rferries
2018-03-05, 02:57 PM
https://i.imgur.com/kdyuuqe.jpg
Airship Captain [Fighter]
You are the master and commander of your very own airship.
Prerequisites
Leadership, character level 9th.
Benefits
You purchase, inherit, craft, or otherwise obtain an airship. Treat this as a galley, keelboat, longship, rowboat, sailing ship, or warship (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#transport) save that it has a fly speed equal to twice its normal rowing or sailing speed with poor maneuverability and it may always be made to hover as easily as it could be anchored (without requiring an actual anchor).
The vessel is still dependent on oarsmen or wind for movement by both water and air (it does not move under its own power). If your vessel is described as requiring a crew you must hire or otherwise provide one (e.g. with undead labour, conjured elementals, etc.).
You receive a 20% discount on any magic items you craft or purchase to enhance the airship. This includes magic rooms (see below) and potentially other items, at the DM's option.
Special
A fighter may select Airship as one of his bonus fighter feats.
You may upgrade (or downgrade) your airship to a larger or smaller size whenever you gain a level, ignoring all costs.
If you possess Leadership, you may forfeit the followers from that feat to gain a crew of sufficient size to staff your airship for free (regardless of the number of followers to which you would normally be entitled). Otherwise, you automatically gain the bonuses to your Leadership score for "special power" and having a "base of operations", ignore the penalty for "moving around a lot", and may use your followers to reduce the number of crew you must hire for your airship.
Loyalty [Fighter]
You have a band of loyal followers.
Prerequisites
Character level 6th.
Benefits
You gain followers, exactly as described for the Leadership feat. You automatically gain the bonus to your Leadership score for "special power" and ignore all penalties.
Special
A fighter may select Loyalty as one of his bonus fighter feats.
This feat counts as Leadership for all prerequisites.
Magic Rooms
All of the below rooms may be built into pre-existing buildings (or even ships) but they are far too bulky to bring into combat. They have the advantages of working remotely and benefiting an arbitrary number of creatures (and are therefore more cost-effective for parties than individuals). The "ability-rooms" give insight bonuses so that they stack with the standard enhancement bonus items, so that they're still worth the investment if you have enough cash.
Chamber of Contemplation
This 10-foot-by-10-foot chamber contains incense, pews, a small reliquary, or some other trappings appropriate to a shrine, chapel, rock garden, or other place of meditation. Any creature that devotes at least 10 minutes in the room to quiet self-reflection gains an insight bonus (+2, +4, or +6) to their Wisdom score for the next 24 hours.
Strong transmutation; CL 13th; Craft Wondrous Item, owl's wisdom; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6).
Enchanted Gymnasium
This 20-foot-by-20-foot room is stocked with all the equipment found in a dojo, archery range, gladiator training site, or other facility where physical prowess is honed and tested. Any creature that trains here for at least 10 minutes gains an insight bonus (+2, +4, or +6) to all of their physical ability scores for the next 24 hours.
Strong transmutation; CL 13th; Craft Wondrous Item, transformation; Price 22,500 gp (+2), 90,000 gp (+4), 200,000 gp (+6).
Enchanted Infirmary
This 20-foot-by-20-foot room contains multiple sickbeds and self-replenishing cabinets of bandages, salves, and other medical supplies. It provides several powerful benefits, as described below.
Firstly, creatures resting in the room heal hit points and ability damage every hour rather than every day.
Secondly, creatures that spend a full day of bed rest in the room may heal up to 1 point of ability drain to each of their ability scores.
Thirdly, creatures in this room never convert negative levels to actual level loss - if they fail a Fortitude save to remove a negative level, they keep the negative level and may save against it again in 24 hours, rather than permanently losing a level.
Finally, the effects of all permanent debilitating magical effects are suppressed for creatures so long as they remain in the infirmary. Creatures suffering from mummy rot do not take ability damage, afflicted lycanthropes do not transform during a full moon, creatures subjected to insanity act rationally, and so forth. The effects resume as soon as an affected creature leaves the room, however.
Faint conjuration; CL 5th; Craft Wondrous Item, lesser restoration, remove curse; Price 10,000 gp.
Magic Mirror Matrix
The walls, ceiling, and floor of this 10-foot-by-10-foot chamber are all polished mirrors that generate infinite reflections of any creature that enters the room. Any creatures that spend at least 10 minutes in the room gain tremendous self-confidence, in the form of an insight bonus (+2, +4, or +6) to their Charisma score for the next 24 hours.
Strong transmutation; CL 13th; Craft Wondrous Item, eagle's splendour; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6).
Portal Room
This room may be a small closet (5-feet-by-5-feet or less), a grand chamber with a central dais or archway, or anything in-between. Any creature that enters the closet, steps upon the dais or through the archway, or otherwise willingly activates the room's power gains the benefit of either teleport or plane shift, at their option. The room may also work in reverse to bring creatures from elsewhere, provided they are willing and can be observed by a creature operating the room (typically via scrying or other divination magic). Creatures being retrieved must roll on the table as described for teleport, though the room is always considered "very familiar" when returning.
Strong conjuration; CL 13th; Craft Wondrous Item, plane shift, teleport; Price 79,625 gp.
Portal Room, Greater
This room functions as a portal room, save that it provides the benefit of gate (planar travel only) or teleportation circle. Both of the effects allow two-way transport (the teleportation circle creates a matching circle at the destination) and remain active until deactivated or redirected from the room's side.
Strong transmutation; CL 17th; Craft Wondrous Item, gate, teleportation circle; Price 200,000 gp.
Airship Captain [Fighter]
You are the master and commander of your very own airship.
Prerequisites
Leadership, character level 9th.
Benefits
You purchase, inherit, craft, or otherwise obtain an airship. Treat this as a galley, keelboat, longship, rowboat, sailing ship, or warship (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#transport) save that it has a fly speed equal to twice its normal rowing or sailing speed with poor maneuverability and it may always be made to hover as easily as it could be anchored (without requiring an actual anchor).
The vessel is still dependent on oarsmen or wind for movement by both water and air (it does not move under its own power). If your vessel is described as requiring a crew you must hire or otherwise provide one (e.g. with undead labour, conjured elementals, etc.).
You receive a 20% discount on any magic items you craft or purchase to enhance the airship. This includes magic rooms (see below) and potentially other items, at the DM's option.
Special
A fighter may select Airship as one of his bonus fighter feats.
You may upgrade (or downgrade) your airship to a larger or smaller size whenever you gain a level, ignoring all costs.
If you possess Leadership, you may forfeit the followers from that feat to gain a crew of sufficient size to staff your airship for free (regardless of the number of followers to which you would normally be entitled). Otherwise, you automatically gain the bonuses to your Leadership score for "special power" and having a "base of operations", ignore the penalty for "moving around a lot", and may use your followers to reduce the number of crew you must hire for your airship.
Loyalty [Fighter]
You have a band of loyal followers.
Prerequisites
Character level 6th.
Benefits
You gain followers, exactly as described for the Leadership feat. You automatically gain the bonus to your Leadership score for "special power" and ignore all penalties.
Special
A fighter may select Loyalty as one of his bonus fighter feats.
This feat counts as Leadership for all prerequisites.
Magic Rooms
All of the below rooms may be built into pre-existing buildings (or even ships) but they are far too bulky to bring into combat. They have the advantages of working remotely and benefiting an arbitrary number of creatures (and are therefore more cost-effective for parties than individuals). The "ability-rooms" give insight bonuses so that they stack with the standard enhancement bonus items, so that they're still worth the investment if you have enough cash.
Chamber of Contemplation
This 10-foot-by-10-foot chamber contains incense, pews, a small reliquary, or some other trappings appropriate to a shrine, chapel, rock garden, or other place of meditation. Any creature that devotes at least 10 minutes in the room to quiet self-reflection gains an insight bonus (+2, +4, or +6) to their Wisdom score for the next 24 hours.
Strong transmutation; CL 13th; Craft Wondrous Item, owl's wisdom; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6).
Enchanted Gymnasium
This 20-foot-by-20-foot room is stocked with all the equipment found in a dojo, archery range, gladiator training site, or other facility where physical prowess is honed and tested. Any creature that trains here for at least 10 minutes gains an insight bonus (+2, +4, or +6) to all of their physical ability scores for the next 24 hours.
Strong transmutation; CL 13th; Craft Wondrous Item, transformation; Price 22,500 gp (+2), 90,000 gp (+4), 200,000 gp (+6).
Enchanted Infirmary
This 20-foot-by-20-foot room contains multiple sickbeds and self-replenishing cabinets of bandages, salves, and other medical supplies. It provides several powerful benefits, as described below.
Firstly, creatures resting in the room heal hit points and ability damage every hour rather than every day.
Secondly, creatures that spend a full day of bed rest in the room may heal up to 1 point of ability drain to each of their ability scores.
Thirdly, creatures in this room never convert negative levels to actual level loss - if they fail a Fortitude save to remove a negative level, they keep the negative level and may save against it again in 24 hours, rather than permanently losing a level.
Finally, the effects of all permanent debilitating magical effects are suppressed for creatures so long as they remain in the infirmary. Creatures suffering from mummy rot do not take ability damage, afflicted lycanthropes do not transform during a full moon, creatures subjected to insanity act rationally, and so forth. The effects resume as soon as an affected creature leaves the room, however.
Faint conjuration; CL 5th; Craft Wondrous Item, lesser restoration, remove curse; Price 10,000 gp.
Magic Mirror Matrix
The walls, ceiling, and floor of this 10-foot-by-10-foot chamber are all polished mirrors that generate infinite reflections of any creature that enters the room. Any creatures that spend at least 10 minutes in the room gain tremendous self-confidence, in the form of an insight bonus (+2, +4, or +6) to their Charisma score for the next 24 hours.
Strong transmutation; CL 13th; Craft Wondrous Item, eagle's splendour; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6).
Portal Room
This room may be a small closet (5-feet-by-5-feet or less), a grand chamber with a central dais or archway, or anything in-between. Any creature that enters the closet, steps upon the dais or through the archway, or otherwise willingly activates the room's power gains the benefit of either teleport or plane shift, at their option. The room may also work in reverse to bring creatures from elsewhere, provided they are willing and can be observed by a creature operating the room (typically via scrying or other divination magic). Creatures being retrieved must roll on the table as described for teleport, though the room is always considered "very familiar" when returning.
Strong conjuration; CL 13th; Craft Wondrous Item, plane shift, teleport; Price 79,625 gp.
Portal Room, Greater
This room functions as a portal room, save that it provides the benefit of gate (planar travel only) or teleportation circle. Both of the effects allow two-way transport (the teleportation circle creates a matching circle at the destination) and remain active until deactivated or redirected from the room's side.
Strong transmutation; CL 17th; Craft Wondrous Item, gate, teleportation circle; Price 200,000 gp.