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(Paolo) Shamans have the ability to transform in their spirit animal. However the ability does not scale with level. While it is true that most racial abilities do not scale, I see this ability akin to the Dragonbonrn's breath weapon. What about adding something like:
Level | Extra Damage per attack | Extra HP | Extra AC |
---|---|---|---|
6 | 1d6 (hits are considered magical) | +20 | +2 |
11 | 2d6 | +40 | +4 |
16 | 3d6 | +60 | +6 |
To the stat block of the animal?
(Paolo, Work in Progress) Vehicles rules are meant to replace and improve the mounted combat rules. Vehicles are creatures (possibly constructs), but depending on the vehicle they are basically normal mounts or a second skin just like Druid Wild Shapes. Vehicles that behave like a second skin protects the driver fully (exactly as a Druid Wild Shape) or partially à la Shield Guardian. We call this kind of vehicles: mounts, fully enclosing, partially enclosing.
If the vehicle allows to use larger weapons we convert the dice following the table. The damage changes are inspired by the Spell Enlarge/Reduce.
For example, let us think to a Large Mecha robot with a Battleaxe. Since it fully encloses the driver it counts as a fully enclosing and uses Wild Shape rules. Besides, battleaxes normally deals 1d8 damage (1d10 two handed), in the hand of the Mecha the Large Battleaxe will deal 1d12 or 2d8.
Small/Medium | Large | Huge | Gargantuan |
---|---|---|---|
+5ft reach | +5ft reach | ||
1d4 | 1d8 | 1d12 | 2d10 |
1d6 | 1d10 | 2d8 | 2d12 |
1d8 | 1d12 | 2d10 | 4d8 |
1d10 | 2d8 | 2d12 | 4d10 |
1d12 | 2d10 | 4d8 | 4d12 |
Normally, we assume all characters have an universal driving license. But in case of difficult driving a check may be required. In this case if you have the Vehicle Proficiency you can add your proficiency bonus.
To enter or mount a vehicle, you need to use half of your movement and you cannot enter a vehicle if your speed is zero. For example, a Human needs to use 15ft of movement to enter or mount a vehicle. Dismount or leave a vehicle costs the same.
Vehicle and pilot initiative are the same: if the pilot enters, or mounts, the vehicle mid-fight the initiatives become for both the lowest of the two. If the initiative is rolled when the pilot is already inside or riding a vehicle, then the vehicle rolls for initiative and the result applies to both rider and vehicle.
When you entered a vehicle, the following rules apply:
While you are on a mount, you have two options. You can either control it or allow it to act independently. Some intelligent creatures may not accept to be controlled and some creatures may not be trained to be controlled. For example, domesticated horses, donkeys, and similar creatures are assumed to have been trained to accept a rider. Mechanical mounts normally accept any driver, but unless they received explicit commands while acting independently they do nothing.
A controlled vehicle moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
Bearing a rider puts no restrictions on the actions the vehicle can take, and it moves and acts as it wishes. It might obey your commands, but also flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
Speed. Vehicles have the same kind of speeds of other creatures; plus few ones for Space Operas. Space Speed and Hyperspace Speed, those speeds are expressed as factor of the normal travel speed. E.g., if a destination is distant 10 space days, and your vehicle has a Space Speed of x2, then you will reach destination in 5 days.
Some enclosing vehicles allow the pilot to use some of his abilities.
Normally when a vehicle is destroyed the pilot is prone, but some vehicles have different behaviors: