Sample Vehicles
Pathfinder Gamemastery Guide (Second Edition), page 177
Presented here is a sample of the many vehicles that can be found throughout Golarion.
Airship
VEHICLE 12
Traits: rare, gargantuan
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 Piloting 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.
Carriage
VEHICLE 2
Traits: large
Price 100 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)
Cart
VEHICLE 0
Traits: large
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 5, HP 14 (BT 7); Immunities critical hits, object immunities, precision damage Speed the Speed of the pulling creature (pulled by 1 Large creature)
Collision 1d10 (DC 14)
Chariot, Heavy
VEHICLE 3
Traits: large
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)
Chariot, Light
VEHICLE 0
Traits: large
Price 10 gp Space 5 feet long, 5 feet wide, 4 feet high Crew 1 pilot 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 pulling creature (pulled by 1 Large creature)
Collision 1d12 (DC 14)
Galley
VEHICLE 10
Traits: gargantuan
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.
Glider
VEHICLE 0
Traits: uncommon, large
Price 15 gp
Space 5 long, 10 feet wide, 2 feet high
Crew 1 pilot Piloting Check Piloting 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 Takes Control. If the glider hits the ground before the pilot successfully Takes Control, the pilot and the glider each take falling damage.
Rowboat
VEHICLE 0
Traits: medium
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.
Sailing Ship
VEHICLE 9
Traits: gargantuan
Price 2,000 gp
Space 75 feet long, 20 feet wide, 25 feet high
Crew 1 pilot, 8 crew; Passengers 10
Piloting Check Sailing 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.
Sleigh
VEHICLE 1
Traits: large
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 Traverser 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.
Steam Giant
VEHICLE 14
Traits: rare, huge
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.
Wagon
VEHICLE 1
Traits: large
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 the 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)
