Air Ship [Archive] - Wizards Community

Post/Author/DateTimePost
Dinendal

10-05-06, 07:40 PM
I want to create a structure that would have fast overland flight at will. Some sort of an air ship that might have rooms for different uses.

What are my options?

I'm not looking for loopholes or ways to trick out a magic carpet. A legitimate cool, magical air ship.

Any thoughts? Or ideas on the design of it? Or what to craft it out of?
Deathmond

10-05-06, 07:47 PM
I think the Eberron or Forgotten Realms campaign setting already has flying ships. You might want to check them for what you're looking for.
mvincent

10-05-06, 08:13 PM
It seems like this question comes up a lot.

The Arms and Equipment guide has a cloud keel that allows you to turn a regular ship into a flying one.

If you are restricted to core rules, you could possibly permanently animate the ship and give it a wondrous item for flying (like wings of flying or somesuch).
Wind of Darkness

10-05-06, 08:54 PM
I think it's Eberron that has airships.

What books do you have, anyway. It'd be hard to do core, but... Hmm... I have an idea. Create a bunch of really strong constructs (Golems are expensive... Effigies, maybe, if you have CA? If you based them off the right creature it might work...) and give them items that grant flight. Have them carry your craft.
Dinendal

10-05-06, 09:21 PM
That's a fun idea. I guess I could look into making a boat fly. Was trying to think of something more fun than that though...because how do you land a boat on dry land?
Killion

10-05-06, 09:35 PM
Here are some options:

Arms and Equipment Guide
This is your best bet. There are complete rules for vehicles. Check out Cloud Keel.

Spelljammer (http://www.spelljammer.org/)
Check this out. Man I hope that this catches on like it did in the day.

Manual of the Planes
There's a Githyanki Astral Carrack listed. It's a Colossal Construct, which is not optimal, but you could build from this.

Magic of Faerun
The Halruuan Skyship. Minimal detail.

Eberron
Something about bound elementals and gnomes.
Iver Gearsham

10-05-06, 10:14 PM
The Skyship from FR it's basic lift function is from a 4th lvl spell enchanted into the hull called Suspension that lasts day per caster lvl and can lift 1,000 lbs. per caster lvl it functions like Levitation only you can control up or down by 45 ft. as a move action and are dependent on the wind for forward motive power.
This may seem bad but they had a wondrous magic item called a Bag of Winds to help you go where you want by calling up a wind once a day.

Suspension is just great for all kinds or projects like a 5 ft by ten ft. 1 inch thick wood or metal treasure packer you can use as a party elevator.

I cast it on my boots for a quick hop up out of danger or if I ever walk on a pit trap nothing bad happens! well until the Giant hungry snake in the pit leaps up for a snack:weep:.

So you can craft a flat bottomed ship and just cast the spell on it and fly with the winds or cast it on a wagon rigged with sails.
User5127

10-05-06, 10:36 PM
the other thing you can do is use stronghold builders guide to createe your own flying fortress (and other movement types like burrowing) and give it land speed and the ability to teleport and what not, then you could add what ever you wanted for rooms and literally have anything from a flying house to a flying fortress of DOOOM
Lokiyn

10-06-06, 12:26 AM
Polyhedron #92 has the rules for spelljamming ships and helms. For a minimal investment (50,000gp) you can get a major helm, that on a large ship gets you 180 ft tactical speed, which once you clear the grav limit...

By traveling up for 6.3 min (45 Degree angle half speed) you exit the Gravity well enough to allow you to spell jam to any location on the planet. So roughly 9.4 Min + spell jamming time to any location on the planet. Say 10 Minutes minimum.

For the largest ships only
Sarlax

10-06-06, 12:43 AM
Another option is zombies. Pick a strong fast flier, such as a dragon. It will retain its ability to fly and will never tire. Just sling a cabin under its belly.
Dinendal

10-06-06, 11:48 AM
the other thing you can do is use stronghold builders guide to createe your own flying fortress (and other movement types like burrowing) and give it land speed and the ability to teleport and what not, then you could add what ever you wanted for rooms and literally have anything from a flying house to a flying fortress of DOOOM

Yah, that was my first option. But in the thread I started for it people kept saying "You don't need that." And discouraged me.
User5127

10-06-06, 02:23 PM
heh. well people are stupid. just do what you think is right for your campaign, and if your dm helps you then its all good (if you have a good DM then things like: That idea sucks cause if would gimp your character) don't matter cause the dm will make the game fun.

*shrugs*

just saying i don't see the point of every one argueing over why things are broken, cheese, underpowered, stupid, useless, pointless, etc. in fact i see alot of idea bashing going on wich sucks. Though there are those out there who generally try to offer up good advice on things. meh.

good luck with your air ship, i think they are kool and if your DM let you have one then mabye a flying airship pirate quest is in store for the next few levels or something :p
mvincent

10-06-06, 03:09 PM
Another option is zombies. Pick a strong fast flier, such as a dragon.To turn a creature into a zombie, their max initial HD must be 10 or lower, which is medium sized for all but a Red dragon.

Note though that skeletal nightmares retain their flying ability.

Also, a skeletal whale could probably fly if given wings of flying or somesuch (you can't really teach mindless undead new things, but its previous swimming ability could probably translate well).
User5127

10-06-06, 04:39 PM
for the zombie idea why not just get a whole slew of zombies tied together? like one at each corner of the house and go for it.

you just gotta do the math with their carry capacity and what not then multiply for the amount of zombies you have. and fly away. ^_^
mvincent

10-06-06, 04:53 PM
for the zombie idea why not just get a whole slew of zombies tied together? like one at each corner of the house and go for it.Who would be controlling all those zombies (and how)?
User5127

10-06-06, 05:02 PM
a cleric/ship's captain of course!

i mean if his original idea of just one dragon would work then it would have MASSIVE HD, so you would still need the cleric to command the heck ouuta it.

to coutner that as well, who would control your skeletal nightmare?
:p
Th_Ar_Al

10-06-06, 07:42 PM
It seems like this question comes up a lot.

The Arms and Equipment guide has a cloud keel that allows you to turn a regular ship into a flying one.

If you are restricted to core rules, you could possibly permanently animate the ship and give it a wondrous item for flying (like wings of flying or somesuch).
Why don't just make the wings? why animate it?
mvincent

10-06-06, 08:22 PM
Why don't just make the wings? why animate it?Animated items are creatures (constructs) and so are capable of using conventional wondrous items (like the wings of flying magic item). Also, the size of the wearer doesn't matter for such items.

The core rules do not address trying to give wings to inanimate objects, but that method (when found in supplements) is typically more expensive.
Wind of Darkness

10-07-06, 09:37 AM
Plus, if the ship is animated, it can control itself under your direction. Better yet, cast awaken construct (from the SpC) on it, and it'll be intelligent. An intelligent airship. How cool is that? You'd probably have to get a permanent telepathic bond going to communicate with it, but...

Yeah, I'm starting to like this idea, now. I'm going to play with it some more.
Lokiyn

10-07-06, 10:14 AM
I think the main question is how much are you willing to spend?

there are a couple of options you can use, but they get progressivly more expensive. knowing what you have to work with will help people work out ideas.
Dinendal

10-09-06, 11:12 AM
Plus, if the ship is animated, it can control itself under your direction. Better yet, cast awaken construct (from the SpC) on it, and it'll be intelligent. An intelligent airship. How cool is that? You'd probably have to get a permanent telepathic bond going to communicate with it, but...

Yeah, I'm starting to like this idea, now. I'm going to play with it some more.

Very fun idea. It'll feel like Knight Rider. Hahaha

I just want ideas. Think of it as money is no object. BUT I would like to stay away from the crazy ideas of flying zombies and constructs. Please stick to normal ideas for a good sized ship or more pref. my tower. I just want to stick to a tower/ship that can fly...and have some sort of wards/defenses...I don't want it to go on the offensive too much. And if I ever want to make it able to attack, I can worry about that later.
User5127

10-09-06, 11:59 PM
the pre built floating strong hold in the stronghold builder's guidebook sells for about 2.5 million gp, its 27 stronghold spaces. but i'm sure if you droped it to like 10-15 spaces and buffed the hell out of it you could have something amazing.

i did that, but made it for a REAL castle of about 60 stronghold spaces, it cost me like 40 million. it was sick, i never made it, it was just fun to write it up on paper and see how high i could go in gp price. lol

i was basically trying to make at indestructable fortress for my army. ^_^
Godzilla

10-10-06, 10:00 AM
You could cast "fly" on a ship, although that wouldn't be permanent. You could also get a wondrous item, like what someone already suggested.
Godzilla

10-10-06, 10:07 AM
Very fun idea. It'll feel like Knight Rider. Hahaha

I just want ideas. Think of it as money is no object. BUT I would like to stay away from the crazy ideas of flying zombies and constructs. Please stick to normal ideas for a good sized ship or more pref. my tower. I just want to stick to a tower/ship that can fly...and have some sort of wards/defenses...I don't want it to go on the offensive too much. And if I ever want to make it able to attack, I can worry about that later.
Couldn't you animate a ship, and make it like the Animated Object monster? Hm... I just read about the "Animate Objects (http://srd.pbemnexus.com/spellsAtoB.html#animate-objects)" spell, and it seems that the only thing you can animate is a small object and only then to attack someone, and that it doesn't last forever. You could make a house rule to be able to animate something the size of a ship, make casting the spell cost something extra, let it do something other than attack someone, and use the Permanency spell on the ship.