Equipment: Transportation
Hired Transportation Price
Air-frame 2sp/lb of cargo
Crawler 6sp/mile
Ornithopter 20gp/day
Pleasure Craft 50gp/day
Steamship 5sp/mile
Super Galley 1gp/lb of cargo
Non-Hired Transportation  
Privateer 100,000gp
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.

 

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