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From Ultimate Combat:

Driving Check: When a driver takes a driving action,
she must make a driving check to determine the
maneuverability and speed of the vehicle that round.
The vehicle’s propulsion determines what skill is
used for the driving check. A driver can always make a
Wisdom check in place of a driving check. The base DCs
for all driving checks are DC 5 and DC 20. Use the lower
DC when the driver is not in combat and the higher DC
when the driver is in combat.

Air Current: Air-current vehicles are rather diverse. They
can be sailing ships, airships, land ships, or even gliders. A
vehicle propelled by air with a crew of two or more creatures
requires a Profession (sailor) or Knowledge (nature) check as
its driving check. Because of their complexity, air-current
vehicles always have their driving check DCs increased by
10. Smaller air-current vehicles, such as gliders and wind
sleds, use Acrobatics or Fly instead. Much of their control
depends on knowledge of f light or proper movements of
the body to control the vehicle.....

On Table 13–10: Wind Effects on pg. 439 from the Core Rulebook, I apply the "Fly Penalty" to the PCs sailing check. Or just add the penalty to the DC rather than a minus to the PCs roll. Whichever is easier.

That's how I do it at least.

I would use the "minus to wind intensity" as the wind is that many categories lesser.