Making a ship fly


Advice

The Exchange

I am playing in a Skull and Shackles campaign and we (the party) are trying to make our sailing ship sail the skies. Only problem is we don't know how we should go about it. Any advice would be appreciated.

We are 10th level and not trying to bust up the campaign. We are a bard, ranger, witch, cleric.


Ultimate Combat has stats for Airships. Costs and everything. If you're trying to convert your sailing vessel into an airship, there's a lot of rules the DM will have to make judgment calls on. But if you're looking just to buy one, well, 50k and you're good.


Get fairy dust have Peter, pan nearby and your good


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Permanency reverse gravity on control orbs throughout the ship. Set up a system of synchronized magic dampening near the orbs to control altitude. Propulsion and starring gets more entertaining. Air elementals to push the ship, you could add masts to all sides of the ship and get a *lot* of sails going on. Steam boiler and spinning sail fans are another option. Chained flying monsters (wyverns, Griffins, dragons, sky whale...) It might be cool to float the ship you already have but your already looking at spending and questing so much for this that you might want to get a new hull. Easier to get bomb bays and archer catwalks below the water line that way too.


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Spend a lot of money and turn the ship into a golem that can magically fly.


haruhiko88 wrote:
Spend a lot of money and turn the ship into a golem that can magically fly.

I'd love to see stats on that.


You could make/buy several animated objects with a fly speed whose combined strength/carrying capacity is enough (better have some safety margin) to carry the ship. Attach then to the ship and off you go.


Turn the ship into an animated creature and cast fly on it.

*I'm not sure if animate object will actually have enough weight/volume to do a proper sailing ship.


Claxon wrote:

Turn the ship into an animated creature and cast fly on it.

*I'm not sure if animate object will actually have enough weight/volume to do a proper sailing ship.

The biggest category of animated object is colossal and the example given is: Ship.


a very large catapult...


Ashtathlon wrote:
a very large catapult...

I almost blew my coca cola through my nose reading that... thanks!

You, sir, win the prize for most original (though terminal) solution :-)

Grand Lodge

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

I am playing in a Skull and Shackles campaign and we (the party) are trying to make our sailing ship sail the skies. Only problem is we don't know how we should go about it. Any advice would be appreciated.

We are 10th level and not trying to bust up the campaign. We are a bard, ranger, witch, cleric.

Actually you are. The assumptions of the campaign assume that your ship or ships are going to be just as waterbound as those of your foes. A flying ship changes that immensely.

Sad, or not sad to say, there's nothing within your present means to accomplish that.


Umbranus wrote:
Claxon wrote:

Turn the ship into an animated creature and cast fly on it.

*I'm not sure if animate object will actually have enough weight/volume to do a proper sailing ship.

The biggest category of animated object is colossal and the example given is: Ship.

Sweet, seems like the easiest way then, except the high level required to affect colossal objects.


I played in a 4e campaign run by my friend where we rode on a ship that flew using 4 turbines off the sides of the ship, each "powered" by an air elemental. I'm sure you could get that to work using the pathfinder rules.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Alistus wrote:
I played in a 4e campaign run by my friend where we rode on a ship that flew using 4 turbines off the sides of the ship, each "powered" by an air elemental. I'm sure you could get that to work using the pathfinder rules.

Not with those present characters.


Eberron had 3.5 rules for airships and sailing vessels propelled by bound elementals. Tzizimine's PF conversion linked on this boards has stats and rules for elemental binding, so you might take a look there. But I agree with LazarX, an airship will derail probably everything, so an elementally fueled sailing ship could be a compromise - you are fast and not so much relying on weather, but you're still sailing the seas.


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plug in a spelljamming helm

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