| Post/Author/DateTime | Post |
|---|---|
| monai7502-11-08, 10:16 PM | Does anyone know where I can find a set of rules for the controlling of airships, ability checks, DC's, and the actual rule mechanics around the airships and flying them? I know from reading the books that one must gain control over the elemental propelling the airship, but what kind of skill checks are these. And I need to know because one of my players wants to take ranks in flying the airships! Help please?! |
| Fabius Maximus02-12-08, 08:41 AM | I think it's in Explorer's Handbook. If not, maybe in Magic of Eberron. |
| Talcon02-12-08, 03:44 PM | page 25 in The Explorers handbook, the skill is Profession Sailor The big BUT is you need a dragonmark of storm to control the elemental in the ship. |
| anonicon02-12-08, 04:41 PM | Does anyone know where I can find a set of rules for the controlling of airships, ability checks, DC's, and the actual rule mechanics around the airships and flying them? I know from reading the books that one must gain control over the elemental propelling the airship, but what kind of skill checks are these. And I need to know because one of my players wants to take ranks in flying the airships! Help please?! Of course, you could skip the whole elemental and control issues and just consult the Stronghold Builder's Guidebook, which has charts for magical, mobile strongholds that just work - no elemental needed. |
| monai7502-14-08, 03:26 AM | thank you all for your ideas, but I need something more concrete. Like a table or chart that shows what type of rolls or DC's a character must make to do certain things while attempting to pilot an airship. I know the intended pilot must first gain control over the elemental that is binded to the propulsion matrix, but what after that. I am thinking WILL save for the elemental, but I know there has to be a set of rules out there somewhere! There is a whole campaign setting that uses airships in everyday life, so where are the rules? |
| Banatine02-14-08, 06:55 AM | Read 'Controlling an Elemental Vessel', the sidebar at the bottom of page 267 of the Eberron Campaign Setting. The exact rules are there. |
| gravitywell02-14-08, 11:09 PM | We're running a Eberron campaign now, and I've read a ton of the novels. The novels actually have some cool ideas in regards to piloting. From the descriptions and the narration, someone with a strong willed mind (Either high int and wis, or simply a DC Will save) can control the airship. Weak minded "Fighters" types in the story, couldn't do much with the ship, whereas the paladin and cleric of the story could convince the Elemental to do some crazy stuff. Just some ideas and suggestions, and by no-means official rules. PS. Personally, I can't see Airships being restricted to a specific bloodline or family tree. I'm sure some knowledgeable artificer somewhere could build an airship that others could fly... |
| justicar34702-16-08, 04:39 PM | Anyone can fly an airship, it is just easier for some. The first step is gaining control of the Elemental. A half-elf with the mark of the storm can control the elemental automaticly if they can get to the Wheel of Wind and Water that controls the airship. Others can do it with an apposed charisma check to the elemental. The Elemental Helmsman (Magic of Eberron) helps with this. Also, you can cast charm monster of the elemental to get it to do what you want. After that flying the airship is easy. If you have control of the Elemental you can make the ship go in any direction you want. There are no skill checks involved. However, if you want to do finer manuevers you will need the Profession (sailor) skill and a crew. The airship does not have riging in the traditional sence, but it does have ruters and the like. None of the Eberron books have listed DCs for preforming manuevers, but if you look in Stormwrack you should find what you need. All in all, an airship isn't to hard to control unless you are doing something really elaborate or hit some reall bad whether. |