Stout (Vehicle Class)
The stout-class vehicle offers a fairly robust platform, offering some decent improvements over the stock host-class vehicle. The stout-class is more durable but less offensively-oriented than the verity-class, and both the stout and verity are but pale comparisons to the single-attribute vehicle classes.
As with any vehicle class, stout-class vehicles come in all vehicle types (aerial, aethereal, ground, naval, subaquatic, or subterranean) and sizes.
Stout-Class General Attributes
|Vehicle Attribute:||any one of (STR, DEX, or CON)|
|Base Speed:||3 squares (150 feet)|
|Maneuverability:|Air: poor Sub-surface: poor Land: poor Aquatic (surface): poor
|Weapon Ranges:|Short: 1 - 2 Medium: 3 - 4 Long: 5 - 6
- Sudden Halt (costs 1 focus)
- Quick Attack
- Build Focus
- Damage Control
- Second Move
- Evasive Maneuvers
- Standard Attack
- Take Aim
Stout-Class Base Stats
|Ship Level||Base Maneuver Offense||Siege Damage||Base Maneuver Defense||Base Durability||Base Vehicle DR||Base Crew DR||Vehicle Features|
|3||3||1d3||13||6||-||-||Access Panels 1|
|5||5||1d3||15||7||-||-||Ratcheted Steering 1|
|10||10||1d6+1||20||9||-||-||Slicing Prow 1|
|13||13||2d6||23||11||1||-||Ratcheted Steering 2|
|18||18||3d6+1||28||16||1||-||Access Panels 2|
|23||23||6d6+1||33||22||2||-||Slicing Prow 2|
|25||25||8d6||35||26||2||-||Ratcheted Steering 3|
|28||28||10d6||38||29||3||-||Access Panels 3|
|35||35||10d6+26||45||43||4||-||Slicing Prow 3|
Stout-Class Vehicle Features
Beginning at level 1, once per encounter, you can perform the Evasive Maneuvers action as a swift action, instead of a standard action.
Beginning at level 3, once per encounter, you can perform the Damage Control action as a swift action, instead of a standard action.
Beginning at level 18, when you perform the Damage Control action, if your piloting check equals or exceeds a Hard DC, you repair 3 durability instead of 2. (Normally, this would require an Impossible DC.).
Beginning at level 28, when you perform the Damage Control action, if your piloting check equals or exceeds a Average DC, you repair 2 durability instead of 1. (Normally, this would require a Challenging DC.)
Pilot Check DC Achieved Durability Repaired Normal Level 18 Level 28 Easy 1 1 1 Average 1 1 2 Challenging 2 2 2 Hard 2 3 3 Impossible 3 3 3
Beginning at level 5, you gain 1 point of focus any time you perform a move action or a second move action in which you move directly forward (in the direction of your facing at the start of the move action or a second move action) a single square only.
Beginning at level 13, you gain 1 point of focus any time you perform a move action or a second move action in which you move directly forward (in the direction of your facing at the start of the move action or a second move action) 1 or 2 squares.
Beginning at level 25, you gain 1 point of focus any time you perform a move action or a second move action in which you move directly forward (in the direction of your facing at the start of the move action or a second move action) any number of squares up to your speed.
Beginning at level 10, you gain DR 2 versus any damage you take from ramming or collisions that you cause.
Beginning at level 23, you deal an additional +1d6 points of siege damage when ramming an enemy vehicle or creature.
Beginning at level 35, vehicles or creatures that you ram cannot use their DR to reduce ramming damage that you inflict.
Beginning at level 15, during each recovery phase, you gain 2 points of focus instead of 1, up to your maximum focus.
Beginning at level 20, you automatically repair 1 durability each round during the recovery phase. You cannot exceed your vehicle's maximum durability.
Beginning at level 30, you instead automatically repair 2 durability each round during the recovery phase. You cannot exceed your vehicle's maximum durability.
Stout-Class Cost By Size
The prices below are the gold piece cost for a Stout-class vehicle at the listed level, by size of the ship. You must first purchase the base vehicle (whether it be a aerial, aethereal, ground, naval, subaquatic, or subterranean vehicle), then choose the vehicle class, vehicle size and vehicle level. The total purchase price is the sum of the base vehicle chosen plus the level cost listed below for the desired vehicle size. This table reflects the cost to purchase a Stout-class vehicle. The cost for other vehicle classes varies.
The cost to increase an existing ship's level (without changing its size) is calculated by subtracting the current level's cost from the next level's cost. Note that you cannot skip levels when increasing a ship's level; you must level up the ship one level at a time, paying the cost each time.
Changing the size of a vehicle requires purchasing an entirely new vehicle. An existing vehicle cannot have its size increased.
Refer to the Vehicle Size page for details on required number of crew, information on how large the various ship sizes are, as well as information on sizing a vehicle for crew (and pilots) who are smaller or larger than traditional player characters (i.e. sized-small or sized-medium).
The following modules require only 1 upgrade slot in a Stout-class vehicle:
- Adamantine Trim
- Adaptive Coloration
- Articulating Rudder
- Baffled Hull Patterns
- Boarding Axes
- Boarding Hooks
- Cuprium Hull Coating
- Gunnery Module, Minor
- Hot Loads, Minor
- Labeled Controls
- Lateral Thrust
- Masterwork Module
- Mothership Module
- Music Box, Greater
- Music Box, Major
- Music Box, Minor
- Pattern Recognition Module
- Raised Quarterdeck
- Ramming Prow, Major
- Ramming Prow, Minor
- Reinforced Hull
- Semaphore Signaling
- Shoulder Bumpers
- Sleek Lines
The following modules require 2 upgrade slots in a Stout-class vehicle:
The following modules require 3 upgrade slots in a Stout-class vehicle: