Itinerant Orbit

  Merchant Cruiser (Creature)

Vessel Proficiency: +1 (Crew +5)
HP: 336 (Break 112)
Armour Class: 15
Damage Threshold: 0
Speed: 35 ft. fly  
Cargo Capacity: 60 tons
Minimum Crew: 20
All Stations: 23
Keel/Beam:
Full Cost: 95101 GP  
0/4 available weapon slots
Nautiloid Tentacles (1): 30ft.+10 to hit, one object or Huge or Gargantuan Creature. Teleport (one creature only into empty space aboard Nautiloid, DC 15 Con to avoid) or 22 (4d10) Bludgeoning damage and if the target is a vessel it gains Grappled, both vessels become Steady and lose any levels of Break
Flayer Cannons (3): 200/800ft.+8 to hit, one target. 17 (5d6) Fire Damage and 17 (5d6) Force Damage  
Description
   
Specialists
Arcanist (3): Mind Flayer(s Additional crafting in Arcane Study. Identify magical items. Lv 0-3 Wizard Spell once/vessel or bastion combat.
Bodyguard (3): Roshta; Follower regardless of Loyalty.
Leader (3): Tzakandi, Captain; Reaction to remove Discord during vessel or bastion combat once per long rest. +1 to hit when stationed at a Siege Weapon.
Medical (1): Mind Flayer; Treat additional creature in Sick Bay. Reaction to cast Revifify once/vessel or bastion combat.  
Vessel Special Facilities
Arcane Study (1)
Archive (1)
Armoury (1)
Brig (1)
Brine Pool (1)
Cargo Hold (1)
Command Bridge (1)
Crew Quarters (1)
Hydroponics Bay (1)
Laboratory (1)
Sick Bay (1)
Stellar Observatory (1)

Crew Access
Crew that use an Arcane Focus as a Spellcasting Focus. Crew that are proficient with Simple and Martial weapons (including firearms), and have armour training with Light Armour, Medium Armour and Shields. Ceremorphs May hire Veteran or Elite crew. Plant. Crew that use a Druidic Focus as a Spellcasting Focus. Ooze. Monstrosity. When recruiting non-specialist crew you may reroll the d20, but must use the new roll. Specialist (Medical). Aberration.  

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