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Post by Random on Feb 24, 2006 2:53:24 GMT -5
Gave it a lot of thought, there's quite a few questions that can arise with the airship, so here's the place for all the information about it.
Airship: Colossal Vehicle, Air worthiness +6; shiphandling -4, Speed, fly 100 ft (poor), Overall AC -3. Hull section 1000 (250 sections), Section hp 60, hardness 5, Section AC 3. Ram, 12d6. SQ: Resistance to Fire 10, hover. Space: 90 feet x 300 feet. Height: 50 feet (with fire rings) Watch 20 Complement 150 Cargo 30 tons Value: 92000 gp.
Special abilities: Ring of fire: 3d8 fire damage to anything it touches. This ring of fire maybe suppressed, and retracted to half wings on the side of the ship for sea travel. This takes 3 minutes to do normally.
Air elementals: Maybe used to sea travel, as well as hustle (double movement) 2/day. No steering is possible when hustling.
When On Sea: Seaworthiness +4, Ship Handling +3, Speed 100 (perfect). Ram, 8d6. (all other statistics are the same as above)
If the air elementals are suppressed, the ship is incapable of movement unlike a normal wind galleon or the like.
You must make 2 command checks to propel the ship forward or backwards, else a failed one only makes it lurch to one side (i.e. spin in circles).
The helm: The EUA had made this airship especially attractive to non-marked pilots by letting the helm be controlled by simply willing the elementals. In game terms, this means you can roll opposed charisma checks to do most manuevering (where as profession sailor would normally be needed). The bad news is that using the helm, unlike a normal airship, requires opposed checks with all elementals to get even airborne.
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Post by Random on Feb 24, 2006 3:56:23 GMT -5
Disc shaped item - Warforged Docent - Pilot's Aide (artifact)
This docent has been modified by House Lyrander during the Last War to aid an all warforged ship crew. With a lack of a marked pilot, this docent along with its specially prepared elementals allow warforged to pilot even better than the best Lyrander ship captains.
This item is currently attuned to Neer, and may only be taken off by a DC 25 strength check, a dispel magic (targetted at the docent, and nullifying is effects for 1d4 rounds vs CL 15) or willingly by Neer.
Though any warforged may use this docent, unless properly tuned, they gain no benefits.
Here are the following benefits. -May control the ship as a free action (normally a standard or full round) by mental command. -Gains a +8 to the opposed charisma checks. -May sacrifice half their current hit points to use another hustle ability, or similar function on the ship. This damage cannot be reduced by damage reduction or similar powers. -May take ship damage as their own, this damage cannot be reduced by damage reduction or similar powers. -May as a full round action, figure where people are on the ship. Though spells of non-detection fool this like normal scrying, and it only points to their general area on the ship layout (i.e. they're in the male crew quarters). -May summon a fire elemental 1/day as a full round action, lasting 1 round per level of character. The elemental is appropriate to the highest level summon monster a sorceror of the same level may cast. This ability is useable on the ship, or within 1 mile as long as the PC has a line of effect. This slows down the ship by 5 feet per lvl of the cast, so at lvl 8, the ship would slow down by 40 feet for the duration of the summon. -The wearer gets Auran, and Ignan as bonus languages. The elementals may also learn one new language each.
-The wearer may control the ship as a full round action instead of a mental one by standing at the helm as well as focusing on the docent. The wearer is considered flatfooted, automatically fails all saves, and takes a full round action to do so each round, as well as automatically activating the "taking damage as the ship" feature. The wearer also suffers 3 hits points of damage each round as their life force is linked to the ship's controls.
Doing so though allows the wearer to control the ship as if it were their own body, which translates into adding their base movement onto the ship's speed, making saves for the ship (not themselves) as their own, and may manuever one category higher for every 2 points of dexterity above 14. (so 16 dex makes it average manueverability, 18 dex makes it good, 20 dex makes it perfect). In addition, worthiness and handling get a bonus equal to the character level of the pilot, hardness increases by the characters AC -10 (so 18 AC gives 8 hardness), and an AC bonus equal to the dexterity and deflection modifier of the pilot. For opposed checks, the pilot now gains a bonus equal to their character level, this is in addition to the +8 from above (for example, a lvl 8 pilot wearing this docent, would have 8 from their lvl, and +8 from the bonus, totalling 16, assuming they address the helm).
Maybe performed by all: Stunts (these are full round actions, unless otherwise noted, and done with the base manueverability. Each step of manueverability allows the DCs to be dropped by 5). The DCs are high due to the nature of action points later.
Grabbing the Helm (DC 25): You can either choose to increase the ship's manueverability by one category and halving the speed (for that round only), or apply a bonus to your air or sea handling checks equal to every point above the required. I.e. a 30 result gives +5 bonus to your check for that round.
Battin' down the Hatches (DC 25): The pilot may make the ship move faster at the expense of hull integrity. For every 10 feet worth of speed, one section is damaged by 20 points.
Barrel Roll (dc 25): The pilot twists the ship into a barrel roll, while you may only head forward doing this, you get a +2 bonus for ship AC, and may also get a +2 insight into ramming attacks.
Loop d' Loop (DC 35): The pilot pulls up sharply, bringing the nose up, then flipping the ship around to the same position. This manuever maybe used as a free action, if the pilot had used any previous full round action to pilot (whether normal, or a stunt). This gives the ship evasion for one round, and nauseates players Fort save vs DC 13.
Air slide (DC 25): The pilot drops speed suddenly, with a quick turn, but allowing the speed to glide the ship sideways. This stunt halves your speed immediately (and must be regained as normal) but allows the ship to basically slide in any direction. This stunt is typically used to board other ships along with the next manuever.
Air slide slam (DC 30): You may apply half your ramming damage on an attack with the ship to another when using the air slide. Speed is only counted for the halved portion (i.e. 9d6 ramming is only x5 at 100 speed (50 current). so 45d6 ramming when slamming into the other ship). This also damages the ship (by half of the same amount) unless the pilot succeeds the check by 5 or more. This maybe done as free action along with the air slide, and drops speed to 0.
Air slide dock (DC 25): The pilot controls his airslide to carefully dock beside a ship. This stunt does not allow matching speeds or staying attached without aid tho, as the enemy ship will speed off next round without grappling hooks or similar methods to keep the ships tied together. This maybe done as a free action along with the air slide and drops speed to 0.
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Post by Random on Feb 27, 2006 1:18:44 GMT -5
reserved
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Post by Random on Feb 27, 2006 1:19:48 GMT -5
Please pick a name for the ship, which in turn Tilly will draw up some fake papers.
You also need a crew of at least 20 on at all times, for 4 hour shifts (so minimum 120). Warforged can make up 2 of those shifts, due to their tireless nature. Currently
If you have less than 20 on at any given time, you will get -8 penalty on airship worthiness as well as ship handling checks. And move at half speed.
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Post by Random on Mar 9, 2006 6:15:35 GMT -5
Rivnen says: airship=pretty As a question, if somone chose to take profession salior would they be able to use that in place of the charisma checks?
Aegir says: Waper and I were just talking about that (the Sailor skill). Apparently any ranks you have in Prof Sailor would be added to Cha checks... if I understood him correctly.
Random says: Yep, and for things like turbulence, or complex manuevers (like barrel rolls) you'd want to be able to hit the higher DCs.
Finally, there's a penalty for the airship handling and such.
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