A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

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    Default Airship Captain (feat) and Magic Rooms (items for the whole party)


    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 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.

    Spoiler: But my DM doesn't allow Leadership!
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    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.
    Last edited by rferries; 2018-03-06 at 02:00 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    To do: specialised followers (ship's chaplain, ship's cook, ship's mage, etc.), class-specific rooms (wizard's lab, druid/ranger's arboretum, etc.), other magic items (figureheads, anchors, astrolabe, etc).

  3. - Top - End - #3
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    Using 3.5 rules, wouldn't this be a skill/profession? I realize this would be hitting the fighter in his weak spot, which may be why you chose it as a feat, (which would hit every other class pretty hard.) But as a skill/profession it would be universally more available to intelligent characters.

    Otherwise, I like the idea.

  4. - Top - End - #4
    Ogre in the Playground
     
    DruidGuy

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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    I have no idea what you were thinking when you made the loyalty feat...

    "But my DM doesn't allow leadership!"
    "Guess we'll have to introduce a renamed, more powerful version of it, then!"
    Why??? The exact reason leadership isn't allowed is because it's too good. Remaking it to be more powerful isn't doing anybody any favors.
    Spoiler: List of Things You Don't Need To Know
    Show

    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    Quote Originally Posted by brian 333 View Post
    Using 3.5 rules, wouldn't this be a skill/profession? I realize this would be hitting the fighter in his weak spot, which may be why you chose it as a feat, (which would hit every other class pretty hard.) But as a skill/profession it would be universally more available to intelligent characters.
    I figured this would be a quick and simple way to access an airship subsystem, without having to go into great detail (compare the Stronghold Builder's Guide, Eberron's airships, Stormwrack ships, and their various specialised feats, skills, prestige classes etc.). It's a simple way for a PC to get an airship without being horribly broken (though the magic rooms might be!) or having to devote too much of their build to it.

    Quote Originally Posted by Goaty14 View Post
    I have no idea what you were thinking when you made the loyalty feat...

    Why??? The exact reason leadership isn't allowed is because it's too good. Remaking it to be more powerful isn't doing anybody any favors.
    Hm are you sure you read the feat correctly? You don't get a cohort, just followers (which typically aren't abuseable until epic level when you use them in epic spellcasting to contribute spell slots).

  6. - Top - End - #6
    Troll in the Playground
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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    Quote Originally Posted by rferries View Post



    Hm are you sure you read the feat correctly? You don't get a cohort, just followers (which typically aren't abuseable until epic level when you use them in epic spellcasting to contribute spell slots).
    its still easy to abuse as all you need is kill them and take their wbl then rinse and repeat until you have triple the wbl you need then buy a land and enjoy your retirement without bothering save the princess or kill that lich.
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


  7. - Top - End - #7
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    Quote Originally Posted by khadgar567 View Post
    its still easy to abuse as all you need is kill them and take their wbl then rinse and repeat until you have triple the wbl you need then buy a land and enjoy your retirement without bothering save the princess or kill that lich.
    !!!!!!!! I hadn't heard of that scam before. However by RAW you only check to see if you get new followers whenever you gain a level, so considering the WBL of low-level NPCs you wouldn't make much money (even if your DM allowed that, which no sane DM would :D).

  8. - Top - End - #8
    Troll in the Playground
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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    Quote Originally Posted by rferries View Post
    !!!!!!!! I hadn't heard of that scam before. However by RAW you only check to see if you get new followers whenever you gain a level, so considering the WBL of low-level NPCs you wouldn't make much money (even if your DM allowed that, which no sane DM would :D).
    its basicly used to turn leadership and thrallherd to legit money making machines
    here thrallherds handbook with few quite tricks to abuse the leadership and the thrallherd prc
    Last edited by khadgar567; 2018-03-06 at 03:38 AM.
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


  9. - Top - End - #9
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    Wait, that discussion is over there. This is Airship, not Leadership.

    I can buy the Feat idea. I understand that it's the way you want to go. The following is food for thought, and should only be taken as such.

    Airship Crewman - this skill is required to manipulate the sails, baloons, or other lifting and moving apparatus of an Airship, and to properly care for the vessel itself. Characters with two or more ranks in this skill are Able Airmen and are entitled to 10% higher salary than regular Airmen. Characters with four or more ranks in this skill are entitled to 50% higher salary, and are qualified to teach the Airship Crewman skill. The character with the most ranks in this skill is typically selected by the Captain as the ship's Bosun.

    Airship Engineer - this character is trained in the maintenance and repair of Airship lifting and propulsion machinery, (the device that generates lifting gas as opposed to the gasbag itself, for example.) She is also competent in repairing damage to the hull and to rigging. Characters with two or more ranks in this skill are entitled to 10% higher salary and are called Engineer's Mates. Characters with four or more ranks in this skill are entitled to 50% higher salary, and are qualified to teach the Airship Engineer skill. The character with the most ranks in this skill is typically selected by the Captain as the ship's Chief Engineer's Mate.

    Airship Gunner - this character is trained to maintain, repair, and fire weapons mounted on airships They may be skilled in specific weapon types such as ballistae, cannons, bombs, or rockets, or the skill may be generic as the DM dictates. Characters with two or more ranks in this skill are called Gunner's Mates and are entitled to 10% higher salary. Characters with four or more ranks in this skill are entitled to 50% higher salary and the character with the most ranks is typically selected by the captain as the Chief Gunner's Mate.

    Airship Coxwain - Prerequsites are 2 ranks in Airship Crewman, 1 rank in Navigation. This character is capable of commanding Airboats with crew requirements of 5 or less, or hull displacements of under 20 tons.

    Airship Officer - Prerequsites are 1 rank in Airship Crewman, Airship Gunner, or Airship Engineer, and 1 rank in Navigation. This character is capable of commanding a Department, a group of Airmen responsible for particular tasks on an airship. They are typically called by the name of their department or by their rank. Some Departments include Deck, Weapons, Engineering, and so on. The Airship Officer with the most ranks in this skill is called First Mate. Airships with large crews require more officers, such that 10% of the crew required is composed of Officers. Similarly, Departments which require simultaneous command in multiple locations, such as Weapons Department on a vessel with fore and aft ballista mounts, which would require an officer for each location regardless of the number of crewmen required to man the weapon. All Airship Officers are also automatically Airship Coxwains.
    Rank 0 officers are called Cadets
    Rank 1 officers are called Ensigns
    Rank 2 officers are called Lieutenants
    Rank 3 officers are called Commanders
    Rank 4 officers are called Captains. Only one Captain is allowed per vessel. Senior captains on a vessel with a captain are called Commodore, while junior captains carried as passengers are called Commander.


    In this example, a character would have to devote 5 skill points to attain the rank of Captain. Optionally, a prerequisite of attaining the rank of Captain might include 2 or more ranks in Navigation as well. This is a huge investment for Expert NPC's, but for high level PCs it is less so. Other skills required, such as cook or chaplain, could require, at the DM's option, a rank in Airship Crewman, or they could begin with 0 ranks in the skill and learn on the job if they are otherwise qualified.

    Note that the skill system does not provide ownership of an airship. Such a system is best suited for established fleets or for a party which is crew of an airship as they work their way up the chain of command. In these cases I recommend restricting the PC to a maximum of 1 rank in any airship skill per level, which would require a PC to be at least level 4 before qualifying as an airship captain.

    Extra:

    Airship Fleet Officer - Prerequisites include 3 ranks in Airship Officer and may include a requirement to belong to a peerage or nobility system. This skill allows the officer to advise Captains in fleet operations and communications. Captains with this skill are called Commodores and their advice is understood to be orders the captain disobeys at risk. Coordination of a fleet in combat increases the odds in favor of the coordinated fleet, and the fleet with the highest skill level of Fleet Officers gains an inniative advantage. 2 or more ranks in this skill plus four or more ranks in Airship Officer entitle the officer to be promoted to Admiral, but this is an appointment from the highest ranks of the government which offers the commission. Fleet Officers who have not been appointed to the admiralty are Staff Officers, and are typically under the command of an admiral rather than the captain of the ship.

  10. - Top - End - #10
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Airship Captain (feat) and Magic Rooms (items for the whole party)

    Quote Originally Posted by khadgar567 View Post
    its basicly used to turn leadership and thrallherd to legit money making machines
    here thrallherds handbook with few quite tricks to abuse the leadership and the thrallherd prc
    Haha how devious! I like that the handbook points out how most abuses require DM approval though.

    Quote Originally Posted by brian 333 View Post
    Wait, that discussion is over there. This is Airship, not Leadership.

    I can buy the Feat idea. I understand that it's the way you want to go. The following is food for thought, and should only be taken as such.

    Airship Crewman - this skill is required to manipulate the sails, baloons, or other lifting and moving apparatus of an Airship, and to properly care for the vessel itself. Characters with two or more ranks in this skill are Able Airmen and are entitled to 10% higher salary than regular Airmen. Characters with four or more ranks in this skill are entitled to 50% higher salary, and are qualified to teach the Airship Crewman skill. The character with the most ranks in this skill is typically selected by the Captain as the ship's Bosun.

    Airship Engineer - this character is trained in the maintenance and repair of Airship lifting and propulsion machinery, (the device that generates lifting gas as opposed to the gasbag itself, for example.) She is also competent in repairing damage to the hull and to rigging. Characters with two or more ranks in this skill are entitled to 10% higher salary and are called Engineer's Mates. Characters with four or more ranks in this skill are entitled to 50% higher salary, and are qualified to teach the Airship Engineer skill. The character with the most ranks in this skill is typically selected by the Captain as the ship's Chief Engineer's Mate.

    Airship Gunner - this character is trained to maintain, repair, and fire weapons mounted on airships They may be skilled in specific weapon types such as ballistae, cannons, bombs, or rockets, or the skill may be generic as the DM dictates. Characters with two or more ranks in this skill are called Gunner's Mates and are entitled to 10% higher salary. Characters with four or more ranks in this skill are entitled to 50% higher salary and the character with the most ranks is typically selected by the captain as the Chief Gunner's Mate.

    Airship Coxwain - Prerequsites are 2 ranks in Airship Crewman, 1 rank in Navigation. This character is capable of commanding Airboats with crew requirements of 5 or less, or hull displacements of under 20 tons.

    Airship Officer - Prerequsites are 1 rank in Airship Crewman, Airship Gunner, or Airship Engineer, and 1 rank in Navigation. This character is capable of commanding a Department, a group of Airmen responsible for particular tasks on an airship. They are typically called by the name of their department or by their rank. Some Departments include Deck, Weapons, Engineering, and so on. The Airship Officer with the most ranks in this skill is called First Mate. Airships with large crews require more officers, such that 10% of the crew required is composed of Officers. Similarly, Departments which require simultaneous command in multiple locations, such as Weapons Department on a vessel with fore and aft ballista mounts, which would require an officer for each location regardless of the number of crewmen required to man the weapon. All Airship Officers are also automatically Airship Coxwains.
    Rank 0 officers are called Cadets
    Rank 1 officers are called Ensigns
    Rank 2 officers are called Lieutenants
    Rank 3 officers are called Commanders
    Rank 4 officers are called Captains. Only one Captain is allowed per vessel. Senior captains on a vessel with a captain are called Commodore, while junior captains carried as passengers are called Commander.


    In this example, a character would have to devote 5 skill points to attain the rank of Captain. Optionally, a prerequisite of attaining the rank of Captain might include 2 or more ranks in Navigation as well. This is a huge investment for Expert NPC's, but for high level PCs it is less so. Other skills required, such as cook or chaplain, could require, at the DM's option, a rank in Airship Crewman, or they could begin with 0 ranks in the skill and learn on the job if they are otherwise qualified.

    Note that the skill system does not provide ownership of an airship. Such a system is best suited for established fleets or for a party which is crew of an airship as they work their way up the chain of command. In these cases I recommend restricting the PC to a maximum of 1 rank in any airship skill per level, which would require a PC to be at least level 4 before qualifying as an airship captain.

    Extra:

    Airship Fleet Officer - Prerequisites include 3 ranks in Airship Officer and may include a requirement to belong to a peerage or nobility system. This skill allows the officer to advise Captains in fleet operations and communications. Captains with this skill are called Commodores and their advice is understood to be orders the captain disobeys at risk. Coordination of a fleet in combat increases the odds in favor of the coordinated fleet, and the fleet with the highest skill level of Fleet Officers gains an inniative advantage. 2 or more ranks in this skill plus four or more ranks in Airship Officer entitle the officer to be promoted to Admiral, but this is an appointment from the highest ranks of the government which offers the commission. Fleet Officers who have not been appointed to the admiralty are Staff Officers, and are typically under the command of an admiral rather than the captain of the ship.
    Very nice writeup! You could expand that into a full subsystem.

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