Stealth Ship (3.5e Monster)
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All numbers derived from this, except AC.
Description: Build for assassins, spies, and smugglers.
Standard Ship Features (Ex): All stealth ships possess the following features:
- Powerful Build: In many ways the stealth 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 stealth 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 stealth ships.
- Costs: The stealth costs 25,000(I), 40,000(II) gp.
- Vehicle: As a vehicle, the stealth 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 stealth ship, one must enter and close the cockpit door as a full-round action, To operate the stealth ship, one must succeed a DC25 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:
(Ignore, for table 25.)
Stealth Changes: Unlike most ships, a stealth ship has the following changes:
- Slight Build: Unlike most ships which have powerful build, a stealth ship has slight build. In some ways a stealth ship is treated as if it were one size category smaller. Whenever a stealth ship is subject to a size modifier or special size modifier for an opposed check (such as Hide), the ship is treated as one size smaller. The ship is also considered to be one size smaller when "squeezing" through a restrictive space. The ship can use weapons designed for a creature one size smaller without penalty. However, its space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
- Camouflage: A stealth ship has a super powerful type of camouflage. The ship can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. A stealth ship also has a +8 bonus to all Hide checks.
- Sniper Shot (Ex): A snipe attack acts like sneak attack, except it is about hitting vulnerable weak points. The sniper shot deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) and the ship is concealed. This damage is not multiplied on a critical hit, and can only be applied to range attacks. A Stealth I does 5d6 extra damage, while a Stealth II does +8d6.
- Multiple Rooms: A stealth ship has the following rooms:
- Each room can be individually quarantined from the rest of the ship at the cockpit or engine room (bridge overrides engine room). Those inside any room have 100% cover from the rest of the ship possessing their own air cycling unit, rendering them immune to gaseous effects (outside the room). If the overall HP of the ship drops below 70%, each room can be attacked separately.
- Cockpit: Positioned in the front of the ship, with space for two humanoid pilots; has 30 HP.
- Engine Room: Has one engine room (does not requires an engineer to operate); has 30 HP.
- Gun Room: In rear of ship; has 30 HP.
- Docks: Two large air-lock doors with little space in-between, that connect to a cargo hold; has 30 HP.
- Cargo Rooms(2): A stealth ship has two cargo rooms with a volume of 5x5x5 (LxWxH). The divider between the two rooms can be removed, to make the dimensions 5x10x5. The cargo rooms are too internal to be directly targeted. A light load is ≤1 ton, medium 1–4 tons, and max is 7 tons.
Stealth II Upgrades: The following features only a Stealth II possess:
- Hyperjump (Ex): A Stealth II has the Hyperjump ability. This can only be done once per battery. The bridge must be operational to go into a hyper-jump. Unlike other ships, the hyperdrive is within the engine room.
- Omnivision (Ex): A Stealth II has the ability to impart extra vision modes to pilots (treat like omnigoggles). It requires a standard action to switch between types of vision.
|Alignment||True Neutral +|
|Author||Franken Kesey +|
|Challenge Rating||10 + and 15 +|
|Costs||25,000(I), 40,000(II) +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Size||Large(10x5x5/20 tons) + and Huge(15x5x5/30 tons) +|
|Summary||Build for assassins, spies, and smugglers. +|
|Title||Stealth Ship +|