Vehicles in the world of Creed work much as noted in the base Pathfinder rules, available here, with the following exceptions:

  • A Ride check may be used instead of a Handle Animal or Profession (Driver) check, albeit at a -5 penalty. Such Ride checks use Wisdom instead of Dexterity.
  • Circumstance modifiers may aid or hinder a character in a number of the noted checks, such as attempting to jump between vehicles on a bumpy.
  • Helpful intelligent creatures require no checks to draw a vehicle, though if working in teams they require a driver for difficult or threatening environments.
  • Ignore all instances of “magically treated” and instead refer to the mechanics of spells and substances that accomplish similar ends, but with actual mechanics.
  • Intelligent or extremely well-trained creatures pulling vehicles that possess both Spring Attack and natural weapons not required for the propulsion of the vehicle (such as a cervin’s horns or the tendrils of a moss dog, but not a horse’s hooves) may make an attack as part of their movement drawing the vehicle. Animated, alchemical, or artifice vehicles that meet these requirements may also make such an attack.
  • You do not use the driver’s driving skill to modify the vehicle’s base AC or saving throws. Do apply size modifiers if attacking propulsion, driving device, or conveyance.

Sudden Stops

When a vehicle comes to a sudden stop – its movement is reduced to zero in some way other than the driver using a drive action to slow the vehicle – both creatures and items on the vehicle are violently thrown toward the vehicle’s forward facing a distance equal to one-half the vehicle’s current speed before it came to the sudden stop, though terrain may increase this distance.

This movement does not provoke attacks of opportunity and is counted against the normal movement of the vehicle (almost always meaning it will happen instantaneously). At the end of this movement, creatures and objects take 1d6 points of damage per 10 feet traveled (rounding up) and are knocked prone. A creature may attempt a Reflex save DC 20+1 per damage die rolled to instead land on their feet. If the movement pushes creatures or objects into solid objects, that creature or object and the solid object take an additional 1d6 points of damage for each 5-foot square the push was reduced by the solid object. For instance, if a vehicle with a movement of 60 feet makes a sudden stop due to hitting a brick wall, its driver is thrown 30 feet toward the brick wall. If the brick wall was only 5 feet away from the driver at the point of impact, the driver moves forward 5 feet, hits the wall, and takes 6d6 points of damage – 1d6 from the movement and 5d6 from the wall. She makes a Reflex saving throw DC 26 to see if she falls prone from the sudden stop.

This damage is notably not falling damage, though an Acrobatics (tumble) check may reduce the damage in the same fashion. Soft surfaces may reduce some or all dice to d4’s or lower, while rocky or other dangerous surfaces may increase some or all dice to d8’s or higher.


Skies of Glass Planeswalker