Quick question from Dragon #329 [Archive] - Wizards Community

Post/Author/DateTimePost
ksbsnowowl

07-09-07, 07:57 AM
I've just learned that the ever-argued Airskiff is statted in Dragon #329. I'm going to be looking for this issue shortly, but I have one minor question to hold me over until I do find a copy:

Do they have bound elementals or not?

I can make up some handling rules myself in the meantime; I just need to know this most basic of elements (pun intended) before I introduce them to my PC's this evening.
Syltorian

07-09-07, 09:09 AM
It does. If you have read Marked for Death, it's actually the little air-cutter ship that appears in that novel.
The White Sorcerer

07-09-07, 12:50 PM
And to be clear, it's not the same thing as the air-skiff.
Dr. Benway

07-09-07, 12:58 PM
Unless I missed it, there don't appear to be stats for the things in #329...perhaps a different issue?

DocB
:88E: vs :coolcthul Who shall prevail?
ksbsnowowl

07-09-07, 01:39 PM
Ah. Oh well. I've decided to side with Keith Baker and require elementals to propel (and lift) any such craft (I know, the great debate...) and already made up some stats of my own. They are a combination of the Airship stats in the Explorer's Handbook, the Launch (ie- rowboat) stats in Stormwrack, and a bit of common sense concerning how they are described as being used (moving between, ie- faster than, larger airships).

Elemental Airskiff: Huge Vehicle; Airworthiness +0; Shiphandling +2; Speed Fly 200 ft. (Average); Overall AC 3; Hull sections 1; Hull hp 50 (hardness 5); Ram 2d6; SA air ring; SQ hover; Space 20 ft. by 10 ft.; Height 5 ft. (air ring has a 15-ft. diameter); Watch 1; Compliment 3 (plus pilot); Cargo 3/4 ton (1500 lbs.); Cost ?; Control Rod Cost 5000 gp

Hover: Despite its maneuverability rating, an airskiff can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.

Ring: An airskiff uses a bound air elemental for lift and propulsion. A medium air elemental bound into a ring deals 1d8 points of bludgeoning damage to any creature or object it touches.

With a maneuverability of average, the airskiff has the following characteristics in flight:

Max. speed change: 10 ft. per round
Reverse and lateral movement: 5 ft. per round
Turn: 45°/ 60 ft. moved
Maximum Turn: 45° in any one space
Ascend: 45° angle at half speed
Descend: 60° angle at full speed

See page 28 of the Explorer’s Handbook for more info.

An airskiff can carry 6 passengers (and 2 operators) for short excursions.

Speed: 200 feet per round (top speed) (22.7 mph)

Air skiffs are made of soarwood and powered by a bound medium air elemental. Because the skiff does not have a Wheel of the Wind and Waves, all characters, even dragon-marked Lyrandar captains, must pilot it by means of opposed charisma checks.

All elementals have a Charisma modifier of +0, so the opposed check is vs. 1d20. After succeeding in an opposed charisma check, a DC 15 Profession (Airship sailor) check must be made to alter the ship’s movement. The airskiff’s shiphandling modifier applies, and gives a +2 bonus to the Profession (Airship sailor) check.

These airskiffs are fitted with a magic rod that grants the controller of the helm a +10 competence bonus on opposed Charisma checks with the bound elemental.Thoughts?

I'm not sure how to price it. Maybe 40 or 50 thousand gp? I know of the Firesled in Secrets of Xen'drick, but I think that price is a bit off.

Also, has anyone else noticed that they never give the ships the right speed to reflect their "overland" speed of roughly 20 miles per hour?

The Firesled is said to move 24 mph, but is given a speed of 120 ft, which equates to 13.6 miles per hour.
(120 ft. per round)(10 rounds per minute)(60 minutes per hour)/(5280 ft. per mile) = 13.6363 mph

Similarly, Airships (Exp Handbook) are given a speed of 100 ft, where they should have a speed of 175 ft to make them go 20 mph (well, really 176 ft, but it is only roughly 20 mph).
jpwyrm

07-09-07, 03:06 PM
I think you should add that those things work only in Syrania manifest zones. It would explain why there is only in Sharn that you can find those thinggies. Aside from that, I find it cool :)
ksbsnowowl

07-09-07, 03:45 PM
I think you should add that those things work only in Syrania manifest zones. It would explain why there is only in Sharn that you can find those thinggies. Aside from that, I find it cool :)Those are Aircoaches you are thinking of. Airskiffs are something else entirely.