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| #1lyinginbedmonJan 04, 2007 10:33:32 | Naturally, in D&D being able to drop things big distances is a very big advantage, and we can't really think of any distance better than orbit. Now, at first, considering that D&D is predominantly a Medieval European setting, it seems mad to consider ever achieving speeds and methods of escaping the campaign world's base planet and hitting the stars. Well, we already know that lots of other things here qualify as mad :P So let's consider this seriously. Getting into space, Earth's atmosphere is 100 km thick. That's 328,084 feet for an object to fall. Dropping virtually anything with at least 1 lb of weight that distance is guaranteed to cause considerable damage to anything it hits. One advantage D&D has over real life is that, because of See it -> Teleport there, we don't necessarily need to achieve escape velocity. Added to the fact that you can drop it anywhere on the planet's surface. But of course the main question is: How would you do it? (Note: Entries below are drawn from posts, some over time. Some information has been changed to clarify source materials and items referenced) FromTheShadows Infinite damage + the Involuntary Rage feat (Savage Species) + knockback (Races of Stone) = Infinite Str Check = Infinite Bull Rush Distance. |
| #2lyinginbedmonJan 04, 2007 16:13:39 | Why this isn't a repost of Maximum Speed possible: Maximum speed is exactly what the name implies, how fast it is possible for a character, creature, etc. to go. Last I checked, that was somewhere over 2000 mph. However, achieving interstellar distances in D&D, because of teleportation magic etc., does not necessarily mean extremely high speed. In fact, get your info far enough away, and you won't even need to take 1 step out your front door, just use Teleport. (I realise, technically, that's Instantaneous travel and is therefore the fastest speed possible, but that's a technicality in this endeavour). Sure, the fastest speed possible builds can go really, really, insanely fast, but we're just looking for the best way to get to a place many many miles away the fastest here, not the fastest we can go. Big difference. One needs high speed, the other needs high distance. |
| #3tleilaxu_gholaJan 04, 2007 16:30:22 | May be cheap, but simply look at some of the infinite loops in the infinite loop compendium I constructed. Many of those would allow for interstellar travel. Of particular ease would be something like: Arcane Nova -> Teleport as the outputs spell. More simply, use psly4mne's trick of acquiring very high sleight of hand check to propell two creatures an infinite distance as a series of free actions using the epic checks rules. |
| #4zombiegleemaxJan 04, 2007 18:36:54 | I'm not sure where it got to (somewhere in the Pun-Pun thread, I think), and I don't have time to look up the exact ability names at the moment, but the Omniscificer trick can be used to move somebody else an infinite distance in a round. Infinite damage + the strength-increases-with-damage feat from SS + knockback (RoS) = Infinite Str Check = Infinite Bull Rush Distance. |
| #5the_mad_linguistJan 04, 2007 21:44:02 | I'm not sure where it got to (somewhere in the Pun-Pun thread, I think), and I don't have time to look up the exact ability names at the moment, but the Omniscificer trick can be used to move somebody else an infinite distance in a round. Also from the Pun-Pun thread Wall of force = brakes. |
| #6lyinginbedmonJan 05, 2007 7:20:48 | More simply, use psly4mne's trick of acquiring very high sleight of hand check to propell two creatures an infinite distance as a series of free actions using the epic checks rules. I have a sneaking suspicion it involves the combination of Dirty Tricks added onto a specific spell, but I'm having trouble locating this method. Could you please point it out for me? Additionally, I was thinking was of doing this that didn't involve the obvious out of infinity. Besides, if you're travelling at Infinity% the speed of light, how are you supposed to know when to stop? Plus, using Wall of Force would probably kill anyone going that fast, leaving nothing but disintegrated matter and an innumerable kiloton nuclear detonation (Assuming of course that, despite being faster than light, they didn't pass through the wall, which we know allows light to pass through by virtue of being invisible) |
| #7psly4mneJan 05, 2007 12:32:31 | The sleight of hand trick you are thinking of is [post=8051614]here[/post]. Anyway, why couldn't you just use Greater Teleport to get wherever you want? |
| #8lyinginbedmonJan 05, 2007 12:56:00 | Anyway, why couldn't you just use Greater Teleport to get wherever you want? Because you need to know where it is |
| #9think0028Jan 05, 2007 17:19:55 | Weeellll, does seeing the place count as knowing where it is? 'Cause there's this telescope, see... |
| #10lyinginbedmonJan 05, 2007 18:32:35 | Well, the only thing close to a telescope in 3.5 D&D is the Spyglass, which makes things seem half as far away, now what would the spot check be to see something through a Spyglass that's, oh, a light year away? Oh yeah, DC 1,551,950,000,000,000 or in short, DC 1.55195 x 10^15 |
| #11the_mad_linguistJan 06, 2007 18:02:51 | Because you need to know where it is Start Scrying some You now have an idea of where you want to go. Greater teleport. |
| #12Tenebrous_SageJan 07, 2007 21:57:11 | If I remember correctly the Rokugan Ninja PrC from Oriental Adventures had an ability that boosted your speed based on your CON score. There are a variety of ways to boost your CON to astronomical levels, so, coupled with Fly, this should work for your purposes. I would like to point out though that falling damage maxes out at 20d6 (supposed to represent terminal velocity. Start Scrying something. Cast (extended?) Delay Death on it. Have a cancer mage slam it to whatever distance you want in whatever direction you want. You can only scry creatures, but the psionic version of Clairvoyance has unlimited range, so you could, potentially, use that. |
| #13diplominatorJan 07, 2007 22:35:45 | Omniscificer + ToB. Infinite skills = Infinite Spot = You know where you're going. Infinite skills = Infinite Jump Infinite Jump + Sudden Leap = You are where you want to be. As a swift action. |
| #14dog45Jan 11, 2007 17:56:20 | If I remember correctly the Rokugan Ninja PrC from Oriental Adventures had an ability that boosted your speed based on your CON score. There are a variety of ways to boost your CON to astronomical levels, so, coupled with Fly, this should work for your purposes. The ability is called Shadow Run and its the 8th level ability of the Ninja base class in the RCS. |
| #15lyinginbedmonJan 11, 2007 18:19:25 | The Druid 6 spell, Transport Via Plants, may prove useful here, provided the target destination can support similar plantlife to the base world. |
| #16phaedrusxyJan 11, 2007 21:33:33 | Regardless of what the D&D rules say about spot checks at astronomical distances, I'm pretty sure when I look up at night, I can see stars. I'm pretty sure D&D characters can too, as they have constellation names detailed in some campaign books. (Due to their inherent luminosity, they must give you about +10^16 bonuses on your spot checks. ;) ) If you can see it, you can Greater Teleport to it. Yes, teleporting to the surface of a star might be a problem for some characters, but at the higher levels, I think it would actually be survivable. Once you're at the star, it would probably be possible to see the planets in that solar system, and then teleport directly to them. |
| #17lyinginbedmonJan 12, 2007 3:53:23 | So, a character teleports to a star? Alright, well we can rule out the fire damage with a Ring of Energy Immunity (Fire), and we can rule out the stellar radiation with Steadfast Determination and a high enough Fortitude save, and holding your breath will last you a minute or so. What about the gravity well? That'll pull the character straight into the star itself, and then we have the rules for drowning in the stellar furnace that is the star. Now, given that stars possess enough gravity to, say, stabilise our solar system, I'd say you'd be pulled in lickety-split, ie. nigh instantaneously upon arriving. Simply put, until D&D can provoke anti-star grav, I don't teleporting to a star is the best move. |
| #18balor64Jan 12, 2007 12:56:15 | What about the gravity well? That'll pull the character straight into the star itself, and then we have the rules for drowning in the stellar furnace that is the star. Now, given that stars possess enough gravity to, say, stabilise our solar system, I'd say you'd be pulled in lickety-split, ie. nigh instantaneously upon arriving. Simply put, until D&D can provoke anti-star grav, I don't teleporting to a star is the best move. Cast levitate first. |
| #19Khan_the_DestroyerJan 12, 2007 13:46:00 | What Teleport spell are we using that has range: Alpha Centauri? |
| #20tleilaxu_gholaJan 12, 2007 14:52:24 | What Teleport spell are we using that has range: Alpha Centauri? This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible. :whatsthis |
| #21Tenebrous_SageJan 12, 2007 19:04:30 | So, a character teleports to a star? Alright, well we can rule out the fire damage with a Ring of Energy Immunity (Fire), and we can rule out the stellar radiation with Steadfast Determination and a high enough Fortitude save, and holding your breath will last you a minute or so. A Necklace of Adaptation takes care of the air problem. For the gravity issue there are a variety of solutions: Fly, Levitate, False Gravity, or even a Contingent Reverse Gravity could all work. |
| #22lyinginbedmonJan 12, 2007 19:26:26 | Alright, surviving stellar landing conceded, but I'm still seeing a big problem with that idea: The distances involved. I mean, sure we can see stars and sure we can Greater Teleport to them with comparative ease, but you mentioned hopping from the star to the next planet you can see. Earth is a whole 490.807x10^9 ft. from the sun, and Mercury is still 0.46669835 times that distance. That's one major Spot DC, even assuming empty space inbetween, and I don't want to even think about the blinding contrast between the star you're standing on the target destination. The odds of you actually seeing virtually anything that isn't being sucked into the star are virtually minute without an infinite Spot check (Which, yes, I realise we can do, I'd just rather we didn't). |
| #23the_mad_linguistJan 12, 2007 21:34:37 | Alright, surviving stellar landing conceded, but I'm still seeing a big problem with that idea: The distances involved. What reference frame are we in for this teleport? Surely you can finangle being in a stable orbit. After all, whenever you teleport you don't lose sync with the planet's rotation, do you? Anyway, normal teleport, similar area mishap, with insanely high caster level seems a pretty good bet. |
| #24Khan_the_DestroyerJan 13, 2007 8:57:32 | :whatsthis :embarrass This is what I get for hating magic. |
| #25lyinginbedmonJan 14, 2007 12:40:03 | What reference frame are we in for this teleport? Surely you can finangle being in a stable orbit. After all, whenever you teleport you don't lose sync with the planet's rotation, do you? Well no, we don't lose sync with the planet's rotation, because teleportation doesn't interact with it, it targets a position on the planet and puts you there. However, that still doesn't solve the problem of, after reaching the star and successfully surviving it's surface, we won't be able to see the planets to reach them. |
| #26the_mad_linguistJan 14, 2007 12:53:47 | Well no, we don't lose sync with the planet's rotation, because teleportation doesn't interact with it, it targets a position on the planet and puts you there. So target a position in orbit around the star. If that's ruled invalid, have a contingency Teleport prepared for 1 AU "straight up". |
| #27Tenebrous_SageJan 15, 2007 22:19:05 | Combined with some of the infinite CL tricks on these boards, Scry Location, new from Complete Scoundrel, could help you locate planets. Teleporting to them would then be easy. Wish, combined with methods to avoid XP costs, works too. Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Unlike some other spells, Wish doesn't specify familiarity so you should be able to get it to work, something like "the planet closest to that star," etc... |
| #28phaedrusxyJan 22, 2007 13:01:09 | Alright, surviving stellar landing conceded, but I'm still seeing a big problem with that idea: The distances involved. As already been stated, use Fly/Reverse Gravity/whatever to escape from the star. Or Teleport again. Just pick a target of 1 AU "that way". Once you're cruising around in the new solar system, eventually you should be able to find a planet. One method: Use Planar Binding on some outsider with Teleport at will, and get them to carry you around in a bag of holding until they find a planet. Really, this whole thing is so ridiculous I can't believe I am contributing to it. I hate games/campaigns settings that mix Sci-Fi and Fantasy. In most fantasy worlds, stars might not even be giant balls of gas undergoing fusion reactions. Maybe they are pinholes in the fabric of Night. In a game where they are stars in the real world sense, and there are other planets around them, I don't see why traveling to one should be any more difficult than Plane Shifting to another plane of existence. Someone should have made spells for it, or the DM should adapt already existing spells for that purpose. |
| #29Tenebrous_SageJan 22, 2007 21:14:56 | As already been stated, use Fly/Reverse Gravity/whatever to escape from the star. Or Teleport again. Just pick a target of 1 AU "that way". That's assuming others have even thought about it. |
| #30naldorJan 24, 2007 17:39:55 | If I might suggest... If you want to use stars as reference points for Greater Teleport, and also want to survive once you get there, why not make a spaceship? Specifically, use the rules from the Stronghold Builders Guidebook to construct a castle that could withstand the insides of a star, and use that. It is also possible (for an absurd cost) to make the entire castle capable of teleporting and air-tight as well. Doesn't even need cheese such as infinite action loops to make it work, and is probably a heck of a lot more comfortable, even for epic characters to not have to survive the star's heat in just their armor. (though elemental damage immunity spells might come in handy...) |
| #31zombiegleemaxJan 24, 2007 18:30:33 | Nailed to the Sky puts you in orbit. I'm not sure what happens if you leave Earth and cast the spell, though. |
| #32phaedrusxyJan 24, 2007 19:42:32 | If I might suggest... I remember a really funny post that worked out how to build a Star Destroyer in D&D. I wish I'd saved a link. :D |
| #33forrestfire15Feb 03, 2007 16:29:45 | to make a starship, simply use a cannith syberies dragonmark to make 15 ft.^3 of riverine and cast fabricate to make a huge (say, 10,000ft?) torperdo shape. permanently animate it and have a continuous energy immunity effect on the ship. for air, use multiple wind pipes (they are in stormwrack, i think this is the correct name). |
| #34lyinginbedmonFeb 03, 2007 16:47:19 | to make a starship, simply use a cannith syberies dragonmark to make 15 ft.^3 of riverine and cast fabricate to make a huge (say, 10,000ft?) torperdo shape. permanently animate it and have a continuous energy immunity effect on the ship. for air, use multiple wind pipes (they are in stormwrack, i think this is the correct name). I know what you're referencing, but is a thousand-kilometre long chain of those pipes really economical? ![]() |
| #35forrestfire15Feb 03, 2007 17:05:04 | you only need about 5. 1 in the barracks, 1 in the command deck, and then you put 3 in a room attached to all the pipes that lead to other parts of the ship. remember, fabricate makes anything, and even with the fraction of a gram of riverine you have left, you can make 10,000ft of piping. |
| #36lyinginbedmonFeb 03, 2007 17:09:22 | No, you need lots. Each tube is 2 ft. long. And to quote the passage "When activated, a flow of air equivalent to a moderate wind blows through the pipe. The intake end must be surrounded by air for the magic to work". You can add all the extra tubes onto the first that you like, but the bottom line is that the intake needs to be in air, which means that the length of 7000 GP-a-pop 2 ft. tubes becomes completely insane. Even using your idea of adding ordinary piping, the distance a 'moderate wind' can blow the piped air will never cover the distance involved. At best, maybe a few molecules of oxygen would diffuse through to the ship, but it wouldn't be enough to make the place liveable |
| #37forrestfire15Feb 03, 2007 17:52:50 | ok...if that wont work, just make the ship a 70ft torpedo instead. solves your problem. also, only a little bit of the ship needs air, the crew can simply don desmodu breathing masks or air helms suits to breath out of that area. Air Helm Air Helm: This leather facemask has a small airtight compartment where the nose and mouth would be that when taken into an airless environment (underwater or vaccum), retains air at all times, constantly renewing its resources. This means a character can breathe out of it. Breathing out of the mask is a Move-Equevelent Action, but a character can act normally for as long as he can hold his breath. Moderate Transmutation; CL7; Craft Woundrous Item, Water Breathing, creator must have at lest 5 ranks in craft (leatherworking); Price: 7,500 gp; Weight: 2.5Lbs |
| #38lyinginbedmonFeb 03, 2007 18:46:24 | Posting that information is against the forum Code of Conduct and it is against the Open Gaming License legislation |
| #39the_mad_linguistFeb 03, 2007 19:18:54 | Decanter of endless water + water breathing might be a better solution. It also doubles as emergency propulsion. |
| #40greendevilmanFeb 03, 2007 19:28:32 | I'm pretty sure ToB provides a new way to do this as well. Simply have White Raven Tactics, Adaptive Style or Swordsage recovery method, a Fly speed (magical so it might make *some* sense) and all the immunities you would need to survive in space. Initiate WRT targetting yourself and then use Adaptive Style (or the Swordsage recovery method) to get WRT back. Take a five foot step. On your WRT granted action do it all over again. Take another five foot step. If you keep doing this you can go as far as you like out to an arbitrary distance in a single round. It doesn't necessarily make any *sense* and I have no doubt that there are plenty of other cheesy infinite action loops that can accomplish the same thing and probably do so for a semi-coherent reason, but this one is so trivially easy to perform for most martial adepts that I thought it should probably be noted. It also has the advantage of working in such a way that while you effectively move with infinite speed, you arn't likely to hit anything you won't have time to avoid. I don't think this is really a good theoretical way to achieve interstellar distance in the sense of doing it with any kind of style or in a way you'd really want others to go repeating, but for the resources invested (a level of swordsage around the mid levels) it seems like the cheapest/easiest method of practical interstellar travel. Plus maybe if you used it in an actual campaign you could have a secret society of intergalactic blade masters who zoom around the universe fighting. Also it turns out WRT may not be the most balanced level 3 manuever in that book. ![]() |
| #41think0028Feb 03, 2007 21:49:16 | I remember a really funny post that worked out how to build a Star Destroyer in D&D. I wish I'd saved a link. :D I've been wanting to post this ever since you asked for it, but couldn't find tsuyoshikentsu's sig until now. Here it is: d20 System -- Supercrafter, or How to Make Your DM Cry |
| #42naldorFeb 03, 2007 22:55:13 | I really don't think that it would be neccessary to have either a ship full of water or those air pipes from stormwrack. The Stronghold Builder's guidebook includes a couple of enhancements that would be of particular use: one that makes a room completely "airtight" (could just do the outer hull, but if you get a breach....) [page 39] and a piece of wondrous architechture called the "Chamber of Comfort" [page 74] that "magically circulates fresh air". With those two enhancements (15,000 GP per stronghold space) you wouldn't have to worry about stale air anymore or hull breaches. Phase doors as airlocks and Prismatic Walls as shields anyone? I also seem to remember something about spell turrets...If I get really bored sometimes, maybe I'll try and create a space battleship using the SBG rules. That would be far more believable than making a Star Destroyer (even with a +1900 check). Characters have to know what they're making after all. |
| #43phaedrusxyFeb 04, 2007 14:48:36 | I've been wanting to post this ever since you asked for it, but couldn't find tsuyoshikentsu's sig until now. Here it is: d20 System -- Supercrafter, or How to Make Your DM Cry Thank you! ![]() |
| #44lyinginbedmonFeb 07, 2007 11:40:07 | I really don't think that it would be neccessary to have either a ship full of water or those air pipes from stormwrack. The Stronghold Builder's guidebook includes a couple of enhancements that would be of particular use: one that makes a room completely "airtight" (could just do the outer hull, but if you get a breach....) [page 39] and a piece of wondrous architechture called the "Chamber of Comfort" [page 74] that "magically circulates fresh air". I recently did some work on a magic-powered spaceship, actually. It used liberal use of magic items (Some of which costing into the thousands, but I wasn't looking at a budget), with:
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| #45royardFeb 10, 2007 0:43:17 | Just my 2 cp, but there's this thing in Lords of Madness Web Enhancement that said there are mind flayers living on moons and some spaceship crafted by them operating to supply brains. Granted, the ship is an artifact (using technology yet to discover, due to the nature of mind flayers' coming back from the end of time), but it is certainly possible. |
| #46lyinginbedmonFeb 12, 2007 16:13:29 | Hmm...I just had a conversation with my Chemistry teacher today about viable fuels for rocket propulsion (Which could either serve to propel our would-be astronauts or simply the Undead Familiar option). Hydrogen and Oxygen seemed to be the two best options. Now, we can acquire both through Electrolysis, which is simply passing electric current through water and containing the separate gases. Now, we can easily acquire water in D&D from Create Water, and electricity is certainly no hard thing (We might need Persistent to get a long-enough charge however, I'm not sure what spell could be used on this basis). However, as gases, the two are simply very combustible elements. To be viable for a rocket fuel, they need to be compressed into liquids. Herein lies my issue, because in order for Oxygen to be converted to a liquid, we need either very cold temperatures or extreme pressures. Does anyone have any ideas on how we could achieve either to produce LO2 or LH2? |
| #47the_mad_linguistFeb 12, 2007 17:05:08 | In space, you weigh nothing, correct? Mage hand propels something that weighs less than 5 pounds 15 feet as a move action, correct? Would an array of a few hundred mage hands work as automatic magical traps? Assuming they would, if you use all of a level 20 character's cash, the ship will move at 22800 feet/round. Steering might be an issue... |
| #48lyinginbedmonFeb 12, 2007 18:09:20 | Not quite, I'm afraid. When an object is being propelled at a persistent speed in any direction, such as in a vacuum, a thrust greater than that already moving it is required to increase it's speed beyond what it already has. That 15ft./round will only keep it moving at 15ft./round. For example, how many space vessels do we see in Science fiction that use multiple engines producing the same thrust that are then propelled faster than the individual thrust of each engine? Thrust, unfortunately, isn't a "Greater than or equal to the sum of it's parts" deal Now, granted, I don't claim to be an expert on astrophysics, but I'm fairly certain this is correct theory |
| #49naldorFeb 12, 2007 18:10:11 | I don't think that re-creating real-life propulsion methods would be the best way to go here. After all, we have something the real world doesn't: Magic. A decanter of endless water would probably be better than tyring to create rocket engines, especially if you could scale it up to Colossal decanter. Then use conservation of momentum. The change in the spaceship's momentum is equal to the mass of the exhaust times its velocity. Compared to the gasous exhaust of a chemical rocket (which are absolutely horrid even in terms of intra-stellar distances) water is extremely massive. If there was a way to accelerate the water to a few thousand miles per hour, you'd have a reasonable sub-light propulsion system there. Superluminal or even relativistic travel is, I daresay, an impossibility, even in D&D. Probably would just have to stick with Greater Teleport if you want to go beyond the solar system. As far as the options from the Stronghold Builder's guidebook: 25,000 GP per room buys you "Incredible" speed: a whopping 10 mph. 50,000 gp per room allows the entire stronghold to use greater teleport 1/day. You can shell out that much again per extra teleport, but I'm thinking that small is good when it comes to interstellar spacecraft... |
| #50lyinginbedmonFeb 12, 2007 18:20:13 | Hmm...this is why I figured that finding the location and Gate-ing things was the better move, not only does it allow a multiple of locations with relative ease but it also allows a very large amount of product to be transferred to a location. My issue came in actually learning of the location to open the Gate at, which is what prompted my thoughts on how to quickly propel a linked Familiar to it. Still, 10 mph is 88 ft/round. Any way we can finangle that into time travel? :P |
| #51phaedrusxyFeb 12, 2007 21:07:47 | Not quite, I'm afraid. When an object is being propelled at a persistent speed in any direction, such as in a vacuum, a thrust greater than that already moving it is required to increase it's speed beyond what it already has. That 15ft./round will only keep it moving at 15ft./round. For example, how many space vessels do we see in Science fiction that use multiple engines producing the same thrust that are then propelled faster than the individual thrust of each engine? Thrust, unfortunately, isn't a "Greater than or equal to the sum of it's parts" deal You should go read up on inertia, and Newton's laws of physics. A body at rest, tends to stay at rest. A body in motion, tends to stay in motion at the same velocity. Even the smallest force can increase the velocity of an enormous object, if applied over a long enough time period. This works right up until the point that you start butting up against Relativity theory, but by then, you're already going really, really fast. Experimental propulsion systems based off using solar sails have already been tested (I think only one, and it failed during launch, but I can't remember for sure). They basically work just like classical sailing ships, but instead of harnessing the pressure of wind, they use light from the sun. Light exerts a very small amount of pressure on surfaces that it is reflected from. With a big enough sail, even that is enough to accelerate a spaceship, however, as it is pretty much constant (unlike chemical propellants). Ion drives also deliver a small, but long duration, thrust. Some nuclear powered engines work off this type of prinicpal, as well. |
| #52harkleFeb 12, 2007 21:21:23 | Ok so last I cared to check we had the ability to teleport to a star and survive a star and in the vacuum of space. Now we should be able to get to the planets surrounding a star the same way we got to the star, teleportaion. If any of you recall most of the planets in our own solar system were discovered because they are visible to the naked eye. So the closest planets at least should be visible. If we are argueing that the light of the star is going to drown out light of the planets, we need only escape the atomsphere of the star so light of the star isn't reflected back at us by the gasses surrounding the star. If we are worried about not being able to tell if something is a planet or a star we just look for something of a differant color and use some form of scrying on it as our own planets distinctly show up as differant colors in the sky. We also have on our side the little fact that almost every planet found outside our solar system is a gas giant in near orbit around a star meaning the planet may be easy for us to spot and serve as a much better place to continue exploration of the new solar system. |
| #53phaedrusxyFeb 12, 2007 21:26:01 | I argued this exact thing on page one, but it was rejected. I didn't go into it as much as you did, however. |
| #54lyinginbedmonFeb 13, 2007 17:56:57 | You should go read up on inertia, and Newton's laws of physics. Okay, so maybe everyone I know is right: I do need to sleep to think straight. Sorry for the dispute, I see now that the idea works and thank you The_Mad_Linguist for submitting the idea On the note of solar sail-usage, there have been a couple mishaps, for certain, but a couple of sails have also made orbit, though I'm unsure as to what their results were |
| #55the_mad_linguistFeb 13, 2007 18:25:45 | Not quite, I'm afraid. When an object is being propelled at a persistent speed in any direction, such as in a vacuum, a thrust greater than that already moving it is required to increase it's speed beyond what it already has. That 15ft./round will only keep it moving at 15ft./round. For example, how many space vessels do we see in Science fiction that use multiple engines producing the same thrust that are then propelled faster than the individual thrust of each engine? Thrust, unfortunately, isn't a "Greater than or equal to the sum of it's parts" deal The main problem you're butting up against is that intuitively you'd expect force to be equal to velocity times mass. However, force is actually equal to mass times acceleration. Thus, by doubling the force you exert, you double your acceleration. For a real world example of this in action, NASA's space shuttles are launched by two rockets with identical thrust. Because DnD doesn't track speed from round to round, this point is basically moot, but it's worth making anyway. Anyway... by RAW, each casting of mage hand moves you by 15 feet. If you had 1500 level 1 sorcs casting mage hand in a single round, each casting would move you 15 feet, for a total of 22500 feet. Using traps instead of sorcs just makes it possible to have many castings of the spell take place within a short period of time, and cuts down on staff. The best part with this technique is that, you can increase your speed arbitrarily high with more traps. Apparently there's a (feat?Class?) called Master Trapsmith that halves the cost of traps, which doubles your speed, using only EWL for level 20 to over 45000 feet/round. Obviously, spending more money gets you a better ship. And I've solved the steering/stopping issue. Use AMFs to disable the mage hand traps you don't need. Setting up the entire assembly so it could be rotated would allow steering, and being able to move the traps in/out of the field would allow different amounts of speed. Unfortunately, as soon as you encounter a significant gravitational force, your weight goes above 5 pounds, causing you to lose all thrust. Some other technique would be needed to leave orbit. |
| #56phaedrusxyFeb 15, 2007 21:54:10 | Mad Linguist: You're playing pretty fast and loose with the use of the word "weight" in that spell, when I'm sure both you and I know they actually meant "mass". That's just a bit too technical to put in a D&D spell definition, however. ;) |
| #57lyinginbedmonFeb 16, 2007 3:02:33 | The main problem you're butting up against is that intuitively you'd expect force to be equal to velocity times mass. However, force is actually equal to mass times acceleration. Thus, by doubling the force you exert, you double your acceleration. For a real world example of this in action, NASA's space shuttles are launched by two rockets with identical thrust. Actually the main problem I was butting up against was that I wrote that at just past midnight and barely got any sleep the night before either :P |
| #58the_mad_linguistFeb 16, 2007 9:00:12 | Mad Linguist: You're playing pretty fast and loose with the use of the word "weight" in that spell, when I'm sure both you and I know they actually meant "mass". That's just a bit too technical to put in a D&D spell definition, however. ;) I don't write the rules, I just exploit them. Incidentally, this means that this ship design only works for Americans. Presumably, the European localizations use kilograms. |
| #59phaedrusxyFeb 16, 2007 12:54:34 | I don't write the rules, I just exploit them. :heehee |
| #60zombiegleemaxFeb 16, 2007 16:26:24 | I don't write the rules, I just exploit them. Actually, no, the key is One nonmagical, unattended object weighing up to 5 lb. If it was massed, you'd be screwed anyway (Pound Mass). And I've heard kilogram-weight bandied around, though I can't find an actual source for it. So the verb, not the noun, is the important part. |
| #61the_mad_linguistFeb 16, 2007 17:57:44 | Actually, no, the key is Well, I assume that they convert the verbs as well as the units. You don't measure weight in kilograms, and I somehow doubt that they translated pounds into newtons... Anyway, another post brought this feat to my attention: Distant Shot [Epic] Prerequisites Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks. Benefit You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range. If there's a way to get the ship to count as a ranged weapon, you can throw it to a star. Use the cheesewrought kobold to get it before epic. |
| #62harkleFeb 17, 2007 9:16:15 | Sounds like we need to find a way for a kobold to qualify for hulking hurler so the he can throw the ship. |
| #63lyinginbedmonFeb 17, 2007 15:10:15 | I think that leaves us entirely with Pun-Pun, unless we actually can get a ship to count as a ranged weapon (Maybe use a Colossal hollowed-out arrow or crossbow bolt?) |
| #64phaedrusxyFeb 17, 2007 15:46:13 | You can use just about anything as an improvised weapon. You just take a -4 to your attack roll. :P |
| #65the_mad_linguistFeb 17, 2007 16:38:59 | Hmm... we could try to find a way for the ship to count as gear instead (put it in a portable hole?). Then we could use this item: Bracelet of Friends This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm. Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price 19,000 gp. Throwing a dwarf is much easier than throwing a space ship. Once you've transfered a wizard over, a permanent Teleportation Circle at each end should suffice. |
| #66lyinginbedmonFeb 17, 2007 16:41:41 | I'm not sure if a Bag of Holding can carry that much... EDIT: And I was right, the largest BoH can hold up to 230 cubic feet of material weighing up to 1500 lb. No way in Nessus is a spaceship going to fit in there. One thought I had, to save on distance to hurl/propel the ship, how about a Barge with a Cloud Keel hanging tight as high up as Oxygen deprivation will safely allow, upon which we construct and launch the ship? |
| #67Tenebrous_SageFeb 20, 2007 22:14:16 | I think that leaves us entirely with Pun-Pun, unless we actually can get a ship to count as a ranged weapon (Maybe use a Colossal hollowed-out arrow or crossbow bolt?) Siege weapons, there's nothing to prevent a colossal ballista bolt from being hollowed out, enchanted, and used to transport people. |
| #68PsionxFeb 21, 2007 19:03:35 | Omniscificer + ToB. Infinite skills = Craft (Sandwichmaking) = The paragon sandwich with Divine Rank 20 and Golden Toasted Bread from thin air (as a free action). Best. Sandwich. Evar. Leeeeeeroooy Jennnnnkinsss!!! |
| #69zombiegleemaxFeb 22, 2007 16:50:07 | But can that ultimate sandwich cross interstellar distances? |
| #70harkleFeb 22, 2007 18:06:33 | It can teleport to anywhere that a sandwich exists, so assuming there are sandwiches in other solar systems, then yes. |
| #71lyinginbedmonFeb 22, 2007 19:08:04 | Actually, I kinda doubt that another race would make sandwiches, at least not as we make them. Our sandwiches use bread, a product of wheat and flour, two plants unique to Earth. Butter comes from milk which comes from cows, and ham comes from pigs, also two creatures unique to Earth. Assuming that we aren't looking at some kind of Stargate universe to play in, I don't think any other race would make sandwiches like the one you describe. :P |
| #72zombiegleemaxFeb 23, 2007 17:59:58 | In 2nd edition there are spelljammer ships who travel across outer space (the setting called spelljammer) in a somewhat medieval themed setting. Maybe that is a better way for acheving interstellar distances. There´s the conversion www.spelljammer.org |
| #73lyinginbedmonFeb 23, 2007 18:39:39 | In 2nd edition there are spelljammer ships who travel across outer space (the setting called spelljammer) in a somewhat medieval themed setting. Maybe that is a better way for acheving interstellar distances. Yes, we are well aware of this, the idea is really more to do this kind of travel outside of Spelljammer, which is an entire campaign setting in and of itself |
| #74pariah_ex_mortisFeb 28, 2007 17:17:21 | creating a starship isnt that hard to do really. Artificers could whip one up very easily. Step 1: Get a ship and imbue it with, oh I dont know, a serias of walls of force that can be turned on and off on command. Step 2: imbue with a fly spell Step 3: imbue the ship and the cabin with elemental Immun. and some form of scrying Step 4 ??? Step 5: profit |
| #75lyinginbedmonMar 03, 2007 17:17:37 | Okay, I just updated the opening post to reflect the ideas we've developed here ![]() |
| #76the_mad_linguistMar 03, 2007 20:34:44 | I just thought of something really silly that comes out of the mage hand weight technicality... What's the gravitational force from the Earth on the Earth? That's right, zero. Don't move the ship, move the planet ;). (This doesn't work, of course, because of the sun. But it's a funny idea anyway.) |
| #77think0028Mar 04, 2007 0:22:52 | I just thought of something really silly that comes out of the mage hand weight technicality... Ok, then that creates a secondary objective: DESTROY THE SUN! Or annul gravity on Earth. That may be easier or harder, depending on how high of a caster level we can get. |
| #78lyinginbedmonMar 04, 2007 3:58:42 | Congratulations Linguist, you've successfully explained Mind Flayer motives :D On that drastic note, if we were to cover the star with Reverse Gravity, it might either stop the gravitic field from expanding beyond the effect, or crush the sun. I'm not sure which, but either way it's expensive |
| #79NiteCyperMar 10, 2007 1:35:40 | Being serious, after achieving omniscience (Dirty trick, God I love having the omniscience excuse), construct a spacecraft. The end. This is as serious as its gonna get. Omniscience is not infinite intelligence, just wisdom. Wisdom of infinite proportions achieves metagaming properties thusly. And lo, the omniscient knows how to construct spacecraft. Now, with the infinite wisdom of how the laws of everything considering magic and physics in D&D is wonky, obtain, by any means necessary, the appropriate spells or artificers or whatnot (legion?) to have them construct your spaceship. This is hoping this paragraph was of the sensemaking the way through. Again, like my other posts, I prolyl won't check back here again, if you think of an important response, PM it to me for reassurance. |
| #80lyinginbedmonMar 10, 2007 17:26:33 | Whilst Infinity tricks are listed in the opening post ideas, we're mostly trying to do this without infinity, as most things on these boards are nowadays in some way. This is mostly about creating innovative methods for achieving transport to other planets, galaxies, etc. Using infinity as the full method is hardly innovative, at least not in Theoretical Optimisation, where it's a standard. |
| #81lyinginbedmonMar 29, 2007 16:52:38 | Here's a variation of the Cancer Mage probe trick: Have the Cancer mage hurl a large piece of stone, at least 10 ft. square Have the stone be the target of a teleportation circle. With the other side (The one not being the target) create another circle targeted to your setting's base world (Or your base, any one's good). Once the stone comes to a complete stop (Hopefully by gravity rather than impact), step onto the circle. This takes you instantaneously to the locale of the stone tablet. Because teleportation circle doesn't have a weight limit/day, you can send a veritable wealth of forces through to the circle, allowing the establishment of bases and extremely distant strongholds. The two circles allow 2-way travel, though it's worth getting them permanency'd so you don't have to worry about them lapsing their duration. This is better than simply teleporting because of the sheer mass you can send back and forth with ease. However, it does cost more, so I'm classing it as a variant. |
| #82the_mad_linguistMar 29, 2007 18:38:01 | Apparently expert trapsmith doesn't work on magical traps. So you're going to have to halve the number of mage hands... |
| #83lyinginbedmonMar 29, 2007 18:56:24 | Edited, though out of curiosity what are you referring to with "EWL"? ![]() |
| #84the_mad_linguistMar 29, 2007 21:22:02 | Edited, though out of curiosity what are you referring to with "EWL"? The wealth per level guidelines (I assumed that would be the abbreviation for Estimated Wealth per Level). The numbers aren't exact, since they're not in the SRD, and I'm not sure where the mods draw the line... |
| #85think0028Mar 29, 2007 21:36:04 | The wealth per level guidelines (I assumed that would be the abbreviation for Estimated Wealth per Level). The numbers aren't exact, since they're not in the SRD, and I'm not sure where the mods draw the line... I think you're allowed to cite specific numbers, like "Since he's 16th level, he'll have 230,312 gold pieces." Alternatively, you can reference it sideways: "Since he's 16th level, according to the wealth by level guidelines, he can afford 114,156 2-gp tickets." |
| #86forrestfire15Apr 10, 2008 13:07:10 | Here is another way: http://forums.gleemax.com/showthread.php?t=1007547 |
| #87altpersonaApr 13, 2008 15:59:40 | i always thought the way you hopped planets was via plane shifting.. as per the spell you end up 5 - 500 miles from your intended destination.. so, your tour guide has Plane shift > 1 per day as an SLA or other at will ability.. if it can be an EX then thats even better... anywho.. you shift astral or any other non mirroring plane, and shift back to the material pretty near to where you wanted to be.. EDIT: doh! did i say plane shift, i meant candle of invocation loop... |
| #88lyinginbedmonApr 18, 2008 13:54:59 | That's certainly one method. |