Fighter Ship (3.5e Monster)
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Basic | Intermediate | Advanced | |
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Size/Type: | Large Construct (Vehicle) | Huge Construct (Vehicle) | Huge Construct (Vehicle) |
Hit Dice: | 6d12+31 (70 hp) | 7d12+39 (85 hp) | 8d12+48 (100 hp) |
Initiative: | As Pilot | As Pilot | As Pilot |
Speed: | 20', 100' fly (good) | 30', 125' fly (good) | 35', 150' fly (good) |
Armor Class: | 23 (10base, +14Dex, -1 size), touch 23, flat-footed 9 | 21 (10base, +13Dex, -2 size), touch 21, flat-footed 8 | 21 (10base, +13Dex, -2 size), touch 21, flat-footed 8 |
Base Attack/Grapple: | +4/+8 | +6/+1/+14 | +6/+1/+14 |
Attack: | Steambolt Minigun (3.5e Equipment) +16 ranged (10d8) | Steambolt Minigun (3.5e Equipment) +16 ranged (15d8) | Steambolt Minigun (3.5e Equipment) +16 ranged (15d8) |
Full Attack: | Steambolt Minigun (3.5e Equipment) +16 ranged (15d8) | Steambolt Minigun (3.5e Equipment) +16 ranged (20d8) | Steambolt Minigun (3.5e Equipment) +16 ranged (20d8) |
Space/Reach: | 10'/10' | 15'/15' | 15 ft./15 ft. |
Special Attacks: | — | — | – |
Special Qualities: | Construct traits, Powerful Build, Shields, Vehicle | Construct traits, Powerful Build, Shields, Vehicle | Construct traits, Powerful Build, Shields, Vehicle |
Saves: | Fort +9, Ref +9, Will As Pilot | Fort +10, Ref +10, Will As Pilot | Fort +11, Ref +11, Will As Pilot |
Abilities: | Str 18, Dex 38, Con —, Int As Pilot, Wis As Pilot, Cha As Pilot | Str 20, Dex 36, Con —, Int As Pilot, Wis As Pilot, Cha As Pilot | Str 22, Dex 36, Con –, Int As Pilot, Wis As Pilot, Cha As Pilot |
Skills: | As Pilot | As Pilot | As Pilot |
Feats: | Far Shot(with minigun) | Far Shot(with minigun) | Far Shot(with minigun) |
Environment: | Any | Any | Any |
Organization: | squad (3-8) | squad (3-8) | squad (2-5) |
Challenge Rating: | 6 | 7 | 8 |
Treasure: | None | None | None |
Alignment: | Always neutral | Always neutral | Always neutral |
Advancement: | — | — | — |
Level Adjustment: | — | — | — |
All numbers derived from this (no change to hp).
Features
Powerful Build: A kero in many ways as if they were one size category larger. Whenever a kero is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the kero is treated as one size larger if doing so is advantageous to him. A kero is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A kero can use weapons designed for a creature one size larger without penalty (although it possesses no hands to achieve this). However, its space and reach remain those of a creature of its actual size. The benefit stacks with the effects of powers, abilities, and spells that change the subject’s size category.
Vehicle: As a vehicle, keros have no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a kero, you enter and close the cockpit door as a full round action, then must succeed a DC 10-14 pilot check, to start the system as a move action. Once active, it remains active until you depart. It has room for two medium humanoid pilot. The pilot has 100% cover from others and possess their own air cycling unit, rendering them immune to gaseous effects.
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