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View Full Version : Pimp My Airship [3.5]



Magnor Criol
2009-10-22, 02:03 AM
Our party, having just come into approximately 2.23 metric buttloads of moneys through the spoils of war (and the sale of dragon parts), just bought itself an airship.

Now, I need y'all's help and expertise to pimp it out! We're looking particularly for reinforcement and armament, but anything clever or useful is appreciated.

The facts:

The airship - It's based largely on the Ebberon airships, minus the elemental ring - it's just a ship floating by magic. Colossal-size, flies 20 mph, basic crew of level 1 experts, no frills right now. It's designed to land on the ground with landing struts and a cargo bay, as well as be able to dock at any standard air tower.
The party - Our party's an interesting one One (1) level 11 Illumian wizard generalist, a consummate bookworm and researcher; One (1) level 12 human paladin of Pelor, focusing on turn undead feats; One (1) neutral cleric (no diety, healing and death domains - interesting character); One (1) what is now an evil, ECL 19 undead-ice-dwarf-creature-thingy; formerly, this was a CN dwarf barbarian until the magical sword he was wielding decided to take over.
There's several others who float in and out as their time allows for them to play with us, including a ranger who can fly and a thief who keeps all the platinum pieces to herself, but they're not staples. The DM's pretty lenient with alignment policies, hence the pally's continued involvement in our merry band.

Some ideas that we tossed around at the end of the session included simple turrets of magic missile, with a high CL - only 5d4, maybe, but since it'd be pretty cheap (spell level x CL x 1000, as per the stronghold builder's guide, if I interpreted it correctly) we could get a large number, and that (plus the auto-aim of the magic missiles) would add up pretty fast.
Maybe some sort of force-bolt projector that deals force damage, but would allow the spellcasters in the group to cast a spell with an energy descriptor on it, changing the damage type from force to the appropriate energy type for a number of rounds, for when we want to target a specific weakness.
Some sort of bombing capability was discussed, but this would be pretty simple to set up.
Also thrown out was a magical loudspeaker that allows us to play songs as we cruise...like the Imperial March. :smallbiggrin:

Oh, and yes...all of our generic crewmen are going to be outfitted with red shirts, naturally.

Crafty Cultist
2009-10-22, 02:46 AM
That cost is for items that are technically portable. if they are built into the airship they cost half as much.

A fireball cannon would be useful against fortifications(especialy if acid substituted)

Solaris
2009-10-22, 02:57 AM
Rings of feather-fall for your paratrooper corps.

Korivan
2009-10-22, 03:16 AM
Somebody asked for this last week. Search for Pimp My Airship, alot of people gave some good answeres.

Chrono22
2009-10-22, 05:27 AM
Permanently animate object the ship... the whole thing.
Even with no crew, the ship would be able to pilot itself, navigate, and fight off intruders...

Prime32
2009-10-22, 07:03 AM
Look in the PbP section of Brilliant Gameologists for the "Death of an Artist (http://brilliantgameologists.com/boards/index.php?board=81.0)" game. They have a Macross airship capable of soloing Eberron.