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.

Optional Rule. Vehicle combat rules are an optional subsystem from Ultimate Combat. They supplement the ship combat rules in the Core Rulebook; use the detailed rules below when individual-scale vehicle encounters matter at the table. Ship Combat →

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.

StatMeaning
Size & TypeVehicle size category and environment (land, sea, or air).
SquaresNumber of 5-ft. squares occupied, plus typical footprint (width × length × height).
CostBase gp cost. Modifications and weapons listed separately.
AC & HardnessBase AC (modified by driver's skill when moving). Hardness reduces all damage before HP loss.
hpTotal hit points. The number in parentheses is the broken threshold (half HP).
Base SaveApplies to all saving throws (Fort, Ref, Will); modified by driver's skill rank.
Maximum SpeedFastest the vehicle can travel. Multiple propulsion types may each have their own speed.
CMB / CMDBase values before the driver's driving check modifier is added.
AccelerationMaximum speed change per round (accelerating or decelerating).
StatMeaning
PropulsionType and amount of propulsion required to move the vehicle.
Driving CheckSkill(s) used to control the vehicle. Wisdom may always substitute.
Forward FacingWhich end of the vehicle leads; defines the direction of movement.
Driving DeviceThe physical object the driver manipulates (reins, wheel, etc.).
Driving SpaceSquares the driver must occupy. At least one 5-ft. square required.
CrewNumber of crew in addition to the driver. Half crew doubles driving DC; fewer than half prevents movement.
DecksNumber of deck levels and notable features of each.
WeaponsSiege engines the vehicle can be fitted with. Not included in base cost.
Ramming DamageDamage 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:

Muscle

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).

Current (Air / Water / Weird)

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).
Alchemical

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.

Magic

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.

Mixed Methods

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.

Table: Vehicle Size by Squares
SquaresSize
2–6Large
7–12Huge
13–20Gargantuan
21+Colossal
Table: Vehicle AC & CMB Modifier by Size
SizeAC ModCMB 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.

Accelerate Standard
On a successful driving check, increase the vehicle's current speed by up to its acceleration (in 5-ft. increments), not to exceed maximum speed. The vehicle may move forward or forward diagonally.
Decelerate Standard
On a successful driving check, decrease speed by up to the acceleration value. On a failure, speed is unchanged. The vehicle may still move forward diagonally. If speed reaches 0, inertia may still push the vehicle 1d4×5 ft. forward.
Keep It Going Move
On a successful driving check, move the vehicle at its current speed, optionally forward diagonally. On a failure, still move at current speed but cannot go diagonally.
Reverse Standard
Only available from a full stop (speed 0). On a success, move backward at up to half the acceleration value, either straight back or diagonally backward. On a failure, no movement.
Turn Standard
Rotate forward facing 90° and move at current speed. DC +5 if speed is 2× acceleration; +10 if 3× acceleration; +15 if 4×+ acceleration. On a failure, the vehicle moves forward in its current facing without turning.
Uncontrolled No Action
When there is no driver or the driver takes another action. Muscle-propelled vehicles decelerate by acceleration rate. Current-propelled vehicles slow by half their acceleration each round. The vehicle can only move straight forward — no diagonal movement, no turning.

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 TargetNotes
StructureNormal attack against the vehicle. Damage applies to vehicle HP.
OccupantNormal attack against the creature. Occupants get partial cover from outside attacks. Grappling the driver can strip vehicle control.
PropulsionHas its own HP/hardness (see Propulsion Devices table). Creatures used as propulsion use their own stats.
Driving DeviceIts own HP/hardness (see Driving Devices table). Broken device: +10 to all driving DCs. Destroyed device: vehicle cannot be driven.
ConveyanceWheels, 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.

Table: Ramming Damage by Size
Vehicle SizeRamming Damage
Large1d8
Huge2d8
Gargantuan4d8
Colossal8d8

Vehicle HP = base material HP per square × number of squares.

Table: Vehicle Hit Points by Material
MaterialHP per SquareHardness
Leather100
Wood155
Stone208
Metal2010
Mithral3015
Adamantine4020
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.

Optional Rule: Wide Turns. The standard turn rules are abstract. For more realistic turning, vehicles must take wide arcs. When turning, the vehicle must move forward a number of squares equal to its number of squares (minimum 2) before completing the 90° turn. If the driver uses the Turn action, the vehicle moves forward 1 square for every 2 squares of its length, then completes the turn. This rule rewards smaller, more nimble vehicles and punishes high-speed turns with large vehicles.

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.

Alchemical Engine
HP per square
20
Hardness
8
Heavily reinforced. Can be disabled as a difficult or extreme device (Core Rulebook 94). Susceptible to fire and acid.
Creature
Uses the creature's own statistics. Pulling creatures' spaces count as vehicle spaces for combat maneuver purposes. Teams of creatures can be arranged for additional pulling power.
Dirigible (Gas Bag)
HP per square
5
Hardness
0
Takes double damage from acid, electricity, and fire. Often easier to destroy than the vehicle itself — a viable strategy for air combat.
Magic Item
Uses the item's own statistics. Destroying the item removes propulsion entirely. Items are typically harder to destroy than sails but easier than an alchemical engine.
Sails
HP per square
5
Hardness
0
Takes double damage from acid, electricity, and fire. Easy to repair; relatively easy to destroy. Disabling sails is a standard naval tactic for capture rather than destruction.

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 DeviceACHPHardness
Reins14100
Rigging95 per sail sq.0
Steering Wheel10255
Throttle12155
Oars11105
Magic ItemItem'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.

Carriage 100 gp
Size: Large
Squares: 6 (10×15 ft., 6 ft. high)
AC / Hardness: 9 / 5
HP: 90 (broken 44)
Base Save: +1
CMB / CMD: +1 / 11
Max Speed: 2× pulling speed
Acceleration: pulling speed
Ram Damage: 1d8
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)
Cart 15 gp
Size: Large
Squares: 2 (5×10 ft., 4 ft. high)
AC / Hardness: 9 / 5
HP: 30 (broken 14)
Base Save: +0
CMB / CMD: +1 / 11
Max Speed: 2× pulling speed −10 ft.
Acceleration: pulling speed −5 ft.
Ram Damage: 1d8
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
Chariot, Light 50 gp
Size: Large
Squares: 2 (5×10 ft., 5 ft. high)
AC / Hardness: 9 / 5
HP: 30 (broken 14)
Base Save: +0
CMB / CMD: +1 / 11
Max Speed: 2× pulling speed
Acceleration: pulling speed
Ram Damage: 1d8
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
Chariot, Medium 100 gp
Size: Large
Squares: 4 (10×10 ft., 5 ft. high)
AC / Hardness: 9 / 5
HP: 60 (broken 29)
Base Save: +1
CMB / CMD: +1 / 11
Max Speed: 2× pulling speed
Acceleration: ½ pulling speed
Ram Damage: 1d8
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
Chariot, Heavy 200 gp
Size: Large
Squares: 6 (10×15 ft., 5 ft. high)
AC / Hardness: 8 / 5
HP: 80 (broken 44)
Base Save: +1
CMB / CMD: +2 / 12
Max Speed: 2× pulling speed
Acceleration: ½ pulling speed
Ram Damage: 1d8
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
Sleigh 100 gp
Size: Large
Squares: 4 (10×10 ft., 3–13 ft. high)
AC / Hardness: 9 / 5
HP: 60 (broken 29)
Base Save: +1
CMB / CMD: +1 / 11
Max Speed: 2× pulling speed or 100 ft. (sail)
Acceleration: ½ pulling speed or 30 ft. (sail)
Ram Damage: 1d8
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
Steam Giant 80,000 gp
Size: Gargantuan
Squares: 16 (20×20 ft., 26 ft. high)
AC / Hardness: 6 / 10
HP: 320 (broken 159)
Base Save: +3
CMB / CMD: +4 / 14
Max Speed: 60 ft.
Acceleration: 30 ft.
Ram Damage: 4d8
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)
Wagon, Light 50 gp
Size: Large
Squares: 4 (10×10 ft., 5 ft. high)
AC / Hardness: 9 / 5
HP: 60 (broken 29)
Base Save: +1
CMB / CMD: +1 / 11
Max Speed: 2× pulling speed
Acceleration: ½ pulling speed
Ram Damage: 1d8
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
Wagon, Medium 75 gp
Size: Large
Squares: 6 (10×15 ft., 5 ft. high)
AC / Hardness: 9 / 5
HP: 90 (broken 44)
Base Save: +1
CMB / CMD: +1 / 11
Max Speed: 2× pulling speed
Acceleration: ½ pulling speed
Ram Damage: 1d8
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
Wagon, Heavy 100 gp
Size: Huge
Squares: 8 (10×20 ft., 5 ft. high)
AC / Hardness: 9 / 5
HP: 120 (broken 59)
Base Save: +2
CMB / CMD: +2 / 12
Max Speed: 2× pulling speed
Acceleration: ½ pulling speed
Ram Damage: 2d8
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.

Rowboat 50 gp
Size: Large
Squares: 3 (5×15 ft.)
AC / Hardness: 9 / 5
HP: 60 (broken 29)
Base Save: +0
CMB / CMD: +1 / 11
Max Speed: 30 ft.
Acceleration: 10 ft.
Ram Damage: 1d8
Propulsion
Current (water) or muscle (pushed; 1–2 Medium rowers)
Driving Check
Survival
Driving Device / Space
Oars; center square
Decks
1
Keelboat 13,000 gp
Size: Colossal
Squares: 40 (20×50 ft.)
AC / Hardness: 2 / 5
HP: 600 (broken 299)
Base Save: +4
CMB / CMD: +8 / 18
Max Speed: 60 ft. (sail) / 30 ft. (rowed)
Acceleration: 15 ft. (rowed) / 30 ft. (sail)
Ram Damage: 8d8
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
Longship 10,000 gp
Size: Colossal
Squares: 45 (15×75 ft.)
AC / Hardness: 2 / 5
HP: 675 (broken 337)
Base Save: +5
CMB / CMD: +8 / 18
Max Speed: 120 ft. (sail+row) / 30 ft. (row only)
Acceleration: 30 ft. (sail+row) / 15 ft. (row only)
Ram Damage: 8d8
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)
Sailing Ship 10,000 gp
Size: Colossal
Squares: 60 (20×75 ft.)
AC / Hardness: 2 / 5
HP: 900 (broken 449)
Base Save: +0
CMB / CMD: +8 / 18
Max Speed: 180 ft. (sail) / 60 ft. (muscle)
Acceleration: 30 ft. (sail) / 15 ft. (muscle)
Ram Damage: 8d8
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)
Warship 25,000 gp
Size: Colossal
Squares: 80 (20×100 ft.)
AC / Hardness: 2 / 10
HP: 1,200 (broken 599)
Base Save: +0
CMB / CMD: +8 / 18
Max Speed: 150 ft. (sail) / 60 ft. (muscle)
Acceleration: 30 ft.
Ram Damage: 8d8
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)
Galley 10,000 gp
Size: Colossal
Squares: 104 (20×130 ft.)
AC / Hardness: 2 / 5
HP: 1,560 (broken 779)
Base Save: +0
CMB / CMD: +8 / 18
Max Speed: 180 ft. (sail) / 60 ft. (rowed)
Acceleration: 30 ft. (sail) / 15 ft. (rowed)
Ram Damage: 8d8
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.

Glider 500 gp
Size: Large
Squares: 4 (10×10 ft.)
AC / Hardness: 9 / 0
HP: 20 (broken 9)
Base Save: +0
CMB / CMD: +1 / 11
Max Speed: 80 ft.
Acceleration: 10 ft. (30 ft. initial push)
Ram Damage: 1d8
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).
Airship 50,000 gp
Size: Colossal
Squares: 48 (20×60 ft.)
AC / Hardness: 2 / 5
HP: 720 (broken 359)
Base Save: +0
CMB / CMD: +8 / 18
Max Speed: 100 ft.
Acceleration: 30 ft.
Ram Damage: 8d8
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)
Alchemical Dragon 100,000 gp
Size: Colossal
Squares: 60 (20×75 ft.)
AC / Hardness: 2 / 5
HP: 900 (broken 449)
Base Save: +0
CMB / CMD: +8 / 18
Max Speed: 100 ft.
Acceleration: 30 ft.
Ram Damage: 8d8
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)