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Vehicles

  Some homebrew rules on vehicles and a list of Eberron vehicles. See the original rules here.  

Homebrew: Movement in Exploration Mode

  When using a vehicle in exploration mode, the vehicle's Speed is doubled before determining its travel speed. In order to pilot in exploration mode, your piloting skill must be greater than the piloting DC minus 20. If you meet the criteria, no Drive actions or piloting checks are necessary to pilot a vehicle at these speeds.  

Elemental Propulsion

  Eberron vehicles can have elemental propulsion. By binding an elemental to a khyber dragonshard, a vehicle can be propelled by the elemental's desire to express its nature, be that burning, moving, blowing, or splashing. The bound creature's nature must be tempered by the pilot to keep control of the craft. Elemental vehicles can be piloted using the Diplomacy or Intimidation skill.   Magical Controls To pilot the vehicle, you must communicate with the elemental at its heart. The Drive, Run Over, Stop, and Take Control actions gain the linguistic trait, as you need to command the elemental in kythric.   Banishing An elemental propulsion system can be targeted by banishment, the Will save is made using vehicle's Fortitude. On a failure, the vehicle is unable to move for one round and its's speed is halved for 1 minute. On a critical failure, the elemental is banished and the vehicle is destroyed. A pilot with the appropriate dragonmark can use their Will instead.   Reckless Piloting The bound elemental is always trying to push itself, outputting more elemental energy than the vehicle can manage. When attempting a piloting check for a reckless action, a pilot suffers a -2 circumstance penalty.   Uncontrolled Vehicles If the bound elemental is ever left to its own devices, it will push the craft beyond its limits. Each round it moves in a straight line 10 feet further than the previous round, up to three times its Speed. If it moves more than its Speed, it takes 1d6 bludgeoning damage as the vehicle shakes from the strain and moving faster than twice its Speed deals 3d6, this damage ignores its Hardness.    

Eberron Vehicles

 

   

Evocraft
vehicle 1

large   Price 150 gp   A narrow frame of bronzewood connects two sturdy wheels in series, while a pilot lies on top of the frame. Powered by a strong evocation effect, the Evocraft is controlled by a set of handles and levers for steering and propulsion. Some versions of the vehicle include a small one-man chariot on the side for cargo or a passager.  
  Space 5 feet long, 10 feet wide, 3 feet high   Crew 1 pilot; Passengers 1 with sidecar attachment   Piloting Check Driving Lore (DC 15), Arcana (DC 17)  
  AC 11; Fort +7   Hardness 5, HP 18 (BT 9 Immunities object immunities  
  Speed 25 feet (magical)   Collision 1d10 (DC 15)   Sidecar The Evocraft can have a sidecar attached, which can hold 1 passenger or 10 Bulk. The automated cycle's Speed is reduced by 5 feet.    

Earth Sled
vehicle 5

huge   Price 24,000 gp   An earth sled looks like a small barge, approximately 30 feet long and 15 feet wide at its center. A short railing surrounds the open front of the vessel, and a small enclosure in the back provides some shelter from the elements. A podium at the fore of the craft sports two handles, which the driver uses to communicate with the elemental bound into the vessel.   Though an earth sled can carry up to twenty Medium creatures, most are outfitted to carry eight to ten creatures, with the rest of the space devoted to cargo. It has a total capacity of 5,600 pounds including passengers and cargo.  
  Space 30 long, 15 feet wide, 10 feet high   Crew 1 pilot; Passengers 8, but up to 20   Piloting Check Driving Lore (DC 20), Diplomacy or Intimidate (DC 22)  
  AC 20; Fort +12   Hardness 5, HP 80; Immunities object immunities  
  Speed 30 feet (elemental)   Collision 3d10 (DC 20)   Earth Skate The elemental moves through the very ground beneath the sled, carrying it a foot or two above the surface. In motion, the earth sled appears to float along the ground, only a slight furrow marking its passage. An earth sled can traverse shallow water and bogs up to 4 feet deep with ease. Deeper water can also be navigated, though passengers and cargo run the risk of becoming wet. In theory, so long as the driver could somehow breathe, an earth sled could continue to skim along the bottom of a river, lake, or even the ocean. The earth sled can also climb up natural sheer surfaces, but not worked stone walls or similar construction.   Dragonmark Control The power of the Mark of Passage gives its bearer control over elemental land vehicles. A pilot without the mark increases the piloting DC by 10 and can only use Diplomacy or Intimidate (DC 32).  
  Craft Requirements Requires binding an earth elemental to a khyber dragonshard.    

Khybercraft
vehicle 5

large   Price 150 gp   House Orien used its artificer to upgrade the evocraft to be faster and stronger. The Khybercraft is powered by a bound fire elemental with a frame composed of mithral to increase the durability of the vehicle without increasing the weight.  
  Space 5 feet long, 10 feet wide, 3 feet high   Crew 1 pilot; Passengers 1 with sidecar attachment   Piloting Check Driving Lore (DC 20), Diplomacy or Intimidate (DC 22)  
  AC 16; Fort +12   Hardness 5, HP 60 (BT 30 Immunities object immunities; Resistance fire 10  
  Speed 30 feet (elemental)   Collision 3d10 (DC 20)   Sidecar The Khybercraft can have a sidecar attached, which can hold 1 passenger or 10 Bulk. The automated cycle's Speed is reduced by 5 feet.   Dragonmark Control The power of the Mark of Passage gives its bearer control over elemental land vehicles. A pilot without the mark increases the piloting DC by 10 and can only use Diplomacy or Intimidate (DC 32).    

Tumbler
vehicle 9

huge   Price 200,000 gp   A tumbler is an odd vehicle. It looks like a large sphere of rough-hewn rock, with a seam that breaks a surface covered in dull stony spines. When a tumbler is open to accept or debark passengers, one can see seats within for up to twelve human-sized or smaller creatures.   The tumbler rolls when in motion across the ground, but a magic stabilization device built into the vessel keeps its occupants level as it goes. In addition, a ring of clear crystal windows are set into the sides of the sphere, fixed according to the perspective of the passengers. These windows prevent disorientation, allows the pilot of the vessel to see out, and lets passengers know where they are.  
  Space 30 long, 30 feet wide, 30 feet high   Crew 1 pilot; Passengers 11   Piloting Check Driving Lore (DC 26), Diplomacy or Intimidate (DC 28)  
  AC 24; Fort +18   Hardness 15, HP 110 (BT 55 Immunities object immunities  
  Speed 10 feet, burrow 5 feet (elemental)   Collision 6d10 (DC 26)   Earth Glide An Tumbler can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.   Sluggish Because it is sluggish, this vehicle must move twice its length for each 90-degree turn it makes   Air Supply The Tumbler magically refreshes the air supply within it, allowing twelve Medium creatures to breathe comfortably for ten days. If the Tumbler spends at least 1 hour in the open air (whether aboveground or in a large cavern), this time limit is reset.   Expressed Nature The bound earth elemental is allowed to express its true nature with the Tumbler. The vehicle can be controlled by anyone, the Mark of Passage is not required.  
  Craft Requirements Requires binding a small air elemental and a greater earth elemental to a khyber dragonshard.    

Airship
vehicle 12

gargantuan   Price 92,000 gp   The standard airship (at least as far as standards have developed for this relatively new creation) looks similar to an oceangoing ship, but is replete with control fins and rudders rather than sails. A Huge elemental is bound into a ring around the hull, suspended on four struts jutting outward. Many airships were built for the very wealthy and have been outfitted with the finest amenities, with many decorative flourishes included in their construction.  
  Space 90 feet long, 30 feet wide, 60 feet high   Crew 1 pilot, 15 other crew; Passengers 15   Piloting Check Piloting Lore (DC 30), Diplomacy or Intimidate (DC 32)  
  AC 28; Fort +22   Hardness 20, HP 210 (BT 105 Immunities object immunities, precision damage; Resistance 15 fire until broken; Weakness 15 cold until broken  
  Speed fly 50 feet (elemental, fire)   Collision 9d10 (DC 30)   Sluggish This vehicle must move twice its length for each 90-degree turn it makes.   Suppression While the elemental bound to the airship is crucial for propulsion, the vessel's soarwood hull provides its lighter-than-air buoyancy. With the elemental suppressed, the ship remains aloft but can only move 1 mile per hour. The pilot always suppresses the elemental before docking.   Dragonmark Control The power of the Mark of Storm gives its bearer control over elemental air vehicles. A pilot without the mark increases the piloting DC by 20 and can only use Diplomacy or Intimidate (DC 52).  
  Craft Requirements Requires binding a huge fire elemental and an air elemental to a khyber dragonshard; vessel constructed from soarwood.    

Elemental Galleon
vehicle 12

gargantuan   Price 92,000 gp   The standard airship (at least as far as standards have developed for this relatively new creation) looks similar to an oceangoing ship, but is replete with control fins and rudders rather than sails. A Huge elemental is bound into a ring around the hull, suspended on four struts jutting outward. Many airships were built for the very wealthy and have been outfitted with the finest amenities, with many decorative flourishes included in their construction.  
  Space 150 feet long, 25 feet wide, 30 feet high   Crew 1 pilot, 20 other crew; Passengers 15   Piloting Check Sailing Lore (DC 30), Diplomacy or Intimidate (DC 32)  
  AC 28; Fort +22   Hardness 20, HP 210 (BT 105 Immunities critical hits, object immunities, precision damage; Weakness 15 fire until broken  
  Speed swim 50 feet (elemental, water)   Collision 9d10 (DC 30)   Sluggish This vehicle must move twice its length for each 90-degree turn it makes.   Dragonmark Control The power of the Mark of Storm gives its bearer control over elemental ocean vehicles. A pilot without the mark increases the piloting DC by 20 and can only use Diplomacy or Intimidate (DC 52).  
  Craft Requirements Requires binding a huge water elemental to a khyber dragonshard.    

Lightning Rail
vehicle 15

huge   Price 58,000 gp   The standard airship (at least as far as standards have developed for this relatively new creation) looks similar to an oceangoing ship, but is replete with control fins and rudders rather than sails. A Huge elemental is bound into a ring around the hull, suspended on four struts jutting outward. Many airships were built for the very wealthy and have been outfitted with the finest amenities, with many decorative flourishes included in their construction.  
  Space 85 feet long, 15 feet wide, 15 feet high   Crew 1 pilot, 10 other crew; Cars 13 cars Passengers 200 per passenger car   Piloting Check Driving Lore (DC 34), Diplomacy or Intimidate (DC 36)  
  AC 34; Fort +26   Hardness 20, HP 230 (BT 115 Immunities object immunities  
  Speed 60 feet (elemental, air)   Collision 10d6 bludgeoning and 6d6 electricity (DC 30)   Moving on Rails This vehicle is held aloft by conductor stones which it must stay near. It can only travel forward or backwards along the line of conductor stones, called a rail. When a rail curves, the Lightning Rail must be moving under a certain speed or it will derail. When it derails, the vehicle and all its passengers takes the collision damage, no save. The derailment speed is determined by the number of cars, their load, and the angle of the turn. Most maps produced by House Orien will list the maximum safe speed at each curved section.   Dragonmark Control The power of the Mark of Passage gives its bearer control over elemental land vehicles. A pilot without the mark increases the piloting DC by 20 and can only use Diplomacy or Intimidate (DC 56).  
  Craft Requirements Requires binding a large air elemental to a khyber dragonshard.    

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