Air ships?


Advice


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?

The Exchange

Depending on how you want to power them, the Eberron setting has airships.

Dark Archive

Kaine Lim wrote:
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.


If you can find a copy of the v3.0 Complete Stronghold Builder's Guidebook, there are rules in there for building flying strongholds that will work fine for flying ships.


When in doubt, use elementals as a power source.

Or shocker lizards.


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.


Dragon Magazine had rules for zeplins and flying ships, but it was 3.0 (I have it somewhere, the problem is finding it...)

Sovereign Court

What do you want them to do? How fast do you want them to do?

You can just make them up. They don't really need much for rules.

They'll probably be expensive.

Dark Archive

Its easy enough to just take the Seafaring Ships in the corebook from the equipment chapter and table 7-9: Mounts & Vehicles, raise their prices,(if you want them to be expensive) give them a fantastical means of conveyance, and a fly speed.

Voila, there you go!


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$?

Grand Lodge

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-


- Arms and Equipment Guide in 3.0 had airships (zepelins and stuff or even flying whales on which you could build a fortification)

- Eberron has airships (and lightning trains too!)

Good stuff, but should be kept very rare, as it avoids any landbased encounters...

Liberty's Edge

Philip Dhollander wrote:
- Eberron has airships (and lightning trains too!)

My favorite one shot I ever did was a 6th level adventure where our group of bandits hijacked a lightning rail and held it up on its way out of Sharn.


Don't know if it's been mentioned, but KQ 7 had some rules and pictures for dwarven airships.

Shadow Lodge

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.


Thanks for all the advice, some of it seems so simple i feel du for asking now.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

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

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
LazarX wrote:

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.


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.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Major__Tom wrote:


But spelljammers required a caster to give up ALL his spells for the day,.

A restriction that I could tell was all but ignored in the Forgotten Realms comic book.


I don't know if this will help at all but I run a steampunk campaign and I have rules for airships (and other steampunk stuff) posted here. You just have to scroll down to the 3rd post.


For a campaign I am running I assigned my players to build an airship using 200,000 gold. It the end they used 16 immovable rods for treads on there sky tank.


Kaine Lim wrote:
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.


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.


There are rules for vehicles in Ultimate Combat. If I'm not mistaken, Airships (zepplins mostly) are listed in those rules.


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. ;)


what nations in Golarion would be making Airships?


Alchemical Dragons, maybe Alkenstar. Regular Airships, maybe Geb or anybody researching Shory mage-craft.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Grand Magus wrote:

what nations in Golarion would be making Airships?

None at the present time. Such things are still in the *restricted to mad inventor* stage of development.


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JJ did mention crash spots of Shory cities may contain some info on how to make them.


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.


The smitter wrote:
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

.

Shadow Lodge

Am I missing something? what about the ones in Ultimate Combat?


Check out the original post date. Grand Magus Necro'ed the thread.


CaptainSockPuppet wrote:
There are rules for vehicles in Ultimate Combat. If I'm not mistaken, Airships (zepplins mostly) are listed in those rules.
Ninjaxenomorph wrote:
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


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.

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