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Month Index: March, 2007
From: Loki <george.williams.iv@?????.com> Date: Tue, 6 Mar 2007 20:06:44 -0600 Subject: Re: Converting a Ship of Chaos
As a sit manager for http://www.planewalker.com I would ask that you repost this conversion to our site. It's the official site and this is wonderful material that I would love to see find a home on it. I would also request, as one of the developers, that the Spelljamming variant be submitted to Beyond The Moons (http://www.spelljammer.org) when completed. (Can you tell I like it?) Now, as to the conversion. For Sj there are a number of ways to go aout this. The easiest is to simply add a normal helm of better yet a lifejammer to the conversion below. If you wish for something more integrated you could add the Phlogiston subtype and the natural spelljamer quality found here: http://www.spelljammer.org/monsters/articles/monstersj.html I must say, very nice work. Have not had an opportunity to go through it to see how balanced it is, but the first review looks sweet. Loki http://humidcity.com http://www.spelljammer.org http://www.planewalker.com On 3/6/07, The Selin <the_selin101us@?????.com> wrote: > > Quoting from planescape Monstruous Compendium 3.x - Page 15 - Wizards > Forums > http://boards1.wizards.com/showthread.php?t=307692&page=15 > > > Ship of Chaos > > Colossal Vehicle; Profession (pilot) +4; Spd fly 90 ft. (good); Overall AC > 23; Section hp 120 (hardness 15); Section AC 17; Ram 10d10; Space 300 ft.; > Face 300 ft. by 60 ft.; Height 60 ft.; SA breath weapon, entropy field, > mounted weapons, ramming prow; SQ immunity to electricity, larvae hull, > resistances to acid 15, cold 15 and fire 15, SR 34, space warp, > translocational drift, vehicle traits; Crew 10 (plus 480 medium-size > soldiers); Cargo 150 tons (Spd fly 75 ft. (good) if 75 tons or more); Cost > -. > > Entropy Field (Su): The ship generates an entropy field affecting all > within 480 yards (1,440 ft.) except those on board. Affected creatures must > make a DC 31 will save or be confused for as long as they are in the > affected area and 3d4 rounds after. Creatures with chaotic subtype are > immune to this effect. > > Breath Weapon (Su): 200 ft. cone of force, 20d8 damage, Con-based DC 29 > reflex save for half damage. The ship can use its breath weapon > simultaneously from its front and back ends as a standard action once every > 1d4 rounds. > > Ramming Prow (Ex): A ship of chaos takes half damage from ramming attacks > it initiates. > > Mounted Weapons (Ex): A ship of chaos can be fitted with heavy catapults, > light catapults and ballistas. See DMG, p.99 for more information. > > Space Warp (Su): The ship can warp itself and everything on board by > manipulating space in order to fit through medium-size (5 ft.) portals as a > standard action 1/hour. Creatures with chaotic subtype (and their equipment) > are not affected by further detrimental effects. Other creatures must make a > DC 29 will save or be permanently feebleminded. A successful save renders > the creature confused for 2d4 rounds. Regardless of the save results, their > equipment and other unattended items are subjected to a disjunctive effect > like a Mordenkainen's disjunction spell (CL20). Creatures with chaotic > alignments gain +2 circumstance bonus to save. > > Larvae Hull (Su): The hull of the ship is shrouded in illusions. Anyone > with trueseeing effect can see the hull as it is - a horrific tapestry of > wriggling larvae, raw chaos and tortured spirits. The creature must then > make a DC 29 will save or be confused until the trueseeing effect ends. > Creatures with evil subtype are immune to this effect. > > Translocation Drift (Su): Anyone outside the ship attempting to use > translocation effects (e.g. teleport) to board the ship is automatically > moved to the prison cells, which normally are shaped like ribcages. This > does not affect teleporting off the ship. The prison generates an anti-magic > area which affects only transmutation and teleportation effects. > > Vehicle Traits: Takes 1/2 damage from ranged weapons smaller than siege > weapon category; takes 1/2 damage from acid, electricity, and fire; takes > 1/4 damage from cold; immune to all effects that do not work on objects > (poison, sleep effects, paralysis, stunning, disease, death effects, > necromancy effects, mind-affecting effects, critical hits, nonlethal damage, > ability damage, ability drain, fatigue, exhaustion, energy drain). Cannot be > raised or resurrected, or heal damage, but can be repaired; suffers damage > by sections. > > Controlling A Ship of Chaos > To control a ship of chaos, the pilot may have to make a profession > (pilot) check. A creature with chaotic subtype gains +4 racial bonus on the > check to control a ship of chaos. A typical crew includes a babau (captain), > a chasme, 8 armanites, 40 dretches/manes and 16 "livestock" (large fiendish > monstrous vermin). The final collective profession (pilot) modifier of this > trained crew is +17. A control check uses this modifier; it is made to > perform the following actions: > > - Make a double move (DC 20, part of the move action) > - Move at base speed through a storm (DC 20-30, part of the move action) > - Fire the breath weapons (DC 20, standard action) > - Ram a target (DC 20, full-round action) > - Activate Space Warp ability (DC 25, part of the move action) > > See Arms & Equipment Guide (v3.0), p.44 for more information. > > Damaging A Ship of Chaos > Attacks directed against the ship target its 10 x 10 ft. sections. A ship > of chaos is 300 ft. long and 60 ft. wide, so it has 180 such sections. When > a section loses 50% of its hit points, cracks appear and the ship's speed is > reduced by 5 ft. (cumulative). When a section loses all of its hit points, > it collapses and the ship's speed is cut in half (also cumulative); the > adjacent sections take 20 points of collateral damage, potentially spreading > the destruction across the ship from round to round (if the other sections > were sufficiently damaged). Damaged or destroyed sections can be repaired in > time through mundane or magical means, but if all sections are destroyed, > the ship itself is destroyed and cannot be repaired. > > See Arms & Equipment Guide (v3.0), pp.44-48 for more information. > > Tanar'ri-Infused Ship of Chaos > Sometimes, the demonic creators infuse a ship of chaos with the spirit of > its demonic pilot. It allows the pilot to control the ship automatically > without making control checks. It may still carries a crew that performs > minor tasks onboard and operates mounted weapons, but they are not required. > > A tanar'ri-fused ship of chaos gains the Intelligence and Wisdom scores of > the tanar'ri, as well as its subtypes, alignment, skills, and feats > (although it can't use most of the skills and feats). It also gains the > ability to communicate telepathically with all creatures within 100 ft. > > Option: Planar Sails > Some demons consider the need to find portals a great drawback. Rumors > have it that they are seeking the planar sails which allow vehicles to plane > shift to another plane. It takes 5 minutes and a DC20 knowledge (planes) > check to set up a sail for a particular plane. See Arms & Equipment Guide, > p.50 for details. > > Habitat/Society > A ship of chaos is usually non-intelligent and thus is found wherever its > captain directs. However, some ships are imbued with demonic intelligences, > usually due to fusions of the ships with demons. One of the ships created in > the abyssal layer of Twelvetrees was rumored to be fused with the spirit of > a vrock. This ship reportedly fled from the Doomguard's Citadel Exhalus, > presumably back to the Abyss. Its current location is unknown. Some say that > the Dark Eight have commissioned a pit fiend to look into the matter. > Another ship was thought to be wrecked in the Underdark of Abeir-Toril. > Recent sightings of it in the plane of shadow and the Plains of Infinite > Portals concur that 3 drow and a draegloth run the ship. Rumors link the > event to a cryptic "Silence of Lolth". > > Note: The ship of chaos is built based on planar sailer (PLH, p.74), > warship and longship (AEG, pp.52-54). A ship might even be equipped with > animated ballista (Dungeon #92, p.42). > > Converted from In The Abyss. > > > > Help to convert this ship to spelljammer please. Can Space Warp is the > same as Spelljamming? Planar sails are the same as spelljamming routes? A > demon can be a helm master or must be an special race of demons? > __________________________________________________ > Correo Yahoo! > Espacio para todos tus mensajes, antivirus y antispam ¡gratis! > Regístrate ya - http://correo.espanol.yahoo.com/ > > ******************************************************************** > The D&D Homepage: http://www.wizards.com/dnd > The Spelljammer Homepage: http://www.spelljammer.org > To unsubscribe, send email to LISTSERV@??????.???????.com > with UNSUB SPELLJAMMER-L in the body of the message. > -- George "Loki" Williams, writing and other abberrations Humid City http://humidcity.com Defend New Orleans http://www.defendneworleans.com Consolidated Contact Info http://humidcity.com/more-humidity/contact/
Previous Message: atmospheric problems & tyrant ships
Next Message: Re: Note on helms and reversed gravity
Month Index: March, 2007
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Converting a Ship of Chaos | The Selin | |||
| Re: Converting a Ship of Chaos | Loki |