Drive

**Check:** Routine tasks, such as ordinary driving, don’t require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts.

**Driving a Vehicle**

Driving a vehicle is a move action, taken by the vehicle's driver. During his or her move action, the driver moves the vehicle a number of squares that falls within its accelerate value or it’s move speed if the vehicle has already accelerated up to it’s total speed. The driver can attempt maneuvers to change the vehicle's course or speed. These maneuvers can be attempted at any point along the vehicle's route. The driver can choose to use his or her attack action to attempt additional maneuvers.

The two kinds of vehicle movement are simple maneuvers and stunts.

**Simple Maneuvers:** A simple maneuver, such as a 45-degree turn, is easy to perform. Each is a free action and can be taken as many times as the driver likes while he or she moves the vehicle. However, simple maneuvers do cost movement-so a vehicle that makes a lot of simple maneuvers will not get as far as one going in a straight line. Simple maneuvers do not require the driver to make skill checks.

**Vehicle Speed:** A Vehicle’s speed is expressed in it’s acceleration and it’s movement. To begin moving you must use a vehicle’s acceleration speed. A vehicle accelerates as a move action, and it can accelerate up to it’s listed speed by taking the proper number of rounds accelerating until your current speed matches the movement speed of the vehicle. When slowing down the vehicle also decelerates at this speed too. You can attempt to decelerate by more with a successful drive check as per the hard break stunt down below.

When turning a vehicle while going at ¾ or full speed, you must make a drive check at a -2 and -4 penalty respectively.

**Stunts:** Stunts are difficult and sometimes daring maneuvers that enable a driver to change his or her vehicle's speed or heading more radically than a simple maneuver allows. A stunt is a move action. It can be taken as part of a move action to control the vehicle, and a second stunt can be attempted in lieu of the driver's attack action. Stunts always require Drive checks.

Unsuccessful stunts often result in the vehicle ending up someplace other than where the driver intended. When this happens, the vehicle collides with any objects in its path. Remember that the check/roll modifier from Table: Vehicle Speeds and Modifiers affects all Drive checks made by the driver and attack rolls made by all occupants of the vehicle.

***Avoid Hazard:*** Vehicle combat rarely occurs on a perfectly flat, featureless plain. When a vehicle tries to move through a square occupied by a hazard, the driver must succeed on a Drive check to avoid the hazard and continue moving.

 Oil slick
 Medium-size (crate)
 Large (pile of wreckage)
 Structure

Structures simply cannot be avoided. Also, if a driver cannot make a check (if he or she has used all his or her actions for the round in performing other stunts), he or she automatically fails to avoid the hazard. In such cases, a collision occurs.

The DC to avoid a hazard varies with the nature of the hazard.

On a failed check, the vehicle hits the obstacle. For caltrops this means they deal damage to the vehicle. An oil slick forces the drive to make a Drive check (DC 15) to retain control of the vehicle (see Losing Control). Failing to avoid an object results in a collision with the object (see Collisions and Ramming).

***Bootleg Turn:*** By making a bootleg turn, a driver can radically change direction without turning in a loop. However, in so doing, the vehicle comes to a stop.

Before a vehicle can make a bootleg turn, it must move in a straight line at least a number of squares equal to it’s accelerate. To make a bootleg turn, simply change the vehicle’s facing to the desired direction. The vehicle ends its movement in that location, at stationary speed.

The DC for a bootleg turn depends on the change in facing.

On a failed check, instead of facing the desired direction, the vehicle only changes facing by 45 degrees. Make a Drive check to retain control against a DC equal to the DC for the bootleg turn attempted (see Losing Control).

 90 degrees
 135 degrees
 180 degrees

***Dash:*** With a dash stunt, a driver can increase the vehicle’s acceleration as if accelerating once more up to a maximum of the vehicle’s maximum speed. Drive checks to make turns in the same round as a dash are made at a -2 penalty. A dash is performed as part of a driver’s movement action.

The DC for a dash is 15. The driver can only succeed at one dash per round.

On a failed check, the vehicle does not change speed categories.

***Hard Brake:*** With a hard brake stunt, a driver can reduce the vehicle’s speed by up to twice the vehicle’s acceleration bonus. This is done as  standard action and can be done in tandem with lowering the vehicle’s speed through deceleration as a move action.

The DC for a hard brake is 15. The driver can only succeed at one hard break per round.

On a failed check, the vehicle does not change speed categories. Make a Drive check (DC 15) to retain control (see Losing Control).

***Hard Turn:*** A hard turn allows a vehicle to make a turn in a short distance without losing speed.

A hard turn functions like a 45-degree turn simple maneuver, except that the vehicle can do it at any time and does not need to do so only after moving a number of feet equal to it’s acceleration.

The DC for a hard turn is 15.

On a failed check, the vehicle continues to move forward a number of squares equal to its turn number before turning, just as with a simple 45-degree turn. Make a Drive check (DC 15) to retain control (see Losing Control).

***Jump:*** A driver can attempt to jump his or her vehicle across a gap in his or her path.

To make a jump, the vehicle must move in a straight line a number of feet equal to its accelerate value. If the vehicle doesn’t have enough movement left to clear the gap, it must complete the jump at the start of its next turn.

The DC for a jump depends on the width of the gap, modified by the vehicle’s speed. On a failed check, the vehicle fails to clear the gap, and instead falls into it (or collides with the far side). Determine damage as for a collision (see Collisions and Ramming).

 4-8 ft. (culvert)
 8-15 ft. (creek, small ravine)
 16-25 ft. (narrow road, small pond)
 26-40 ft. (wide road, small river)

 ½ speed
 ¾ speed
 Full speed

A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size object; the vehicle may be able to avoid taking collision damage from the failed jump by treating the far side as a hazard and then continue moving (see Avoid Hazard, above).

A moderately deep gap (4 to 10 feet deep) is equivalent to a Huge object. The vehicle can only drive out of the gap if the walls are not too steep.

A deeper gap (11 feet or deeper) is equivalent to a Colossal object. The vehicle can only drive out of the gap if the walls are not too steep.

If the gap is filled with water, the vehicle takes only half damage from the collision with the ground. However, if the water is too deep or the bottom is too soft (GM’s discretion), the vehicle might not be able to move.

***Sideswipe:*** During a vehicle’s movement, a driver can attempt to sideswipe a vehicle or other target, either to deal damage without fully ramming it or to cause another driver to lose control of his or her vehicle.

At character scale, a vehicle must be side by side with its target (that is, occupying the square or squares directly to its side) and moving in the same direction. Attempting a sideswipe is an attack action and costs 5 feet of movement.

At chase scale, the vehicle must be in the same square as its target and moving in the same direction. There is no movement cost.

This requires an attack roll and a drive check to stabilize. As a standard action the driver makes an attack roll against the enemy vehicle’s armor class using any of it’s bonuses it possesses to attacks with vehicles. Afterward, the driver must make a drive check DC: 10 if it misses, DC: 15 if it hits. This DC is modified based on the target’s size category and speed.

If the attack is successful, the sideswiping vehicle deals it’s ram damage to the enemy target. If it hit by less than 5 it also takes the ram damage. When struck, the driver of the swiped vehicle must make a drive check to stay it’s course and continue forward instead of losing control of the vehicle. The drive check DC is 10+ ram damage dealt. On a failed check the driver loses control. The driver also abides by the penalties and bonuses on the below table.

 Each size category smaller
 For every 10 feet slower the vehicle is going

If the target is a creature not in a vehicle, the target takes the ram damage and must make a reflex saving throw DC: 10+ damage taken or be knocked prone. If the attack hits only by 5 or more the creature deals 1d6 damage to the vehicle, +1d6 for every size category it is beyond small and +2d6 for every size category it is beyond large. Creatures larger than the vehicle gain a +4 bonus to their reflex saving throw to not be knocked prone for every size category larger they are.

On a failed attack roll, the drive check must still be made to regain control, however it is made at a +5 to the DC. If the attack roll fails by 5 or less, the side swiper takes it’s own full ram damage and the other vehicle takes ½ damage, and the other driver does not need to make a check to retain control. On a failed check against a non driving creature it simply misses them.

## Losing Control

A collision or a failed stunt can cause a driver to lose control of his vehicle. In these cases, the driver must make a Drive check to retain control of the vehicle. If this check is successful, the driver maintains control of the vehicle. If it fails, the vehicle goes into a spin. If it fails by 10 or more, the vehicle rolls. Remember that the check/roll modifier from Table: Vehicle Speeds and Modifiers applies to all Drive checks.

An out-of-control vehicle may strike an object or other vehicle. When that happens, a collision occurs (see Collisions and Ramming).

***Spin:*** The vehicle skids, spinning wildly.

At character scale, the vehicle moves in its current direction a number of squares equal to the turn number for its acceleration, then ends its movement. Once it stops, roll 1d8 to determine its new facing: 1, no change; 2, right 45 degrees; 3, right 90 degrees; 4, right 135 degrees; 5, 180 degrees; 6, left 135 degrees; 7, left 90 degrees; 8, left 45 degrees. Reorient the vehicle accordingly.

At chase scale, the vehicle moves 1 square and ends its movement. Roll to determine its new facing as indicated above.

***Roll:*** The vehicle tumbles, taking damage.

At character scale, the vehicle rolls in a straight line in its current direction for a number of squares equal to the turn number for its speed, then ends its movement. At the end of the vehicle’s roll, reorient the vehicle perpendicular to its original direction of travel (determine left or right randomly).

At chase scale, the vehicle rolls one square before stopping and reorienting.

At either scale, a vehicle takes damage equal to 2d6 x the character scale turn number for its speed (use the turn number from character scale even at chase scale). The vehicle’s occupants take damage equal to 2d4 x the character scale turn number for its speed (Reflex save, DC 15, for half damage).

**Collisions and Ramming:**

A collision occurs when a vehicle strikes another vehicle or a solid object. Generally, when a vehicle collides with a creature or other moving vehicle, the target can attempt a Reflex save (DC 15) to reduce the damage by half. A vehicle possesses a ram attack which it can use to attempt to strike a creature. Every vehicle has a listed amount of ram damage in it’s description and it deals this much damage on a successful hit against an opponent or collision with an object.

If a vehicle is going at maximum speed when It collides with another creature or vehicle, it’s damage increases by 50%.

**Try Again?:** Most driving checks have consequences for failure that make trying again impossible.

**Special:** A character can take 10 when driving, but can’t take 20.

There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation feat, or the character takes a -4 penalty on Drive checks.

**Time:** A Drive check is a move action.

**Piloting**

Piloting is like driving, but applies to boats and aircrafts. A creature cuts it’s bonus to drive checks in half when piloting a boat or airplane unless it selects the Sky Captain or Sea Captain feat, or gains another similar ability.

***Check:*** Typical piloting tasks don’t require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of the vehicle. When flying, the character can attempt simple maneuvers and stunts (actions in which the pilot attempts to do something complex very quickly or in a limited space).

Each vehicle’s description includes a maneuver modifier that applies to Pilot checks made by the operator of the vehicle.

***Special:*** A character can take 10 when making a Pilot check, but can’t take 20.

There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Aircraft Operation feat, or else the character takes a -4 penalty on Pilot checks in addition to having their bonus cut in half.

***Time:*** A Pilot check is a move action.

**Driving Unchained**

A character that has selected the feat signature skill for drive gains unique abilities at rank 5, 10, 15, and 20.

With sufficient ranks in Drive, you earn the following.

**5 Ranks**: The acceleration and maximum speed of all vehicles that you drive increase by +10 feet.

**10 Ranks**: When ramming a creature with your vehicle, you deal damage as if you were 1 size category larger.

**15 Ranks**: The acceleration and maximum speed of all vehicles that you drive increase by +10 more feet.

**20 Ranks**: When making a drive check, you can roll twice and take the best result.