Wondrous Item, very rare

HP: 120

AC: 14

Speed 80 ft (flying and driving)

Damage immunities: psychic, poison

Damage resistances: cold, necrotic

Condition immunities: blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

At 60 HP (or half HP), the car will have difficulty flying/driving and constant checks will be needed to keep it afloat.

At 0 HP, the car is heavily damaged and unable to move.

The airomobile requires one driver to function, this driver will need to make either a wisdom (survival) or intelligence check in order to drive the vehicle. However, I'm a cool gm so if you can argue a different roll for this I might allow it.

The car can be repaired with restored HP either through successful repair checks or taking the flying car to the Repair Shop.

The car can fly up to 5 hours at a time and drive on the ground for up to 48 hours. After 48 hours of total usage (both flying and on the ground combined) the car will need to be charged at a charging station.

This premium Airomobile has a plethora of benefits! There's a radio to listen to music, the news, or communicate with other flying vehicles up to 500 ft away. There's also a screen at the driver's seat with all the necessary information, from remaining energy, to speed, to maps, to weather, to even important messages. The exterior design of the Airomobile is 100% customizable.

Also, the more missions you complete for the World Protection Agency, the better your Airomobile gets! Your airomobile will get an upgrade at level 5, 8, 11, 14, 17, & 20. The list of possible upgrades will be uploaded to you and you'll be able to decide them together with your party.

Notes: Set: Speed (Flying), Movement, Utility, Exploration

Item Tags: Movement Utility Exploration

Spr4ch31

Comments

Posts Quoted:
Reply
Clear All Quotes