| Concepts and Houserules | |
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| Tweet Topic Started: Jul 19 2017, 10:35 PM (17 Views) | |
| SirHootsalot | Jul 19 2017, 10:35 PM Post #1 |
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Resident Owl
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I'm not planning to change much with regards to the system but there are some things we need to look at due to the nature of the campaign being Airships. Now the first issue is that Pathfinder has no real way of handling 3 Dimensions. Altitude Vessels, Players, and Flying creatures have an 'Altitude Rating' which helps determine how high or low a vessel or any character can safely fly without running into any difficulties. This rating goes from 0 to 25 with each increment representing 100ft in height, vessels and characters (if they have flight) can move between these increments as a move action or full round action in the case of NPCs and PCs. For example, if your ship has a Rating of 8 ~ 14 keeping in mind most islands hover around this range the height limit of your vessel is 1,400ft and the minimum it can go is 800ft. For each increment, you go above the ship lacks the necessary air to maintain buoyancy and the Captain / Pilot must make a Sailing check DC15 + 5 for each increment in order to maintain both height and control of the vessel. Failure results in the ship being forcibly moved down back to its safety limit while Hull stress causes 1d6 damage per increment as if falling. In contrast let's say you push your ship below the 800ft limit, at this stage turbulent winds and atmospheric pressures begin to take their toll much to the same effect as above, however, the Captain / Pilot must succeed or be pushed down further and should the vessel reach increment 0 it crashes into the ocean effectively being destroyed. A Ships altitude rating isn't fixed and might be modified by various upgrades and hard points, typically the Engine has the great impact. Players, on the other hand, have similar limitations but for different reasons, go to high and thinner air and lower oxygen levels make flying difficult. Go too low and strong winds can knock you off course, there are some items that bolster your ability to fly or give unnatural flight such as the Skyframe shown below; Skyframe, Armour Sovereigns: 50,000 Supply: Restricted (Theotech) Power Capacity: 24 Hours (48 with backup supply) Altitude Rating: 0 ~ 18 Slot: Body Description: A pair of the metal wing attached to a leather harness and pair of Gauntlets, used by the Seraphim this suite provides powered flight while it's minimalist frame provides the user with complete mobility in the skies. While other versions exist none are as potent or powerful, and typically lack the necessary power supply located in either Gauntlet which the user uses to control the machinery. Each Gauntlet is leather with a metal and glass casing, one will typically contain a Pearl that powers the Skyframe while the other may contain either a backup supply or Helix Stone in order to provide access to an array of 4th level spells. The frame counts as light armour and provides the user with Flight speed 60ft and the Hover Feat for free. Creatures who already have flying have their base flight speed increased to a maximum of 60ft and plus +5 to all fly checks made while wearing the armour. The armour is considered Leather armour +2 with Spell Storing. Spells; Aggressive Thundercloud, Greater (4th level) 2/day Ice Storm, Greater (4th Level) 2/day Hurricane Blast (4th Level) 1/day Optional: You may exchange the spell storing in order to extend the power supply, doing so increases the movement speed to 80ft and armour bonus to +3 but you lose all spellcasting abilities granted by the armour. Ignoring this a Player Character with flight always has a rating of 0 ~ 13 + CON Modifier up to a maximum of 16. Certain items might increase this further. Restrictions The Theotechs and rival islands are can be extremely protective of their secrets, while many of the items and services they provide might be unique it can be fairly difficult to earn their trust and access much of these items and services, but fear not nothing to stop you looting and pillaging for whatever it is you desire. That is if you do not care to be hunted down by bounty hunters and other Privateers. There are three levels of restrictions; Unrestricted, Restricted, and Experimental. Unrestricted items are freely traded by vendors and the various merchant guilds throughout the seven islands and the vast majority of items fall into this category (Unless otherwise stated). Restricted means the service or item is difficult to acquire either you need a particular permit or good relationship with that particular faction before it will be willing to exchange these rare and often unique goods with you, this category mostly covers Airship hardpoints particularly those of the arcane variety or military equipment. Such items might occasionally appear on the black market but at a significantly high markup price and without any guarantee (25% chance of the item being damaged, something else entirely, or not as advertised) you get what you are paying for. Experimental meanwhile only applies to the Theotechs and this equipment tends to be quite powerful ranging from +3 ~ +5 or above equipment or Hardpoints that have a unique aspect to them, for example, an Engine that doesn't run out of fuel or an elemental arcane cannon but often with some sort of cost. The cannon, for example, might prevent other arcane weapons from firing. Edited by SirHootsalot, Jul 19 2017, 10:39 PM.
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3:32 PM Jul 11