| Post/Author/DateTime | Post |
|---|---|
| cancerousmango07-10-06, 05:19 PM | My players have hit upon the idea of becoming airship pirates. These guys LOVE making insane magic items, making perfect fortresses, getting followers, all of that stuff. My game is super-high risk, but low combat, the rogue steals everything in sight, so they get a lot of money. Now, some questions about airships. The one player wants the fastest airshipin the sky, and was wondering if binding either 2 huge elementals into the ship or one elder would up its speed, or if he could combine a fire and an air elemental, one to push like a jet, the air one to push wind into a sail. Also, he was wondering how much his planned airships might cost, and I have no idea what formula to plug variables into. I'm sure you folks have hashed this out, hit me up with the deets, please! |
| Nived07-10-06, 05:44 PM | There are no rules that say binding two elementals to a ship would make it go faster. You're on your own on that. There is a Prestige Class from Explorer's Handbook (The Windwright Cap'n) that allows Lythandar's best pilots to push ships past their normal bounds. Also its not just the cost it's finding someone to do it. Not just any ol' Artificer can make an airship. The shipyards of Zilargo and The Trust keep those secrets to themselves. Stealing a ship is all well and good... getting it serviced is going to be a... well it wont be easy. |
| cancerousmango07-10-06, 07:54 PM | I'll have them steal the secrets from the gnomes, that's their style. They're terrified of the "CIA Gnomes" as they call them. High risk, high rewards. |