Speed 12/24/48 feet per turn or 30/60/120 miles/day in light/moderate/heavy wind
Components
- Hull HP : 9d100 (average 480), AC : 3, Damage Threshold: 5
- Balloon HP : 97d100+40 (average 5120), AC : 1
- Mount Points 2 light
Cargo 100 ft x 20 ft x 20 ft, 70 tons
Capacity 75 creatures
Cost 10 000 gp
Damage Threshold If a vehicle component listed above has a damage threshold, that component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points.
Repairs Repairing damage to a vehicle takes a full hour of work, and a mechanical tool kit. At the end of the hour, make an Intelligence (mechanical tools) check. The vehicle restores hit points equal to the result of the ability check -5. It is possible to damage a vehicle if the attempted repairs are particularly poor. The cost of repairs is the amount of HP gained or lost divided by total vehicle HP, times the total price of the vehicle.
Crash Melee Weapon Attack: -2 to hit, 16d10 Bludgeoning damage.
Half this damage is distributed among the vehicle and crew if a Large size obstacle is crashed into, full damage is distributed if a Huge or larger obstacle is crashed into. Twice as much damage, rounded up, is done to the vehicle as is done to the crew in each case.
Stunt An airship pilot may make an ability check using their animal handling proficiency to perform one of the following stunts :
- Avoid a small size or smaller stationary hazard : DC10
- Make a sharp turn, gain or drop altitude quickly, avoid a medium size or larger stationary hazard : DC15
- Recover from a nosedive, move full speed through a wide passage, move half speed through a narrow passage (3 times largest cargo dimension), avoid a slow projectile (40 ft/turn or less) : DC20
- Recover from a spin, move full speed through a narrow passage (3 times largest cargo dimension), avoid a fast projectile (more than 40 ft/turn movement) : DC25
- Avoid a very fast projectile (arrows, missiles, spells, canon fire) : DC30
A critically failed roll on a DC15 or less check will send the vehicle into a nosedive, causing the vehicle to crash in 5 turns unless a DC20 animal handling check is made by the pilot to recover
A critically failed roll on a DC20 or higher check will send the vehicle into a spin, causing the vehicle to crash in 5 turns unless a DC25 animal handling check is made by the pilot to recover
If the balloon loses all its HP, the vehicle will enter into a nosedive (see Actions)
If a nosedive is recovered in this fashion the vehicle will land instead of crashing after 5 turns
Creatures or cargo falling from the airship take 20d6 falling damage unless they are equiped with a parachute and a character deploying the parachute make a DC10 acrobatics check
If the hull loses all its HP, all crew and cargo fall out of the airship
Description
A smaller version of the zeppelin, the dirigible also relies on animated propellers to push it through the air. Wizards sometimes build dirigibles to ferry important underlings from place to place. Like zeppelins, dirigibles have no minimum forward speed, and they can hover if they are turned into the wind.
Adapted from triplecrit dot fandom dot com slash wiki slash Airships#articleComments under the CC-BY-SA license. Adapted content also under CC-BY-SA license.
OGL D20 Modern Conversion rules for Vehicles adapted from GM Binder page -LixqdaLoRasl0_Qpood
Previous Versions
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10/25/2020 4:26:40 AM
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