew; Passengers 1
Piloting Check Crafting (DC 28) or Driving Lore (DC 26)
AC 23; Fort +18
Hardness 5, HP 120 (BT 60); Immunities object immunities; Weaknesses 10 electricity until broken
Speed fly 30 feet (clockwork)
Collision 4d10 (DC 26)
Wind-Up 10-minute wind, 10-minute operation, DC 26, standby
LOTGB, page 22.
Vehicle 16
Price 30,000 gp
Space 30 feet long, 30 feet wide, 35 feet high
Crew 1 pilot, 2 crew; Passengers 10
Piloting Check Driving Lore (DC 35), Arcana (DC 39) or Crafting (DC 37)
AC 36; Fort +28
Hardness 20, HP 250 (BT 125); Immunities object immunities
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 35, standby
Speed 40 feet (clockwork, magical)
Collision 11d10 (DC 35)
Environmental Protections This vehicle's interior temperature is magically maintained. Creatures inside this vehicle are protected from severe cold, severe heat, extreme cold, and extreme heat.
Luxurious Accommodations This vehicle contains a bridge, engineering room, private sleeping quarters for up to 13 creatures, and four additional rooms (typically a dining room, kitchen, lavatory, and meeting room).
Maneuverable This vehicle is mounted on ten spider-like legs that enable it to turn swiftly, turn in place, and even move backward. Each 90-degree turn made in less than a vehicle length costs 5 extra feet of movement; so, for example, it costs 10 feet of movement for the vehicle to turn around and begin moving backward. This vehicle loses these benefits when broken.
Skewering Step (attack) Two crew members each perform a 3-action activity on their turn to skewer nearby enemies with the clockwork castle's legs. All creatures under or adjacent to the vehicle at the end of the second character's turn take 7d8 piercing damage (DC 35 basic Reflex save).
Weapon Mounts This vehicle has four rooftop weapon mounts; one mount on each corner of the vehicle. At purchase, these weapon mounts are initially empty. Installing or uninstalling a weapon into a weapon mount requires 10 minutes, a successful DC 35 Crafting check, and an appropriate weapon. Three of these weapon mounts can be equipped with ranged weapons, and the fourth can be equipped with a ranged siege weapon of size Large or smaller.
Guns & Gears, page 99.
Vehicle 7
Price 750 gp
A clockwork hopper is similar in form to a large rabbit, making hop-like strides that avoid terrain impediments, though the lurching hops can be bumpy and cause motion sickness in some riders.
Space 10 feet long, 10 feet wide, 12 feet high
Crew 1 pilot; Passengers 2
Piloting Check Driving Lore (DC 22) or Crafting (DC 24)
AC 19; Fort +14
Hardness 5, HP 80 (BT 40); Immunities object immunities
Speed 35 feet (clockwork)
Collision 4d10 (DC 22)
Hopper This vehicle hops across the terrain as it moves across the ground. The clockwork hopper ignores difficult terrain from earth, rock, rubble, slopes, and underbrush, and greater difficult terrain caused by those features is normal difficult terrain to the clockwork hopper.
Massive Jump (move, reckless) The pilot engages a spring-driven mechanism that rockets the clockwork hopper into the air, in a grand leap. The vehicle jumps in a straight line in the direction of its current heading without touching the ground, landing in a space of solid ground up to 70 feet forward and up to 30 feet up. Creatures adjacent to the spaces a hopper lands in take 4d10 bludgeoning damage with a DC 22 basic Reflex save, and are knocked prone on a critical failure. The clockwork hopper can't use Massive Jump again for 1 minute. Massive Jump stops working if the clockwork hopper is broken.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 22, standby
Guns & Gears, page 95.
Vehicle 3
Price 160 gp
A clockwork wagon is a slow, bulky wagon with cogs and gears running all along its interior and exterior, allowing it to pull about twice as much cargo as an ordinary wagon. However, it has less passenger space than an ordinary cart.
Space 10 feet long, 10 feet wide, 7 feet high
Crew 1 pilot; Passengers 2
Piloting Check Driving Lore (DC 18) or Crafting (DC 20)
AC 14; Fort +9
Hardness 5, HP 48 (BT 24); Immunities object immunities
Speed 20 feet (clockwork)
Collision 3d6 (DC 16)
Hauler This vehicle is designed to transport heavy cargo over long distances. It can hold 400 Bulk of cargo.
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Wind-Up 1 hour of wind-up, 8 hours of operational time, DC 18, standby
Guns & Gears, page 94.
Vehicle 1
Price 30 gp
A favorite of goblins, a clunkerjunker is essentially an armored cart built out of junk that uses volatile flammable chemicals, explosions, and alchemical reactions to propel itself bumpily along. While the initial idea is impressive and the cost of creating one is surprisingly low, these junkers, unfortunately, have a strong tendency to malfunction, and they're always one bad bump away from disaster.
Space 10 feet long, 5 feet wide, 5 feet high
Crew 1 pilot
Piloting Check Driving Lore (DC 16) or Crafting (DC 18)
AC 13; Fort +7
Hardness 5, HP 18 (BT 9); Immunities object immunities
Speed 30 feet (alchemical)
Collision 2d6 (DC 15)
Fall Apart When this vehicle takes physical damage the pilot must attempt a DC 11 flat check (or a DC 20 flat check when it takes a critical hit). On a failure, the armored hull fractures and the vehicle loses its Hardness and takes a –4 circumstance penalty to AC.
Smog (aura, fire) 10 feet. Whenever this vehicle is being piloted, it continually emits a thin haze of smoke and chemicals. Creatures in the aura (including the pilot and passengers) take a –1 circumstance penalty to visual Perception checks.
Volatile Flamethrower (fire) The pilot performs a three-action activity on their turn to vent alchemical fire out the sides of this vehicle. This requires three flasks of minor alchemist's fire, which the pilot loads into the vent as part of the activity. The pilot must then attempt a DC 5 flat check. On a success, creatures adjacent to this vehicle take 1d8 fire damage (DC 15 basic Reflex save). On a failure, it backfires, dealing 1d8 fire damage to the pilot and any passengers, with no save.
Guns & Gears, page 93.
Vehicle 6
Price 750 gp
Space 30 feet long, 15 feet wide, 20 feet high
Crew 1 pilot, 3 crew; Passengers 6
Piloting Check Nature (DC 24) or Sailing Lore (DC 22)
AC 19; Fort +14
Hardness 10, HP 100 (BT 50); Immunities object immunities; Weaknesses 10 fire until broken
Speed swim 30 feet (wind)
Collision 4d10 (DC 22)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
LOTGB, page 76.
Vehicle 5
Price 450 gp
A firefly blends magic and technology, using electricity magic and magnetism to hover just above the ground. While a firefly is more box-like than insect-shaped, it gets its name from the constant glow of the light and electricity magic that power it, as well as from the stabilizing magnets that protrude from its sides in roughly the same position as wings would be.
Space 10 feet long, 10 feet wide, 10 feet high
Crew 1 pilot; Passengers 3
Piloting Check Piloting Lore (DC 20), Arcana (DC 22) or Crafting (DC 22)
AC 16; Fort +12
Hardness 5, HP 60 (BT 30); Immunities object immunities; Weaknesses 10 electricity
Speed hover 20 feet (electrical, magical)
Collision 3d8 (DC 20)
Flash (light) The pilot overcharges the vehicle, causing it to create a brilliant flash of light. All creatures in the bright light from its glow aura must succeed at a DC 19 Fortitude save or be dazzled 1 minute. The firefly's light dims for 10 minutes, reducing its glow to 10 feet of dim light, during which time it can't use flash. Flash stops working if the firefly is broken.
Glow (light, evocation, electricity, magical) Powered by magical lightning, this vehicle sheds bright light within 20 feet, and dim light for a further 20 feet.
Hover This vehicle is held aloft by rapidly spinning propellers that enable it to hover 1 foot in the air. It is incapable of flying any higher, and when the pilot stops the magic or the vehicle breaks, it descends 1 foot to the ground.
Guns & Gears, page 94.
Vehicle 4
Price 300 gp
Space 5 feet long, 5 feet wide, 5 feet high
Crew 1 pilot
Piloting Check Crafting (DC 21) or Piloting Lore (DC 19)
AC 17; Fort +11
Hardness 5, HP 70 (BT 35); Immunities object immunities; Weaknesses 10 fire until broken
Speed jump jet (alchemical)
Collision 2d10 (DC 19)
Jump Jet The firework pogo moves exclusively via Leaping. For each action spent to Drive, the pogo Leaps 20 feet horizontally or 10 feet vertically.
Unstable Launch When the pilot uses a 3-action activity to recklessly Drive the firework pogo, it emits a burst of flames on launch that deals 3d6 fire damage to the pilot, the pogo itself, and each creature in a 10-foot radius (DC 19 basic Reflex save).
LOTGB, page 76.
Vehicle 10
Price 3,000 gp
Space 130 feet long, 20 feet wide, 25 feet high
Crew 1 pilot, 20 rowers; Passengers 6
Piloting Check Sailing Lore (DC 27), Diplomacy (DC 29) or Intimidation (DC 29)
AC 25; Fort +19
Hardness 15, HP 170 (BT 85); Immunities critical hits, object immunities, precision damage; Weaknesses 15 fire until broken
Speed swim 30 feet (rowed, wind)
Collision 7d10 (DC 27)
Maneuverable With a full complement of skilled rowers, a rowed galley can turn swiftly, turn in place, and even row backwards. Each 90-degree turn made in less than a vehicle length costs 5 extra feet of movement. It can row backwards no faster than half its speed, and it can't turn while rowing backwards.
Gamemastery Guide, page 178.
Vehicle 0
Price 15 gp
Space 5 feet long, 10 feet wide, 2 feet high
Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 14) or Nature (DC 16)
AC 10; Fort +6
Hardness 0, HP 16 (BT 8); Immunities critical hits, object immunities, precision damage; Weaknesses 5 fire
Speed fly 25 feet (wind)
Collision 2d4 (DC 14)
Starting Drop The only way to launch a glider is to jump off a steep incline with favorable wind conditions. The glider is uncontrolled and falls 60 feet each round until the pilot successfully Geifoutrides Control. If the glider hits the ground before the pilot successfully Geifoutrides Control, the pilot and the glider each take falling damage.
Gamemastery Guide, page 178.
Vehicle 3
Price 150 gp
Space 10 feet long, 10 feet wide, 4 feet high
Crew 1 pilot; Passengers 3
Piloting Check Driving Lore (DC 18) or Nature (DC 20 to DC 28, depending on pulling creature)
AC 14; Fort +9
Hardness 5, HP 40 (BT 20); Immunities critical hits, object immunities, precision damage
Speed the speed of the slowest pulling creature (pulled by 2 Large creatures)
Collision 2d10 (DC 18)
Gamemastery Guide, page 178.
Vehicle 16
Price 30,000 gp
Space 65 feet long, 65 feet wide, 130 feet high
Crew 1 pilot, 200 turners, 3000 pushers; Passengers 306
Piloting Check Diplomacy (DC 37), Intimidation (DC 37) or Warfare Lore (DC 35)
AC 34; Fort +28
Hardness 20, HP 240 (BT 120); Immunities object immunities
Speed 10 feet (pushed, turned)
Collision 8d10 (DC 32)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Tiered A helepolis has six levels. The crew operate at the bottom tier, turning a giant capstan. There's room remaining on that tier for up to six passengers (enough for a full heavy ballista siege crew; see Weaponry). Each of the remaining five levels carries up to 60 passengers. The tiers are specifically meant to be protective and give those within the helepolis greater cover (or @quickref standard cover||3|cover} if the helepolis is broken). A massive ladder runs diagonally through the center of the helepolis, from the front of the top tier to the rear of the bottom tier. The ladder is wide enough for two crew or passengers to climb simultaneously.
Weaponry The siege tower is loaded to the brim with siege weapons—typically bristling with heavy ballistas on its first and second tiers and ballistas on its third, fourth, and fifth. The Price of these weapons is included in that of the helepolis. When building a helepolis, you can choose to replace any of these with other siege weapons with a lower Price. If you want a more expensive siege weapon, you must Craft it separately. Because of the helepolis's structure, any siege weapon in it must launch its payload straight ahead. For instance, a ballista or springald could function in a helepolis, but not a catapult or trebuchet. Passengers of the helepolis can crew these siege weapons.
Guns & Gears, page 77.
Vehicle 0
Price 10 gp
Space 5 feet long, 5 feet wide, 4 feet high
Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 14) or Nature (DC 16 to DC 24, depending on pulling creature)
AC 10; Fort +6
Hardness 5, HP 14 (BT 7); Immunities critical hits, object immunities, precision damage
Speed the Speed of the slowest pulling creature (pulled by 1 Large creature)
Collision 1d12 (DC 14)
Gamemastery Guide, page 178.
Vehicle 17
Price 50,000 gp
Crafted by the wizard Mameivrorn as part of his bid to attempt the Test of the Falelil in Shoumeistai, this strange vehicle is considered to be a magical and technological marvel. Mameivrorn's Golden Bridge is a flying sphere made out of a throne surrounded by several clockwork rings covered in gold and gems infused with powerful adaptive abjurations that grant it unique abilities.
Space 9 feet long, 9 feet wide, 9 feet high
Crew 1 pilot
Piloting Check Driving Lore (DC 36) or Arcana (DC 38)
AC 39; Fort +29
Hardness 20, HP 310 (BT 155); Immunities object immunities
Speed fly 40 feet (clockwork, magical)
Collision 11d10 (DC 36)
Captivating Wealth (aura, enchantment, magical, mental, visual) 40 feet. The gold, gems, and other embellishments that adorn this flying sphere emit a sparkling resplendence capable of enthralling creatures. Each creature that begins its turn within the aura must attempt a DC 36 Will save; on a failure, the creature is fascinated and stupefied 2 for as long as it remains within the aura. A creature that succeeds is temporarily immune for 1 hour. Each time Prismatic Defense is activated, the area of Captivating Wealth is reduced by 10 feet for 1 hour, to a minimum of 0 feet.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 37, standby
Guns & Gears, page 99.
Vehicle 8
Price 1,500 gp
A mobile inn is the next step up from an armored carriage, bringing the limited comforts of a simple (and cramped) inn stay to make long distance journeys more bearable for wealthy travelers. Essentially a tiny inn on wheels, powered by alchemical catalysts and a steam engine, the vehicle is equipped with a stove, storage cupboard, washbasin, table, two benches, and a compact sleeping loft large enough to accommodate four. It can be modified to accommodate a single passenger in significantly more comfort or to easily hold 5 passengers by stripping the accommodations.
Space 20 feet long, 20 feet wide, 13 feet high
Crew 1 pilot; Passengers 3 (can hold up to 5 by stripping accommodations)
Piloting Check Driving Lore (DC 24) or Crafting (DC 26)
AC 22; Fort +18
Hardness 10, HP 100 (BT 50); Immunities object immunities
Speed 30 feet (alchemical)
Collision 5d10 (DC 24)
Guns & Gears, page 96.
Vehicle 4
Price 200 gp
On festival days, the people of Moreifianaix celebrate by launching gliders from the top of the cliffs and riding updrafts through the ravine. Moreifianaix gliders are made of bone and stretched hide, tied together with sinew, and sealed with a glue made from animal fat.
Space 10 feet long, 10 feet wide, 3 feet high
Crew 1 pilot
Piloting Check Piloting Lore (DC 19) or Nature (DC 21)
AC 16; Fort +11
Hardness 5, HP 48 (BT 24); Immunities object immunities; Weaknesses 5 fire until broken
Speed fly 35 feet (wind)
Collision 2d8 (DC 19)
Starting Drop The only way to launch a Moreifianaix glider is to jump off a steep incline with favorable wind conditions. The glider is uncontrolled and falls 60 feet each round until the pilot successfully Geifoutrides Control. If the glider hits the ground before the pilot Geifoutrides Control, the pilot and the glider both take falling damage.
Vehicle 0
Price 15 gp
Space 10 feet long, 5 feet wide, 3 feet high
Crew 1 pilot; Passengers 2
Piloting Check Athletics (DC 16) or Sailing Lore (DC 14)
AC 10; Fort +6
Hardness 5, HP 16 (BT 8); Immunities critical hits, object immunities, precision damage
Speed swim 20 feet (rowed)
Collision 2d4 (DC 14)
Portaged The rowboat can be carried overland by 2 Medium creatures or 1 Large creature. Those creatures are encumbered when doing so.
Gamemastery Guide, page 179.
Vehicle 9
Price 2,000 gp
Space 75 feet long, 20 feet wide, 25 feet high
Crew 1 pilot, 8 crew; Passengers 10
Piloting Check Driving Lore (DC 26), Diplomacy (DC 28) or Intimidation (DC 28)
AC 23; Fort +18
Hardness 15, HP 150 (BT 75); Immunities critical hits, object immunities, precision damage; Weaknesses 15 fire until broken
Speed swim 40 feet (wind)
Collision 6d10 (DC 26)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Gamemastery Guide, page 179.
Vehicle 6
Price 750 gp
Space 30 feet long, 20 feet wide, 15 feet high
Crew 1 pilot, 2 crew; Passengers 5
Piloting Check Diplomacy (DC 24), Intimidation (DC 24) or Sailing Lore (DC 22)
AC 20; Fort +14
Hardness 5, HP 90 (BT 45); Immunities object immunities
Speed 40 feet (rowed, wind)
Collision 4d10 (DC 22)
Sand Skimmer The sand barge can travel over sand, water, and quicksand equally well, but it can't traverse solid ground.
LOTGB, page 76.
Vehicle 3
Price 120 gp
A sand diver is a vaguely scorpion-shaped vehicle that uses alchemical reactions to propel itself. The tail-like structure acts as a heat sink and releases alchemical fumes behind the diver as it burrows. Instead of pincers, it has two burrowing mechanisms in front that allow it to dig through sand.
Space 15 feet long, 6 feet wide, 6 feet high
Crew 1 pilot; Passengers 2
Piloting Check Driving Lore (DC 18) or Crafting (DC 20)
AC 14; Fort +9
Hardness 5, HP 42 (BT 21); Immunities object immunities
Speed 20 feet , burrow 10 feet (alchemical)
Collision 2d10 (DC 18)
Shard Trail A sand diver can only burrow through sand, using the heat and flame from its alchemical core to slowly dig its way through. The alchemical fumes left behind become trapped belowground as it Burrows, temporarily catalyzing fragments of sand into a glass-like byproduct. Creatures that Burrow through a space this vehicle has Burrowed through within the last 24 hours take 1d12 piercing damage from the shards (DC 17 basic Fortitude save). A creature that continues Burrowing through a stretch of the same space the sand diver recently Burrowed through must continue to attempt this save the first time each round that it Burrows through the shards.
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Guns & Gears, page 94.
Vehicle 15
Price 18,500 gp
Space 10 feet long, 5 feet wide, 5 feet high
Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 30), Crafting (DC 35) or Arcana (DC 36)
AC 34; Fort +24
Hardness 20, HP 170 (BT 85); Immunities object immunities
Speed 90 feet (dashaix)
Collision 10d6 bludgeoning and 6d6 fire (DC 30)
Burning Exhaust Attempt a two-action Piloting check to Drive the sand racer. Critical Success The sand racer moves up to its Speed and can turn normally. Choose up to two creatures that the sand racer was adjacent to when it began this movement. Both of those creatures take 6d6 fire damage from the sand racer's burning exhaust (DC 30 basic Reflex save).Success As critical success, but choose only one creature.Failure As success, but the creature gains a +4 circumstance bonus to its Reflex save, and the sand racer moves its Speed in a straight line.Critical Failure You fail to blast any creatures with the burning exhaust. The sand racer moves its Speed in a straight line and becomes uncontrolled.
Exploratory Kit Sand racers were built to aid in long-distance exploration of Fuvroud's sandy wastelands, and have storage capacity for 14 days of rations for a Medium creature and 14 days of fuel. They also have a small storage compartment in the front designed to store a repair kit and replacement parts for the more delicate pieces of machinery.
Speed Boost Frequency ten times per minute; Effect The pilot triggers an injection of dashaix directly into the sand racer's engine to briefly increase its speed. For 1 round the sand racer's Speed becomes 180 feet, all piloting checks with the sand racer gain the reckless trait, and the pilot gains a +2 circumstance to any Acrobatics or piloting checks made to navigate specific challenges. A speed boost is terribly inefficient, and consumes a day's worth of fuel.
Vehicle 11
Price 4,200 gp
Space 40 feet long, 20 feet wide, 20 feet high
Crew 1 pilot, 4 crew; Passengers 6
Piloting Check Crafting (DC 30) or Piloting Lore (DC 28)
AC 26; Fort +20
Hardness 15, HP 120 (BT 60); Immunities critical hits, object immunities, precision damage; Resistances undefined
Speed swim 60 feet (alchemical)
Collision 8d10 (DC 28)
Electrify Frequency once per minute; Effect Two crew members each perform a 2-action activity on their turn to emit an electrical pulse, dealing 6d6 damage to all creatures within 10 feet of the shark diver. Crew and passengers of the shark diver are unaffected. Affected creatures must attempt a basic Fortitude save (DC 28).
Submersible The shark diver can travel beneath the surface of the water, carrying an air reservoir suitable to sustain 11 Medium creatures for up to 24 hours. The shark diver can safely reach depths of up to 300 feet. If broken, the shark diver loses air from its reservoir, reducing the stored air by 10 minutes per round. A broken shark diver has its maximum depth reduced by half.
LOTGB, page 77.
Vehicle 4
Price 300 gp
Space 20 feet long, 20 feet wide, 40 feet high
Crew 1 pilot, 9 pushers; Passengers 40
Piloting Check Diplomacy (DC 21), Intimidation (DC 21) or Warfare Lore (DC 19)
AC 16; Fort +11
Hardness 10, HP 40 (BT 20); Immunities object immunities
Speed 10 feet (pushed by the pushers in the crew)
Collision 3d10 (DC 18)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Tiered A siege tower has five levels. The bottom level houses the crew, and each higher level carries up to 10 passengers. The tiers are specifically meant to be protective and give those within the siege tower greater cover (or standard cover if the siege tower is broken). Each tier is connected to the one above it by a 7-foot ladder. The siege tower has a corvus at its highest tier: a vertical bridge that can be lowered to allow creatures to cross gaps. Lowering the corvus takes a total of 3 Interact actions. Moving the siege tower while the corvus is lowered is highly dangerous, especially for anyone on the corvus. When it's open, creatures in the top tier don't have cover from the side with the corvus, and creatures on the lowered corvus don't have cover except from below.
Guns & Gears, page 77.
Vehicle 13
Price 9,000 gp
Space 20 feet long, 20 feet wide, 8 feet high
Crew 1 pilot; Passengers 7
Piloting Check Arcana (DC 33), Nature (DC 33 to 41, depending on pulling creature) or Piloting Lore (DC 31)
AC 29; Fort +23
Hardness 20, HP 230 (BT 115); Immunities critical hits, object immunities, precision damage
Speed the fly Speed of the slowest pulling creature (pulled by 6 Large creatures, 2 Huge creatures, or 1 Gargantuan creature)
Collision 9d10 (DC 31)
Vehicle 7
Price 1,000 gp
Space 10 feet long, 15 feet wide, 8 feet high
Crew 1 pilot; Passengers 1
Piloting Check Arcana (DC 25), Nature (DC 25 to 33, depending on pulling creature) or Piloting Lore (DC 23)
AC 20; Fort +14
Hardness 15, HP 80 (BT 40); Immunities critical hits, object immunities, precision damage
Speed the fly Speed of the slowest pulling creature (pulled by 2 Large creatures or 1 Huge creature)
Collision 5d10 (DC 23)
Vehicle 10
Price 3,000 gp
Space 10 feet long, 20 feet wide, 8 feet high
Crew 1 pilot; Passengers 3
Piloting Check Arcana (DC 29), Nature (DC 29 to 37, depending on pulling creature) or Piloting Lore (DC 27)
AC 25; Fort +19
Hardness 15, HP 160 (BT 80); Immunities critical hits, object immunities, precision damage
Speed the fly Speed of the slowest pulling creature (pulled by 4 Large creatures, 2 Huge creatures, or 1 Gargantuan creature)
Collision 7d10 (DC 27)
Vehicle 1
Price 50 gp
Space 10 feet long, 5 feet wide, 4 feet high
Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 15) or Nature (DC 17 to DC 25, depending on pulling creature)
AC 11; Fort +7
Hardness 5, HP 18 (BT 9); Immunities critical hits, object immunities, precision damage
Speed the speed of the slowest pulling creature (pulled by 2 Large creatures or 6 Medium creatures)
Collision 2d6 (DC 15)
Ice Kiastun Ice and snow are not difficult terrain to a sleigh, but all other terrains are difficult terrain for it.
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Gamemastery Guide, page 179.
Vehicle 7
Price 1,000 gp
Shaped like its animal namesake, a snail coach is a trolley powered by a combination of magic and alchemical adhesives, with a hard outer shell to protect itself from attacks. The adhesive trail both allows it to climb and leaves a hindrance for pursuing foes.
Space 30 feet long, 10 feet wide, 15 feet high
Crew 1 pilot, 1 crew; Passengers 6
Piloting Check Driving Lore (DC 23) or Crafting (DC 25)
AC 21; Fort +15
Hardness 10, HP 100 (BT 50); Immunities object immunities
Speed 15 feet , climb 15 feet (alchemical, magical)
Collision 7d6 (DC 21)
Adhesive Secretions This vehicle secretes an alchemical adhesive that allows it to stick to and climb up solid surfaces. Spaces the snail coach moves through become difficult terrain for 1 round. Any creature that ends their turn on the adhesive must succeed at a DC 23 Reflex save or take a –10-foot status penalty to its Speeds for 1 round. On a critical failure, the creature is also immobilized for 1 round (Escape DC 23).
Guns & Gears, page 96.
Vehicle 10
Price 2,900 gp
A speedster is a light streamlined hybrid clockwork and steam-powered alchemical chassis roughly the shape of a horse or other creature built for speed. Speedsters are built to maintain a rapid pace that can become even faster for brief periods of time by releasing stored up steam pressure for an extra burst of speed.
Space 10 feet long, 5 feet wide, 5 feet high
Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 27) or Crafting (DC 29)
AC 23; Fort +19
Hardness 15, HP 130 (BT 65); Immunities object immunities
Speed 50 feet (clockwork, magical)
Collision 7d10 (DC 27)
Speed Boost The pilot releases built up pressure in the speedster's alchemical steam engine in order to temporarily increase its speed. For 1d4 rounds, the speedster's Speed becomes 80 feet and all move actions the pilot takes gain the reckless trait. When the pilot takes an action that already would have the reckless trait, the pilot uses the degree of success one worse than the one they rolled on the piloting check. The speedster can't use Speed Boost again for 1 hour, as the pressure requires time to rebuild.
Streamlined This lightweight vehicle has no additional storage space for cargo.
Wind-Up 10 minutes of wind-up, 2 hours of operational time, DC 28, standby
Guns & Gears, page 96.
Vehicle 2
Price 120 gp
A steam cart looks like a cart with an alchemical cauldron that produces steam to power the cart's movement through a simple engine.
Space 10 feet long, 5 feet wide, 4 feet high
Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 16) or Crafting (DC 18)
AC 12; Fort +8
Hardness 5, HP 30 (BT 15); Immunities object immunities
Speed 25 feet (alchemical)
Collision 2d8 (DC 16)
Steam Cloud Whenever the steam cart takes collision damage, its engine expels a dense cloud of steam in a 5-foot emanation. The steam cart and all creatures in the steam become concealed, and creatures outside the steam become concealed to creatures within it. The steam dissipates in 1 round.
Guns & Gears, page 94.
Vehicle 14
Price 12,500 gp
Space 20 feet long, 20 feet wide, 25 feet high
Crew 1 pilot, 3 crew; Passengers 4
Piloting Check Driving Lore (DC 32) or Crafting (DC 34)
AC 33; Fort +28
Hardness 20, HP 200 (BT 100); Immunities critical hits, object immunities, precision damage
Speed 20 feet (alchemical)
Collision 10d10 (DC 29)
Flame Jet (fire) Two crew members each perform a 3-action activity on their turn to produce a gout of flames that erupts at the end of the second character's turn from any corner of any space the steam giant occupies. The flames deal 6d8 fire damage to each creature in a 30-foot cone (DC 32 basic Reflex save). The flame jet stops working if the steam giant is broken.
Gamemastery Guide, page 179.
Vehicle 4
Price 250 gp
A steam trolley is essentially a much bigger steam cart, with a heavier-duty alchemical cauldron and furnace feeding into a larger steam engine.
Space 15 feet long, 10 feet wide, 8 feet high
Crew 1 pilot, 1 crew; Passengers 6
Piloting Check Driving Lore (DC 19) or Crafting (DC 21)
AC 15; Fort +11
Hardness 5, HP 50 (BT 25); Immunities object immunities
Speed 25 feet (alchemical)
Collision 3d8 (DC 19)
Guns & Gears, page 94.
Vehicle 15
Price 19,000 gp
Among the most dangerous vehicles created in Giakhaed with a mix of magic and the new Voltaic technology, a titanic stomper is shaped like a long sinuous lizard or behir with carefully placed Voltaic coils and eight big stomping legs. Titanic stompers were meant to devastate the armies of the undead. Only two exist, making them almost unique, and the means to create more have been stymied, as some of the crucial inventors were killed in the process of attempting to design a follow-up technology, a smaller but more powerful suit of mechanized armor called the Grobelarch that ultimately went berserk and killed its creators.
Space 60 feet long, 30 feet wide, 60 feet high
Crew 1 pilot, 3 crew; Passengers 6
Piloting Check Driving Lore (DC 34) or Crafting (DC 36)
AC 34; Fort +26
Hardness 20, HP 230 (BT 115); Immunities object immunities; Resistances undefined
Speed 40 feet (electrical, magical)
Collision 9d12 (DC 32)
Bolt Blast Two crew members each perform a three-action activity on their turn to fire a line of lightning at the end of the second character's turn. This line of lightning erupts from the front of the titanic stomper at an angle of the crew members' choice and deals 5d12 electricity damage to each creature in a 120-foot line (DC 34 basic Reflex save). The Bolt Blast stops working if the titanic stomper is broken.
Electrical Absorption Trigger The titanic stomper is targeted by, or in the area of, an effect that deals electricity damage; Effect The pilot uses their reaction to activate the Voltaic coils, which funnels the electricity into the titanic stomper's electrical engine. The next time Bolt Blast is used within the next minute, the damage it deals increases to 7d12.
Quaking Step The ground tainobraies with every step a titanic stomper takes. Whenever this vehicle moves, creatures on the ground within 20 feet of its movement path must attempt a DC 32 Reflex save. On a failure, they are flat-footed for 1 round, and on a critical failure, they're knocked prone.
Guns & Gears, page 77.
Vehicle 24
This hand-woven coracle appears large enough to hold only a single person. When you pilot the boat, however, you can take on up to a dozen passengers, which ride in your soul. While there, their bodies and equipment are absorbed into you—they are aware of everything you sense and can communicate telepathically with you or any other passengers, but otherwise can't act except to Recall Knowledge and use actions that require only the use of their mind (as determined by the GM). They can exit your soul, or you can remove any number of them using a single action—which has the concentrate trait—causing them to appear in a space adjacent to Treidrutous. If you leave Treidrutous or are killed, any creatures in your soul immediately exit your body into the nearest available space. If you leave Treidrutous after piloting it, you can use a single action, which has the concentrate trait, to store the boat in your soul. You can remove it from your soul into an adjacent square with another such action. If Treidrutous takes enough damage to destroy it, it bursts into golden mist, then reforms over 24 hours in its last pilot's soul.
Space 5 feet long, 5 feet wide, 3 feet high
Crew 1 pilot
Piloting Check Arcana (DC 30), Nature (DC 30) or Sailing Lore (DC 32)
AC 50; Fort +46
Hardness 25, HP 500 (BT 250); Immunities object immunities
Spirit Ship Treidrutous can be damaged by spells like spirit blast that damage a creature's spirit directly, and such effects ignore Treidrutous's hardness.
Speed fly 40 feet (magical), swim 40 feet (magical), swim 20 feet (rowed)
Collision secret of souls
command, envision, Interact Requirements You are piloting Treidrutous; Effect A silver river flows from your heart, traveling forward in a line that flows around obstacles as if it were water. If Treidrutous travels at least its speed along the river each round for 10 minutes, you arrive at another plane as if you cast plane shift. You arrive in a destination you specify, or a random location if you don't have a choice. If Treidrutous ever does not travel at least its Speed in a round, you can disrupt this activation. If you continue, you have a 1% cumulative chance of ending up in a random extraplanar location for each round that Treidrutous did not travel at least its Speed, to a maximum of a 60% chance if Treidrutous didn't travel at least its Speed for the full 10 minutes. As long as you remain on Treidrutous, you are protected from any harmful effects of the plane's environment.
Secret of Souls You pilot Treidrutous into a creature's soul, finding and restoring its true nature. Treidrutous attempts to counteract all magical effects on the creature. Its counteract level is 20, with a counteract modifier of +40.
Destruction Treidrutous can only be permanently destroyed if Seboufalais Maetrund unweaves it, then submerges each reed in the River Styx at the base of Grobreil's Spire.
Vehicle 1
Price 60 gp
Space 5 feet long, 2 feet wide, 4 feet high
Crew 1 pilot
Piloting Check Athletics (DC 15) or Piloting Lore (DC 17)
AC 11; Fort +6
Hardness 5, HP 15 (BT 7); Immunities object immunities
Speed 30 feet (clockwork)
Collision 1d10 (DC 15)
Fragile Driving the velocipede over difficult terrain increases the DC by an additional 2 and gains the reckless trait.
Portable The velocipede can be pulled along the ground on its wheel by a Medium creature. The creature is encumbered when doing so.
LOTGB, page 77.
Vehicle 1
Price 25 gp
Space 10 feet long, 10 feet wide, 7 feet high
Crew 1 pilot; Passengers 2
Piloting Check Driving Lore (DC 15) or Nature (DC 17 to DC 25, depending on pulling creature)
AC 11; Fort +7
Hardness 5, HP 18 (BT 9); Immunities critical hits, object immunities, precision damage
Speed the speed of the slowest pulling creature (pulled by 2 Large creatures)
Collision 2d6 (DC 15)
Gamemastery Guide, page 179.