December and Beyond - Spelljammer 4e


4th Edition

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well kinda, in Friday's article they go over the upcoming Manual of the planes. Included is the Githyanki Silver Weapon, Manual of the Planes and the Spelljamer

For those of you with no care to link:
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Githyanki Silver Weapon Level 9+
The rune-engraved weapon assaults a creature's mind and has the power to banish it to another plane.
Lvl 9 +2 4,200 gp
Lvl 14 +3 21,000 gp
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
Weapon: Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d8 psychic damage per plus
Power (At-Will Psychic): Free Action. All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal.
Power (Daily Teleportation): Free Action. Use this power when you hit with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.

Manual of the Planes Level 21
The pages of this tome display complex diagrams of planar destinations and provide insight into the portals connecting various locations within the planes.
Wondrous Item 225,000 gp
Property: You can use the Analyze Portal ritual as if you have the Ritual Caster feat and are of the appropriate level. The ritual's component cost is halved, and it takes half the time to complete the ritual. You gain a +4 item bonus to Arcana checks to perform the ritual.
Power (Daily): Standard Action. Change the destination of an open portal to any other destination, as long as you know the sigil sequence of the new destination. The portal resets to its normal destination after 1 minute.

Spelljammer
Gargantuan Vehicle
HP 500 Space 4 squares by 8 squares Cost 3,125,000 gp
AC 3; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15
Pilot
The pilot must sit at the spelljammer helm, typically at the rear of the spelljammer.
Crew
In addition to the pilot, a spelljammer requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the spelljammer's fly speed by 4 squares for each missing crew member. At fly speed 0, the spelljammer is unable to travel and flies out of control.
Load
Thirty Medium creatures; forty tons of cargo.
Out of Control
An out-of-control spelljammer moves forward at half speed (not including any modifiers for its sails). Each round, it has 75% chance of descending. It descends 5 squares for the first 10 rounds it's out of control. After 10 rounds, it descends 10 squares per round. An out-of-control spelljammer that hits the ground after descending more than 20 squares is destroyed.
Sails
The spelljammer takes a penalty or bonus to its fly speed from -4 to +4 depending on the strength and direction of the wind.
Spelljammer Helm (Navigation Focus)
This vehicle is equipped with a spelljamming helm, which is the navigation focus for the Plane Shift ritual.


Spelljamer, huh? Reeeeeeally.....

Hmmm...

Scarab Sages

Oh, sure! Now they re-do Spelljammer! They could have done it for 3.5, but oh no! They had to wait until 4E.

Damn them!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That's not the Spelljammer, that's a just a flying galleon that can travel between the planes...

YACIN (Yet Another Change In Terminology)


Where was that woodchipper . . . I think I need to stick my face in it to clear my head.

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