Template:Standard Ship Features
From Dungeons and Dragons Wiki
Description: <Summary>
Standard Ship Features (Ex): All <SHIP NAME> ships possess the following features:
- Powerful Build: In many ways the <SHIP NAME> ship is treated as if it was one size category larger. Whenever an it is subject to a size modifier or special size modifier for an opposed check (such as during a grapple, bull rush, overrun or trip), the ship is treated as one size larger. The ship 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 it. The <STAR SHIP NAME> 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.
- Sensors: A ships' sensors give its pilots a +6 competence bonus to Listen, Search and Spot checks and allow it to make such checks in reaction to anything within range of the ship’s sight, regardless of direction or awareness and as long as the pilot or vehicle has line of effect. At a successful check against a creature or object, the pilot becomes immediately aware of it.
- Craft (Xeno-): Creatures with the craft (xeno-mech) skill can craft <STAR SHIP NAME> ships.
- Costs: The <STAR SHIP NAME> costs <COSTS> gp.
- Vehicle: As a vehicle, the <SHIP NAME> ship has no mental or Dexterity scores of its own, but takes the scores of its pilot, as well as initiative and skills. To operate the <SHIP NAME> ship, one must enter and close the cockpit door as a full-round action, To operate the <SHIP NAME> ship, one must succeed a DC<SKILL DC> pilot check, to start the system as a move action. Once active, it remains active until you depart. Ships may have additional abilities listed below: