Hired
Transportation
Most
people and even adventurers can’t afford to own their
own airship and even fewer actually know how to operate one
with any real proficiency. Luckily, organizations such as
the Historic Society of Kinos, Norry Airships, and many Deyic
temples hire out vehicles and pilots for a fair fee.
Listed
fees are for renting a vehicle with proper operational gear
without a pilot. Additional components, such as weapon mounts
or repair kits may be provided free or for a small fee, at
DM caveat. Pilots are hired based on typical fees for expert
hirelings.
New
Vehicles (click
here for new vehicle rules)
Locomotive
Cores
Locomotive
cores are the basis around which all modes of powered travel
on Ere are built. These cores are what are actually created
using the Craft Locomotive
Core feat. The actual structures of airships are built
using normal mundane crafting rules.
Airships
With most traditional routes between major cities haunted
by spirit beasts and bandits, the wealthy have taken to the
skies to move their goods. But as knowledge of these devices
increases, even bandits have come into possession of such
modes of transportation, using them to raid aerial caravans.
Sample
Airships
Air-frame
Airframes
are cheap, reliable cargo vehicles, though they lack maneuverability
or comfort for the crew. Essentially, they are composed of
a large (90-130ft long), open cargo bay and a pilot’s
cabin suspended between two 100yd long wings, and a set of
traditional sails for propulsion.
An airframe
can carry aloft 300,000 pounds (150 tons) of cargo. Typically,
a spellcaster is part of the crew to maintain wind power to
move the airframe.
Airframe
Gargantuan Construct
Hit Dice: 10d10+120 (180hp)
Initiative: (acts on pilot’s
initiative)
Speed: fly 85 (clumsy) (17 squares)
overland: 20mph
Armor Class: 16 (10 -8 size,
+0 Dex, +14 natural), touch 2, flat-footed 16
Base Attack/Grapple: +7/+39
Pilot: 1(heavy aerial)
Crew: 2 (max 12)
Armament: 2 Gattling crossbows
Space: 230x120
Special Attacks: --
Special Qualities: DR 10/siege
Saves: Fort +3 Ref +3 Will --
Abilities: Str 50 Dex 10 Con
– Int – Wis – Cha –
Skills: --
Feats: Hover
Challenge Rating: 2
Combat
Airframes are built for hauling, not fighting
or running. They usually need to depend on a spellcaster
on board or an escort of more combat ready airships
for protection. In a pinch, the gattling crossbows
mounted fore and aft of the cargo bay are employed
to defend it.
Armament
Gattling Crossbow: One gattling
crossbow is mounted fore and aft of the cargo
bay. They function as normal gattling crossbows.
They can turn 180 degrees to fire at targets.
Construction
An airframe is constructed of wood and cloth,
weighing 50,000 pounds. The material costs 40,000gp.
The
hull of the airframe can be built by its creator
or by someone hired by the creator. Crafting the
hull requires a craft (mechanical) or craft (shipbuilding)
check DC 10. The control core of the ship, which
grants the vehicle locomotion must be crafted
inside the finished hull in the same manner as
any other magic item.
CL
10; Craft Locomotive Core, motive force, gust
of wind, caster must be at least 10th level;
Price 80,000gp; Cost 40,000gp + 1,600XP. |
|
Ornithopter
This ‘bird machine’ is a light, fast airship with
a 30ft wingspan and a 10x20 wooden or metal hull. The hull
consists of an enclosed cockpit with two seats, a storage
compartment, and a single mystic engine that provide propulsion
for its four dragonfly-like wings. Some ornithopters have
pontoons for water landings and mechanical wenches with ladders
to allow taking on passengers without landing.
An ornithopter
can seat two people comfortably and carry up to 4200 pounds
(2 tons of cargo) aloft.
Due to
their low capacity for passengers and cargo and are used as
either personal craft or scouts. The standard armament of
a repeating crossbow mounted overhead is normally forgone
in favor of a wand wielding spell caster.
Ornithopter
Huge Construct
Hit Dice: 15d10+40 (130hp)
Initiative: (acts on pilot’s
initiative)
Speed: fly 175ft(poor) (35 squares)
overland: 40mph
Armor Class: 22 (-2 size, +4
Dex, +10 natural), touch 12, flat-footed 18
Base Attack/Grapple: +11/+26
Pilot: 1 (light aerial)
Crew: 1 (max 4)
Armament: Repeating Crossbow
Space: 30x20 (6x4)
Special Attacks: Ram +18 (2d6+7
x2 bludgeoning)
Special Qualities: DR 10/siege
Saves: Fort +5 Ref +9 Will --
Abilities: Str 24 Dex 18 Con
– Int – Wis – Cha –
Skills: --
Feats: Hover
Challenge Rating: 3
Combat
While
ornithopters are capable of hovering, they usually
forgo this option, instead using quick hit and
run methods en mass, using Ram as a last resort.
Ram
(Ex): An ornithopter can ram its enemies.
Treat this attack as a charge. If the attacking
vehicle hits, it deals the listed damage to its
target and half its strength bonus to itself.
A pilot (light aerial) check (DC = 10+damage taken)
can be made to negate this damage.
Construction
An ornithopter is constructed of wood, iron and
cloth, weighing 8,000 pounds. The material costs
10,000gp.
The
hull of the ornithopter can be built by its creator
or by someone hired by the creator. Crafting the
hull requires a craft (mechanical) or craft (shipbuilding)
check DC 15. The control core of the ship, which
grants the vehicle locomotion must be crafted
inside the finished hull in the same manner as
any other magic item.
CL
10; Craft Locomotive Core, motive force, animate
objects, caster must be at least 10th level;
Price 26,000gp; Cost 13,000gp + 520XP. |
|
Pleasure
Craft
Stocked with all manner of expensive goods and amenities,
a pleasure craft comfortably caters to up to eight people
and can carry 13,000 pounds (6 tons) of cargo.
Pleasure
Craft
Gargantuan Construct
Hit Dice: 5d10+120 (150hp)
Initiative: (acts on pilot’s
initiative)
Speed: fly 130ft (poor) (26 squares)
swim 80 (16 squares) overland: 30mph
Armor Class: 15 (10 -8 size,
+1 Dex, +12 natural), touch 3, flat-footed 14
Base Attack/Grapple: +3/+25
Pilot: 1 (light aerial)
Crew: 0 (max 8)
Armament: --
Space: 80x75 (16x15)
Special Attacks: --
Special Qualities: DR 10/siege
Saves: Fort +1 Ref +2 Will --
Abilities: Str 30 Dex 12 Con
– Int – Wis – Cha –
Skills: --
Feats: Hover
Challenge Rating: 1
Combat
Pleasure craft are not built for combat and will
rabbit at the first opportunity.
Construction
A pleasure craft is constructed of wood, iron
and cloth, weighing 20,000 pounds. The material
costs 15,000gp.
The
hull of the pleasure craft can be built by its
creator or by someone hired by the creator. Crafting
the hull requires a craft (mechanical) or craft
(shipbuilding) check DC 18. The control core of
the ship, which grants the vehicle locomotion
must be crafted inside the finished hull in the
same manner as any other magic item.
CL
10; Craft Locomotive Core, motive force, animate
objects, caster must be at least 10th level;
Price 50,000gp; Cost 25,000gp + 1,000XP. |
|
Privateer
The
favored airship for more military use and well off bandits,
the privateer is a 50- to 75-foot-long ship is 15 to 20 feet
wide and is carried aloft by a pair of magical engines, aided
by a pair of 20ft sail wings.
Privateers
carry a crew of up to eight and can hold a cargo of 76,800
pounds. Stats are for aerial privateers, for aquatic only
privateers, omit fly speed.
Privateer
Gargantuan Construct
Hit Dice: 18d10 +120 (228hp)
Initiative: (acts on pilot’s
initiative)
Speed: fly 130ft (poor) (26 squares)
swim 80 (16 squares) overland: 30mph
Armor Class: 19 (10 -8 size,
+1 Dex, +16 natural), touch 3, flat-footed 18
Base Attack/Grapple: +13/+40
Pilot: 1 (heavy aerial AND naval)
Crew: 5 (max 15)
Armament: 1 ballista, 2 siege
grapples
Space: 80x75 (16x15)
Special Attacks: Ram +28 (3d6+15
x2 bludgeoning), Ripping Blade +28 (2d6+15 x2
slashing)
Special Qualities: DR 15/siege
Saves: Fort +6 Ref +7 Will --
Abilities: Str 40 Dex 12 Con
– Int – Wis – Cha –
Skills:
Feats: Hover
Challenge Rating: 5
Combat
Privateers
usually open combat with a Ram before firing grappling
irons and transferring crew for ship to ship combat.
If the enemy ship is to be destroyed, the Privateer
attacks it with its ripping blades.
Ram
(Ex): A privateer can ram its enemies.
Treat this attack as a charge. If the attacking
vehicle hits, it deals the listed damage to its
target and half its strength bonus to itself.
A pilot (heavy aerial) check (DC = 10+damage taken)
can be made to negate this damage.
Ripping
Blade (Ex): A set of serrated metal blades
juts out of either side of the privateer. As an
standard action the pilot can make a ripping blade
attack against an adjacent target.
Armament
Ballista: The ballista mounted
on the main deck of a privateer functions as a
normal ballista. It can be turned 180 degrees
to fire at targets.
Siege
Grapple: One siege grapple is mounted
on either side of the privateer. They function
as normal siege grapples. They can be turned 180
degrees to fire at targets.
Construction
A privateer is constructed of wood, iron and cloth,
weighing 100,000 pounds. The material costs 60,000gp.
The
hull of the privateer can be built by its creator
or by someone hired by the creator. Crafting the
hull requires a craft (mechanical) or craft (shipbuilding)
check DC 15. The control core of the ship, which
grants the vehicle locomotion must be crafted
inside the finished hull in the same manner as
any other magic item.
CL
15; Craft Locomotive Core, motive force, animate
objects, caster must be at least 15th level;
Price 100,000gp; Cost 50,000gp + 2,000XP. |
|
Super Galley
Vast ships designed as mass transport ship cargo ships. Sometimes,
however, they are used as flying resorts for the wealthy with
the facilities and staff of a small town as well as posh rooms.
Super Galleys are often well armed against bandits.
Super
Galleys are often manned by up to forty people and can carry
aloft 610,000 pounds (305 tons) of cargo.
Super
Galley
Colossal Construct
Hit Dice: 20d10+160 (265hp)
Initiative: (acts on pilot’s
initiative)
Speed: fly 175ft (clumsy) (35
squares) overland: 40mph
Armor Class: 23 ( 10 -8 size,
- 1 Dex, +22 natural), touch 1, flat-footed 23
Base Attack/Grapple: +15/+46
Pilot: 1 (heavy aerial)
Crew: 12 (max 300)
Armament: 10 gattling crossbows
Space: 500ftx 200ft
Special Attacks: --
Special Qualities: DR 15/siege
Saves: Fort +6 Ref +5 Will --
Abilities: Str 50 Dex 8 Con –
Int – Wis – Cha –
Skills: --
Feats: Hover
Challenge Rating: 3
Combat
Super Galleys are prime targets for bandits and
monsters, so they often employ round the clock
guards to man the armament as well as archers
and spellcasters to defend them.
Armament
Gattling Crossbows: A Super Galley
is armed with three gattling crossbows on either
side of the ship, and one aft, fore and on the
top and bottom of the ship. These weapons function
as normal gattling crossbows with a 180 degree
range of fire except for the top and bottom emplacements,
which have a 360 degree range of fire.
Construction
A super galley is constructed of wood, iron and
cloth, weighing 500 tons. The material costs 180,000gp.
The
hull of the super galley can be built by its creator
or by someone hired by the creator. Crafting the
hull requires a craft (mechanical) or craft (shipbuilding)
check DC 20. The control core of the ship, which
grants the vehicle locomotion must be crafted
inside the finished hull in the same manner as
any other magic item.
CL
15; Craft Locomotive Core, motive force, animate
objects, caster must be at least 15th level;
Price 300,000gp; Cost 150,000gp + 6,000XP. |
|
Other
Vehicles
Crawler
Crawlers are heavily armored, tracked vehicles powered by
a mystic steam engine.
A typical
crawler can carry up to 800 lbs of cargo. Characters cannot
sleep comfortably inside a crawler unless they could sleep
comfortably in medium armor.
Crawler
Huge Construct
Hit Dice: 8d10+80 (126hp)
Initiative: (acts on pilot’s
initiative)
Speed: 40ft overland: 10mph
Armor Class: 16 (10 -2 size,
+0 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+21
Pilot: 1 (land)
Crew: 2 (max 6)
Armament: --
Space: 10x20
Special Attacks: Steam Burst
Special Qualities: DR 5/siege,
Tracked
Saves: Fort +2 Ref +2 Will --
Abilities: Str 25 Dex 10 Con
– Int – Wis – Cha –
Skills: --
Feats: --
Challenge Rating: 3
Combat
Crawlers are not built for combat, but if in danger,
the pilot can trigger a steam blast. The crawler
usually relies on an armed escort for firepower.
Steam
Blast (Su): As a standard action, the
pilot of a crawler can trigger a steam burst.
All creatures in a 20ft line must make a reflex
saving throw (DC 15) or take 3d6 fire damage.
A successful saving throw means the creature takes
half damage.
Tracked
(Ex): Crawlers move on tracks instead
of wheels or legs, they are unhindered by rough
terrain and can climb 45 degree slopes.
Construction
A crawler is constructed of iron, weighing 20
tons. The material costs 4,000gp.
The
body of a crawler can be built by its creator
or by someone hired by the creator. Crafting the
body requires a craft (mechanical) check DC 20.
The control core of the crawler, which grants
the vehicle locomotion must be crafted inside
the finished hull in the same manner as any other
magic item.
CL
10; Craft Locomotive Core, create water, burning
hands, motive force, animate objects, caster
must be at least 10th level; Price 9,000gp; Cost
4500gp + 360XP.
|
|
Steamship
Steamships are armored galleys driven by a pair of mystic
steam engines that turn a massive water screw.
|