Is this a fair cost to build a magical airship?


Pathfinder First Edition General Discussion


I want my wizard to build an airship held aloft and propulsed by magic. Similar to Weatherlight from Magic the gathering.
Now, I know this needs to be hard, and expensive. But i'd like your input on how to make this as exciting and as fair as possible to make the eventual completion of the vessel something the whole group will be extatic about.

I was thinking something along the lines of hiring 30 workers with the wage of 3 gold per day, 3 foremen with a wage of 7 gold per day, and a lead aarchitect with a wage of 15 gold per day. I am going to be consulting the design of the ship with the architect who will then relay instructions down the line.

the cost of materials would be very similar to a naval ship of similar size, total length about 200 feet, but some of that are just mast like elements sticking at the front and back. so usable length of about 130-150 feet. I think 150k gold is a fair price.

As far as lifting the beast into the air, I was thinking of working 100 magical Spherical stones into the hull. Each of which would be imbued with a permanent fly spell.

For propulsion we could quest into far lands in search of a extremely powerfull relics, something my wizard wont be able to create for along time.

We could also quest, to find wood that recieves magical treatment well. Part of the quest could be to help the forest dwellers in return for allowance to cut some of that wood. then we could hire some mages to imbue the hull of the ship with regeneration, so that it heals and restores itself at a slow pace, when damaged.

All in all should take about a year, around 200k gold, several adventures, and we get an amazing mobile HQ with gallons of attachement generated towards it. Also loving the idea of making it intelligent


Or you could try basing your ship off of the already existing Airship in Pathfinder.


Meirril wrote:
Or you could try basing your ship off of the already existing Airship in Pathfinder.

Thanks for the link! That one's a bit small though, and it uses a baloon. I want something a bit more special :D

Sovereign Court

Okay, so you want something bigger and held up with magic rocks. That's fine, but I think the point was that the standard airship is only 50k, and has a magical engine that isn't some rare hard to find artifact.

So add in the cost of extra materials to make it bigger, and figure something out for the magic rocks. Unfortunately, fly isn't one of the spells that can be made permanent.


ZᴇɴN wrote:

Okay, so you want something bigger and held up with magic rocks. That's fine, but I think the point was that the standard airship is only 50k, and has a magical engine that isn't some rare hard to find artifact.

So add in the cost of extra materials to make it bigger, and figure something out for the magic rocks. Unfortunately, fly isn't one of the spells that can be made permanent.

Which I find as being weird to be honest. I am hoping that the DM will be fine with houseruling that it can be made permanent in that specific case. (something about the stones makes it possible).


Also, don't forget this:

https://www.d20pfsrd.com/equipment/vehicles/air-vehicles/alchemical-dragon

This alternate rule set on buildings are also useful:

https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/buildings/building-augmentations-fortifications/

However, this is definitely a matter of homebrew, but even as a more lenient DM, I would never allow a wizard to build something like this without Craft Wonderous Item.

You probably want to make the ship out of dragon hide, at least partially. Elemental immunity to fire will probably come in handy, especially depending on the method of propulsion.

Also, you can cast Permanency on a "Gust Of Wind" spell. I believe you can target an object, not just an area. You could have something resembling the Helicarrier from Marvel.

Animate Objects is also an option, although you'd have to permanency the spell on different components of the ship before putting it together, since the caster level needed to animate a colossal object is 32.

One of the ways to give the ability for a large object to float is via Carpets of Flying. You'd need lots of them, of course.


CopperWyrm wrote:

Also, don't forget this:

https://www.d20pfsrd.com/equipment/vehicles/air-vehicles/alchemical-dragon

This alternate rule set on buildings are also useful:

https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/buildings/building-augmentations-fortifications/

However, this is definitely a matter of homebrew, but even as a more lenient DM, I would never allow a wizard to build something like this without Craft Wonderous Item.

You probably want to make the ship out of dragon hide, at least partially. Elemental immunity to fire will probably come in handy, especially depending on the method of propulsion.

Also, you can cast Permanency on a "Gust Of Wind" spell. I believe you can target an object, not just an area. You could have something resembling the Helicarrier from Marvel.

Animate Objects is also an option, although you'd have to permanency the spell on different components of the ship before putting it together, since the caster level needed to animate a colossal object is 32.

One of the ways to give the ability for a large object to float is via Carpets of Flying. You'd need lots of them, of course.

Nice! great links. I do have Craft wondrous item already, I plan to do a lot of crafting, as gold permits. Thanks for describing the different options, we are going to consider all of them!

Shadow Lodge

CopperWyrm wrote:

Also, don't forget this:

https://www.d20pfsrd.com/equipment/vehicles/air-vehicles/alchemical-dragon

This alternate rule set on buildings are also useful:

https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlem ents/buildings/building-augmentations-fortifications/

Fixing your link on the Alchemical Dragon

Building augmentations are 3rd party, so no helping that one.

Sovereign Court

If you go by the magic item creation cost rules to make a cost for your flying rocks, then each one with a continuous fly spell effect would be 30k.

Spell level * caster level * 2000gp


Also a little personal bias here. As a GM I wouldn't let players design an intelligent item. The rules for that are very abusable. If you want it to be intelligent then it would be better to have a conversation with the GM and let the GM make the decisions since the GM is the one that has to live with what he himself introduces to the campaign. That also means the GM has to inform the player how much the intelligent item part of it will cost.

Then again, I also discourage players from making custom items. Mostly because I have a player that wants to make cheap and abusive magic items that totally cheese the game.

And honestly making a brand new magic item should be as difficult or more difficult than researching a brand new spell. I used the spell research rules to allow players to research their own custom items. My player hated the idea of having to pay to make his own custom items and he never did. Not sure if that was because I discouraged the idea, or because of the extra cost.


ZᴇɴN wrote:

If you go by the magic item creation cost rules to make a cost for your flying rocks, then each one with a continuous fly spell effect would be 30k.

Spell level * caster level * 2000gp

times 2 because as such the items are "slotless"


Make a ship into a colossal Animated Object per Ultimate Magic. That's only 30,000 if you craft it yourself. Even with the ship's cost it's only 40,000GP (33,333.333~ GP if you Fabricate a ship into being).

Skulls and Shackles's Players Guide states Animated Object can target a ship if it's sufficient size. A ship is even 2e's example of a colossal animated object!


Why not... tell the GM what you want to do, and ask *them* if they think it's fair? Ultimately you need them to agree to it.


CopperWyrm wrote:
Animate Objects is also an option, although you'd have to permanency the spell on different components of the ship before putting it together, since the caster level needed to animate a colossal object is 32.

There are two ways around that 32nd level casting:

1) Witch coven. The death star coven gets up over 100,000 levels for casting, if I remember correctly.
2) Don't create it by casting the spell but by using the construct crafting rules.

/cevah


Back in 2dEd AD&D days, my own end-around for a ship with the ability to fly was a sufficiently powerful air elemental bound into the vessel.

Not sure if that translates to PF, which tends to reference very specific spells for their magic items.


Instead of permanency with animate objects, you can use Craft Construct feat and animate objects. Caster Level is not a prerequisite for crafting except for specified cases like armor, shield, weapon to hit,ect. (The +1 limit per 3 caster levels... or per 2 in case of bracers of armor)


Cevah wrote:
CopperWyrm wrote:
Animate Objects is also an option, although you'd have to permanency the spell on different components of the ship before putting it together, since the caster level needed to animate a colossal object is 32.

There are two ways around that 32nd level casting:

1) Witch coven. The death star coven gets up over 100,000 levels for casting, if I remember correctly.
2) Don't create it by casting the spell but by using the construct crafting rules.

/cevah

for 2, to animate object with the construct crafting rules you are also limited to HD =< CL

The Haunting of Harrowstone wrote:
Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat. Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000. The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.

By the way, rules for constructs are kind of a mess in PF1, they are in a large amount of different published books and while they don't directly contradict one another, the later books usually add a new layer of complexity or restrictions on top of previous ones.


What can this airship do?
What is its purpose/role in the campaign?
What stories/adventures will having it change?
How much effort will be needed to maintain/protect it?

Answer these questions and then you can start to figure out the price, beyond that of a ship. If it is only ever going to be used for behind the scenes transport then the only reason to make it more expensive is if it will remove all of the travel stories you want to tell. Conversely if it will open up a whole new series of stories that you want to tell then there is no need to make it expensive since you kind of want them to have it.

On the matter of expense, you can front load the expense or back load it. Front loading is the obvious one; it costs X gp to buy. Backl loading is a bit more complicated. The ship costs X gp every month for salary and basic maintenance. Repairs cost extra. Additions/modifications cost extra. And then there is the factor of how often you are going to target the airship. I am not talking about if they bring it into combat deliberately, but how often are people going to try to steal or sabotage the airship? How often are you going to force the airship into combat?

If you are going to make it expensive to own in the long run, there is no reason to put extra expenses on the front end.


Lady Asharah wrote:
Cevah wrote:
CopperWyrm wrote:
Animate Objects is also an option, although you'd have to permanency the spell on different components of the ship before putting it together, since the caster level needed to animate a colossal object is 32.

There are two ways around that 32nd level casting:

1) Witch coven. The death star coven gets up over 100,000 levels for casting, if I remember correctly.
2) Don't create it by casting the spell but by using the construct crafting rules.

/cevah

for 2, to animate object with the construct crafting rules you are also limited to HD =< CL

The Haunting of Harrowstone wrote:
Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat. Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000. The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.
By the way, rules for constructs are kind of a mess in PF1, they are in a large amount of different published books and while they don't directly contradict one another, the later books usually add a new layer of complexity or restrictions on top of previous ones.

Your requirement of CL >= HD is specific to the AP. It also has an alternative way to calculate construct cost. If you want to use that alternative, fine, but that limit is not in the Core book or in Ultimate Magic. where the rest of the construct rules are.

/cevah

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Is this a fair cost to build a magical airship? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion