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This is a guide on how to make Airships using D&D rules, and I will be adding some bits on
Flying Cities later... its mostly a comparison of the various ways of using D&D rules to make an
Airship! Note that this does NOT talk about doing things like making advanced engines with
Animate Object (only the simplest method of that is mentioned, due to precedent in the
rulebooks), or using real world physics and engineering in airships. While this can be done, and
can be a way to even surpass the low cost of the airships here, it is beyond the scope of this
particular guide.
First, I will be comparing the airships presented in the various 3.5e and 3.0e books, both on
their own merits as complete ships, and as the basis for further enhancement.
http://www.minmaxboards.com/index.php?topic=14914.0
http://web.archive.org/web/20160313105255/http://www.minmaxboards.com/index.php?topic=1
4914.0
Too add: Firesleds from Secrets of Xendrik. Air-Skiffs from Whispers of the Vampires Blade
and The Voyage of the Golden Dragon
Ships that were left out on purpose:
*The planar ships described in the planar handbook do not outright say that they can fly at the
gravity of a full planet. Their ability to move lowers in gravity wells on the astral plane, and they
are implied to be astral-only ships
*Spelljammer Nautiloids, as far as I know, are not given a write-up anywhere in D&D 3.5e or
3.0e rules. Also they need a spellcaster as a full time helmsman. They were quite similar to the
planar handbook ships in theme, though.
Airships that use rules in books, but arent costed out completely:
Option 1: Enchanting a Stronghold Space using the Stronghold Builder's Guide rules
Pros: Wondrous Item! Doesnt require obscure feats to make. Can be made of lots of
interesting materials--not necessarily wood! Gives movement for interplanar options. Can be
quite fast. Gives swimming/earthgliding/etc options, great! If you want to do the iron man thing
with walls of iron and shape metal and such, this is how you want to do it.
Cons: If you use these rules for the main way of doing locomotion, then the price starts adding
up real quick. Very vulnerable to a natural antimagic area.
Conclusion: Use this set of rules to swank up an existing, other methods. Especially get it aloft,
or provide locomotion, with other ways. Its still good if you want larger airships, though.
Option 3: Using the actual spell (Suspension) in Shining South that is the basis of their ships,
maybe in a Spell Clock or a Repeating Boon Trap (a la Dungeonscape, but not exactly using the
Dungeonscape rules, since those are dungeon-defense specific designs), or just someone
casting this as a spell.
Pros: Really, Really cheap. I mean, a Spell Clock or repeating trap or whatever of this would be
RIDICULOUSLY cheap. Can get very large amounts of weight aloft. Did I mention cheap? Also,
Wondrous Item, so it isnt hard to get a feat which can make this.
Cons: Suppressed in an area of natural antimagic. It requires spells to be actively cast, either by
a person activating a wondrous item, or casting the spell from their list, or pulling a lever for the
trap, or a Spell Clock automatically casting it. Doesn't provide locomotion.
Option 3: Sails
Pro: Already in most settings. Cheap. Work in antimagic area.
Con: Can't generally go faster than the wind directly downwind, and not sturdy. Might require
Stormwrack and Arms & Equipment Guide rules, which are cumbersome and dont work that
well (notably, those rules let you go downwind faster than the wind... without using a propeller
setup). If you want to get realistic, you cant really do most of the neat sailing maneuvers that
can be done with a keel in water, so this might be incredibly useless if your DM thinks about it
for more than a second or two.
Conclusion: Eh. Cheap, and an okay backup, if the rules will be handwaved. Youll generally
have more lift than you need, so why not carry some sails or something?
Option 4: Using some perpetual motion machine on the inside of the ship, connected with gears,
(there are a bunch that can be made with D&D spells) to move a propeller or something
Pros: Can improve speed, maybe even greatly.
Cons: Easily damaged. Might need the heat metal / cool metal thing, or any of the other D&D
perpetual motion machines options (animate object is a classic!). Or you could just animate
object the propellers themselves, but that is more subject to being dispelled. No real rules cover
exactly how much it can improve the speed of various options...
Conclusion: It works alright. But this shouldnt be the main way of providing thrust -- animated
propellers should be a backup method, perhaps
Option 5:
Coldfire Engine from Frostburn. Lightning Turbine or Cloud Keel from Arms & Equipment Guide
Pros: Uhm, the Lightning Turbine can double existing move speeds. The Coldfire Engine is
relatively fast too.
Cons: Expensive as all heck. I mean REALLY. Who the heck priced these things?? Also, the
Lightning Turbine needs a source of lightning to be hitting it regularly, which shouldnt be too
hard to provide with a magic trap or something
Conclusion: These are good ways of adding speed if you have extra money to burn. However,
if you have money to burn, why are you reading this particular guide? If you have a million GP to
spend, read this guide instead:
http://web.archive.org/web/20151031065840/http://community.wizards.com/forum/previous-editi
ons-character-optimization/threads/1128391
Option 3: For the constructs, use Rudimentary Intelligence from Dragon Magazine #327.
Pro. Fairly easy to accomplish. Animal intelligence. Doesn't require humanoid constructs, unlike
the feat alternative (yay!). Also gives skill points!
Con: Somewhat expensive! Needs access to Circle Magic (ie, extreme caster level buffs, though
you can get those elsewhere at high level if you want) to get it to normal human level
intelligence or higher than that.
Conclusion: Pretty good. Theres nothing wrong with having a ship with animal intelligence (or
higher, if you get enough caster level buffs), really. Plus doesnt require GM intervention.
Option 4: Make it a Guardian Ship, from Dragon Magazine #333, provided the DM will allow
those enchantments to be used on other ship-like constructs (like the eberron soarwood ships)
Pro: gives some useful abilities
Con: Way, way, wayyyyyyyy too expensive...
One of my favorite ways of making a cheap, small ship that is high performance:
My personal favorite way of doing this is something a level 8 Artificer (with, say, Apprentice
Craftsman and Extraordinary Artisan) can make, as follows (of course a bigger version would be
needed to be more than just personal transport...). Basically, its a hollow effigy with some
add-ons. Ideally, you will have access to a Rod of Invisible Spell or the Invisible Spell feat and
be able to make certain bits of it out of Invisible Iron from Walls of Iron or something. It also has
some suggested cost reduction feats for the Artificer, too. Anyway, here goes:
Checking D20 Modern, things like Helicopters and Cessnas are at least Gargantuan in size.
Thus, a flying machine to hold multiple people will have to also be Gargantuan to be useful.
Thus, a template to enlarge a low hit dice creature is needed. Unfortunately, the only one that
exists in 3.5e is Titanic. While that would work for, say, a high wealth game, that's not what we
want. What we need to do, for effigies, is maximize size while minimizing hit dice. Also, the
creature being a bit pudgy around the middle will help greatly. Looking around, the
Dragonhawk, from Eberron Five Nations, and a web excerpt describing that book, fits the bill.
Alas, there is no template for increasing size... However, Pathfinder has the Giant template to
do just that, without increasing Hit Dice... And that template is functionally identical to the 3.5
chart that simply describes what changes you make to a creature whose size you arbitrarily
increase, or when their hit dice increase enough to make their size bigger.
With Effigies, you generally want to stack templates for purposes of adding natural armor, basic
stats, and movement modes.
Here are what the templates add, when applied to a creature that will ultimately be an effigy:
Magebred (Eberron Campaign Setting) adds: +4 to natural armor, +4 str, +2 dex, improved
natural attack: claw
Half-Scrag (Fiend Folio) adds +4 to natural armor, +6 str, +2 dex, -5 land speed, 20' swim
speed. Minimum Bite damage for Gargantuan is 2d8. Minimum Claw damage for Gargantuan is
2d6. Gargantuan Rend is 4d6
Giant (see
http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-giant-cr-1 and
http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases ) +8 str, +4 natural armor,
increases size of attacks, new size improves base stats for effigy
Half-Dragon Li Lung (dragon magazine #356) adds 4 natural armor, str+8, burrow speed 10'.
For Bite and claw at gargantuan, set minimum to claw 2d6, bite 3d6
Effigy (Complete Arcane) adds +4 str, -2 to dex, adds 2 to natural armor, removes con and int,
removes most special abilities, removes most feats, adds dr 5/adamantine, sets wisdom to 11
and charisma to 1.
Dragonhawk: STR 26, dex 12, Huge, 8 HD, 9 pt natural armor, 10 Land speed, 120 fly
average, attacks: 2 claws size d8, bite size 2d6, 2 wings size 1d6
You will likely want to ask the GM to make this a bit more reasonable, and not more badass
than a roc, so something like:
8d10+60 hp (106 hp)
10 move, 20 swim, 10 climb, 10 burrow, 120 fly (average)
Gargantuan, Mindless Construct
DR 5/Adamantine
Str 26, Dex 14, Wisdom 11, Constitution -- Intelligence -- Charisma 1
9 points of natural armor
2 talons primary 2d6+str, one bite secondary 3d6+half str
Should likely be reasonable. You mostly want it for the movement capabilities anyway! After
all, you will have to remove most of those super-powerful capabilities to make it an airship that
you are in from the inside. You dont want to be left on the outside of the thing when it burrows,
do you? Even if there is supposedly a saddle for burrowing creatures in Races of Stone, I
believe... Hence the invisible Iron.
BASE PRICE
Gargantuan Body: 25,000
8 Hit Die: 16,000
Blueshine/Everbright (mic) ad-hoc anti-rust and anti acid (perhaps gives resist acid 10?, and
immune to mundane rust and rusting effects?) treatment cost: 2,000
Cost of making it an airship and making controls: Assumed part of cost of body
Total: 43,000
Cost reducers:
Make it yourself: *.5
Apprentice Craftsman * .9
Extraordinary Artisan: * .75
Total cost for this character to make this aspect: 14512.5 gp
Suspension VTOL and Emergency Landing Repeating 'Trap' system (if the construct is
rendered inert, this should enable the airship to land safely. it also allows it to hover and take off
and land vertically. Should also help with surfacing from underwater.)
500 gp x spell level 4 x Caster Level 7 = 14000
cost given is NOT sale price, it is making it yourself price, so no .5 for making it yourself
Apprentice Craftsman * .9
Extraordinary Artisan: * .75
Total cost for this character to make this aspect: 9450
Total cost for an Artificer with a few relevant feats to make a kick-ass Huge Dragonhawk airship
that can fight and has some awesome features: 14512.5+2025+9450 = 25987.5 gp
Which is between buying a +3 and a +4 weapon on the open market! Not bad!
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Off topic digression: Using some Mr Roboto stuff for solid Construct shock troops
Another good thing to do is to apply Magebred, Wild, Woodling, Half-Scrag, Half Dragon Li-Lung
(no need for Chameleon) and Effigy to a Girallon (SRD/MM) for shock troops. If you dont want
to apply it to a Girallon, look for creatures that have lots of strength and useful attacks for their
hit dice -- various Wild Shape or Polymorph handbooks are useful, and talk about high value
creatures like Dire Lions. But well use Girallons in this case:
Of course, that might be too hardcore for some DM's, especially since you can make this at like
level eight. So comparing it to other golems makeable around the ~7-9 hd range, some
modifications might be in order. After comparing it to a Flesh golem (srd/mm), serpentflesh
golem (sk), a full improved homunculus iron defender (ebcs, moe), and a fang golem (mmiv),
some more sane stats might be something like:
Nowhere near as good as a fully kitted out Shadesteel Golem (Monster Manual III), which works
best if you do the things mentioned here in this thread (read tippys posts all through this
thread):
http://www.giantitp.com/forums/showthread.php?320604-What-is-so-great-about-the-shadesteel
-golem&p=16637717&viewfull=1#post16637717 to one. But they are passable until you can get
the necessary spell and magic item support and caster level to make Shadesteel Golems the
best melee brute minion in the game, which they are if you invest enough in one.
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Methods of making a floating city stay up: