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Next Message: Re: Note on helms and reversed gravity
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?
> __________________________________________________
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-- 
George "Loki" Williams, writing and other abberrations

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Previous Message: atmospheric problems & tyrant ships
Next Message: Re: Note on helms and reversed gravity
Month Index: March, 2007

SubjectFromDate (UTC)
Converting a Ship of Chaos    The Selin    07 Mar 2007 00:18:04
Re: Converting a Ship of Chaos    Loki    07 Mar 2007 02:06:44

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