Oma Carriages and Caravans

A method of transport used mainly to risk traveling the void where the void trains do not reach. Carried or pulled by Omas, the carriages and caravans have by void sheilds.  
 

Some of the Carriage Options:

 
Void Shell Carriage

DESCRIPTION
This Seashell shaped vehicle can transport as many as 6 people within an enclosed cab, including one driver and one other person seated next to the driver (often armed).
Large void vehicle
Squares 6 (10 ft. by 15 ft.; 6 feet high Cost 5,000 gp
DEFENSE
AC 9; Hardness 10
hp 90 (44)
Base Save +1
OFFENSE
Maximum Speed twice the speed of the pulling creature(s Acceleration the speed of the pulling creature(s)
Attack ram 1d8
CMB +1; CMD 11
DRIVE
Propulsion muscle (pulled; 6 Medium creatures or 2 Large creatures) Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device lever attached to leather leads outside of the carriage.
Driving Space the most forward squares carriage closest to the lever.
Decks 1; the inside of the shell is hollow with transparent cut outs for windows and seats attached to the shell.
LOAD
Cargo The carriage’s roof can carry 200 pounds of cargo.
SPECIAL ABILITY
The shell is naturally protectant against the void, but only holds enough air for 6 hours, regardless of how many people are inside.

 
 

Some of the options for pulling carriages:



 
Omaphin, Heavy

Draft (Heavy) Omaphin
CR 2
XP 600
Cost 900gp
N Large animal
Init +4; Senses:Darkvision 300’, Perception +8
DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft flight (Both air and void, with hover).
Melee Slam +5 (1d4+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 14
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ Void Immune
SPECIAL ABILITIES
Void Immune (Ex)
Omaphin are perfectly comfortable in both the void and regular atmosphere.
They are completely immune to the environmental dangers of the void and can travel freely within it.
ECOLOGY
Environmen the void
Organization solitary, pair, or herd (3–30)
Treasure: Typically none
Heavy Omaphin are larger and heartier, and sought after for pulling carriages, or carrying people with heavy armor. Heavy Omaphin stand 5 to 6 feet tall at the dorsal fin and weigh between 1,500 and 2,500 pounds.


   
Omaphin, Light

Light Riding Omaphin
CR 1
XP 400
Cost 750gp
N Large animal
Init +2; Senses Darkvision 300’; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee Slam +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ Void Immune
SPECIAL ABILITIES
Void Immune (Ex)
Omaphin are perfectly comfortable in both the void and regular atmosphere.
They are completely immune to the environmental dangers of the void and can travel freely within it.
ECOLOGY
Environment The Void
Organization solitary, pair, or herd (3–30)
Treasure Typically none
Omaphin stand 5 to 6 feet tall at the dorsal fin and weigh between 1,000 and 1,500 pounds. Heavy and Light Omaphin can be trained exactly like horses. In addition they can be taught a trick to extend their void immunity to their rider for 1 hour. Once this trick is used the Omaphin must spend at least 1 hour in regular atmosphere to use it again.
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