Cinder Wolf

The Packwagon's page

8 posts. Alias of Doomed Hero.


Cannon 10/10, Bolts 8/12, Breath 6/6, Blast 9/10, Fire 3/4, Smoke 2/2,


Tanglefoot 2/2


Huge (long)

Special Abilities

Immune to Acid




being all out of bubble gum

About The Packwagon

Minimum Crew: 3 (1 driver, 2 gunners)
Maximum Capacity: 15 (including driver and gunners)

AC 17 (+9 armor, -2 size)

Driver's Weapons:

Main Gun
Mounted in chest
Huge Culverin
6d6 damage, x4 crit, 30' range, max range 150', misfire 1, Scatter weapon
Within 30 feet, weapon targets Touch AC.
Fixed Fire. Can only be fired at targets directly in front of the Packwagon.
Reloading takes two full round actions (or one full round action for a crew of 2). Cannon does not auto-reload (yet). Current payload 10 shots.
Scatter: When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

Grapple Launchers x2
Mounted in shoulders
Character Aimed Trap.
Touch Attack, 20' range, max range 100, Entangles, deals 2d4 Piercing damage. If it hits, the target is effected as though hit with a Tanglefoot bag and a Combat Net. The target is anchored by a heavy chain. The "auto reel" feature may be engaged by the attacker as a free action upon a successful attack.
Auto Reel: The round after the Grapple hits it begins to ratchet in whatever it is attached to. This is effectively a Bull Rush by a Huge creature with a strength of 26. It reels in it's target at a rate of 30' feet per round. The Auto Reel can be disengaged as a Move Equivalent action by anyone sitting in the Driver's seat.
Quick Release: As a Move Equivalent action, the driver may release the head of the Grapple, releasing any target from the chain. The chain will quickly reel in at a rate of 60' per round.
Emergency Release: As a free action, the driver may kick a lever that causes a heavy cutter to clamp down on the chain, cutting it and immediately releasing the chain and the target it is attached to.

Front Gunner's Weapons:

Bolt Throwers x2
Mounted in Eyes
Large Crossbow
2d8 damage, 19-20 x2 crit, 120 ft, 6 bolt magazine
Auto Reload engages after firing as long as the magazine contains bolts and takes one full round.
Reloading a new magazine takes 2 full round actions.
Loading a magazine with new bolts takes two minutes.

Flame Thrower
Mounted in Mouth
As Cone of Cold, but deals Fire damage.
DC 16 Reflex for half. Currently operates at the equivalent of 5th level.
Fires as a Standard action. Ammo canisters reload automatically over two full rounds. Payload is currently 6 canisters.
Reloading a canister by hands takes 30 seconds. A canister contains 5 vials worth of alchemist fire.

Rear Gunner's Weapons:

Trident Cannon
Mounted on right side of rear gunner's seat
+1 Enhancement bonus to Attack, 2d6+1 damage, x2 crit, misfire 1, 20' range, 200' max range

Mortar Mark III
Mounted on front of rear gunner's seat
Extra Light Bombard
5d4 damage Blast Shot, x4 crit, misfire 1, 50' foot range (25' minimum for indirect fire)
Current Payload: 10 Blast Shot, 4 Fire Shot, 2 Smoke Shot, and 2 Tanglefoot Shot
Auto-Reload system takes 1 full round to reload Mortar and automatically reloads last type of ammunition selected. Choosing a new ammo type takes a Move Equivalent action and must be done immediately following firing. If there is no appropriate ammo type the auto relaod system does nothing until a new type is selected. Reloading by hand takes 1 full round.
Resembling a cauldrons, Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Like all firearms, bombards do not suffer mishaps, but instead have a misfire chance. The targeting DC of a light bombard is 15. A light bombard has a base misfire range of 1–2 (10 feet).

[spoiler=Bombard Payloads]
Blast Shot: Instead of a single hard ball, this ammunition is a bundle of large pellets, balls, or pieces of scrap metal, propelled by black powder and attacking all creatures and objects within an area. When such a siege engine fires this ammunition, it hits every creature and object within a 30-foot-area burst. The siege engine makes attack rolls against each creature and unattended object in the burst. It must miss every creature or target to misfire. It deals its normal damage on a hit, but does not ignore the hardness of objects. Costs 15 GP to make.

Alchemical Fire: This hard, ceramic canister of alchemist’s fire can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 4d6 points of fire damage to each creature and wooden structure within 5 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within the area between 5 and 30 feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire. This alchemical fire ignores the hardness of wooden objects. Costs 66 GP to make.

Liquid Ice: This hard, ceramic canister filled with alchemical liquid. When it hits its target square, it deals 4d6 points of cold damage to each creature within 5 feet of the targeting space, and each creature must make a DC 20 Fortitude save or become entangled for 1 round. Every creature within the area between 5 and 30 feet of the target space must make a DC 20 Fortitude saving throw or take half damage. Costs 132 GP to make.

Smoke Shot: This hard ceramic sphere contains two alchemical substances separated by a thin barrier, much like a smoke pellet in larger form. When it hits the targeting space, it deals 2d6 points of damage to any creature in that space, and the substances mingle and then create an area of foul but harmless yellow smoke radiating 30 feet from the target square. Treat the effect as a fog cloud spell. Costs 165 GP to make.

Tanglefoot Shot: This hard, ceramic canister filled with alchemical liquid. When it hits its targeting space, it deals 2d6 points of bludgeoning damage to any creature in that space, and each creature within a 30' radius must make a DC 20 Reflex save against the effects of a Tanglefoot Bag. Costs 66 GP to make.

Indirect Fire Siege Weapon Rules:

Indirect-Fire Ranged Siege Engines: Indirect-fire weapons launch projectiles in high arcs toward their targets. They typically lob heavier missiles and payloads than direct-fire weapons, but they are harder to aim accurately. Indirect weapons can bypass many forms of fortification, delivering their payloads of solid shot, scatter shot, or even disease-ridden offal to targets beyond the walls of castles. They can also be used to batter fortifications where they are most vulnerable, arcing down on towers and walls, crushing them with the weight of stone or raining down smaller projectiles on a wall’s defenders. Indirect-fire weapons use a targeting mechanic similar to that described for catapults, hereafter referred to as an indirect attack. The following is an update to those rules.

Indirect Attack: To fire an indirect-fire ranged siege engine, the crew leader makes a targeting check against the DC of the siege engine. This check uses his base attack bonus, his Intelligence modifier (if not trained in Knowledge [engineering]) or Knowledge (engineering) skill modifier (if trained in that skill), any penalty for not being proficient in the siege engine, and the appropriate modifiers from Table: Indirect Attack Check Modifiers. If the check succeeds, the ammunition of the indirect attack hits the square the siege engine was aimed at, dealing the indicated damage or effect to any object or creature within the area of its attack. Creatures may get a saving throw to limit the effect of the attack; this is typically based on the type of ammunition used.

If the attack misses the intended square, roll 1d8 to determine in what direction the shot veers. A roll of 1 indicates the ammunition falls short (toward the siege engine), with rolls of 2 through 8 counting squares clockwise around the target square. Roll 1d4 for every range increment at which the attack was made (1d4 if the target square is within the engine’s first range increment, 2d4 if the target square is within the second range increment, and so on). The total is the number of squares by which the attack misses, with the direction in which the squares are counted determined by the d8 roll. The ammunition deals its damage and any other effects in the square it lands on.