Vehicles
In the Pathfinder Roleplaying Game, low-level characters do most of their traveling on their own two feet. At higher levels, magical travel becomes common, as does travel by horseback or exotic mount. Every so often, travel involves a vehicle of some sort — and when it does, these rules govern how that vehicle moves, how it interacts with the combat round, and how it can be disabled, destroyed, or taken by force.
Vehicle Basics
A quick orientation to the eight concepts that define how all vehicles work.
Drivers
A driver is a creature (Int 3+) who physically manipulates the driving device and occupies at least one driving space.
Occupants
Any creature riding, driving, crewing, or propelling a vehicle is an occupant. Crew members cannot take actions while the vehicle moves.
Facing
Vehicles have a forward facing. They move best in that direction — turning takes a drive action and a successful check.
Acceleration / Deceleration
Vehicles ramp up and slow down. Each round a driver can change speed by up to the vehicle's acceleration value, up to maximum speed.
Initiative
A vehicle acts on its driver's initiative. If the vehicle has no driver, it acts on the turn of the last driver, or as the GM decides.
Controlling a Vehicle
Before any other action, a driver must choose and take a drive action. Delaying or taking another action makes the vehicle uncontrolled.
Driving Check
DC 5 out of combat, DC 20 in combat. Propulsion determines the skill used. Any driver may substitute Wisdom for the relevant skill.
In Combat
Vehicles and crew don't threaten; non-crew occupants do. Vehicles can enter spaces of smaller creatures, triggering overrun or bull rush maneuvers.
Vehicle Statistics
Every vehicle stat block uses the following fields. Fields not listed are not applicable to that vehicle.
| Stat | Meaning |
|---|---|
| Size & Type | Vehicle size category and environment (land, sea, or air). |
| Squares | Number of 5-ft. squares occupied, plus typical footprint (width × length × height). |
| Cost | Base gp cost. Modifications and weapons listed separately. |
| AC & Hardness | Base AC (modified by driver's skill when moving). Hardness reduces all damage before HP loss. |
| hp | Total hit points. The number in parentheses is the broken threshold (half HP). |
| Base Save | Applies to all saving throws (Fort, Ref, Will); modified by driver's skill rank. |
| Maximum Speed | Fastest the vehicle can travel. Multiple propulsion types may each have their own speed. |
| CMB / CMD | Base values before the driver's driving check modifier is added. |
| Acceleration | Maximum speed change per round (accelerating or decelerating). |
| Stat | Meaning |
|---|---|
| Propulsion | Type and amount of propulsion required to move the vehicle. |
| Driving Check | Skill(s) used to control the vehicle. Wisdom may always substitute. |
| Forward Facing | Which end of the vehicle leads; defines the direction of movement. |
| Driving Device | The physical object the driver manipulates (reins, wheel, etc.). |
| Driving Space | Squares the driver must occupy. At least one 5-ft. square required. |
| Crew | Number of crew in addition to the driver. Half crew doubles driving DC; fewer than half prevents movement. |
| Decks | Number of deck levels and notable features of each. |
| Weapons | Siege engines the vehicle can be fitted with. Not included in base cost. |
| Ramming Damage | Damage dealt per size category on a ram, used to calculate total ramming damage. |
Full Vehicle Rules
The basics give a general overview. The sections below go into full mechanical depth.
Drivers
A vehicle requires two things to keep it moving: a driver and a method of propulsion. A driver is a creature with an Intelligence score of 3 or more who is physically able to use the vehicle's driving mechanism — the correct size and anatomy to manipulate the driving device. The driver uses that device and her skill (or Wisdom) to control the vehicle. Without a driver, a vehicle will not move, or will continue in a straight line depending on its state when the driver leaves. A creature must be the vehicle's size or smaller to drive it.
Occupants
Drivers, riders, crew, and creatures used as propulsion are all occupants. All occupants except crew and propulsion creatures can take actions and threaten areas normally. Crew members can take no actions — their concentration is wholly consumed by keeping the vehicle moving.
Propulsion and Driving Checks
Every vehicle has a method of propulsion that also determines the skill used for driving checks. The five propulsion types are:
One or more creatures push or pull the vehicle. Driving skill depends on creature intelligence: Handle Animal or Profession (driver) for animals; Diplomacy or Intimidate for intelligent creatures.
Pulled: Creatures harnessed in front. Animal intelligence defaults to Handle Animal or Profession (driver). Intelligent creatures use Diplomacy (DC −5 if the creature is friendly or helpful).
Pushed: Creatures power the vehicle from behind or via oars/propellers. Driving check is Diplomacy or Intimidate (intelligent) or Handle Animal (animal).
The vehicle harnesses an existing current — wind, river, or something more exotic. Typical skills: Fly, Knowledge (nature), Profession (sailor), Survival, Acrobatics, or Knowledge (arcana) depending on the vehicle.
- Water Current: Can only move in the current's direction unless another method supplements it.
- Air Current: Requires Profession (sailor) or Knowledge (nature) for 2+ crew. DC always +10.
- Weird Current: Exotic energy or planar currents. DC +10 (sometimes +15).
Steam or volatile alchemical reagents drive the vehicle. Skill: Knowledge (arcana) or Craft (alchemy). Base DC is always 10 higher than normal. Extremely powerful but unforgiving — failed checks deal 2d6 fire damage to the vehicle and half that to every creature on it.
A magic item or arcane device propels the vehicle. Typically Spellcraft or Use Magic Device. Often requires no driving check at all — treat every drive action as a success when using magic propulsion.
Large vessels often use multiple propulsion types simultaneously. Speed is the fastest method + half the second-fastest. No bonus for a third method beyond flexibility. Mixed vehicles often require large crews to operate all systems at once.
Vehicle Size and Space
Vehicles are often long and thin rather than square. A 10-ft.-wide, 15-ft.-long wagon still counts as Large. Use the table below to determine a vehicle's size category from its square count. One shorter side of the vehicle is typically the forward facing.
Driving Space: At least one 5-ft. square on each vehicle must be the driving space. A driver must occupy at least one driving-space square and be able to manipulate the driving device.
| Squares | Size |
|---|---|
| 2–6 | Large |
| 7–12 | Huge |
| 13–20 | Gargantuan |
| 21+ | Colossal |
| Size | AC Mod | CMB Mod |
|---|---|---|
| Large | −1 | +1 |
| Huge | −2 | +2 |
| Gargantuan | −4 | +4 |
| Colossal | −8 | +8 |
Vehicle Facing and Movement
Facing: Most vehicles have a forward facing representing the effect of inertia. Vehicles move best forward; turning requires a drive action and a successful check. Once a vehicle builds speed, it is difficult to stop or redirect quickly.
Movement: A vehicle has a maximum speed and an acceleration value. When creatures pull or push a vehicle, maximum speed equals twice the pulling creature's speed; acceleration equals the creature's speed. Each round the driver can change speed by up to the acceleration value. A vehicle cannot start at maximum speed except with high-level magic propulsion.
Driving Vehicles
At the start of her turn, before any other action, a driver takes one of the following driving actions. Failing to take a driving action (or delaying/readying instead) causes the vehicle to take the Uncontrolled action. A driver can only take one driving action per turn.
Outside Combat: Taking 10 on the skill check almost always succeeds; driving checks are rarely needed. Magic Propulsion: Treat every drive action as a check success — no roll required. Without Proper Skill: A driver may use a Wisdom check in place of any driving skill, including taking 10 or using aid another.
Vehicle Crews: A vehicle with full crew operates normally. Half crew (or more) increases all driving DCs by 10. Fewer than half crew means the vehicle cannot be driven at all.
Vehicles in Combat
Initiative: A vehicle moves on its driver's initiative. If the driver delays or readies, the vehicle goes uncontrolled and takes the uncontrolled action until it stops or gains a new driver.
Movement: At the start of the driver's turn, she takes a drive action. Vehicles ignore difficult terrain from rubble and foliage, but treat steep inclines as difficult terrain. Vehicles and their occupants can enter the spaces of other vehicles and creatures, triggering vehicular maneuvers.
Threatening: Vehicles and crew cannot threaten areas. Non-crew occupants threaten normally, though the driver may have limited attack options based on the driving device. Propulsion creatures are part of the vehicle for maneuver purposes and do not threaten.
Cover: Vehicles typically grant occupants partial cover (+2 AC, +1 Reflex) against outside attackers. Fully enclosed vehicles or those with internal chambers can grant greater cover or block line of sight entirely.
Jumping On or Off: A normal jump if the vehicle has a deck within the character's height. Add +5 to the Acrobatics DC for every 30 ft. of the vehicle's current speed. If both the jumper and vehicle are moving, use the difference in speeds to calculate the DC increase.
Taking Control: Any creature in the driving space can claim control as a free action with a successful driving check. The current driver may hand off control freely. If taking control by force, the attacker must grapple the driver, succeed at an opposed driving check, or disable the driver — the vehicle acts on the new driver's initiative starting the following turn.
A vehicle's AC is its base AC plus the driver's driving skill modifier (or Wisdom modifier). Touch attacks ignore the driver's modifier; a vehicle is never flat-footed. Saving throws are base save + driver's skill modifier.
| Attack Target | Notes |
|---|---|
| Structure | Normal attack against the vehicle. Damage applies to vehicle HP. |
| Occupant | Normal attack against the creature. Occupants get partial cover from outside attacks. Grappling the driver can strip vehicle control. |
| Propulsion | Has its own HP/hardness (see Propulsion Devices table). Creatures used as propulsion use their own stats. |
| Driving Device | Its own HP/hardness (see Driving Devices table). Broken device: +10 to all driving DCs. Destroyed device: vehicle cannot be driven. |
| Conveyance | Wheels, rudders, etc. −10 attack penalty, but deals maximum damage (no roll). Critical hit multiplies maximum damage. |
Vehicles can make vehicular bull rush, vehicular overrun, and ramming maneuvers as part of movement.
Vehicular Overrun: Triggered whenever any part of the vehicle enters the space of a smaller creature or vehicle. The driver makes an overrun CMB check (vehicle CMB + driving check modifier) vs. the creature's CMD. On success the creature is overrun; on failure it stops the vehicle in an adjacent square. Each new part of the vehicle that enters a creature's space may trigger another check.
Vehicular Bull Rush: Declared as a swift action before movement. Substitutes some or all overruns that round. Pushes creatures away without damaging them.
Ramming: Triggered when the vehicle enters the space of an equal-or-larger creature, vehicle, or solid object (hardness 5+). No maneuver check — the vehicle deals ramming damage and takes half that damage itself (no hardness reduction). Both vehicles take damage. If ramming a creature, the creature can make a Reflex save (DC = driver's driving check result) to halve the damage.
| Vehicle Size | Ramming Damage |
|---|---|
| Large | 1d8 |
| Huge | 2d8 |
| Gargantuan | 4d8 |
| Colossal | 8d8 |
Vehicle HP = base material HP per square × number of squares.
| Material | HP per Square | Hardness |
|---|---|---|
| Leather | 10 | 0 |
| Wood | 15 | 5 |
| Stone | 20 | 8 |
| Metal | 20 | 10 |
| Mithral | 30 | 15 |
| Adamantine | 40 | 20 |
- Broken
- At or below half HP. −2 AC, −2 saves, −2 CMB/CMD; driving DC +5. Vehicle still functional.
- Wrecked
- At 0 HP. Cannot be driven. Gains sinking condition if in water; falls if in the air at half maximum speed per round.
- Sinking
- A wrecked water vehicle. Fully sinks and is destroyed 10 rounds after gaining this condition. Ends if HP is restored to 1+.
- Destroyed
- At negative HP equal to its square count. Cannot be repaired — only salvaged for parts.
Sudden Stops: When movement reduces to 0 by anything other than a decelerate action, all creatures and objects are pushed forward ½ the vehicle's prior speed in squares. At the end of that movement: 1d6 damage + DC 20 Reflex or knocked prone.
Repair: Mending and make whole are fastest. Craft (carpentry) for land vehicles, Craft (ships) for water vehicles. Generally, a single worker repairs 1 HP per hour (GM discretion).
Maneuvering and Turning
Maneuvering: A vehicle may move forward or diagonally forward when the driver successfully accelerates, decelerates, keeps it going, or turns. It must move straight forward only when uncontrolled.
Turning: When a vehicle turns 90°, pick up the model and place it in the new position — the vehicle's forward facing changes. Only one 90° turn may be made per drive action, and only when using an Accelerate, Decelerate, Keep It Going, or Turn action.
Propulsion Devices
Squares of propulsion devices have their own statistics, separate from the vehicle's. Use these rules for HP and hardness when propulsion is attacked.
- HP per square
- 20
- Hardness
- 8
- HP per square
- 5
- Hardness
- 0
- HP per square
- 5
- Hardness
- 0
Driving Devices
The following table gives AC, HP, and hardness for common driving devices. A broken driving device increases the vehicle's driving DC by 10; a destroyed device prevents the vehicle from being driven until repaired.
| Driving Device | AC | HP | Hardness |
|---|---|---|---|
| Reins | 14 | 10 | 0 |
| Rigging | 9 | 5 per sail sq. | 0 |
| Steering Wheel | 10 | 25 | 5 |
| Throttle | 12 | 15 | 5 |
| Oars | 11 | 10 | 5 |
| Magic Item | Item's own statistics | ||
Vehicle Catalog
Land vehicles carry occupants and cargo over hard earth or similar terrain. They are typically propelled by muscle, but can be moved by a variety of propulsion methods. The following include all land vehicles characters can purchase in the Core Rulebook.
- Propulsion
- Muscle (pulled; 6 Medium or 2 Large creatures)
- Driving Check
- Handle Animal or Profession (driver) for animals; Diplomacy or Intimidate for intelligent creatures
- Driving Device / Space
- Reins; most forward squares of upper deck
- Decks
- 2 — lower cab (4 passengers), upper deck (driver + 1)
- Propulsion
- Muscle (pulled; 2 Medium or 1 Large creature)
- Driving Check
- Handle Animal or Profession (driver) / Diplomacy or Intimidate
- Driving Device / Space
- Reins; most forward square
- Decks
- 1
- Propulsion
- Muscle (pulled; 2 Medium or 1 Large creature)
- Driving Check
- Handle Animal or Profession (driver) / Diplomacy or Intimidate
- Driving Device / Space
- Reins; most forward square
- Decks
- 1
- Propulsion
- Muscle (pulled; 4 Medium or 1 Large creature)
- Driving Check
- Handle Animal or Profession (driver) / Diplomacy or Intimidate
- Driving Device / Space
- Reins; two most forward squares
- Decks
- 1
- Propulsion
- Muscle (pulled; 6 Medium or 2 Large creatures)
- Driving Check
- Handle Animal or Profession (driver) / Diplomacy or Intimidate
- Driving Device / Space
- Reins; two most forward squares
- Decks
- 1
- Weapons
- 1 light ballista
- Propulsion
- Muscle (pulled, 4 Med or 1 Large; clawed creatures for ice) or current (air, 8-sq. sail; hp 40)
- Driving Check
- Handle Animal/Profession (driver) or Diplomacy/Intimidate; Acrobatics +10 DC for air current
- Driving Device / Space
- Reins or rigging; two most forward squares
- Decks
- 1
- Propulsion
- Alchemical (10 sq. of engines; hardness 8, hp 200)
- Driving Check
- Knowledge (arcana) or Craft (alchemy); DC +10
- Driving Device / Space
- Two levers; single sq. on top (3rd) deck
- Crew
- 4
- Decks
- 3 — lower two access engine, upper deck is observation/control
- Weapons
- 2 Large direct-fire ranged siege engines (on the arms)
- Propulsion
- Muscle (pulled; 4 Medium or 1 Large creature)
- Driving Check
- Handle Animal or Profession (driver) / Diplomacy or Intimidate
- Driving Device / Space
- Reins; two most forward squares
- Decks
- 1
- Propulsion
- Muscle (pulled; 4 Medium or 1 Large creature)
- Driving Check
- Handle Animal or Profession (driver) / Diplomacy or Intimidate
- Driving Device / Space
- Reins; most forward square
- Decks
- 1
- Propulsion
- Muscle (pulled; 4 Medium or 1 Large creature)
- Driving Check
- Handle Animal or Profession (driver) / Diplomacy or Intimidate
- Driving Device / Space
- Reins; most forward square
- Decks
- 1
Water vehicles move across bodies of water, typically propelled by muscle or sail. Airships listed here travel above water as well. Note: air vehicles that ascend do so at half current speed; descent is optional.
- Propulsion
- Current (water) or muscle (pushed; 1–2 Medium rowers)
- Driving Check
- Survival
- Driving Device / Space
- Oars; center square
- Decks
- 1
- Propulsion
- Current (air; 20 sq. sails, hp 100), current (water), or muscle (pushed; 8 rowers)
- Driving Check
- Diplomacy or Intimidate (rowed); Profession (sailor) or Knowledge (nature) +10 DC (sailed)
- Driving Device / Space
- Rudder; two middle rear squares
- Crew
- 8
- Decks
- 1
- Propulsion
- Current (air; 10 sq. sails, hp 50), current (water), or muscle (pushed; 40 rowers)
- Driving Check
- Diplomacy or Intimidate (rowed); Profession (sailor) or Knowledge (nature) +10 DC (sailed)
- Driving Device / Space
- Rudder; two middle rear squares
- Crew
- 40
- Decks
- 1 (small cargo area below deck)
- Propulsion
- Current (air; 2 masts, 30 sq. sails, hp 150) or current (water)
- Driving Check
- Profession (sailor) or Knowledge (nature); DC +10
- Driving Device / Space
- Steering wheel; nine squares aft
- Crew
- 20
- Decks
- 2
- Weapons
- Up to 20 Large or 6 Huge direct-fire siege engines (port/starboard only)
- Propulsion
- Current (air+water; 1 mast, 160 sq. sails, hp 800) or muscle (pushed; 80 rowers)
- Driving Check
- Profession (sailor) or Knowledge (nature); DC +10
- Driving Device / Space
- Steering wheel; nine squares aft
- Crew
- 60
- Decks
- 2
- Weapons
- Up to 20 Large or 6 Huge direct-fire siege engines (port/starboard only; none while rowing)
- Propulsion
- Current (air; 3 masts, 60 sq. sails, hp 300), current (water), or muscle (pushed; 140 rowers)
- Driving Check
- Profession (sailor) or Knowledge (nature); DC +10
- Driving Device / Space
- Steering wheel; nine squares aft
- Crew
- 20 (or 160 if rowed)
- Decks
- 3
- Weapons
- Up to 40 Large or 12 Huge direct-fire siege engines (port/starboard banks; none while rowing). +8,000 gp: battering ram + fore/aft/amidships firing platforms
Air vehicles fly in three dimensions. When ascending, a vehicle moves at half its current speed. Descent is optional (not forced). A wrecked air vehicle falls at half its maximum speed per round.
- Propulsion
- Current (air; 4 sq. of sail, which serve as most of the vehicle; hp 20)
- Driving Check
- Fly or Acrobatics; DC +10
- Note
- Takes double damage from acid and fire (hardness 0).
- Propulsion
- Current (air; 90 sq. dirigible, hp 450) and magic
- Driving Check
- None (magic propulsion)
- Driving Device / Space
- Magic item; nine squares around controlling item at ship's fore
- Crew
- 0
- Decks
- 2
- Weapons
- Up to 6 Large or 4 Huge direct-fire siege engines (port/starboard only)
- Propulsion
- Alchemical (6 sq. of engines amidships; hardness 8, hp 120)
- Driving Check
- Craft (alchemy) or Knowledge (arcana); DC +10
- Driving Device / Space
- Steering wheel; nine squares at ship's fore
- Crew
- 10
- Decks
- 1
- Weapons
- Up to 6 Large or 4 Huge direct-fire siege engines (port/starboard only)