Usafiri (3.5e Monster)

Check out the Star Ship page, for weight, price, and other starships.

=Usafiri=

All numbers derived from this - changes: HP is multiplied by 3, and 5 is added to AC.



General Features
Hyperjump (Ex): Usafiris have the Hyperjump ability. This can only be done two times per battery. The bridge must be operational to go into a hyper-jump. Cost: 300gp per battery for large and huge; 500 for gargantuan and colossal; 700 for colossal+ and colossal++. Battery's weigh: 100 lbs for large and huge; 200 for gargantuan and colossal; 300 for colossal+ and colossal++

Powerful Build: An usafiri in many ways as if they were one size category larger. Whenever an usafiri 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 usafiri is treated as one size larger if doing so is advantageous to him. An usafiri 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. An usafiri 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.

Large
Fit for tiny and small creatures.

Shields (Ex): The usafiri is protected by energy shields, granting it a +3 deflection bonus. The shield possesses 30 hp and regenerates 6 hp every minute.

Vehicle: As a vehicle, a large usafiri has no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a large usafiri, '''one must succeed a DC 17 pilot check, to start the system as a move action. Once active, it remains active until you depart. A large usafiri possesses 6 rooms as follows:
 * Bridge: Positioned in the front of the ship, with space for 2 small or tiny humanoid pilot's. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. Possesses 48 HP.
 * Engine Room (1): Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects.
 * The engine is on one side of the hyper drive in the rear of the ship; needs an engineer to operate. Possesses 20 HP.
 * Hyper Drive: Positioned in the far rear of ship. Must have 2 engineers to operate. Possesses 25 HP.
 * Cargo Room (1): Large usafiri have a cargo hold. Each cargo room has 75% cover from the rest of the ship. Each possess 20 HP.
 * Gun Room (1): In rear of ship. Possess 40 HP.
 * Dock: Two large air-lock doors with little space in-between, that connect to a cargo hold. Possess 30 HP.

Multitarget: Each room must be attacked separately.

Cargo:
 * Light Load: ≤0.6 tons
 * Medium Load: 0.61–1.40 tons
 * Heavy Load: 1.41–1.8 tons

Huge
Fit for tiny and small creatures.

Shields (Ex): The usafiri is protected by energy shields, granting it a +4 deflection bonus. The shield possesses 40 hp and regenerates 8 hp every minute.

Vehicle: As a vehicle, a huge usafiri has no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a huge usafiri, '''one must succeed a DC 19 pilot check, to start the system as a move action. Once active, it remains active until you depart. A huge usafiri possesses 7 rooms as follows:
 * Bridge: Positioned in the front of the ship, with space for 2 small or tiny humanoid pilot's. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. Possesses 59 HP.
 * Engine Room (1): Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects.
 * The engine is on one side of the hyper drive in the rear of the ship; needs an engineer to operate. Possesses 25 HP.
 * Hyper Drive: Positioned in the far rear of ship. Must have 2 engineers to operate. Possesses 35 HP.
 * Cargo Rooms (2): Huge usafiri have a cargo holds. Each cargo room has 75% cover from the rest of the ship. Each possess 25 HP.
 * Gun Room (1): In rear of ship. Possess 45 HP.
 * Dock: Two large air-lock doors with little space in-between, that connect to a cargo hold. Possess 35 HP.

Multitarget: Each room must be attacked separately.

Cargo:
 * Light Load: ≤1.6 tons
 * Medium Load: 1.61–3.2 tons
 * Heavy Load: 3.21–4.8 tons

Gargantuan
Fit for tiny and small creatures.

Shields (Ex): The usafiri is protected by energy shields, granting it a +6 deflection bonus. The shield possesses 60 hp and regenerates 12 hp every minute.

Vehicle: As a vehicle, a gargantuan usafiri has no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a gargantuan usafiri, '''one must succeed a DC 21 pilot check, to start the system as a move action. Once active, it remains active until you depart. A gargantuan usafiri possesses 9 rooms as follows:
 * Bridge: Positioned in the front of the ship, with space for 2 small or tiny humanoid pilot's. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. Possesses 74 HP.
 * Engine Rooms (2): Has primary and secondary engines at different sections of the ship in case one goes out. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects.
 * The primary and secondary engines are on both sides of the hyper drive in the rear of the ship in two separate rooms. Each room needs an engineer to operate.
 * Speed reduction based on damage:
 * If the primary should be damaged, but the secondary is operational then max speed is reduced to 33%.
 * If secondary should be damaged, but the primary is operational then max speed is reduced to 67%. The primary posses 30 HP the secondary possesses 20 HP.
 * Hyper Drive: Positioned in the far rear of ship. Must have 2 engineers to operate. Possesses 40 HP.
 * Cargo Rooms (3): Gargantuan usafiri have three cargo holds. Each cargo room has 75% cover from the rest of the ship. Each possess 30 HP.
 * Gun Room (1): In rear of ship. Possess 50 HP.
 * Dock: Two large air-lock doors with little space in-between, that connect to a cargo hold. Possess 40 HP.

Multitarget: Each room must be attacked separately.

Cargo:
 * Light Load: ≤5.6 tons
 * Medium Load: 5.61–11.2 tons
 * Heavy Load: 11.21–16.8 tons

Neo-Colossal
Fit for small and medium creatures.

Shields (Ex): The usafiri is protected by energy shields, granting it a +8 deflection bonus. The shield possesses 80 hp and regenerates 16 hp every minute.

Vehicle: As a vehicle, a neo-colossal usafiri has no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a neo-colossal usafiri, '''one must succeed a DC 23 pilot check, to start the system as a move action. Once active, it remains active until you depart. A neo-colossal usafiri possesses 9 rooms as follows:
 * Bridge: Positioned in the front of the ship, with space for 2 medium or small humanoid pilot's. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. Possesses 80 HP.
 * Engine Rooms (2): Has primary and secondary engines at different sections of the ship in case one goes out. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects.
 * The primary and secondary engines are on both sides of the hyper drive in the rear of the ship in two separate rooms. Each room needs an engineer to operate.
 * Speed reduction based on damage:
 * If the primary should be damaged, but the secondary is operational then max speed is reduced to 33%.
 * If secondary should be damaged, but the primary is operational then max speed is reduced to 67%. The primary posses 35 HP the secondary possesses 25 HP.
 * Hyper Drive: Positioned in the far rear of ship. Must have 2 engineers to operate. Possesses 45 HP.
 * Cargo Rooms (4): Neo-Colossal usafiri have four cargo holds. Each cargo room has 75% cover from the rest of the ship. Each possess 30 HP.
 * Gun Room (1): In rear of ship. Possess 55 HP.
 * Docks (2): Neo-Colossal usafiri have two dock. Each dock has two large air-lock doors with little space in-between, that connect to a cargo holds. Possess 45 HP.

Multitarget: Each room must be attacked separately.

Cargo:
 * Light Load: ≤25.5 tons
 * Medium Load: 25.51–51.1 tons
 * Heavy Load: 51.11–76.8 tons

Deka
Fit for small, medium, and large creatures.

Shields (Ex): The usafiri is protected by energy shields, granting it a +10 deflection bonus. The shield possesses 100 hp and regenerates 20 hp every minute.

Vehicle: As a vehicle, a deka usafiri has no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a deka usafiri, '''one must succeed a DC 25 pilot check, to start the system as a move action. Once active, it remains active until you depart. A deka usafiri possesses 12 rooms as follows:
 * Bridge: Positioned in the front of the ship, with space for 2 large, medium, or small humanoid pilot's. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. Possesses 95 HP.
 * Engine Rooms (2): Has primary and secondary engines at different sections of the ship in case one goes out. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects.
 * The primary and secondary engines are on both sides of the hyper drive in the rear of the ship in two separate rooms. Each room needs an engineer to operate.
 * Speed reduction based on damage:
 * If the primary should be damaged, but the secondary is operational then max speed is reduced to 33%.
 * If secondary should be damaged, but the primary is operational then max speed is reduced to 67%. The primary posses 40 HP the secondary possesses 30 HP.
 * Hyper Drive: Positioned in the far rear of ship. Must have 2 engineers to operate. Possesses 50 HP.
 * Cargo Rooms (4): Deka usafiri have four cargo holds. Each cargo room has 75% cover from the rest of the ship. Each possess 30 HP.
 * Gun Room (2): Deka usafiri have two gun rooms. In rear of ship. Each possess 60 HP.
 * Docks (2): Deka usafiri have two dock. Each dock has two large air-lock doors with little space in-between, that connect to a cargo holds. Possess 50 HP.

Multitarget: Each room must be attacked separately.

Cargo:
 * Light Load: ≤117.5 tons
 * Medium Load: 117.51–235.4 tons
 * Heavy Load: 235.41–353.3 tons

Hecto
Fit for small, medium, and large creatures.

Shields (Ex): The usafiri is protected by energy shields, granting it a +13 deflection bonus. The shield possesses 130 hp and regenerates 26 hp every minute.

Vehicle: As a vehicle, a hecto usafiri has no mental scores of its own, but takes the scores of its pilot, as well as initiative, and skills. To operate a hecto usafiri, '''one must succeed a DC 27 pilot check, to start the system as a move action. Once active, it remains active until you depart. A hecto usafiri possesses 9 rooms as follows:
 * Bridge: Positioned in the front of the ship, with space for 2 large, medium, or small humanoid pilot's. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects. Possesses 100 HP.
 * Engine Rooms (2): Has primary and secondary engines at different sections of the ship in case one goes out. Those inside have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects.
 * The primary and secondary engines are on both sides of the hyper drive in the rear of the ship in two separate rooms. Each room needs an engineer to operate.
 * Speed reduction based on damage:
 * If the primary should be damaged, but the secondary is operational then max speed is reduced to 33%.
 * If secondary should be damaged, but the primary is operational then max speed is reduced to 67%. The primary posses 50 HP the secondary possesses 40 HP.
 * Hyper Drive: Positioned in the far rear of ship. Must have 2 engineers to operate. Possesses 55 HP.
 * Cargo Rooms (5): Hecto usafiri have five cargo holds. Each cargo room has 75% cover from the rest of the ship. Each possess 35 HP.
 * Gun Room (2): Hecto usafiri have two gun rooms. In rear of ship. Each possess 65 HP.
 * Docks (2): Hecto usafiri have two dock. Each dock has two large air-lock doors with little space in-between, that connect to a cargo holds. Possess 55 HP.

Multitarget: Each room must be attacked separately.

Cargo:
 * Light Load: ≤531.5 tons
 * Medium Load: 117.51–1062.9 tons
 * Heavy Load: 1062.91–1597.4 tons