Astral Ships

The githyanki commonly wage war from massive astral ships. Such vessels can be equivalent in size to anything from a small keelboat with room for a single squad of soldiers to a massive galleon that can carry hundreds of troops. Powered by magic sails that catch the motion of astral energies, these ships are normally useless on the Material Plane, where no such arcane winds blow.   For centuries, however, the githyanki have worked together to create magic items that allow certain astral ships to fly through the skies of a Material Plane world. Armed with a Spine of Earthly Wind, an astral vessels can sail through a portal into the Material Plane and darken the sky of their targeted world.   Astral Skiff: Huge vehicle; Profession (sailor) +0; Spd fly 120 ft. (average Overall AC 3; Section hp 40 (hardness 10 Section AC 3; Ram 4d8; Face 15 ft. by 5 ft.; Height 10 ft.; SA ramming prow; Crew 1 (carries 3 Cargo 1 ton (Spd 100 ft. if 1/2 ton or more).   Astral Brig: Gargantuan vehicle; Profession (sailor) +0; Spd fly 90 ft. (average Overall AC 1; Section hp 40 (hardness 10 Section AC 3; Ram 8d8; Size 60 ft. by 20 ft.; Height 10 ft.; SA great ballista, ramming prow; Crew 1 (carries 50 cargo 40 tons (Spd 60 ft. if 20 tons or more).   Planar Raider: Colossal vehicle; Profession (sailor) +0; Spd fly 50 ft. (poor Overall AC –3; Section hp 40 (hardness 10 Section AC 3; Ram 10d10; Size 100 ft. by 30 ft.; Height 15 ft.; SA 10 great ballistae, ramming prow; Crew 1 (carries 125 cargo 150 tons (Spd 30 ft. if 75 tons or more).   Great Ballista: A great ballista is essentially a Colossal heavy crossbow fixed in place. Its size makes it hard for most creatures to aim it, as described under Weapon Size in the Core Rulebook. Thus, a Medium creature takes a –8 penalty on attack rolls when using a ballista, and a Small creature takes a –10 penalty. Each member of a great ballista’s crew (to a maximum of 3) can attempt to aid the operator’s ranged attack with a special use of the aid another action, providing a +2 to hit for each crew member who succeeds at a ranged attack roll against AC 10. Fortunately, great ballistae are usually fired at buildings, ships, and other exceedingly large targets. It takes four full round actions to reload and ready the great ballista after firing due to the complicated system of cranks and winches that enable creatures to cock the powerful weapon. Each full-round task can be done by a different member of the great ballista’s crew, allowing it to be reloaded and ready to fire after 1 full round. A great ballista takes up a space 10 feet across.   Cost 1,000 gp; Damage 6d8; Critical (19-20) x2; Range Increment 120 ft.; Typical crew 4.
Item type
Magical
Owning Organization
Raw materials & Components
Spine of Earthly Wind

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