Jared Ouimette |
I want to use flying boats/airships in a game but don't know of any material that would tell me how to make them fit into the rules or what rules to govern them by. Anyone know of anything that might help?
They may have existed at one time thousands of years ago during the time that Thassilon or Azlant were still around. Or possibly they came from space.
My guess is, they would have minor artifacts for the powersource, and finding an intact airship would be...rather difficult. Don't make them commonplace, make them exceedingly rare and hard to find. Maybe it is stashed inside a Rune Lord's hidden cache or a sunken Azlanti workshop.
As for rules, I would say it's rather slow moving without extra powersources and difficult to turn. If your PCs can find additional powersources, maybe some other things in the airship unlock i.e. it goes faster, corners better, gets some guns activated etc.
erian_7 |
LPJ Design is currently working on Pirates of Bronze Sky Campaign Setting, which might be of interest.
Bastion Press put out an Airships product for d20.
I don't know anything in particular about either of these products...
Beyond that, I'd ask what rules you actually need. Are you planning on engaging in airship combat/races, will the airships simply be a means of getting from A to B, will they be mobile encounter sites, etc.? Depending on your answers, you may not need that many rules.
The smitter |
I have seen rule for them for 3.0 as well in the equipment guide. I have been working up to air ships in my campaign, alchemist is researching. In think it will be fun but not until 15th level for my game.
I plan to treat them like any other ship, basically I will make it up as I go for anything on for seen. When I find the rules I will post what I have.
Also any have the Airship book that was linked, is it worth 10$?
Digitalelf |
I've always been partial to Spelljammer...
Polyhedron (as part of Dungeon), put out a conversion from 2nd edition. Plus there are numerous other conversions to be found on the web...
The "Shining South" supplement for the Forgotten Realms had rules for Air Ships if you're looking for something more terrestrial (though nothing prevented Spelljamming vessels from flying within planetary atmospheres)...
-That One Digitalelf Fellow-
ValmarTheMad |
I've run airships since I liked them in Earthdawn back in 1990-something.
For pathfinder, I just use regular sailing ship stats from 3.5 & PF sources. I double their speed and multiply costs by 20.
My world has everything from basic rowboat-like air skiffs to frigates, galleons, and behemouths.
It makes traveling vast distances easier, but still allows for the perils and dangers that make getting places half the fun.
In short, just use whatever rules and sources you want, but it shouldn't be something to worry over or that bogs down the game.
LazarX |
Hot air and fire magic can work wonders. Made for some awesome Airships in the ending season of Avatar.
http://avatar.wikia.com/wiki/Fire_Nation_Airship
as a bonus you'll find a link to magically powered submarines as well.
Major__Tom |
Shining South had complete rules for Skyships, and then of course there was a bevy of stuff for Spelljamming. In my campaign, we preferred to use the Spelljamming ships, which was kind of strange, since I wrote the original Shining South supplement (with a LOT of notes from Ed Greenwood on the Skyships).
The Airships had a control rod, basically, a super levitate with the ships powered by the wind. Less manueverable than spelljammers. But spelljammers required a caster to give up ALL his spells for the day, or you to burn magic items in a forge, either of which was pretty expensive.
AerynTahlro |
I want to use flying boats/airships in a game but don't know of any material that would tell me how to make them fit into the rules or what rules to govern them by. Anyone know of anything that might help?
Airships (zeppelin style) are in the latest Paizo-released product, Ultimate Combat, as well as rules for ship-to-ship combat.
Bromton |
Oh yah air ships! Have you pcs attacked by hafling airpirates riding giant ravens or terrorsaurs They want a flying roost for thier clan.
Offer your pcs Flying capes that let you glide to the ground with Flying skill checks (every 5 ft down is 20 ft forward).
The super levitation spell is 4th lvl duration is days and it lifts 1000 lbs per lvl of caster you are. you may direct the load up or down 45ft as a move action.
If you have the capes you can make an emergency "ship" just fly as high as you are willing to fall.
Soullos |
I found Aerial Adventure Guide to very useful for airships and adventures within the skies. It has some good stuff on airships themselves and sample realms of the sky as well as monsters, races and DM advice for aerial campaigns. For $3, it's kind of hard to pass up. ;)
Benicio Del Espada |
Spelljammer ships all the way. Sure, it costs a caster all their spells for the day (except for 0 levels), but it doesn't have to be the party's caster. Hire a couple low-level casters. It all works on caster level, so in atmosphere, it's not a big deal unless you get into ship-to-ship combat.
In that case, use your party's talents and get yourselves another ship.
Frankthedm |
Also any have the Airship book that was linked, is it worth 10$?
OOPS! Failed my read language skill roll. I thought you asked if the ships cost 10k gp.
10k GP won't even buy a one person flying carpet, so I do wonder what a far less destructible flying boat would be worth.
5 ft. by 5 ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp
5 ft. by 10 ft. 400 lbs. 40 ft. 10 lbs. 35,000 gp
10 ft. by 10 ft. 800 lbs. 40 ft. 15 lbs. 60,000 gp
.
Frankthedm |
There are rules for vehicles in Ultimate Combat. If I'm not mistaken, Airships (zepplins mostly) are listed in those rules.
Am I missing something? what about the ones in Ultimate Combat?
Thanks for the head's up! And Holy Crap, does it ever make the flying carpet look overcosted!
Airship
Colossal air vehicle
Squares 48 (20 ft. by 60 ft.); Cost 50,000 gp
paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatVehicles.html
Gnomezrule |
It really depends on what type of air ships you want. If you want fully manueverable spanish gallions that can handle like modern jets you will cast a lot of fly spells, permancancy, and so fourth. If you want something that feels more low tech strap a boat to a hot air ballon a couple sails and bam airship.