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*搭乗物 &small(){[[Vehicles>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html]]}  Pathfinder Roleplaying Game においては、低レベルのキャラクターは旅のほとんどを自分の二本の足で行う。高レベルになると乗馬、動物の相棒の上、あるいはより特殊な乗騎を介しての旅と同様に、魔法的な旅も一般的な出来事になる。時には、旅は何らかの搭乗物を伴うかもしれない──隊商のワゴン、風に揺れるガレー、いくつかのファンタジー的な形態の航空輸送船、あるいは次元間跳躍装置さえ。君が一風変わったものを伴うゲームが好きなのであれば、これらの搭乗物は大破した宇宙船と同じくらい奇妙なものになる。いずれにせよ、Pathfinder RPG の搭乗物は多くの場合、移動可能な地形か独自の冒険の部隊として扱われる。  『アルゴ探検隊の大冒険』の航海から海賊の物語まで、歓呼のうねりの下に血塗られた闘技場の戦車乗りからドラゴンを追跡し飼い慣らす者まで、ロールプレイング・ゲームを刺激する象徴的なモチーフの多くは、搭乗者たる冒険者に触れている。歴史とフィクションは命知らずのアクションを実行する興味深い搭乗物で満たされている。この章のルールで君は Pathfinder RPG の搭乗物との戦闘を実行することができるのみならず、物体や地形として扱うこともできる。  以下のルールでは戦闘中の迫真性と遊びやすさと速度の間でバランスを取ることを試みた。これらの2つのバランスが衝突している範囲では、常に遊びやすさが優先されるべきである。 *搭乗物の基本 &small(){[[Vehicle Basics>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicle-basics]]}  以下は Pathfinder Roleplaying Game において搭乗物を使用するための基本ルールである。これらはすべての搭乗物が使用するルールの概要を示す。  &b(){操縦者 / Drivers}:操縦者は搭乗物を制御する。操縦者は最低でも3の【知力】を有し、搭乗物の操縦装置を物理的に操作することが可能な、搭乗物の操縦スペース内におり操縦装置を積極的に操作するクリーチャーである。  &b(){乗員 / Occupants}:騎乗するか、操縦するか、乗組員として働くか、あるいは搭乗物に推進力を提供するクリーチャーはその乗員と見なされる。  &b(){向き / Facing}:キャラクターと異なり、搭乗物は前方の向きを持っている。搭乗物はその前方に向けた方向に移動するときに最善の移動をする。  &b(){加速/減速 / Acceleration/Deceleration}:搭乗物はその最大速度に達するために加速をしなければならない。各ラウンドに、適切な操縦アクションと判定に成功することで、操縦者は搭乗物の移動速度を搭乗物の最大速度より大きな値をとらない限りその加速率で増加することができる。搭乗物は速度を落とすために減速をしなければならず、正確な地点で停止するのは難しい。  &b(){イニシアチブ / Initiative}:搭乗物は操縦者のターンの開始時に移動する。搭乗物に操縦者がいない場合、最後にその操縦者であったクリーチャーのターンか、あるいは GM の決定したターンに移動する。  &b(){搭乗物の制御 / Controlling a Vehicle}:搭乗物が操縦者を有する場合、自身のターンになにかを行う前に、操縦者は実行する操縦アクションを決定し、そのアクションを行わなければならない。操縦者がアクションを行わないか、搭乗物を操縦する代わりに何らかの他のアクションを行うか、あるいは待機か行動遅延アクションを行う場合──あるいは操縦者が存在しない場合、搭乗物は“非制御”アクションを行う。操縦者は搭乗物を制御するために各ターンに1回だけアクションを行うことができる。操縦者が一度アクションを選択するか、または搭乗物を強制的に非制御にするためにその他のいくつかのアクションを行うと、搭乗物は移動する。  &b(){操縦判定 / Driving Check}:操縦アクションを行うとき、操縦者はそのラウンドの搭乗物の機動性と速度を決定するための操縦判定を行わなければならない。操縦判定に使用する技能は搭乗物の推進力によって決定される。操縦者はいつでも操縦判定の代わりに【判断力】判定を行うことができる。すべての操縦判定の基本 DC は DC 5とDC 20である。操縦者が戦闘中でないときは低い DC を、操縦者が戦闘中であるときは高い DC を使用すること。  &b(){戦闘中 / In Combat}:搭乗物、推進力として使用するクリーチャー、および乗組員はその周囲のいずれか範囲も機会攻撃範囲に収めないが、その操縦者と乗組員でない乗員は収める。搭乗物は自身より小さな物体およびクリーチャーの占めるマスに進入ことができる。搭乗物は攻撃を行わないが、搭乗突き飛ばし、搭乗蹴散らし、衝突の戦技を行うことができる──また必要になることがある。 *完全な搭乗物のルール &small(){[[Full Vehicle Rules>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#full-vehicle-rules]]}  基本ルールは戦闘ラウンドの構造に搭乗物をどのように機能させるのかと、それらがクリーチャーとどのように異なるのかについての一般的なアイデアを与える。以下のセクションでは戦闘中の搭乗物の稼働についてより深く踏むこむ。 **操縦者 &small(){[[Drivers>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#drivers]]}  搭乗物はその移動を続けるのに2つのことを必要とする特殊な移動可能な物体である──操縦者と推進方法。操縦者は3以上の【知力】を有し、搭乗物の操縦機構を物理的に使用可能なクリーチャーである。言い換えれば、クリーチャーは正しいサイズであり、搭乗物の操縦に使用される任意の道具を使用するための正しい解剖学的構造を持つことを必要とする。時には操縦機構は使用のための独自の必要条件を持つ場合がある。操縦者は搭乗物を制御するために機構と自身の技能(または自身の【判断力】)使用する。操縦者を欠いた搭乗物は、それが無人になったときの搭乗物の状態によって異なるが、移動しないか、直線状に移動し続けることになるだろう。  クリーチャーは搭乗物を操縦するには、搭乗物のサイズかより小さくなければいけない。 **乗員 &small(){[[Occupants>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#occupants]]}  操縦者、騎乗者、乗組員、および搭乗物の推進力として働くクリーチャーはすべて乗員と見なされる。乗組員および推進力として使用するクリーチャーをを除くすべての乗員はアクションを行うことができ、通常のクリーチャーとして機会攻撃範囲を収める。乗組員はアクションを行うことも機会攻撃範囲を収めることもできない──彼らのアクションと集中は推進力を提供するか搭乗物を維持する行為にすべて費やされている。 **推進力と操縦判定 &small(){[[Propulsion and Driving Checks>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#propulsion-and-driving-checks]]}  すべての搭乗物は推進方法を持つ。クリーチャーはチャリオットとワゴンを牽引する。ボートとシップは水流、風、筋肉、あるいは3つすべての力によって推進される。幻想的なエアシップは魔法と現実の両方のさまざまな推進要素で空中に保持される。推進方法は一般に搭乗物の移動速度と機動性に影響を与えるが、より重要なことには、搭乗物の推進力は搭乗物の制御に必要とされる要求技能を決定する。以下は一般的な搭乗物の推進方法と、そのような搭乗物の操縦に一般的に必要とされる技能である。  &b(){錬金術的 / Alchemical}:稀に、錬金術機関が搭乗物を推進する場合がある。蒸気かより不安定なガスおよび試薬によって駆動する錬金術機関を有する搭乗物は、操縦に〈知識:神秘学〉か〈製作:錬金術〉判定を必要とする。錬金術搭乗物を操縦する基本 DC は通常よりも10大きくなる。錬金術機関は搭乗物を推進するための能力をそのサイズの数百倍は有し、非常に強力にすることができる。  操縦者が錬金術的に推進される搭乗物を制御するための操縦判定を【判断力】判定か未修得技能で行って出目1を振ると、搭乗物の錬金術機関は破損状態になる。破損状態になると、搭乗物の最大速度と加速はともに半減し、搭乗物の現在の移動率が新しい最大速度よりも早い場合には速やかにその移動速度まで減速する。  &b(){流動 / Current}:カヌーと大型船から翼をもつグライダーまで、流動に推進される搭乗物は一般に自然の内か外に既に存在する力の要素を操作する──気流、水流、あるいは魔法のエネルギーの導管のようなより特殊な流動。通常は、流動に推進される搭乗物の操作には〈飛行〉、〈知識:自然〉、〈職能:水夫〉、〈生存〉、あるいは〈軽業〉または〈知識:神秘学〉のような技能さえ必要とし、搭乗物の性質や構成と搭乗物を操作する流動によって決定される。 #divclass(pl-l-level-1){  &i(){水流 / Water Current}:その推進力を水流にのみ依存する搭乗物には多少の制限がある。これらの搭乗物は推進力か操作にいくつかの他の手段を採用しない限り、方向と流動速度での移動のみ可能であり、したがってカヌーの場合は筋肉、ガレーの場合は風など多くの場合は追加の推進形態を持っている。2体以上の乗組員を有する川舟のような流動駆動船は、船に精度、規律、自然界の知識を要求されるため、操縦判定として〈職能:水夫〉か〈知識:自然〉判定のいずれかを必要とする。カヌーのように小さな水流搭乗物は、地形を読むことがこれらの種類の搭乗物の制御を維持するために非常に重要な点であるため、操縦技能として〈生存〉技能を使用する。  流れとともに移動する場合、水流搭乗物の最大速度は流動の速度(多くの場合は120フィートほど)によって決まる。水流搭乗物の加速は30フィートである。  &i(){気流 / Air Current}:気流搭乗物はかなり多様である。帆船、飛行船、陸上船、あるいはグライダーにさえ可能である。乗務員として2体以上のクリーチャーを有する気流に推進される搭乗物は、その操縦判定として〈職能:水夫〉または〈知識:自然〉判定を必要とする。その複雑さのため、気流搭乗物は常にその操縦判定の DC が10増加する。グライダーや風橇のように小さな気流搭乗物は代わりに〈軽業〉か〈飛行〉を使用する。その制御の多くは飛行の知識や搭乗物の制御するための身体の適切な動作に依存する。  小さな搭乗物(大型サイズかそれより小さい)は60フィートの移動速度で移動することができ、気流とともに移動するときはその2倍の速度で移動することができ、30フィートの加速を持つ。大きな搭乗物は90フィートの移動速度で移動するか、気流とともに移動するときはその2倍の速度で移動することができ、30フィートの加速を持つ。  &i(){奇妙な流動 / Weird Current}:魔法のエネルギー、燃え上がるマグマ、あるいは影界のあいまいな川の流れの航海はいくつかの技能を使用することができるが、おそらくは水流または気流搭乗物を操作するのに必要とされるのと同種の技能を使用する。奇妙な流動の搭乗物は常にその操縦判定の DC を10、特殊な場面と条件下ではときには15増加する。  奇妙な流動の搭乗物は一般にその性質によって水流か気流の移動速度で移動するが、それらの移動速度の2倍または3倍の速度でさえ移動することが知られている。 }  &b(){Magic}:Magic provides some of the most powerful and easy-to-use methods of propelling a vehicle, such as an elemental-powered juggernaut or an airship with an arcane device at its heart. Often simply identifying the properties of the magic item providing propulsion gives a creature the ability to use it, but sometimes more complicated magical devices require Spellcraft or Use Magic Device to drive properly.  &b(){Muscle}:From a chariot to a slave ship filled with captive rowers, moving a vehicle powered by muscle is all about getting a creature or creatures to push, pull, or otherwise propel the vehicle. Based on the type and intelligence of the creatures moving the vehicle, checks for driving muscle-propelled vehicles can use a diverse number of skills, including, but not limited to, Diplomacy, Handle Animal, Intimidate, and Profession (driver). Muscle-propelled vehicles come in two forms: pulled and pushed. #divclass(pl-l-level-1){  &i(){Pulled}:This type of propulsion involves one or more creature pulling a vehicle. Unless the creature pulling the vehicle is intelligent (Intelligence score of 3 or higher), either Handle Animal or Profession (driver) is used for the driving check (driver's choice). Intelligent creatures must be convinced with a Diplomacy check (decrease the driving check by 5 if the creature or creatures have the helpful attitude), or forced with an Intimidate check. Forcing an intelligent creature to pull a vehicle increases the DC by 20. A creature can pull a number of vehicle squares equal to the number of squares in the creature's space to a top speed equal to twice the creature's speed. It can accelerate its space in vehicle squares up to its speed. For instance, a single horse takes up 4 squares, and can pull a 4-square cart 100 feet each round with an acceleration of 50 feet.  &i(){Pushed}:Pushed vehicles are the exact opposite of pulled vehicles—vehicles that are pushed by muscle, usually using some form of device manipulated by crew members. Aquatic vehicles are the most likely to be pushed. Lines of rowers use their oars to push the vehicle forward, or a pair of cloud giants may churn a propeller at the aft end of a dirigible. Driving checks for pushed vehicles tend to be Diplomacy, Intimidate, or Handle Animal, depending on the intelligence and attitude of the creatures supplying the muscle for the propulsion. For intelligent creatures, use Diplomacy if the creatures providing the propulsion have an attitude of indifferent, friendly, or helpful. Decrease the Diplomacy driving check by 5 if the creatures providing the propulsion are friendly. Intimidate is used for intelligent creatures with an attitude of unfriendly or hostile. Handle Animal is used if the creatures providing the propulsion are not intelligent. A creature that is pushing a vehicle with the proper mechanical help can push between 5 times to 20 times its space in vehicle squares. The maximum speed and acceleration of a muscle-propelled vehicle depends on the mechanism used to assist the pushing—see the sample vehicle statistics for examples. }  &b(){Mixed Methods of Propulsion}:Large and complicated vehicles, such as large sailing ships, often use multiple forms of propulsion. Sometimes multiple methods add flexibility, but often they work in concert to create faster movement. A vehicle with multiple methods of propulsion often requires a large crew to get it going and keep it moving. If a vehicle has two methods of propulsion, it uses its fastest speed and acceleration and then adds half the speed and acceleration of the second-fastest propulsion. Nothing is added for a third form of propulsion, except for the flexibility of having a back-up form of propulsion. ** &small(){[[Vehicle Size and Space>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicle-size-and-space]]} Vehicles have sizes and spaces different from creature sizes and spaces. Many vehicles are long and thin rather than taking up a space of an equal number of squares per side like creatures do. A wagon, for instance, may take up a 10-by-10-foot square, or may be 10 feet wide and 15 feet or more long. Often one of the shorter sides of the vehicle serves as a vehicle's forward facing.  &b(){Size Conversion}:Often it is important to know the size category of a vehicle. Use Table 4–1 to determine the size of a vehicle or its propulsion based on the number of squares it occupies.  &b(){Driving Space}:At least one 5-foot-by-5-foot square on each vehicle must be designated as its driving space—often such an area encompasses multiple squares. In order to drive a vehicle, an intelligent creature must be within at least one square of the driving space and able to manipulate its driving device. The typical sizes and locations of driving spaces are detailed in the individual vehicle descriptions. Table: Vehicle Size by Squares |Vehicle Squares|Vehicle Size|h |2–6 squares|Large vehicle| |7–12 squares|Huge vehicle| |13–20 squares|Gargantuan vehicle| |21+|Colossal vehicle| ** &small(){[[Vehicle Facing and Movement>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicle-facing-and-movement]]} Vehicles do not move like creatures, even when they use creatures as propulsion. They tend to move in the direction of their forward facing, and do so quickly.  &b(){Facing}:Unlike creatures, most vehicles have a forward facing. The facing of the vehicle determines its best path of propulsion. Vehicles are very good at moving in the direction of their forward facing, but it takes time and skill to move them in other directions. A horse-pulled wagon moves forward quickly and with ease, but turning a corner requires proper timing and a crack of the whip. A ship propelled by an air current can take a great deal of effort to stop, especially once it has reached top speed. Vehicle facing represents the effect of inertia on vehicles. When driven correctly, vehicles can move straight ahead, diagonally, or a mix of both within the same movement. Skilled drivers can make a vehicle zigzag in a forward direction with ease.  &b(){Movement}:Vehicles have a maximum speed and an acceleration listing. The speed is the fastest rate the vehicle can travel. When a creature or creatures pull a vehicle, the vehicle's maximum speed is equal to twice the speed of the creature providing the propulsion, and its acceleration is the creature's speed. (Teams of mixed creature types use the slowest creature's speed.) A vehicle cannot start at its maximum speed, unless it has some form of high-level magic propulsion. Each round, the driver can attempt to accelerate the vehicle or decelerate it by a rate equal to its acceleration (see Driving Vehicles below). The rate at which a vehicle is currently moving is called its current speed. ** &small(){[[Driving Vehicles>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#driving-vehicles]]} Controlling a vehicle takes common sense, awareness, intuition, and often some amount of skill in its method of propulsion. In the case of muscle propulsion, it is about guiding the creatures to move the vehicle. In the case of current propulsion, it is about using the current and tools like sails, oars, or a rudder to move the vehicle. With magic, it is typically about understanding the magic device that powers the propulsion and using the device properly.  &b(){Driving Actions}:A driver can, at the start of her turn, before taking any other action, take any of the following actions (except the “uncontrolled” action) to control a vehicle. If the driver does not take an action, takes another action, or delays or readies an action, she loses control of the vehicle and the vehicle takes the “uncontrolled” action. #divclass(pl-l-level-1){  &i(){Accelerate (standard action)}:With a successful driving check, the vehicle's current speed increases up to its acceleration (in 5-foot increments; minimum 5 feet), but no higher than its maximum speed. The vehicle can move forward or forward diagonally. In other words, each time a vehicle enters a new 5-foot square, it can choose any of its forward-facing squares—the ones directly in front or either of the squares directly forward and diagonal. This allows the vehicle to swerve. A driver who fails her driving check can only move into squares directly in front of the vehicle's forward facing.  &i(){Decelerate (standard action)}:With a successful driving check, the vehicle's current speed decreases by a rate up to its acceleration (in 5-foot increments; minimum 5 feet). On a failed check, the vehicle does not decelerate. Either way, the vehicle can move forward diagonally. If deceleration reduces a vehicle's speed to 0, some amount of inertia will continue to move the vehicle forward. The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop. Having the Expert Driver feat reduces this distance by 10 feet (minimum 0 feet).  &i(){Keep It Going (move action)}:With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.  &i(){Reverse (standard action)}:A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.  &i(){Turn (standard action)}:The driver takes this action to turn a vehicle's forward facing 90 degrees. The vehicle moves its current speed. If a vehicle's current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle's movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle's former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.  &i(){Uncontrolled (no action)}:When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver. }  &b(){Driving a Vehicle Outside of Combat}:Since driving a vehicle outside of combat is easily accomplished by taking 10 on the skill check, driving checks are not normally needed. Almost every character can do it with relative ease; the DCs are given only to adjudicate special situations that may come up in your game.  &b(){Driving a Vehicle with Magic Propulsion}:Typically, a vehicle with magic propulsion requires actions but no driving checks in order to drive it. When driving a vehicle with magic propulsion, treat every action as though the driver succeeded at the driving check.  &b(){Driving a Vehicle without the Proper Skill}:If a driver lacks the proper skill to drive a vehicle, the driver can always make a Wisdom ability check instead of the appropriate skill check. The driver can even take 10 or gain the benefits of aid another when using Wisdom instead of the vehicle's normal driving skill.  &b(){Vehicle Crews}:Some vehicles require a crew. A vehicle with a full crew complement is as easy to control as any other vehicle. A vehicle without a full crew complement, but with at least half its crew, increases all driving check DCs by 10. A vehicle needs at least half its crew complement in order to be driven at all. Crew members can take no action while the vehicle is in motion except to aid in that vehicle's movement. A crew member does not threaten an area. ** &small(){[[Vehicles in Combat>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicles-in-combat]]} A vehicle in combat can become a target for attacks and can affect combatants with special vehicular maneuvers. The following are the rules for how a vehicle acts in the combat round.  &b(){Initiative}:A vehicle moves on its driver's initiative. If a driver delays or readies an action, the vehicle goes out of control, and does nothing except take the uncontrolled action until it stops or someone becomes its new driver.  &b(){Movement}:At the start of the driver's turn, she makes a driving check to control the vehicle as detailed in the Driving Vehicles section. When doing so, she takes whatever action is required before doing anything else that turn. Vehicles usually ignore difficult terrain due to rubble and foliage, but treat steep inclines as difficult terrain, and depending on the vehicle type and GM judgment, they may be affected by other difficult terrain types as well. Vehicles and creatures that occupy vehicles can enter the spaces of other vehicles and creatures, though doing so usually provokes a vehicular overrun or ramming maneuver. A vehicle can even end its turn in the space of a creature or another vehicle.  &b(){Threatening}:Vehicles cannot threaten areas, but their non-crew occupants can. A character driving a vehicle still threatens the squares around her, though she may have limited options for attack depending on the requirements of the device used to drive the vehicle. Creatures used as propulsion do not threaten areas, and are treated as part of the vehicle for purposes of vehicular combat maneuvers.  &b(){Line of Sight and Cover}:Vehicles typically grant their occupants partial cover (+2 to AC and +1 on Reflex saving throws) against those outside the vehicle, and may grant partial cover against opponents within the vehicles as well. Vehicles with more protection or internal chambers can offer greater cover and can even block line of sight.  &b(){Jumping On or Off a Vehicle}:Jumping on a vehicle is a normal jump of its distance assuming the vehicle has a deck or handholds within the character's height from the ground. Increase the DC of the Acrobatics check by 5 for every 30 feet of the vehicle's current speed. If the jumping creature is on a moving vehicle, calculate the increase in the Acrobatics skill check DC by calculating the difference between the current speeds of the two vehicles. For every difference of 30 feet (round up), the DC increases by 5. For example, jumping onto a vehicle with a current speed of 90 feet increases the DC by 15 if the jumper is not also on a moving vehicle. If the jumper is on a moving vehicle, and that vehicle is moving at the same current speed as the vehicle the jumper wants to jump to, there is no increase to the DC. If the difference between their speeds is less than 30 feet, the DC of the Acrobatics check increases by 5. If it's between 30 and 60, it increases by 10, and so on. Jumping off a vehicle onto the ground is considered a fall, and treated as if the fall were an additional 10 feet farther for every 30 feet of the vehicle's movement for the purposes of determining damage. Acrobatics can be used to soften this fall, and magic abilities such as feather fall can be used to negate the effects of jumping off a vehicle.  &b(){Taking Control of a Vehicle}:If a vehicle has no driver, any creature can take control of the vehicle as long as the creature is within the driving space of the vehicle and makes a driving check as a free action. The vehicle's driver can always give over control to another adjacent creature that is within the driving space of the vehicle as a free action. When a new creature becomes the driver, the vehicle moves on the new driver's turn, but not on the new driver's first turn after taking control of the vehicle. If a creature wants to take control of a vehicle from another forcefully, it must pull the driver off the controls as part of a grapple and take over the driving device as part of a pin. When a creature successfully pins a vehicle's driver, it can choose to end the grapple immediately. When it does, the creature moves the current driver 5 feet to any unoccupied space within the vehicle (this movement does not provoke attacks of opportunity) and becomes the vehicle's new driver.  &b(){Attacks against Vehicles}:A vehicle has a base Armor Class based on its size and other defenses the vehicle has. To calculate the vehicle's actual AC, add the current driver's driving skill modifier (or Wisdom modifier, if it is using that ability to drive the vehicle) to the vehicle's base AC. Touch attacks against a vehicle ignore its driver's driving skill or ability modifier; thus a vehicle's base AC is its touch AC. A vehicle is never considered flat-footed. A vehicle has a base saving throw listed in its stat block. This determines its base Fortitude and Reflex saving throw. A vehicle is immune to effects that require a Will saving throw (though drivers, crew members, passengers, and creatures providing muscle propulsion typically are not). To determine the vehicle's actual Fortitude and Reflex saving throws, add half the driver's driving skill modifier (or half the driver's Wisdom modifier) to the vehicle's base saving throw. Vehicles have hit points, but do not have ability scores, and are immune to ability score damage or drain. They are also immune to bleed damage. A vehicle that takes damage in excess of half its total hit points gains the broken condition. When a vehicle reaches 0 or fewer hit points, but has not yet reached negative hit points equal to the number of squares of its space, it is wrecked. When a vehicle reaches a negative number of hit points equal to the number of squares it takes up, it is destroyed. Unlike other objects, vehicles do not take half damage from energy attacks, but do take half damage from all ranged weapons except siege weapons. When attacking a vehicle, you can attack the vehicle's structure, occupant, propulsion, driving device, or conveyance (if any). #divclass(pl-l-level-1){  &i(){Attacking the Structure}:This is an attack against the vehicle itself. If successful, the vehicle takes damage normally.  &i(){Attacking an Occupant}:This is a normal attack against an occupant creature. Occupants get partial cover or greater if the attack is coming from outside of the vehicle. Grappling the driver is one method for taking control of the vehicle.  &i(){Attacking Propulsion}:Propulsion often has its own set of statistics, while creatures propelling a vehicle use their own statistics. Other types of propulsion have hit points and hardness determined by multiplying the values listed in the Propulsion Devices sidebar by the vehicle's total number of squares of that type. Individual vehicle stat blocks also detail their propulsion. If a vehicle is being pulled by creatures, and any of those creatures is killed, dazed, stunned, or becomes unconscious, the vehicle comes to a sudden stop. If a vehicle has a crew, and half or more of that crew is killed, dazed, stunned, or rendered unconscious, the vehicle can no longer be controlled.  &i(){Attacking the Driving Device}:A driving device is its own object with its own statistics. When a driving device gains the broken condition or is disabled, all driving checks are increased by 10. When a driving device is destroyed, the vehicle can no longer be driven. Driving devices are typically objects with object immunities and resistances.  &i(){Attacking Conveyance}:An attack against wheels, rudders, or similar forms of conveyance takes a –10 penalty on the attack roll, but does maximum damage to the vehicle (no roll necessary). If the attack is a critical hit, multiply this maximum damage by the critical multiplier of the attack. Conveyances are typically objects with object immunities and resistances. }  &b(){Vehicle Combat Maneuvers}:Vehicles typically don't have attacks, though some can be fitted with siege weapons. A vehicle can make, and is often required to make, a vehicular bull rush, vehicular overrun, or ramming maneuver as part of its movement. Unlike creatures, a vehicle can enter the space of creatures or objects smaller than it, and when it does, it makes either a vehicular overrun or vehicular bull rush. When a vehicle hits a creature or a vehicle that is its size or larger, or it hits a solid object (a wall or structure that is immobile and has a hardness of 5 or more), it makes a ramming maneuver. #divclass(pl-l-level-1){  &i(){Vehicular Overrun}:Any time any part of a vehicle (including any creatures used as propulsion) enters the space of a creature or vehicle smaller than it, the driver must make a vehicular overrun combat maneuver against the creature or vehicle. This may require the driver to make vehicular overrun checks against the same creature numerous times as new parts of the vehicle enter its square. When performing a vehicular overrun, the driver uses the base CMB of the vehicle plus her driving skill modifier (or Wisdom skill modifier if she is using that ability to drive the vehicle) as the CMB of the vehicular overrun. If the driver has feats that improve her CMB when overrunning, like the Improved Overrun feat, she may also add those modifiers and benefits to the vehicular overrun. Like a normal overrun, this action provokes an attack of opportunity from the creature being overrun, unless the driver has the Improved Overrun feat. The creature being overrun can make this attack of opportunity on any part of the vehicle that is within reach. When a vehicular overrun is attempted, the target of the overrun may choose to avoid the vehicle, allowing the vehicle to pass through its space without requiring a vehicular overrun maneuver check. The creature or vehicle cannot avoid a maneuver check if the driver has the Improved Overrun feat, the vehicle is two or more size categories larger than the target, or the target creature is confused, dazed, entangled, flat-footed, helpless, paralyzed, prone, or stunned. If the target does not avoid the vehicle, make the combat maneuver check as normal. If the maneuver is successful, the vehicle moves through the target's space, and the target of the overrun takes the vehicle's ramming damage. If the driver's combat maneuver check exceeds the target's CMD by 5 or more, the target takes twice the vehicle's ramming damage. If the target is a creature, it is also knocked prone. If the target has more than two legs, it gets a +2 bonus to its CMD for each additional leg it has. Vehicles that are overrun are knocked prone if the opposing driver's combat maneuver check result exceeds the vehicle's CMD by 10 or more. A vehicle that is knocked prone makes a sudden stop. It takes at least 5 full-round actions and a DC 25 Strength check from creatures adjacent to the vehicle to push a Large land or water vehicle up from being prone. For every size category that the vehicle is larger than size Large, increase the number of full-round actions by three and the Strength check DC by 5. The driver of a prone air vehicle must succeed at a DC 25 Fly check immediately to avoid falling. A vehicle equipped with a ram deals +2d8 points of damage with a vehicular overrun.  &i(){Vehicular Bull Rush}:As a swift action, taken when the driver takes all but the “uncontrolled” action while driving the vehicle, a driver can choose to substitute all or some of her vehicular overruns with vehicular bull rush maneuvers until the end of the vehicle's movement that turn. A vehicular bull rush pushes a creature or a vehicle away without doing harm. If the driver does not have the Improved Bull Rush feat or a similar ability, initiating a vehicular bull rush provokes an attack of opportunity from the creature being bull rushed with the vehicle. If the bull rush is successful, the target of the bull rush is pushed 5 feet away from the vehicle. If you succeed at the check for the vehicular bull rush by 5 or more, you can deal the vehicle's ramming damage to the creature. For every 5 by which your attack exceeds your opponent's CMD, you push the target an additional 5 feet away. A creature being moved by a vehicular bull rush does not provoke attacks of opportunity, unless the driver possesses the Greater Bull Rush feat. You cannot bull rush a creature or vehicle into a square that is occupied by an object (including a vehicle). If there is another creature in the way of a bull rush, the driver must immediately make a combat maneuver check to bull rush that creature, taking a –4 penalty on this check for each creature being pushed beyond the first. If successful, the driver can continue to push the creature or vehicle a distance equal to the lesser result.  &i(){Ramming}:Any time any part of a vehicle (including any creatures used as propulsion) enters the space of a creature or vehicle of its size or larger, or the space of a solid sturdy object (like a wall or a building) no matter the size of that object, it makes a ramming maneuver against that creature or object. There is no maneuver check for a ramming maneuver; its effects happen automatically. When a vehicle makes a ramming maneuver against a creature or an object, the vehicle deals its ramming damage to the creature or object, and the vehicle takes half that damage. The base amount of damage that a ramming vehicle does and takes is determined by its size. When a vehicle makes a ramming maneuver against a solid object, to determine how much damage both the solid object and the vehicle take, allow the vehicle to enter the solid object's space. The vehicle will only travel through that space if the damage is enough to destroy the solid object; in all other cases the vehicle takes the damage and then comes to a sudden stop directly in front of the solid object. When a vehicle makes a ramming maneuver against a creature, a nonsolid object, or another vehicle, it can enter the space of the object or the creature, and even end its move within that space. A vehicle can have a ram or similar ramming device on its forward facing. If it does, it ignores the damage for the first square it enters of a solid object, and all squares for other objects and creatures. A ram can be added to a Large vehicle for 50 gp, a Huge vehicle for 100 gp, a Gargantuan vehicle for 200 gp, and a Colossal vehicle for 400 gp. A vehicle cannot have a ram if it uses muscle propulsion (pulled). If a vehicle is being pulled by a creature or creatures when the vehicle takes damage due to a ramming maneuver, the creatures that are pulling it are damaged as well, and are knocked prone. A successful Reflex saving throw (DC 10 + 1 for every 10 feet of the speed the vehicle was moving when it hit the vehicle, structure, or creature) halves the damage and the creatures pulling it are not knocked prone. If the vehicle making the ramming maneuver is a muscle-propelled (pulled) vehicle, the creatures pulling the vehicle attempt to avoid making a ramming maneuver. If a ramming maneuver is imminent, those creatures decelerate at a rate of up to twice their acceleration as an immediate action or attempt to swerve out of the way (automatically moving diagonally to avoid the vehicle or structure even if they were not driven to do so), avoiding the vehicle or structure if possible. The driver chooses which of these options occurs. A skilled driver can attempt to force the creature to continue the ramming maneuver, but doing so requires a DC 30 Handle Animal, Diplomacy, or Intimidate check, depending on the type and intelligence of the creature. The driver makes this check as an immediate action when the creature tries to decelerate or swerve out of the way. } Table: Ramming Damage by Size |Vehicle Size|Damage|h |Large vehicle|1d8| |Huge vehicle|2d8| |Gargantuan vehicle|4d8| |Colossal vehicle|8d8|  &b(){Damaging a Vehicle}:Vehicles have hit points and hardness based on their primary components. Most vehicles are made of wood. Heavier construction materials are possible, but they at least double the number of squares of propulsion a vehicle requires. Materials like stone or heavy metals quadruple the number of squares of propulsion needed. A vehicle has a total number of hit points equal to its base material hit point value times its vehicle's number of squares. When it is reduced to below half hit points, it becomes broken. When it reaches 0 hit points, it becomes wrecked. When it reaches negative hit points equal to its number of squares, it is destroyed—it is so damaged it cannot even be used for scrap material. Table: Vehicle Hit Points by Material |Material|Hit Points per Square|Hardness|h |Leather|10|0| |Wood|15|5| |Stone|20|8| |Metal|20|10| |Magically treated|×2|×2| #divclass(pl-l-level-1){  &i(){Broken Condition}:Vehicles, and sometimes their methods of propulsion, are objects, and like any other object, when they take damage in excess of half their hit points, they gain the broken condition. When a vehicle gains the broken condition, it takes a –2 penalty to AC, on saving throws, and on combat maneuver checks, and the DC to drive the vehicle increases by 2. If a vehicle or its means of propulsion becomes broken, both the maximum speed and the acceleration of the vehicle are halved until repaired. If the vehicle is in motion, and is traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.  &i(){Wrecked Condition}:A vehicle gains the wrecked condition if its hit points are reduced to 0 or fewer. A wrecked vehicle cannot be driven and gains the sinking condition (if in the water) or falls (if in the air). An air vehicle that begins to fall does so at a rate of half its maximum speed each round. If a means of propulsion is reduced to 0 or fewer hit points, it does not gain the wrecked condition. It is instead destroyed.  &i(){Sinking}:A water vehicle that is reduced to 0 or fewer hit points or a vehicle that is not seaworthy that is plunged into water gains the sinking condition. For a water vehicle, this condition ends when a vehicle is brought to 1 or more hit points, but other vehicles must be removed from the water. A sinking ship fully sinks and is destroyed 10 rounds after gaining the sinking condition. Each additional hit on a sinking ship reduces the remaining time for it to sink by 1 round. Alternatively, when a water vehicle is reduced to a negative number of hit points equal to its number of squares, it sinks immediately.  &i(){Destroyed}:A vehicle is destroyed when it is reduced to a number of negative hit points equal to its number of squares. A destroyed vehicle cannot be repaired, and is nothing more than junk. If a vehicle's means of propulsion is an object, it is destroyed when it reaches 0 hit points. If either the means of propulsion or the vehicle is destroyed, it comes to a sudden stop if it is not stopped already. Water vehicles sink and drop to the bottom of the body of water. Air vehicles fall. }  &b(){Sudden Stops}:When a vehicle comes to a sudden stop—its movement is reduced to 0 in some way other than the driver using a drive action to slow the vehicle—both creatures and items on the vehicle are violently pushed toward the vehicle's forward facing a number of squares equal to 1/2 the vehicle's current speed before it came to the sudden stop. This movement does not provoke attacks of opportunity. At the end of this movement, creatures and objects take 1d6 points of damage, and creatures must succeed at a DC 20 Reflex saving throw or be knocked prone. If the movement pushes creatures or objects into solid objects, that creature or object takes 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 5d6 points of damage. She then takes the original 1d6 points of damage, after which she makes a Reflex saving throw to see if she falls prone for the sudden stop.  &b(){Repairing a Vehicle}:The fastest and easiest way to repair a vehicle is with the mending and make whole spells, but more mundane methods can also be used. Craft (carpentry) can be used to repair most vehicles made of wood; because of their specialized construction, water vehicles require Craft (ships) to repair. Depending on the nature of the damage, such skills like Craft (cloth), Craft (alchemy), Knowledge (engineering), and even various professions can be used to repair vehicles, if the GM approves. In general, a day's worth of work by a single person using the appropriate skill to repair a vehicle requires 10 gp of raw material and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure. #include(UC/搭乗物/2)
*搭乗物 &small(){[[Vehicles>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html]]}  Pathfinder Roleplaying Game においては、低レベルのキャラクターは旅のほとんどを自分の二本の足で行う。高レベルになると乗馬、動物の相棒の上、あるいはより特殊な乗騎を介しての旅と同様に、魔法的な旅も一般的な出来事になる。時には、旅は何らかの搭乗物を伴うかもしれない──隊商のワゴン、風に揺れるガレー、いくつかのファンタジー的な形態の航空輸送船、あるいは次元間跳躍装置さえ。君が一風変わったものを伴うゲームが好きなのであれば、これらの搭乗物は大破した宇宙船と同じくらい奇妙なものになる。いずれにせよ、Pathfinder RPG の搭乗物は多くの場合、移動可能な地形か独自の冒険の部隊として扱われる。  『アルゴ探検隊の大冒険』の航海から海賊の物語まで、歓呼のうねりの下に血塗られた闘技場の戦車乗りからドラゴンを追跡し飼い慣らす者まで、ロールプレイング・ゲームを刺激する象徴的なモチーフの多くは、搭乗者たる冒険者に触れている。歴史とフィクションは命知らずのアクションを実行する興味深い搭乗物で満たされている。この章のルールで君は Pathfinder RPG の搭乗物との戦闘を実行することができるのみならず、物体や地形として扱うこともできる。  以下のルールでは戦闘中の迫真性と遊びやすさと速度の間でバランスを取ることを試みた。これらの2つのバランスが衝突している範囲では、常に遊びやすさが優先されるべきである。 *搭乗物の基本 &small(){[[Vehicle Basics>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicle-basics]]}  以下は Pathfinder Roleplaying Game において搭乗物を使用するための基本ルールである。これらはすべての搭乗物が使用するルールの概要を示す。  &b(){操縦者 / Drivers}:操縦者は搭乗物を制御する。操縦者は最低でも3の【知力】を有し、搭乗物の操縦装置を物理的に操作することが可能な、搭乗物の操縦スペース内におり操縦装置を積極的に操作するクリーチャーである。  &b(){乗員 / Occupants}:騎乗するか、操縦するか、乗組員として働くか、あるいは搭乗物に推進力を提供するクリーチャーはその乗員と見なされる。  &b(){向き / Facing}:キャラクターと異なり、搭乗物は前方の向きを持っている。搭乗物はその前方に向けた方向に移動するときに最善の移動をする。  &b(){加速/減速 / Acceleration/Deceleration}:搭乗物はその最大速度に達するために加速をしなければならない。各ラウンドに、適切な操縦アクションと判定に成功することで、操縦者は搭乗物の移動速度を搭乗物の最大速度より大きな値をとらない限りその加速率で増加することができる。搭乗物は速度を落とすために減速をしなければならず、正確な地点で停止するのは難しい。  &b(){イニシアチブ / Initiative}:搭乗物は操縦者のターンの開始時に移動する。搭乗物に操縦者がいない場合、最後にその操縦者であったクリーチャーのターンか、あるいは GM の決定したターンに移動する。  &b(){搭乗物の制御 / Controlling a Vehicle}:搭乗物が操縦者を有する場合、自身のターンになにかを行う前に、操縦者は実行する操縦アクションを決定し、そのアクションを行わなければならない。操縦者がアクションを行わないか、搭乗物を操縦する代わりに何らかの他のアクションを行うか、あるいは待機か行動遅延アクションを行う場合──あるいは操縦者が存在しない場合、搭乗物は“非制御”アクションを行う。操縦者は搭乗物を制御するために各ターンに1回だけアクションを行うことができる。操縦者が一度アクションを選択するか、または搭乗物を強制的に非制御にするためにその他のいくつかのアクションを行うと、搭乗物は移動する。  &b(){操縦判定 / Driving Check}:操縦アクションを行うとき、操縦者はそのラウンドの搭乗物の機動性と速度を決定するための操縦判定を行わなければならない。操縦判定に使用する技能は搭乗物の推進力によって決定される。操縦者はいつでも操縦判定の代わりに【判断力】判定を行うことができる。すべての操縦判定の基本 DC は DC 5とDC 20である。操縦者が戦闘中でないときは低い DC を、操縦者が戦闘中であるときは高い DC を使用すること。  &b(){戦闘中 / In Combat}:搭乗物、推進力として使用するクリーチャー、および乗組員はその周囲のいずれか範囲も機会攻撃範囲に収めないが、その操縦者と乗組員でない乗員は収める。搭乗物は自身より小さな物体およびクリーチャーの占めるマスに進入ことができる。搭乗物は攻撃を行わないが、搭乗突き飛ばし、搭乗蹴散らし、衝突の戦技を行うことができる──また必要になることがある。 *完全な搭乗物のルール &small(){[[Full Vehicle Rules>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#full-vehicle-rules]]}  基本ルールは戦闘ラウンドの構造に搭乗物をどのように機能させるのかと、それらがクリーチャーとどのように異なるのかについての一般的なアイデアを与える。以下のセクションでは戦闘中の搭乗物の稼働についてより深く踏むこむ。 **操縦者 &small(){[[Drivers>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#drivers]]}  搭乗物はその移動を続けるのに2つのことを必要とする特殊な移動可能な物体である──操縦者と推進方法。操縦者は3以上の【知力】を有し、搭乗物の操縦機構を物理的に使用可能なクリーチャーである。言い換えれば、クリーチャーは正しいサイズであり、搭乗物の操縦に使用される任意の道具を使用するための正しい解剖学的構造を持つことを必要とする。時には操縦機構は使用のための独自の必要条件を持つ場合がある。操縦者は搭乗物を制御するために機構と自身の技能(または自身の【判断力】)使用する。操縦者を欠いた搭乗物は、それが無人になったときの搭乗物の状態によって異なるが、移動しないか、直線状に移動し続けることになるだろう。  クリーチャーは搭乗物を操縦するには、搭乗物のサイズかより小さくなければいけない。 **乗員 &small(){[[Occupants>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#occupants]]}  操縦者、騎乗者、乗組員、および搭乗物の推進力として働くクリーチャーはすべて乗員と見なされる。乗組員および推進力として使用するクリーチャーをを除くすべての乗員はアクションを行うことができ、通常のクリーチャーとして機会攻撃範囲を収める。乗組員はアクションを行うことも機会攻撃範囲を収めることもできない──彼らのアクションと集中は推進力を提供するか搭乗物を維持する行為にすべて費やされている。 **推進力と操縦判定 &small(){[[Propulsion and Driving Checks>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#propulsion-and-driving-checks]]}  すべての搭乗物は推進方法を持つ。クリーチャーはチャリオットとワゴンを牽引する。ボートとシップは水流、風、筋肉、あるいは3つすべての力によって推進される。幻想的なエアシップは魔法と現実の両方のさまざまな推進要素で空中に保持される。推進方法は一般に搭乗物の移動速度と機動性に影響を与えるが、より重要なことには、搭乗物の推進力は搭乗物の制御に必要とされる要求技能を決定する。以下は一般的な搭乗物の推進方法と、そのような搭乗物の操縦に一般的に必要とされる技能である。  &b(){錬金術的 / Alchemical}:稀に、錬金術機関が搭乗物を推進する場合がある。蒸気かより不安定なガスおよび試薬によって駆動する錬金術機関を有する搭乗物は、操縦に〈知識:神秘学〉か〈製作:錬金術〉判定を必要とする。錬金術搭乗物を操縦する基本 DC は通常よりも10大きくなる。錬金術機関は搭乗物を推進するための能力をそのサイズの数百倍は有し、非常に強力にすることができる。  操縦者が錬金術的に推進される搭乗物を制御するための操縦判定を【判断力】判定か未修得技能で行って出目1を振ると、搭乗物の錬金術機関は破損状態になる。破損状態になると、搭乗物の最大速度と加速はともに半減し、搭乗物の現在の移動率が新しい最大速度よりも早い場合には速やかにその移動速度まで減速する。  &b(){流動 / Current}:カヌーと大型船から翼をもつグライダーまで、流動に推進される搭乗物は一般に自然の内か外に既に存在する力の要素を操作する──気流、水流、あるいは魔法のエネルギーの導管のようなより特殊な流動。通常は、流動に推進される搭乗物の操作には〈飛行〉、〈知識:自然〉、〈職能:水夫〉、〈生存〉、あるいは〈軽業〉または〈知識:神秘学〉のような技能さえ必要とし、搭乗物の性質や構成と搭乗物を操作する流動によって決定される。 #divclass(pl-l-level-1){  &i(){水流 / Water Current}:その推進力を水流にのみ依存する搭乗物には多少の制限がある。これらの搭乗物は推進力か操作にいくつかの他の手段を採用しない限り、方向と流動速度での移動のみ可能であり、したがってカヌーの場合は筋肉、ガレーの場合は風など多くの場合は追加の推進形態を持っている。2体以上の乗組員を有する川舟のような流動駆動船は、船に精度、規律、自然界の知識を要求されるため、操縦判定として〈職能:水夫〉か〈知識:自然〉判定のいずれかを必要とする。カヌーのように小さな水流搭乗物は、地形を読むことがこれらの種類の搭乗物の制御を維持するために非常に重要な点であるため、操縦技能として〈生存〉技能を使用する。  流れとともに移動する場合、水流搭乗物の最大速度は流動の速度(多くの場合は120フィートほど)によって決まる。水流搭乗物の加速は30フィートである。  &i(){気流 / Air Current}:気流搭乗物はかなり多様である。帆船、飛行船、陸上船、あるいはグライダーにさえ可能である。乗務員として2体以上のクリーチャーを有する気流に推進される搭乗物は、その操縦判定として〈職能:水夫〉または〈知識:自然〉判定を必要とする。その複雑さのため、気流搭乗物は常にその操縦判定の DC が10増加する。グライダーや風橇のように小さな気流搭乗物は代わりに〈軽業〉か〈飛行〉を使用する。その制御の多くは飛行の知識や搭乗物の制御するための身体の適切な動作に依存する。  小さな搭乗物(大型サイズかそれより小さい)は60フィートの移動速度で移動することができ、気流とともに移動するときはその2倍の速度で移動することができ、30フィートの加速を持つ。大きな搭乗物は90フィートの移動速度で移動するか、気流とともに移動するときはその2倍の速度で移動することができ、30フィートの加速を持つ。  &i(){奇妙な流動 / Weird Current}:魔法のエネルギー、燃え上がるマグマ、あるいは影界のあいまいな川の流れの航海はいくつかの技能を使用することができるが、おそらくは水流または気流搭乗物を操作するのに必要とされるのと同種の技能を使用する。奇妙な流動の搭乗物は常にその操縦判定の DC を10、特殊な場面と条件下ではときには15増加する。  奇妙な流動の搭乗物は一般にその性質によって水流か気流の移動速度で移動するが、それらの移動速度の2倍または3倍の速度でさえ移動することが知られている。 }  &b(){魔法 / Magic}:エレメンタル駆動の大型輸送機、あるいは秘術の装置をその中心とする飛行機など、魔法は最も強力かつ簡単に使用できる搭乗物の推進方法のいくつかを提供する。多くの場合は単に推進力を提供している魔法のアイテムの性質を識別することで、クリーチャーはそれを使用する能力を得るが、時にはより複雑な魔法装置は適切に駆動するために〈呪文学〉か〈魔法装置使用〉を必要とする。  &b(){筋肉 / Muscle}:チャリオットから監禁された漕ぎ手でいっぱいの奴隷船まで、筋肉による搭乗物の移動はクリーチャーの確保、あるいは搭乗物の牽引、押出し、あるいはその他の推進力ためのクリーチャーがすべてである。筋肉推進の搭乗物を操縦するための判定は、搭乗物を動かすクリーチャーの種別と【知力】に基づいて、〈交渉〉、〈動物使い〉、〈威圧〉、および〈職能:御者〉を含む、しかしこれに限定されないさまざまな数の技能を使用することができる。  筋肉推進の搭乗物は2つの形態に分かれる:牽引と押進。 #divclass(pl-l-level-1){  &i(){牽引 / Pulled}:この種の推進力は搭乗物を牽引する複数のクリーチャーを伴う。搭乗物を牽引するクリーチャーが知性的(【知力】が3以上)でない限り、〈動物使い〉か〈職能:御者〉のいずれかを操縦判定に使用する(操縦者が選択する)。知性あるクリーチャーは〈交渉〉判定(クリーチャーの態度が協力的である場合は操縦判定を(訳注:おそらくその DC を)5減少させる。)で納得させるか、〈威圧〉判定で強制する必要がある。知性あるクリーチャーに搭乗物の牽引を強制するには DC を20増加させる。  1体のクリーチャーは自身の占めるマスと等しい数のマスの搭乗物をクリーチャーの移動速度の2倍に等しい最高速度で牽引することができる。最大で自身の移動速度の、搭乗物のマスに対する自分のマスの割合で加速することができる。例えば、1頭のホースは4マスを占め、4マスのカートをラウンドごとに50フィートの加速で100フィート牽引することができる。  &i(){押進 / Pushed}:押進搭乗物は牽引搭乗物の反対である──搭乗物は筋肉によって押し出され、通常は乗組員の操作するいくつかの形態の装置を使用する。水上搭乗物は押進される可能性が最も高い。漕ぎ手の列が搭乗物を前方に押進するためにそのオールを使用するし、あるいはクラウド・ジャイアントのペアが飛行船の後端でプロペラを回すかもしれない。押進搭乗物の操縦判定は推進力として筋肉を供給するクリーチャーの知性と態度に応じて、〈交渉〉、〈威圧〉、または〈動物使い〉になる傾向にある。知性あるクリーチャーであれば、推進力を提供するクリーチャーの態度が中立的、友好的、あるいは協力的である場合には〈交渉〉を使用する。推進力を提供するクリーチャーが友好的である場合は〈交渉〉による操縦判定を(訳注:おそらくその DC を)5減少すること。〈威圧〉は態度が非友好的か敵対的である知性あるクリーチャーに使用される。〈動物使い〉は推進力を提供するクリーチャーが知性的でない場合に使用される。  適切な機械的な補助を得て搭乗物を押進するクリーチャーは、搭乗物のマスに対する自身のマスの5倍から20倍の間の割合で押進することができる。  筋肉推進の搭乗物の最大速度と加速は押進の補助に使用する機構に依存する──例として、サンプルの搭乗物の一般データを参照すること。 }  &b(){推進力の混在方法 / Mixed Methods of Propulsion}:大型帆船のように大きく複雑な搭乗物は、多くの場合複数の形態の推進力を使用する。複数の方法は時には柔軟性を与えるが、多くの場合、それらはより速い動作を作り出すために連携して機能する。複数の推進方法を持つ搭乗物はその動きを軌道に乗せて維持するためにしばしば大規模な乗組員を必要とする。2つの推進方法を持つ場合、搭乗物は速い方の移動速度と加速を使用し、2番目に速い推進方法の移動速度と加速の半分をそれに加える。3つ目の推進方法は予備推進方式を持つことによる柔軟性を除いて、何も加えない。 **搭乗物のサイズと接敵面 &small(){[[Vehicle Size and Space>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicle-size-and-space]]}  搭乗物はクリーチャーのサイズと接敵面とは異なるサイズと接敵面を持つ。多くの搭乗物はクリーチャーがそうであるように辺ごとにマスと等しい数の接敵面を持つのではなく長く細い。ワゴンは、例えば10×10フィートか、あるいは幅10フィートで長さ15フィート以上のマスを占めることがある。多くの場合、搭乗物の短辺の1つは搭乗物の前方の向きとして機能する。  &b(){サイズ変換 / Size Conversion}:多くの場合、搭乗物のサイズ段階を知ることは重要である。搭乗物のサイズまたは推進力に基づいて占めるマスの数を決定するために表:4-1を使用すること。  &b(){操縦空間 / Driving Space}:各搭乗物の5フィート×5フィートのマスの少なくとも1つをその操縦空間として指定しなければならない──多くの場合そのような範囲は複数のマスを包含する。搭乗物を操縦するためには、知性あるクリーチャーは少なくとも1つの操縦空間のマス内におり、操縦装置を操作できなければならない。操縦空間の一般的なサイズと位置は個々の登場物の説明に記載されている。 表:マスによる搭乗物のサイズ &small(){Vehicle Size by Squares} |搭乗物のマス|搭乗物のサイズ|h |2~6マス|大型サイズの搭乗物| |7~12マス|超大型サイズの搭乗物| |13~20マス|巨大サイズの搭乗物| |21マス以上|超巨大サイズの搭乗物| ** &small(){[[Vehicle Facing and Movement>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicle-facing-and-movement]]} Vehicles do not move like creatures, even when they use creatures as propulsion. They tend to move in the direction of their forward facing, and do so quickly.  &b(){Facing}:Unlike creatures, most vehicles have a forward facing. The facing of the vehicle determines its best path of propulsion. Vehicles are very good at moving in the direction of their forward facing, but it takes time and skill to move them in other directions. A horse-pulled wagon moves forward quickly and with ease, but turning a corner requires proper timing and a crack of the whip. A ship propelled by an air current can take a great deal of effort to stop, especially once it has reached top speed. Vehicle facing represents the effect of inertia on vehicles. When driven correctly, vehicles can move straight ahead, diagonally, or a mix of both within the same movement. Skilled drivers can make a vehicle zigzag in a forward direction with ease.  &b(){Movement}:Vehicles have a maximum speed and an acceleration listing. The speed is the fastest rate the vehicle can travel. When a creature or creatures pull a vehicle, the vehicle's maximum speed is equal to twice the speed of the creature providing the propulsion, and its acceleration is the creature's speed. (Teams of mixed creature types use the slowest creature's speed.) A vehicle cannot start at its maximum speed, unless it has some form of high-level magic propulsion. Each round, the driver can attempt to accelerate the vehicle or decelerate it by a rate equal to its acceleration (see Driving Vehicles below). The rate at which a vehicle is currently moving is called its current speed. ** &small(){[[Driving Vehicles>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#driving-vehicles]]} Controlling a vehicle takes common sense, awareness, intuition, and often some amount of skill in its method of propulsion. In the case of muscle propulsion, it is about guiding the creatures to move the vehicle. In the case of current propulsion, it is about using the current and tools like sails, oars, or a rudder to move the vehicle. With magic, it is typically about understanding the magic device that powers the propulsion and using the device properly.  &b(){Driving Actions}:A driver can, at the start of her turn, before taking any other action, take any of the following actions (except the “uncontrolled” action) to control a vehicle. If the driver does not take an action, takes another action, or delays or readies an action, she loses control of the vehicle and the vehicle takes the “uncontrolled” action. #divclass(pl-l-level-1){  &i(){Accelerate (standard action)}:With a successful driving check, the vehicle's current speed increases up to its acceleration (in 5-foot increments; minimum 5 feet), but no higher than its maximum speed. The vehicle can move forward or forward diagonally. In other words, each time a vehicle enters a new 5-foot square, it can choose any of its forward-facing squares—the ones directly in front or either of the squares directly forward and diagonal. This allows the vehicle to swerve. A driver who fails her driving check can only move into squares directly in front of the vehicle's forward facing.  &i(){Decelerate (standard action)}:With a successful driving check, the vehicle's current speed decreases by a rate up to its acceleration (in 5-foot increments; minimum 5 feet). On a failed check, the vehicle does not decelerate. Either way, the vehicle can move forward diagonally. If deceleration reduces a vehicle's speed to 0, some amount of inertia will continue to move the vehicle forward. The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop. Having the Expert Driver feat reduces this distance by 10 feet (minimum 0 feet).  &i(){Keep It Going (move action)}:With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.  &i(){Reverse (standard action)}:A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.  &i(){Turn (standard action)}:The driver takes this action to turn a vehicle's forward facing 90 degrees. The vehicle moves its current speed. If a vehicle's current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle's movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle's former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.  &i(){Uncontrolled (no action)}:When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver. }  &b(){Driving a Vehicle Outside of Combat}:Since driving a vehicle outside of combat is easily accomplished by taking 10 on the skill check, driving checks are not normally needed. Almost every character can do it with relative ease; the DCs are given only to adjudicate special situations that may come up in your game.  &b(){Driving a Vehicle with Magic Propulsion}:Typically, a vehicle with magic propulsion requires actions but no driving checks in order to drive it. When driving a vehicle with magic propulsion, treat every action as though the driver succeeded at the driving check.  &b(){Driving a Vehicle without the Proper Skill}:If a driver lacks the proper skill to drive a vehicle, the driver can always make a Wisdom ability check instead of the appropriate skill check. The driver can even take 10 or gain the benefits of aid another when using Wisdom instead of the vehicle's normal driving skill.  &b(){Vehicle Crews}:Some vehicles require a crew. A vehicle with a full crew complement is as easy to control as any other vehicle. A vehicle without a full crew complement, but with at least half its crew, increases all driving check DCs by 10. A vehicle needs at least half its crew complement in order to be driven at all. Crew members can take no action while the vehicle is in motion except to aid in that vehicle's movement. A crew member does not threaten an area. ** &small(){[[Vehicles in Combat>http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html#vehicles-in-combat]]} A vehicle in combat can become a target for attacks and can affect combatants with special vehicular maneuvers. The following are the rules for how a vehicle acts in the combat round.  &b(){Initiative}:A vehicle moves on its driver's initiative. If a driver delays or readies an action, the vehicle goes out of control, and does nothing except take the uncontrolled action until it stops or someone becomes its new driver.  &b(){Movement}:At the start of the driver's turn, she makes a driving check to control the vehicle as detailed in the Driving Vehicles section. When doing so, she takes whatever action is required before doing anything else that turn. Vehicles usually ignore difficult terrain due to rubble and foliage, but treat steep inclines as difficult terrain, and depending on the vehicle type and GM judgment, they may be affected by other difficult terrain types as well. Vehicles and creatures that occupy vehicles can enter the spaces of other vehicles and creatures, though doing so usually provokes a vehicular overrun or ramming maneuver. A vehicle can even end its turn in the space of a creature or another vehicle.  &b(){Threatening}:Vehicles cannot threaten areas, but their non-crew occupants can. A character driving a vehicle still threatens the squares around her, though she may have limited options for attack depending on the requirements of the device used to drive the vehicle. Creatures used as propulsion do not threaten areas, and are treated as part of the vehicle for purposes of vehicular combat maneuvers.  &b(){Line of Sight and Cover}:Vehicles typically grant their occupants partial cover (+2 to AC and +1 on Reflex saving throws) against those outside the vehicle, and may grant partial cover against opponents within the vehicles as well. Vehicles with more protection or internal chambers can offer greater cover and can even block line of sight.  &b(){Jumping On or Off a Vehicle}:Jumping on a vehicle is a normal jump of its distance assuming the vehicle has a deck or handholds within the character's height from the ground. Increase the DC of the Acrobatics check by 5 for every 30 feet of the vehicle's current speed. If the jumping creature is on a moving vehicle, calculate the increase in the Acrobatics skill check DC by calculating the difference between the current speeds of the two vehicles. For every difference of 30 feet (round up), the DC increases by 5. For example, jumping onto a vehicle with a current speed of 90 feet increases the DC by 15 if the jumper is not also on a moving vehicle. If the jumper is on a moving vehicle, and that vehicle is moving at the same current speed as the vehicle the jumper wants to jump to, there is no increase to the DC. If the difference between their speeds is less than 30 feet, the DC of the Acrobatics check increases by 5. If it's between 30 and 60, it increases by 10, and so on. Jumping off a vehicle onto the ground is considered a fall, and treated as if the fall were an additional 10 feet farther for every 30 feet of the vehicle's movement for the purposes of determining damage. Acrobatics can be used to soften this fall, and magic abilities such as feather fall can be used to negate the effects of jumping off a vehicle.  &b(){Taking Control of a Vehicle}:If a vehicle has no driver, any creature can take control of the vehicle as long as the creature is within the driving space of the vehicle and makes a driving check as a free action. The vehicle's driver can always give over control to another adjacent creature that is within the driving space of the vehicle as a free action. When a new creature becomes the driver, the vehicle moves on the new driver's turn, but not on the new driver's first turn after taking control of the vehicle. If a creature wants to take control of a vehicle from another forcefully, it must pull the driver off the controls as part of a grapple and take over the driving device as part of a pin. When a creature successfully pins a vehicle's driver, it can choose to end the grapple immediately. When it does, the creature moves the current driver 5 feet to any unoccupied space within the vehicle (this movement does not provoke attacks of opportunity) and becomes the vehicle's new driver.  &b(){Attacks against Vehicles}:A vehicle has a base Armor Class based on its size and other defenses the vehicle has. To calculate the vehicle's actual AC, add the current driver's driving skill modifier (or Wisdom modifier, if it is using that ability to drive the vehicle) to the vehicle's base AC. Touch attacks against a vehicle ignore its driver's driving skill or ability modifier; thus a vehicle's base AC is its touch AC. A vehicle is never considered flat-footed. A vehicle has a base saving throw listed in its stat block. This determines its base Fortitude and Reflex saving throw. A vehicle is immune to effects that require a Will saving throw (though drivers, crew members, passengers, and creatures providing muscle propulsion typically are not). To determine the vehicle's actual Fortitude and Reflex saving throws, add half the driver's driving skill modifier (or half the driver's Wisdom modifier) to the vehicle's base saving throw. Vehicles have hit points, but do not have ability scores, and are immune to ability score damage or drain. They are also immune to bleed damage. A vehicle that takes damage in excess of half its total hit points gains the broken condition. When a vehicle reaches 0 or fewer hit points, but has not yet reached negative hit points equal to the number of squares of its space, it is wrecked. When a vehicle reaches a negative number of hit points equal to the number of squares it takes up, it is destroyed. Unlike other objects, vehicles do not take half damage from energy attacks, but do take half damage from all ranged weapons except siege weapons. When attacking a vehicle, you can attack the vehicle's structure, occupant, propulsion, driving device, or conveyance (if any). #divclass(pl-l-level-1){  &i(){Attacking the Structure}:This is an attack against the vehicle itself. If successful, the vehicle takes damage normally.  &i(){Attacking an Occupant}:This is a normal attack against an occupant creature. Occupants get partial cover or greater if the attack is coming from outside of the vehicle. Grappling the driver is one method for taking control of the vehicle.  &i(){Attacking Propulsion}:Propulsion often has its own set of statistics, while creatures propelling a vehicle use their own statistics. Other types of propulsion have hit points and hardness determined by multiplying the values listed in the Propulsion Devices sidebar by the vehicle's total number of squares of that type. Individual vehicle stat blocks also detail their propulsion. If a vehicle is being pulled by creatures, and any of those creatures is killed, dazed, stunned, or becomes unconscious, the vehicle comes to a sudden stop. If a vehicle has a crew, and half or more of that crew is killed, dazed, stunned, or rendered unconscious, the vehicle can no longer be controlled.  &i(){Attacking the Driving Device}:A driving device is its own object with its own statistics. When a driving device gains the broken condition or is disabled, all driving checks are increased by 10. When a driving device is destroyed, the vehicle can no longer be driven. Driving devices are typically objects with object immunities and resistances.  &i(){Attacking Conveyance}:An attack against wheels, rudders, or similar forms of conveyance takes a –10 penalty on the attack roll, but does maximum damage to the vehicle (no roll necessary). If the attack is a critical hit, multiply this maximum damage by the critical multiplier of the attack. Conveyances are typically objects with object immunities and resistances. }  &b(){Vehicle Combat Maneuvers}:Vehicles typically don't have attacks, though some can be fitted with siege weapons. A vehicle can make, and is often required to make, a vehicular bull rush, vehicular overrun, or ramming maneuver as part of its movement. Unlike creatures, a vehicle can enter the space of creatures or objects smaller than it, and when it does, it makes either a vehicular overrun or vehicular bull rush. When a vehicle hits a creature or a vehicle that is its size or larger, or it hits a solid object (a wall or structure that is immobile and has a hardness of 5 or more), it makes a ramming maneuver. #divclass(pl-l-level-1){  &i(){Vehicular Overrun}:Any time any part of a vehicle (including any creatures used as propulsion) enters the space of a creature or vehicle smaller than it, the driver must make a vehicular overrun combat maneuver against the creature or vehicle. This may require the driver to make vehicular overrun checks against the same creature numerous times as new parts of the vehicle enter its square. When performing a vehicular overrun, the driver uses the base CMB of the vehicle plus her driving skill modifier (or Wisdom skill modifier if she is using that ability to drive the vehicle) as the CMB of the vehicular overrun. If the driver has feats that improve her CMB when overrunning, like the Improved Overrun feat, she may also add those modifiers and benefits to the vehicular overrun. Like a normal overrun, this action provokes an attack of opportunity from the creature being overrun, unless the driver has the Improved Overrun feat. The creature being overrun can make this attack of opportunity on any part of the vehicle that is within reach. When a vehicular overrun is attempted, the target of the overrun may choose to avoid the vehicle, allowing the vehicle to pass through its space without requiring a vehicular overrun maneuver check. The creature or vehicle cannot avoid a maneuver check if the driver has the Improved Overrun feat, the vehicle is two or more size categories larger than the target, or the target creature is confused, dazed, entangled, flat-footed, helpless, paralyzed, prone, or stunned. If the target does not avoid the vehicle, make the combat maneuver check as normal. If the maneuver is successful, the vehicle moves through the target's space, and the target of the overrun takes the vehicle's ramming damage. If the driver's combat maneuver check exceeds the target's CMD by 5 or more, the target takes twice the vehicle's ramming damage. If the target is a creature, it is also knocked prone. If the target has more than two legs, it gets a +2 bonus to its CMD for each additional leg it has. Vehicles that are overrun are knocked prone if the opposing driver's combat maneuver check result exceeds the vehicle's CMD by 10 or more. A vehicle that is knocked prone makes a sudden stop. It takes at least 5 full-round actions and a DC 25 Strength check from creatures adjacent to the vehicle to push a Large land or water vehicle up from being prone. For every size category that the vehicle is larger than size Large, increase the number of full-round actions by three and the Strength check DC by 5. The driver of a prone air vehicle must succeed at a DC 25 Fly check immediately to avoid falling. A vehicle equipped with a ram deals +2d8 points of damage with a vehicular overrun.  &i(){Vehicular Bull Rush}:As a swift action, taken when the driver takes all but the “uncontrolled” action while driving the vehicle, a driver can choose to substitute all or some of her vehicular overruns with vehicular bull rush maneuvers until the end of the vehicle's movement that turn. A vehicular bull rush pushes a creature or a vehicle away without doing harm. If the driver does not have the Improved Bull Rush feat or a similar ability, initiating a vehicular bull rush provokes an attack of opportunity from the creature being bull rushed with the vehicle. If the bull rush is successful, the target of the bull rush is pushed 5 feet away from the vehicle. If you succeed at the check for the vehicular bull rush by 5 or more, you can deal the vehicle's ramming damage to the creature. For every 5 by which your attack exceeds your opponent's CMD, you push the target an additional 5 feet away. A creature being moved by a vehicular bull rush does not provoke attacks of opportunity, unless the driver possesses the Greater Bull Rush feat. You cannot bull rush a creature or vehicle into a square that is occupied by an object (including a vehicle). If there is another creature in the way of a bull rush, the driver must immediately make a combat maneuver check to bull rush that creature, taking a –4 penalty on this check for each creature being pushed beyond the first. If successful, the driver can continue to push the creature or vehicle a distance equal to the lesser result.  &i(){Ramming}:Any time any part of a vehicle (including any creatures used as propulsion) enters the space of a creature or vehicle of its size or larger, or the space of a solid sturdy object (like a wall or a building) no matter the size of that object, it makes a ramming maneuver against that creature or object. There is no maneuver check for a ramming maneuver; its effects happen automatically. When a vehicle makes a ramming maneuver against a creature or an object, the vehicle deals its ramming damage to the creature or object, and the vehicle takes half that damage. The base amount of damage that a ramming vehicle does and takes is determined by its size. When a vehicle makes a ramming maneuver against a solid object, to determine how much damage both the solid object and the vehicle take, allow the vehicle to enter the solid object's space. The vehicle will only travel through that space if the damage is enough to destroy the solid object; in all other cases the vehicle takes the damage and then comes to a sudden stop directly in front of the solid object. When a vehicle makes a ramming maneuver against a creature, a nonsolid object, or another vehicle, it can enter the space of the object or the creature, and even end its move within that space. A vehicle can have a ram or similar ramming device on its forward facing. If it does, it ignores the damage for the first square it enters of a solid object, and all squares for other objects and creatures. A ram can be added to a Large vehicle for 50 gp, a Huge vehicle for 100 gp, a Gargantuan vehicle for 200 gp, and a Colossal vehicle for 400 gp. A vehicle cannot have a ram if it uses muscle propulsion (pulled). If a vehicle is being pulled by a creature or creatures when the vehicle takes damage due to a ramming maneuver, the creatures that are pulling it are damaged as well, and are knocked prone. A successful Reflex saving throw (DC 10 + 1 for every 10 feet of the speed the vehicle was moving when it hit the vehicle, structure, or creature) halves the damage and the creatures pulling it are not knocked prone. If the vehicle making the ramming maneuver is a muscle-propelled (pulled) vehicle, the creatures pulling the vehicle attempt to avoid making a ramming maneuver. If a ramming maneuver is imminent, those creatures decelerate at a rate of up to twice their acceleration as an immediate action or attempt to swerve out of the way (automatically moving diagonally to avoid the vehicle or structure even if they were not driven to do so), avoiding the vehicle or structure if possible. The driver chooses which of these options occurs. A skilled driver can attempt to force the creature to continue the ramming maneuver, but doing so requires a DC 30 Handle Animal, Diplomacy, or Intimidate check, depending on the type and intelligence of the creature. The driver makes this check as an immediate action when the creature tries to decelerate or swerve out of the way. } Table: Ramming Damage by Size |Vehicle Size|Damage|h |Large vehicle|1d8| |Huge vehicle|2d8| |Gargantuan vehicle|4d8| |Colossal vehicle|8d8|  &b(){Damaging a Vehicle}:Vehicles have hit points and hardness based on their primary components. Most vehicles are made of wood. Heavier construction materials are possible, but they at least double the number of squares of propulsion a vehicle requires. Materials like stone or heavy metals quadruple the number of squares of propulsion needed. A vehicle has a total number of hit points equal to its base material hit point value times its vehicle's number of squares. When it is reduced to below half hit points, it becomes broken. When it reaches 0 hit points, it becomes wrecked. When it reaches negative hit points equal to its number of squares, it is destroyed—it is so damaged it cannot even be used for scrap material. Table: Vehicle Hit Points by Material |Material|Hit Points per Square|Hardness|h |Leather|10|0| |Wood|15|5| |Stone|20|8| |Metal|20|10| |Magically treated|×2|×2| #divclass(pl-l-level-1){  &i(){Broken Condition}:Vehicles, and sometimes their methods of propulsion, are objects, and like any other object, when they take damage in excess of half their hit points, they gain the broken condition. When a vehicle gains the broken condition, it takes a –2 penalty to AC, on saving throws, and on combat maneuver checks, and the DC to drive the vehicle increases by 2. If a vehicle or its means of propulsion becomes broken, both the maximum speed and the acceleration of the vehicle are halved until repaired. If the vehicle is in motion, and is traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.  &i(){Wrecked Condition}:A vehicle gains the wrecked condition if its hit points are reduced to 0 or fewer. A wrecked vehicle cannot be driven and gains the sinking condition (if in the water) or falls (if in the air). An air vehicle that begins to fall does so at a rate of half its maximum speed each round. If a means of propulsion is reduced to 0 or fewer hit points, it does not gain the wrecked condition. It is instead destroyed.  &i(){Sinking}:A water vehicle that is reduced to 0 or fewer hit points or a vehicle that is not seaworthy that is plunged into water gains the sinking condition. For a water vehicle, this condition ends when a vehicle is brought to 1 or more hit points, but other vehicles must be removed from the water. A sinking ship fully sinks and is destroyed 10 rounds after gaining the sinking condition. Each additional hit on a sinking ship reduces the remaining time for it to sink by 1 round. Alternatively, when a water vehicle is reduced to a negative number of hit points equal to its number of squares, it sinks immediately.  &i(){Destroyed}:A vehicle is destroyed when it is reduced to a number of negative hit points equal to its number of squares. A destroyed vehicle cannot be repaired, and is nothing more than junk. If a vehicle's means of propulsion is an object, it is destroyed when it reaches 0 hit points. If either the means of propulsion or the vehicle is destroyed, it comes to a sudden stop if it is not stopped already. Water vehicles sink and drop to the bottom of the body of water. Air vehicles fall. }  &b(){Sudden Stops}:When a vehicle comes to a sudden stop—its movement is reduced to 0 in some way other than the driver using a drive action to slow the vehicle—both creatures and items on the vehicle are violently pushed toward the vehicle's forward facing a number of squares equal to 1/2 the vehicle's current speed before it came to the sudden stop. This movement does not provoke attacks of opportunity. At the end of this movement, creatures and objects take 1d6 points of damage, and creatures must succeed at a DC 20 Reflex saving throw or be knocked prone. If the movement pushes creatures or objects into solid objects, that creature or object takes 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 5d6 points of damage. She then takes the original 1d6 points of damage, after which she makes a Reflex saving throw to see if she falls prone for the sudden stop.  &b(){Repairing a Vehicle}:The fastest and easiest way to repair a vehicle is with the mending and make whole spells, but more mundane methods can also be used. Craft (carpentry) can be used to repair most vehicles made of wood; because of their specialized construction, water vehicles require Craft (ships) to repair. Depending on the nature of the damage, such skills like Craft (cloth), Craft (alchemy), Knowledge (engineering), and even various professions can be used to repair vehicles, if the GM approves. In general, a day's worth of work by a single person using the appropriate skill to repair a vehicle requires 10 gp of raw material and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure. #include(UC/搭乗物/2)

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