Vehicles
Traveling in the planes can be an endeavor, but fortunately
for adventurers, a number of planar vessels
exist to help expedite their travels. The vehicles here
use the vehicle rules described in Adventurer’s Vault.
Astral Skiff
Gargantuan vehicle
HP 250 Space 2 squares by 4 squares Cost 13,000 gp
AC 4; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15
Pilot
The pilot must stand at a control wheel, typically at the rear
of the astral skiff.
Crew
In addition to the pilot, an astral skiff requires a crew of
three, all of whom use a standard action each round to
control the skiff. Reduce the skiff ’s fly speed by 4 squares
for each missing crew member. At fly speed 0, the astral
skiff sails out of control.
Load
Ten Medium creatures; one ton of cargo.
Out of Control
An out-of-control astral skiff moves forward at half speed
(not including any modifiers for its astral sails).
Astral Attunement
The astral skiff functions only in the Astral Sea.
Fragile Propulsion
For every 25 damage the astral skiff takes, its speed is
reduced by 2 squares. At fly speed 0, the ship comes to a
stop.
Planar Dromond
Gargantuan vehicle
HP 500 Space 4 squares by 10 squares Cost 1,125,000 gp
AC 3; Fortitude 20, Reflex 2
Speed swim 5
Pilot
The pilot must stand at a control wheel, typically at the
rear of the dromond.
Crew
In addition to the pilot, a planar dromond requires a crew
of fifteen, all of whom use a standard action each round to
control the vessel. Reduce the dromond’s swim speed by 2
squares for every 5 missing crew members. At swim speed
0, the dromond sails out of control.
Load
Fifty Medium creatures; two hundred tons of cargo.
Out of Control
An out-of-control planar dromond moves forward at half
speed (not including any modifiers for its sails).
Sails
The planar dromond takes a penalty or bonus to its swim
speed from –4 to +4 depending on the strength and
direction of the wind.
Runekeel (Navigation Focus)
This ship is built on a runekeel, which is the navigation
focus for the Plane Shift ritual. When traveling to other
planes using that ritual, a planar dromond must move from
one large body of water (or other liquid) to another.
Spelljammer
Gargantuan Vehicle
HP 500 Space 4 squares by 8 squares Cost 3,125,000 gp
AC 3; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15
Pilot
The pilot must sit at the spelljammer helm, typically at the
rear of the spelljammer.
Crew
In addition to the pilot, a spelljammer requires a crew of
five, all of whom use a standard action each round to help
control the vessel. Reduce the spelljammer’s fly speed by 4
squares for each missing crew member. At fly speed 0, the
spelljammer is unable to travel and flies out of control.
Load
Thirty Medium creatures; forty tons of cargo.
Out of Control
An out-of-control spelljammer moves forward at half speed
(not including any modifiers for its sails). Each round, it
has 75% chance of descending. It descends 5 squares for
the first 10 rounds it’s out of control. After 10 rounds,
it descends 10 squares per round. An out-of-control
spelljammer that hits the ground after descending more
than 20 squares is destroyed.
Sails
The spelljammer takes a penalty or bonus to its fly speed
from –4 to +4 depending on the strength and direction of
the wind.
Spelljammer Helm (Navigation Focus)
This vehicle is equipped with a spelljamming helm, which
is the navigation focus for the Plane Shift ritual.