1. Rolling a nat 1 or a nat 20 on a d20 roll does not guarantee success or failure. When the roll is a skill check, saving throw, or attack roll (or CMB), a nat 1 imposes a -10 penalty to the roll, while a nat 20 grants a +10 bonus to the roll. Other rolls are not unduly affected by rolling a 1 or a 20.
2. Taking 10/Taking 20 is not allowed, unless it is granted specifically by a class feature (for example, some of the bard's class features allow Knowledge skill take-10).
3. Group stealth, when more than one person is avoiding detection, the average of the entire group's stealth rolls is taken.
4. When multiple people make a skill check, the highest roll is always aided by the lower rolls, and the total result determines success.
5. When crafting magic items, all of the prerequisites must be met - one cannot increase the DC by 5 to ignore one, though one can ignore one through class features.
6. Instead of restoring the full pool every day, a mythic character regenerates only one mythic point per day.
THE GOOD INTENTIONS
Colossal air vehicle
Squares 104 (20ft. by 130ft.)
DEFENSE AC 2; Hardness 5
hp 1,560 (779) Current: 1,560/1,560
Base Save +0
OFFENSE Maximum Speed 200 ft.; Acceleration 40 ft.
CMB +8; CMD 18
Ramming Damage 8d8
Crew of the Good Intentions:
Praetorius Liviticus - CE male human vampire fighter 1/sorcerer 6/eldritch knight 6
Str 28, Dex 16, Con -, Int 10, Wis 11, Cha 26
Belor Silver - CE male human vampire rogue (knife master) 12
Str 20, Dex 26, Con -, Int 12, Wis 14, Cha 26
Lucrecia Henderthane - CE female adult black dragon swashbuckler 4
Str 34, Dex 19, Con 23, Int 16, Wis 18, Cha 24
Sparel Radtymah - CN male elf cleric 1/diviner 3/mystic theurge 10/evangelist 1
Str 10, Dex 12, Con 11, Int 27, Wis 19, Cha 10
Keiko Gasai - NE nogitsune oni alchemist (vivisectionist) 8
Str 15, Dex 41, Con 24, Int 24, Wis 18, Cha 22
Beaufort Collignon - CN human gunslinger (musket master) 12 [gyrocopter pilot] Str 12, Dex 24, Con 10, Int 16, Wis 16, Cha 12
Trisiphione - CE female lamia matriarch sorcerer 5
Str 24, Dex 20, Con 20, Int 16, Wis 16, Cha 26
Aiesha - NE female janni sorcerer 9 [pilot] Str 14, Dex 20, Con 14, Int 18, Wis 12, Cha 20
Lima - halfling expert 5/bard 1
Str 7, Dex 15, Con 8, Int 14, Wis 10, Cha 12
Vimes - N human fighter (trench fighter) 7/rogue 3 [bosun] Str 8, Dex 20, Con 10, Int 14, Wis 14, Cha 12
The astral airship is a long and fairly ship-shaped vehicle, with large magically-aloft “sails” near the back and a glass cockpit area beneath the top deck. It's held aloft by a magically-lightning-powered arcane engine. If the ship crashes, the engine is in danger of exploding. In the case of a crash, have the driver (if there is one) make a DC 30 drive check. If the check fails, the arcane engine explodes, dealing 10d10 points of electricity damage to all objects and creatures within a 60-foot radius of the alchemical engine. A DC 20 Reflex save halves the damage. An astral airship can carry up to 20 tons of cargo or 70 passengers (uncomfortably). Comfortably, about thirty can live aboard the ship.
The astral airship has three decks. The top deck is just the top surface of the ship. The only indoor area on the top deck is a semispherical observation room on the aft portion of the ship that also contains a staircase down to the second and third decks.
The second deck is all residential. The center of the deck is dominated by a kitchen/living room area, with couches and a dining table and a kitchen. Hallways that lead fore and aft are flanked on either side by bedrooms, twelve in total, each relatively small. At the far aft of the ship is the captain's bedroom, significantly larger and better-appointed than the other bedrooms. At the far fore of the ship is the cockpit, a room with a semispherical glass window overlooking the front and below the ship. It contains the steering wheel as well as several levers pertaining to the control of the ship.
The third deck is the munitions and loot deck. Long, continuous rooms on either side contain the ship's seige engines and the ammunition for them. Triangular rooms on the fore and aft of the lowest deck are for loot, "passengers", or anything else the crew wishes to stow away. The lowest deck also contains the magical lightning engine that keeps the ship aloft. In a spherical room in the center of the ship, lined by metal, lies the glowing-white apparatus, spewing bolts of power every few seconds. Coils connect it to the "sails" above and to the propulsion in the back of the ship.
Propulsion alchemical (6 squares of arcane engines in the middle of the ship; hardness 8, hp 120)
Driving Check Fly or Profession (sailor)
Forward Facing the ship's forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel that sits inside the cockpit area.
Crew 10
Decks 3
Weapons Up to 10 Large direct-fire siege engines in banks of five positioned on the port and starboard sides of the airship, or up to 6 Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.
The Engine:
The ship is run by a spherical ball of metal in the center of the ship, roiling with electricity. The engine distributes power to the outer edges of the ship and there is a propulsion force that extends out from the outside.
The ship is capable at moving at any of its speeds (increments of 40 between 0 and 200), including hovering still in the air. The ship can ascend or descend either diagonally while flying or vertically while hovering.
The engine has a set number of charges, and when the charges reach 0, the engine stops working and the ship immediately stops moving forward and begins to fall. The engine can hold a maximum of 25 charges, and expends 1 charge each day. If, during the day, the ship has spent more than 1 hour hovering or traveling at a speed greater than 100ft, the engine expends 2 charges for that day.
To recharge the engine, one must spend 1 minute to make a DC 30 Use Magic Device check while standing adjacent to the engine to open up an energy receptacle. Then, one must cast spells or use items to deal electricity damage into the receptacle. Every 10 damage dealt in this way restores 1 charge to the engine, but charges can only be restored per instance of damage. (for example, if one casts jolt five times, dealing 2 damage each time, no charges are restored).
Aiesha, the creator of the engine, doesn't have to make the Use Magic Device check to access the receptacle.
The Gyrocopter:
Huge Air vehicle
Squares 8 (10 ft. by 20 ft.; 10 ft. high; copter blades have a radius of 25 ft.)
DEFENSE
AC 9; Hardness 7
hp 96 (48) Current: 96/96
Base Save +2
OFFENSE
Propulsion Gyro engine (2 squares of gyroscopic engines; hardness 8, hp 50; extreme device); engine typically located in the middle squares of the copter
Driving Check Knowledge (engineering) or Fly
Forward Facing the vehicle's forward
Driving Device throttle lever, rudder rotor (AC 11, hardness 8, hp 16), primary rotor (AC 8, hardness 8, hp 64); If the primary rotor is destroyed, the vehicle gains the wrecked condition.
Driving Space a single 5-ft.-by-5-ft. square that contains the throttle lever that serve as the copter's driving device; the driving space is located at the front of the vehicle, in front of the engine squares, adjacent to the crew space; the rudder rotor is located at the rear of the vehicle
Crew 1 (the driver)
LOAD
Passengers 3 (including space for the gunner)
Weapons On-board:
The Lazurite Focus:
The Lazurite Focus is a large, black gem attuned to the Negative Energy Plane such that it constantly leaks negative energy. The gem is surrounded by a large apparatus designed to focus the negative energy into a beam, much like a magnifying glass.
To use the Lazurite Focus requires a ranged touch attack and deals 2d4 negative levels to any struck. Any living creatures slain by the Lazurite Focus rise as undead some of the time. The Lazurite Focus has a range increment of 10ft, though while using it, you suffer no range increment penalties for advanced range increments. The weapon, however, can only be attuned to one ten-foot range at a time. It requires a standard action and a DC 25 Use Magic Device check to change the current range increment, and a standard action to activate the Lazurite Focus.
Living creatures slain by the Lazurite Focus have a 40% chance of rising as zombies, a 40% chance of rising as ghouls (or ghasts, provided they're high enough HD), a 10% chance of rising as dread ghouls with all of the abilities and the personality they possessed in life, and a 10% chance of simply dying without rising as an undead. Any creatures slain that rise as undead rise 1 hour after their death and are free-willed undead.