Colossal Vehicle
Size: 10 (90' x 300' x 3 full decks, ring diameter 110'); Cost:
Aura: Strong Conjuration;Caster Level: 12th;
Special Notes / Rules:Elemental Binding (fire or air, 10-12 HD, usually a Huge Fire or Air Elemental)
CMB: +8 (+8 size); CMD: 18
Ramming Damage: 8d8
Strafing Damage: 3d8 (fire or electrical)
Size: 10 (90' x 300' x 3 full decks, ring diameter 110'); Cost:
The Dwarven Airship is a fantasy-themed flying ship, designed for use in tabletop and role-playing games. Packing as much firepower as a dragon, the dwarves of Ironhelm control the. Airships are most often employed by wealthy travelers with a taste for luxury and a need to move quickly. Airships have also found favor with explorers, who praise the vessels’ versatility and speed. Suppression: While the elemental bound to the airship is crucial for propulsion, the vessel’s soarwood hull provides its lighter-than-air.
Sailing ships are fast-moving designs focused on travel. Warships are slower but more heavily armed vessels capable of taking on more cargo. They share many of the following areas, but, as their map tags reveal, they don't have the exact same facilities. On its turn, the airship can use its helm to move using its elemental engine. It can also fire its ballistas. If it has half its crew or fewer, it can fire only two of the ballistas. Galley Gargantuan vehicle (130 ft. By 20 ft.) Creature Capacity 80 crew, 40 passengers Cargo Capacity 150 tons Travel Pace 4.
92,000 gpAura: Strong Conjuration;Caster Level: 12th;
Special Notes / Rules:Elemental Binding (fire or air, 10-12 HD, usually a Huge Fire or Air Elemental)
Source: ECB, pg. 267
DEFENSE:
AC: 2 (-8 size); Hardness: 5
HP: 1,000 hp (Khyber Dragonshard 180 hp, hardness: 10)
Base Save: +4
OFFENSE:
Maximum Speed: Fly 100'; Acceleration: Fly 20'
Weapons:Each side of the airship can hold either 32 Large or 16 Huge ranged siege weapons. These siege weapons can only fire out of the sides of the elemental galleon that they on mounted on. Also, 2 Large siege weapons or 1 Huge siege weapon can be mounted both fore and aft. Airships cannot have midship weapons due to the elemental ring.DEFENSE:
AC: 2 (-8 size); Hardness: 5
HP: 1,000 hp (Khyber Dragonshard 180 hp, hardness: 10)
Base Save: +4
OFFENSE:
Maximum Speed: Fly 100'; Acceleration: Fly 20'
CMB: +8 (+8 size); CMD: 18
Ramming Damage: 8d8
Strafing Damage: 3d8 (fire or electrical)
Propulsion: Magic (Elemental Bound)
Controlling the Elemental: Intimidate (DC 20), Bluff vs. Sense Motive (+0) or Diplomacy (DC 25) to control the elemental
Steering: Profession (Pilot) or Fly at +10 to the DC
Driving Device: Elemental Helm
Driving Space: Nine squares on top deck, aft platform, around the Elemental Helm
Dnd Airship Map
Means of Propulsion: Elemental Bound Khyber dragonshard
Crew: 20 (1 pilot, 8 for lookouts, 11 crew for maintenance)
Cargo: 30 tons, 150 passengers
Airships cannot physically land on the ground. There is nothing along the bottom of an airship that will support its weight should it attempt to land. Any attempt to land on other than a docking tower an Airship is automatically a crash. To make up for this, the natural state for an Airship is to hover.
CONSTRUCTION:
Requirements: Craft Wondrous Item, Bind Elemental, Levitate
Cost:43,500 gp and a Khyber dragonshard worth at least 5,000 gp
Airship Dnd Map
This large sailing ship is 90 feet wide, 300 feet long and is comprised of three full decks and usually a cabin on the main deck. Based on a galleon, it has been redesigned to take advantage of its composition, which is primarily soarwood, and the presence of a bound elemental stored in a massive Khyber dragonshard somewhere deep in the hold of the ship. Instead of a mast and sails, it has a huge ring of solid crystal, mounted by metal arms attached along the hull, that completely surrounds the ship. This ring makes it nearly impossible for the airship to land, except at specially made docking towers. Fortunately, this is not a problem as the soarwood and the liberal use of the Levitate spell makes this ship almost completely buoyant in air, acting literally like a leaf on the wind.
The bound elemental is what gives the ship its ability to move. Controlled through a helm located roughly where the steering wheel for a ship would normally be, a pilot can command the bound elemental to move the ship as desired. The ship itself has the same stats as a regular sailing ship. Should an airship loose it's bound elemental, it begins drifting with the wind and slowly falling as per a Feather Fall spell. This does not, however, prevent the ship from tipping or turning completely upside-down, based on the current weather.
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Cost: 41,200 gp
Speed:Fly 50 feet (5 mph); ascend/descend 50 feet per round.
Carrying Capacity:Cargo 12 ½ tons
Speed:Fly 50 feet (5 mph); ascend/descend 50 feet per round.
Carrying Capacity:Cargo 12 ½ tons
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This ship uses a gasbag of hydrogen and a set of sails to travel through the air. It has cabins for 10 passengers to travel for long voyages in comfort. It has an AC of 13 across the hull, but the gasbag's AC is 11 (and flammable!). Dimensions are 65' length, 20' beam, 3 decks
- Economy Variant
The airship can replace its passenger cabins with bunkrooms. This allows for 20 passengers to travel in more cramped conditions.
Airship from Final Fantasy (Source) |
Size. Gargantuan
AC. {{{ac}}}
Hit Points. 300
Damage Threshold 10
Crew and Passengers. 4 rigging, 2 pilots, 1 bridge crew, 1 steward, 1 captain
AC. {{{ac}}}
Hit Points. 300
Damage Threshold 10
Crew and Passengers. 4 rigging, 2 pilots, 1 bridge crew, 1 steward, 1 captain
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Airship Dnd
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