Weapons | Armor | Special Materials | Miscellaneous

Adventuring Gear | Alchemical Reagents | Alchemical Remedies | Alchemical Tools | Alchemical Weapons | Animal Gear | Black Market | Channel Foci | Clothing | Concoctions | Dragoncraft | Dungeon Guides | Entertainment | Food/Drink | Fungal Grafts | Herbs | Kits | Lodging/Services | Mounts/Pets | Pathfinder Chronicles | Spellbooks | Tinctures | Tools | Torture Implements | Transport, Air | Transport, Land | Transport, Sea | Vehicles


Description Source: Ultimate Combat
In the Pathfinder Roleplaying Game, low-level characters do most of their traveling on their own two feet. At higher levels, magical travel becomes a common occurrence, as does travel by horseback, atop animal companions, or via more exotic mounts. Every so often, travel may involve a vehicle of some sort—the wagons of a caravan, a windtossed galley, some fantastic form of aerial transport, or even a planes-hopping device. If you like your games with a dose of weird, such vehicles may be as strange as a crashed space vessel. Whatever the case, vehicles in the Pathfinder RPG are often treated as either mobile terrain or adventure sites in their own right.

Many of the iconic motifs that inspire roleplaying games touch on vehicular adventures, from the voyages of Jason and the Argonauts to pirate tales, from charioteers in blood-soaked arenas under a drone of cheers to those who would chase and tame dragons. History and fiction are full of interesting vehicles performing death-defying actions. The rules in this chapter allow you to run combats with vehicles in the Pathfinder RPG, rather than just treating them as objects or terrain.

The following rules attempt to strike a balance between verisimilitude and ease and speed of play during combat. In areas where those two balancing points are conflicted, ease of use should always prevail.
Click here for the full rules on Vehicles.


Source Ultimate Combat pg. 184
Colossal water vehicle
Squares 104 (20 ft. by 130 ft.; 0 feet high); Cost 10,000 gp


AC 2; Hardness 5
hp 1,560 (779)
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


One of the largest sailing ships on the sea, this massive vessel cannot make ocean voyages, and typically sticks to the coast. It can carry 150 tons of cargo or 250 soldiers.
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 at 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.