Watertight. the red kiss can also sail as a regular vessle , losing the effects of the arcane pylon and losing a quarter of its speed
Spellcasting. 2/day wall of force (dome)
Gust (cantrip) 4/day Wind wall
Flight Reactions. must have a trained pilot manning the helm to activate and can be used equal to the pilots flying skill modifier (wisdom or intelegence) during a combat
Ground Strafing; drop up to 60ft towards the ground untill the pilots next turn any players using any of the warbirds wepons (including the arcane plyons) gains advantage or removes the enemy save penalty againts ground targets
Corkscrew; attempt evasive manouvers increse the ships AC by ten untill the pilots next turn. unprepared creatures on board must succseed in a strengh saving throw (14) or be knocked 10ft in a random direction (this can include of the vessle)
Emergency landing; use the crafts movment to dive towards the ground. If landing on water roll a percentile dice , if over the current damage to the hull water will begin to leak into the below decks. If "landing" on the ground reduce the damage to the hull by 50 and give crew the reaction "brace for impact" to negate any damage if the craft survives the fall
Description
4 decks;
Main deck is sized 30ft wide and 60ft from aft to stern containing the masts navigation room and captains quarters in a sealed room at the back of the craft as well as two balistas in the front and the flame Arbalest on top of the captains hold.
The mid deck containing a large communial area made for crew downtime as well as facilites for cooking, 2 barred cells and a seperate set of doors leading to the hold. The engine room is located at the back of the craft there is a fire pole leading between the navigtion room and engine room (cuz its cool **** you)
Lower deck the back half of the lower deck is desinged for storage accsessed by a reenforced door in the mid deck and a opening at the bottom back for loading cargo in the vessle the room is capable of holding aproximatly 5 tons. The front half of the Lower deck is split into six equal 10/10 ft rooms currently only one is occupied by the previous blood elf ritual room.
bottom deck contains the arcane pylons (3) at the front the front walls are made of clear perspects and metal tubes intened for communication whith the pilot the other two balistas are located on each side of the vessle. Sleeping quarters for the crew are located at the back as well as a communial washroom / bathroom.
Complications ( ͡° ͜ʖ ͡°)
- Null magic burst - all magical systems onboard fail , in addition any current spells in a 80ft dome centered from the center of the ship are nullified
- Locked mast - the ship can only travel in a straight line
- Overpowered Keel - the ship and all its contents are flipped 180 over the space of a round
- Broken sails - the ship is unable to move in any direction except up and down
- Broken keel- the ship begins to plummet 80ft a round
- Splinter burst - roll a d4 whith 1 being the lowest deck creatures take 2 d10 blugeoning damage on that floor
- Small hold breach - Lower the ac of the craft by 2 and the "Juggernaught" damage feature is lowered to 15 damage
- Large hold breach - Lower the ac of the craft by 7 and the "Juggernaught" damage feature is lowered to 5 damage
- Overpowered Sails - at the immidate point of damage regardless if the craft has moved fly 200ft in its current direction creatures onboard must succseed on a dex saving throw or suffer 3d10 damage and be knocked prone
- Temporal warp - ?????????
Lair and Lair Actions
Captains orders ( Can be used as an action by the pilot/ Captain) or for the ship using the same Crew rules listed in actions.
prepare for boarding - choose up to 10 freindly creatures lower on the initive order than you that are not manning any of the Warbirds listed weapons (see actions) increase their initive two next in the list for the next turn (if you use this i actually hate you)
seal the doors - All doors in the warbird gain a magical lock which has 15 ac and 25 hp , this can be dispelled or teleported through
Emergency repairs- Untill your next turn any freindly creatures taking the "repair" action gain a plus 2 and an additional d4 to the roll
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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9/26/2019 5:23:42 PM
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37
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0
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2.0
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Coming Soon
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9/29/2019 5:16:39 PM
|
135
|
1
|
--
|
Coming Soon
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|
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10/9/2019 5:48:28 PM
|
96
|
1
|
3.0
|
Coming Soon
|
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