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Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Tuesday, September 8, 2020

Warlock Pact: The Rider (hint: the warlock is the thing being ridden)


I wanted to build a warlock pact whose powers were more rooted in role playing. Each ability after the first level has a cost that the warlock pays during downtime. The GM should have an idea of the entity's goals for the warlock, and a plan for what it will do with any opportunities it gains to use the warlock to further those goals during that downtime. A warlock that gives in and gets corrupted by it's entity too much may see some of the benefits of being evil, as it's entity will take care of it's host, but if it falls to far the player's time with the character becomes limited. The pact offers a great deal of power to the warlock in the moment, but that is checked by how far they are willing to fall to corruption, and eventually limit their lifespan, and how much of the party's trust they will lose. 

This pact is intended for those players who want to roleplay an actual hero who is determined to destroy the entity riding him, rather than a player who plans to fall to corruption at the first opportunity. I feel that any imaginative GM out there could sufficiently curb the power offered by this class to be a reasonable level, but if you are a GM that tends to let players get away with things without consequence, this subclass may be very, very wrong for your group, as it depends on the GM providing a check to it's power. 

It's also best used in a game where the GM is okay with the campaign going drastically awry due to an imaginative player with the power to back up their imagination. Expect it, because that's kind of what this subclass is made for. 

And if you wonder where my ideas came for it, it is almost entirely inspired by the Sanderis magic in the 7ths Sea 2nd Edition RPG. And that system might give you a bunch of more ideas on how to handle a class like this. 

Anyway, I hope someone out there likes what they see in it, and enjoys having it in a game. If you do, please share your stories with me!

Warlock Pact: The Rider

Your patron is a being who exists solely to corrupt mortal heroes. They are a creature of bargains. Your bargain with them takes the form of a contest: Can they corrupt your soul before you learn their true name? If you learn their true name you can destroy them utterly… and take on a new Rider to test yourself against. After the bargain is struck they become a constant companion in your mind, “riding” you. The ridden warlock can ask their Rider favors in exchange for giving some control up to it temporarily. This power makes the ridden extraordinarily powerful, even for a warlock, but at a dangerous cost. 

***Note: anything the Rider does while it is in control can affect the warlock’s alignment, since they agreed to let the entity take control.

Expanded Spell List

The Rider lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. This warning applies to both Minor Favor and Favor.

Expanded Spells

Spell Level Spells
1st Ceremony, Command
2nd Augury, Zone of Truth
3rd Bestow Curse, Glyph of Warding
4th Divination, Locate Creature
5th Commune, Geas

1st-The Exact Truth

The Warlock with a Rider pact has learned to speak in a precise, direct, and clearly stated manner that allows no misinterpretation. They learned this skill from the entity riding them. Whenever the player’s exact wording matters (whether for a spell or a social interaction), the player may describe what they want to the GM rather than provide an exact wording. All abilities that detect lies or truth detect the player’s words as truth. The player may not use this ability when a bluff check would be called for. 

6th-Minor Favor***

Starting at 6th level, the warlock may cast a spell that is on the warlock’s spell list, and of a level they could cast, but is not currently prepared. In exchange, during the next downtime, their Rider may cast suggestion on them, with no save available. It is up to the GM, based on what exactly the Rider will be asking, how many times the Rider is willing to let this ability be used. It will only queue up as many suggestions as it thinks you can accomplish during that next downtime. This may be used even if all of the Warlock’s Spell Slots have been used.

10th-Favor***

Starting at 10th level, the warlock may cast any spell that is on any spell list, as long as it is of a level they could cast warlock spells at. In exchange, during the next downtime, their Rider may cast Dominate on them, with no save available, lasting for 10 minutes. Additional uses of this ability increase that time. It is up to the GM, based on what exactly the Rider will be asking, how many times the Rider is willing to let this ability be used. It will only queue up as much dominated time as it thinks it can use during that next downtime. This may be used even if all of the Warlock’s Spell Slots have been used.

14th-Major Favor

Starting at 14th level, the warlock may cast Wish. The price for this is to move one step closer to chaotic or evil on the alignment track. Nothing can prevent this alignment shift. To call upon the warlock’s Rider for this kind of power is ALWAYS corrupting. If the warlock reaches Chaotic Evil on the alignment track, the Rider claims their soul, and takes their body as its own permanently, becoming an NPC. If the warlock uses this power Seven Times without reaching Chaotic Evil, they learn the True Name of their Rider, destroy it utterly, and take on a new Rider. The temptation to corrupt the warlock is too great for any Rider to resist, so there will always be another one willing to bargain with the warlock. Note: the warlock does not lose any class features when this occurs, it continues on with all the abilities it has gained, as it has become experienced in dealing with a rider. 


Thursday, July 30, 2020

Starfinder Mech Design Worksheet

Okay, it's rough, but functional: a worksheet to help you design a mech 

Instructions: Start on the "PCs" tab and fill in the level of each party member, as that determines how many points you can spend. Then go over to the other tab and start making choices.

Choices are green fields.
Light Grey fields do calculations for you.

This worksheet will NOT replace knowing how the rules work, and it lacks the capacity to make you follow the rules when designing your mech. But if you know how the design rules function, this should help you keep track of it all till it's done. If you find any serious errors, please let me know and I'll correct them. Otherwise I will probably leave it as is till the non-playtest rules come out.

Monday, July 27, 2020

Driving Off into the Sunset


Driving Off into the Sunset




Any time I talk about driving in an RPG, my min always comes back to Mad Max. Starfinder is no different in that respect. Today’s offering in my line-up of vehicle-based class features covers the mystic. It is partly inspired by Mad Max himself, and partly inspired by the pseudo-religious beliefs of the antagonists of Fury Road.  

Mystic Connection - Shiny and Chrome

Associated Deities - Angradd and Besmara
Associated Skills - Piloting and Acrobatics
Spells - 1st—Remote Operation, 2nd—Make Whole, 3rd—Burning Ash Cloud, 4th—Wall of Fire, 5th—Holographic Terrain, 6th—Shadow Walk

1st - Road Warrior - You gain a circumstance bonus to all skill checks during a vehicle chase equal to +1. This increases by an additional +1 at 3th level and every 3 levels after. As long as you are piloting that vehicle, and it is in a chase, it gains a bonus to its hardness equal to half your level. 

3rd - Realm of Chrome - You are immune to the Flatfooted, Off Balance, and Off Kilter conditions while on the outside of a vehicle. You gain a climb speed equal to your base speed, which is only usable to climb vehicles. When performing a boarding action during a vehicle chase, you count any failure of 5 or more as if it were a failure of 4 or less instead. 

6th - Chrome Rage - If you are driving a vehicle during a vehicle chase, you may spend a standard action to create a hazard for all vehicles in the next zone back to encounter. Make a piloting skill check and compare it to the KAC of each vehicle in the following zone. Each one suffers a hazard of a CR equal to the difference between the numbers. If the number would be negative the hazard is ignored. This hazard only occurs once (until this action is performed again) and you may choose whether it knocks vehicles off course or does damage, but it must do the same to each vehicle it affects. 

9th - Tarnishing Fire - When you deal fire damage to a vehicle with any spell or a weapon that uses petrol, you may ignore an amount of hardness on that vehicle equal to your level. It also does damage to the crew and passengers of the vehicle equal to the damage inflicted on the vehicle's hit points, ignoring even total cover.

12th - Purity of Chrome - When you spend a resolve point and rest to recover stamina points, you may spend an extra resolve point to have your vehicle recover the same number of hit points as the number of stamina points you recover.

15th - Summon Pothole - Any time you damage a vehicle with a weapon that has the explode special property or an instantaneous spell with a burst area that vehicle’s driver must make a piloting check DC 10+half your level+the damage you dealt, or lose control of the vehicle. 

18th - Wrath of the Road Warrior - You may spend 1 resolve point when you damage a vehicle with the broken condition. If you do, that vehicle explodes dealing 1d10 bludgeoning and fire damage per item level of the vehicle to everything within 5 feet of it per item level of the vehicle. If that vehicle is in a chase it affects all vehicles in the same zone as it. This also triggers Summon Pothole.

That's it for this week's entry into vehicle options. I hope you all enjoy it!

This blog uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.

Monday, July 20, 2020

Vehicle Based Class Options


Vehicle Based Class Options



In my ongoing series of articles discussing new vehicle-based options for classes, I realized some classes didn’t really need more than a little bit to get them there. Below are those options.

Witchwarper Paradigm Shifts
Witchwarpers ply the art of battlefield control. This is an art that can affect vehicles more then most other things, because vehicles are primarily about movement. I found it only needed a couple things added to make the class very relevant in a vehicle based game. The ability to warp the reality of a vehicle itself, and the ability to warp in beneficial effects rather than only hindering ones. Those two features can make them dangerous opponents on the highway. 

Infinite Tire Tracks
You may spend one resolve point to alter the normal area of your Infinite Worlds abilities to target a specific vehicle instead of an area on the map. If this option is used, that vehicle or it’s driver and passengers are treated as suffering the effect of the power regardless of where it moves that turn. If the power affects the vehicle, it makes a save against it to negate the effects. If the ability targets the vehicle’s driver and passengers, each must individually save against any applicable effects. 

Even More Infinite
Your infinite world power may be used to temporarily remove the listed environmental effect from an area instead of applying it to that area. 

Vanguard Discipline
Vanguards don't have many points of their class in tune with vehicles. They are all about entropy, destruction. So the one point they have in common: hitting things really, really hard. 

Entropic Ram
When you make a ram attack while driving a vehicle, you may add your entropic strike damage and effects to the ramming damage. 

Biohacker Theorum
Biohackers can't do much for the machinery of the vehicle, but they can do wonders for their fellow passengers. This technique was inspired by Azlanti Aeon Diffuser technology. 

Hotbox
You may spend 1 resolve point and concentrate one of your biohacks to an aerosol spray that is able to apply its effects to the driver and passengers of the enclosed vehicle the Biohacker is in. This cannot be used outside of an enclosed vehicle. 

Envoy Features
Envoys are skill monkeys, and eventually, they can add any skill to the list of things they can apply expertise to. In a vehicle based campaign, it's entirely appropriate to speed up the addition of driving to that list. Additional abilities help them mess with an enemy driver's head, or talk up all their passengers at the same time. 

Envoy Expertise Talent

Driving Expertise
You may use expertise with the Piloting skill as long as you are driving a vehicle. 

Playing Chicken
As a standard action you may make a bluff check opposed by your opponent’s piloting check. If you succeed the target vehicle loses control for 1 round. 

Envoy Improvisation

We’re all in this together
You may spend a resolve point to make one of your improvisations that only targets a single ally to instead target all allies in the vehicle you are driving. 

Technomancer Features
A technomancer is already a master of technology, but with a few tweeks, you can get a technomancer that's specialized in the driving arts. 

Vehicle Cache
Rather than a handheld device, your spell cache is a vehicle. Choose a vehicle your level or lower. Each time you level up you may select a new vehicle. Your vehicle cache takes the form of that vehicle. Any effect that summons your spell cache still works normally, though it must be used in a space large enough for your vehicle to occupy. Only you or creatures under your control, may drive your vehicle cache. This otherwise functions as spell cache and replaces it.

Cache Hack - Driver’s Cache
The driver uses their technomancy to extract a supernatural performance out of their vehicles. 
First Slot (6th Level): Remote Operation, Patch Tech, Hold Portal
Second Slot (12th Level): Make Whole, Optimize Technology, Security Seal
Third Slot (18th Level): Handy Junkbot, Pinpoint Navigation, Probability Prediction

Up next week, we'll discuss being shiny and chrome...

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This blog uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com. 


Monday, July 13, 2020

And Now for Another Mechanic...


And Now for Another Mechanic...



Third in my series adding more vehicle options to starfinder, after soldier and solarian options, I'm diving into the mechanic class. Personally, I think it's been a grave injustice that mechanics of all people didn't have this already, but here goes: 

Mechanic Alternate Class Feature - Vehicle (Replaces Artificial Intelligence)

You begin play with a customized vehicle you built and maintain with your own hands. As you gain levels, the vehicle improves in sophistication and becomes more powerful.

Chassis – Pick the type of vehicle you want to use:
  • Cycle – a quick, maneuverable vehicle with a minimum of cargo or passenger capacity.
  • Cruiser – a midsized vehicle large enough to transport the party and fast enough to get where ever you need to go.
  • Hauler – a lumbering juggernaut of a vehicle tough, dependable, and can carry massive amounts of cargo or passengers.

This choice is permanent and cannot be changed later.

Once you have chosen your chassis, consult the rules in that chassis’s section to determine the statistics of your vehicle.

As directed, also consult this Size Chart:
Dimensions
Damage
DC
AC
Control Modifier
Attack Modifier
Payload
Diminutive
/4
-4 dice
+8
+4
+8
-8
/4
Tiny
/3
-3 dice
+6
+3
+6
-6
/3
Small
/2
-2 dice
+4
+2
+4
-4
/2
Medium
x.75
-1 dice
+2
+1
+2
-2
-
Large
x1
0
+0
+0
+0
+0
-
Huge
x2
+1 dice
-2
-1
-2
+2
x2
Gargantuan
x3
+2 dice
-4
-2
-4
+4
x3
Colossal
x4
+3 dice
-6
-3
-6
+6
x4

Cycle


Size – The Cycle’s size is one step larger than the mechanic’s size.

Dimensions – The base dimensions of the cycle are 5 ft. wide, 10 ft. long, 3 ft. high. This is modified by the number in the dimension’s column of the Size Chart, based on the cycle’s actual size.

Type – Cruisers are land vehicles. Mods may be used to change or add-to this. At certain levels it upgrades to hover, then antigrav, and eventually you get a free modification to it beyond even that.

Base Modifiers – the base modifiers of the cycle are +2 Piloting for the control roll, and -1 attack (–3 at full speed). These are modified by the Control modifier and Attack modifier on the Size Chart, based on the cycle’s size. Larger vehicles have better attack modifiers and worse control modifiers.

Cover – Cruisers provide no cover to the driver or passengers.

Damage - All vehicles have a collision attack. It’s damage and DC are decided by the rules in the Core rulebook. The Size Chart shows the correct modifiers for that damage and DC based on size.

Each cycle’s speed, HP, Hardness, EAC and KAC are shown on the Cycle Chart, and are based on level. EAC and KAC are further modified by the Size Chart.

Systems – Each cycle gains the indicated systems at the appropriate level on the Cycle Chart.

Payload* – Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The number of points of payload you have available to spend is equal to the amount indicated on the Cycle Chart, modified by the number indicated on the Size Chart.
  • 1 Bulk of Cargo is 1 Point.
  • 1 Passenger is 3 points for an exposed, no-cover seat for a medium passenger (a cycle may have no more than 1 exposed passenger), modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • 5 points for a side-car that provides ½ cover to that passenger (a cycle may have no more than one side-car) , modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • The cost of a driver-controlled weapon mount is equal to the weapon’s bulk+1, and must have a fixed forward or backward fire arc.
  • A passenger controlled weapon must be designated as either a rear turret (360 degree fire arc) or a side-car turret, which can fire in any direction except towards the driver at their side. Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2.

Mods* – this is the number of vehicle mods that can be purchased and applied to the vehicle.

*You can change these choices by spending 24 hours rebuilding the vehicle, or when you level up.

Lvl
Drive Speed
Full Speed
Travel Speed
HP
Hardness
AC E/K
System
Payload
Mods
1
20
500
57
7
5
10/12
Autocontrol, Master Control
10
1
2
20
500
57
14
5
11/13
10
1
3
25
625
71
21
5
13/15
Autopilot
10
2
4
25
625
71
28
5
14/16
10
2
5
25
625
71
35
5
16/18
10
3
6
30
750
85
42
7
17/19
Hover
15
3
7
30
750
85
49
7
18/20
15
4
8
30
750
85
56
7
19/21
15
4
9
30
750
85
63
7
20/22
15
5
10
35
875
99
70
7
22/24
15
5
11
35
875
99
77
10
23/25
20
6
12
35
875
99
84
10
24/26
Antigrav
20
6
13
35
875
99
91
10
26/28
20
7
14
35
875
99
98
10
27/29
20
7
15
40
1000
114
105
10
28/30
20
8
16
40
1000
114
112
15
29/31
25
8
17
40
1000
114
119
15
30/32
25
9
18
40
1000
114
126
15
31/33
Bonus Motive
25
9
19
40
1000
114
133
15
32/34
25
10
20
40
1000
114
140
15
33/35
25
10

Cruiser


Size – The Cruiser’s size is one step larger than the mechanic’s size.

Dimensions – The base dimensions of the cruiser are 10 ft. wide, 10 ft. long, 5 ft. high. This is modified by the number in the dimension’s column of the Size Chart, based on the cruiser’s actual size.

Type – Cruisers are land vehicles. Mods may be used to change or add-to this. At certain levels it upgrades to hover, then antigrav, and eventually you get a free modification to it beyond even that.

Base Modifiers – the base modifiers of the cruiser are +0 Piloting for the control roll, and -3 attack (–5 at full speed). These are modified by the Control modifier and Attack modifier on the Size Chart, based on the cruiser’s size. Larger vehicles have better attack modifiers and worse control modifiers.

Cover – Cruisers provide improved cover to the driver and/or passengers. This can be increased to full with mods. 

Damage - All vehicles have a collision attack. It’s damage and DC are decided by the rules in the Core rulebook. The Size Chart shows the correct modifiers for that damage and DC based on size.
Each cruiser’s speed, HP, Hardness, EAC and KAC are shown on the Cruiser Chart, and are based on level. EAC and KAC are further modified by the Size Chart.

Systems – Each cruiser gains the indicated systems at the appropriate level on the Cruiser Chart.

Payload* – Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The number of points of payload you have available to spend is equal to the amount indicated on the Cruiser Chart, modified by the number indicated on the Size Chart.1 Bulk of Cargo is 1 Point.
  • 1 Passenger is 3 points for an exposed, half-cover seat. This may be upgraded to improved cover for an additional point, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • 5 points for a normal interior passenger seat, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • The cost of a driver-controlled weapon mount is equal to the weapon’s bulk+1, and must have a fixed forward or backward fire arc.
  • A passenger-controlled weapon must be designated as either a turret (360 degree fire arc) controlled by an exposed passenger, or a sponson turret, which can fire in a 180 degree fire arc on the side it is mounted controlled by an internal passenger. Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2. You cannot have more passenger-controlled weapon mounts than you do passengers.

Mods* – this is the number of vehicle mods that can be purchased and applied to the vehicle.

*You can change these choices by spending 24 hours rebuilding the vehicle, or when you level up.

Lvl
Drive Speed
Full Speed
Travel Speed
HP
Hardness
AC E/K
System
Payload
Mods
1
15
450
51
10
5
13/15
Autocontrol, Master Control
30
1
2
15
450
51
20
5
14/16
30
1
3
15
450
51
30
5
16/18
30
2
4
20
600
68
40
5
17/19
Autopilot
30
2
5
20
600
68
50
7
18/20
30
3
6
20
600
68
60
7
19/21
40
3
7
20
600
68
70
7
20/22
40
4
8
25
750
85
80
7
22/24
Hover
40
4
9
25
750
85
90
10
23/25
40
5
10
25
750
85
100
10
24/26
40
5
11
25
750
85
110
10
26/28
50
6
12
30
900
102
120
10
27/29
50
6
13
30
900
102
130
15
28/30
50
7
14
30
900
102
140
15
29/31
50
7
15
30
900
102
150
15
30/32
50
8
16
30
900
102
160
15
31/33
Antigrav
60
8
17
35
1050
119
170
20
32/34
60
9
18
35
1050
119
180
20
33/35
60
9
19
35
1050
119
190
20
35/37
60
10
20
35
1050
119
200
20
36/38
60
10

Hauler


Size – The Hauler’s size is two steps larger than the mechanic’s size. Haulers may increase their size with

Dimensions – The base dimensions of the Hauler are 5 ft. wide, 10 ft. long, 7.5 ft. high. This is modified by the number in the dimension’s column of the Size Chart, based on the Hauler’s actual size.

Type – Haulers are land vehicles. Mods may be used to change or add-to this. At certain levels it upgrades to hover, then antigrav, and eventually you get a free modification to it beyond even that.

Base Modifiers – the base modifiers of the Hauler are -2 Piloting for the control roll, and -4 attack (–6 at full speed). These are modified by the Control modifier and Attack modifier on the Size Chart, based on the Hauler’s size. Larger vehicles have better attack modifiers and worse control modifiers.

Cover – Haulers provide improved cover to the driver and/or passengers. This can be increased to full with mods. 

Damage - All vehicles have a collision attack. Its damage and DC are decided by the rules in the Core rulebook. The Size Chart shows the correct modifiers for that damage and DC based on size.
Each Hauler’s speed, HP, Hardness, EAC and KAC are shown on the Hauler Chart, and are based on level. EAC and KAC are further modified by the Size Chart.

Systems – Each Hauler gains the indicated systems at the appropriate level on the Hauler Chart.

Payload* – Cargo, Passengers, and Weapon Mounts and even Expansion Bays are purchased with Payload points. The number of points of payload you have available to spend is equal to the amount indicated on the Hauler Chart, modified by the number indicated on the Size Chart.
  • 1 Bulk of Cargo is 1 Point.
  • 1 Passenger is 3 points for an exposed, half-cover seat, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle). This may be upgraded to improved cover for an additional point.
  • 5 points for a internal passenger seat, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • The cost of a driver-controlled weapon mount is equal to the weapon’s bulk+1, and must have a fixed forward or backward fire arc.
  • A passenger-controlled weapon must be designated as either a turret (360 degree fire arc) controlled by an exposed passenger, or a sponson turret, which can fire in a 180 degree fire arc on the side it is mounted controlled by an internal passenger. Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2. You cannot have more passenger-controlled weapon mounts than you do passengers.
  • Haulers may also purchase starship expansion bays at a cost of 25 points per expansion bay slot it takes up. They may not purchase any expansion bay that has size requirements.
  • They may also purchase a Hangar Bay that can carry 1 vehicle 1 size category smaller than it, or 2 that are 2 size categories smaller, or 4 that are 3 size categories smaller, etc. This costs 25 payload.

Mods* – this is the number of vehicle mods that can be purchased and applied to the vehicle.

*You can change these choices by spending 24 hours rebuilding the vehicle, or when you level up.

Lvl
Drive Speed
Full Speed
Travel Speed
HP
Hard
AC E/K
System
Payload
Mods
1
10
300
34
20
5
16/18
Autocontrol, Master Control
50
1
2
10
300
34
40
5
17/19
50
1
3
10
300
34
60
5
18/20
50
2
4
10
300
34
80
7
19/21
50
2
5
15
450
51
100
7
20/22
50
3
6
15
450
51
120
7
22/24
Autopilot
75
3
7
15
450
51
140
10
23/25
75
4
8
15
450
51
160
10
24/26
75
4
9
15
450
51
180
10
26/28
Hover
75
5
10
20
600
68
200
15
27/29
75
5
11
20
600
68
220
15
28/30
100
6
12
20
600
68
240
15
29/31
100
6
13
20
600
68
260
20
30/32
100
7
14
20
600
68
280
20
31/33
100
7
15
20
600
68
300
20
32/34
100
8
16
25
750
85
320
25
33/35
150
8
17
25
750
85
340
25
35/37
150
9
18
25
750
85
360
25
36/38
Antigrav
150
9
19
25
750
85
380
30
38/40
150
10
20
25
750
85
400
30
39/41
150
10


Vehicle Mods

Motive System Replacement – You may replace your vehicle’s motive system with another type, replacing it’s land speed with either a Water (surface) speed, or replace it’s land speed with a swim or flight speed at half its original land speed.

Motive System Addition – At a cost of 2 mod slots you may add an additional motive system. You may add a swim speed at half your primary motive system speed, or you may add a burrow speed at 1/10 your primary motive system speed. You must have the enclosed mod before you can select this one.

Enclosed – Your cruiser or hauler becomes fully enclosed, giving the driver and all interior passengers full cover.

Oil Slick – As a standard action you pay activate this oil slick and trail grease behind your vehicle. This fills all spaces your vehicle leaves until the end of your next turn with a grease that functions like the grease spell. Any vehicles that move into a space filled with grease must make a piloting check or lose control. The DC of this check is equal to the DC for your mechanic’s tricks. This may be used once before needing to be refilled. This mod may be taken multiple times. It gains an additional use before needing to be refilled for each additional time it is taken.

Smoke Screen - As a standard action you pay activate this smoke screen and trail smoke behind your vehicle. This fills all spaces your vehicle leaves until the end of your next turn with a smoke that functions like the fog cloud spell. Any vehicles that take a race action inside the smoke screen must make a piloting check or lose control and crash. The DC of this check is equal to the DC for your mechanic’s tricks. The smoke also covers the vehicle deploying it, and its passengers. This may be used once before needing to be refilled. This mod may be taken multiple times. It gains an additional use before needing to be refilled for each additional time it is taken.

Missile Rack – A concealed rack designed to carry and launch independent missiles targeted at another vehicle’s motive system. It can be filled by up to 4 of any missile ammunition a personal weapon might use. Once per turn as a standard action the driver may trigger one of these missiles to fire at a target within sight making a normal ranged attack. Any damage dealt to another vehicle with one of these forces it to make a piloting check DC 15+(1.5 x Level)+the amount of damage dealt to the vehicle. Failing this check causes the vehicle to go out of control.

Towing Hitch and Reinforcements – This hardpoint is sufficient to allow the cruiser or hauler to tow another vehicle up to one size category larger than itself. This mod may be taken multiple times, each one increasing the size of vehicle you may tow by one size category. If you go past colossal size, you may tow grounded starships.

Comm System – This is a planet-wide comm system on a huge or smaller vehicle. Or a system-wide comm system on a gargantuan or larger vehicle.

Junk – When a nearby technomancer tries to cast a junk spell they may deal 1d10 damage to this vehicle to provide the necessary bulk of junk material for the spell. If this vehicle gains the broken condition, its driver must make a piloting check DC 15+Level or the vehicle will explode dealing 1d10 damage per level to everything and everyone within 5 ft. plus 5 ft per size category larger than large. While the broken condition remains, this check must be passed each time the vehicle takes damage. Gain your level in extra payload.

Enhanced Sensors – The cruiser or hauler gains a sensor suite that can allow the crew to make perception checks using its senses. The range is 100 ft per size category. This mod may be selected multiple times. Each time it is selected choose from one of the following senses: Darkvision, Blindsense (Vibration), Blindsense (Heat).

Sense Through – You must have selected enhanced sensors before selecting this. The vehicle’s enhanced sensors gain the sense through ability an can penetrate barriers.

Breach – After the pilot makes a successful ram action against an object with a hull or wall, if the rammed object has the broken condition, the breacher’s pilot can use a swift action to activate cutting lasers, drills, claws, or other devices mounted on the front of this vehicle. These devices create a hole in the rammed object up to 8 feet in diameter, allowing creatures to pass freely from the breacher into the breached object.

Reinforced Ramming Frame – A specially designed frame, kinetic dampeners, or other technology prevents this vehicle from taking damage when its pilot performs a successful ram action.


Autopilot Proficiency Module – Your Autopilot becomes proficient with one weapon type and can spend a standard action operating that weapon if it is not currently operating the vehicle. 

Autopilot Skill Module – Your Autopilot becomes trained in one skill, with a bonus equal to the skill bonus equal to the skill bonus an AI would have. The vehicle's computer tier is considered 1/2 of it's level for this purpose. 

Manipulator – Install an armature on your cruiser or hauler with some form of gripping mechanism. It is capable of holding and lifting items equal to two steps lower than the vehicles size. It can be used for a variety of purposes from working with salvage to loading cargo.  

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