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Thread: Magical Vehicles!
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2017-10-31, 01:32 PM (ISO 8601)
- Join Date
- May 2010
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- TRAINTIEDUPHELP
Magical Vehicles!
So I'm in a Giantslayer game, we just hit 4th level, and just finished the first book. Playing an item crafter character, and I want to build the party a form of transportation. Now I want to have something generally fantastical, and I'd like to improve it over time with non-magical and magical upgrades. We're running with a party of 6; three small characters, three humanoids, and a wolf.
Does Pathfinder have any rules for upgrading/improving land vehicles? Or specific items to upgrade a land vehicle?Just finding my roots again.
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2017-10-31, 04:44 PM (ISO 8601)
- Join Date
- Nov 2011
Re: Magical Vehicles!
I haven't read them myself; so I don't know if this has what oyu need or not:
http://paizo.com/pathfinderRPG/prd/u...tVehicles.html
if it's not there or near it; then there probably aren't (at least in terms of 1st party stuff)Last edited by zlefin; 2017-10-31 at 04:44 PM.
A neat custom class for 3.5 system
http://www.giantitp.com/forums/showthread.php?t=94616
A good set of benchmarks for PF/3.5
https://rpgwillikers.wordpress.com/2...y-the-numbers/
An alternate craft point system I made for 3.5
http://www.giantitp.com/forums/showt...t-Point-system
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2017-10-31, 08:09 PM (ISO 8601)
- Join Date
- Jul 2015
Re: Magical Vehicles!
We had this issue. I persuaded the DM to let me homebrew a steampunk wagon, Decanter of endless water, pouring on to a sealed container with a fire elemental as the boiler. It has space as per a large wagon, but never needed to stop or have horses. We eventually purchased a construct and bound it to drive it. we're now 10 levels on and it evolved in to a full on airship that only my character understands with the same poor fire elemental bound deep within its bowls making hot water for no good reason as we ended up sealing a greater deamon in to its engine and using that as a rather unwilling power source. Shenangians ensued when my character (in a moment of utter desperation) let the deamon use the forward firing guns to defend the ship. laser beams of soul stealing energy are ****ing terrifying and my character was banned from ever working on the weapons again.
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2017-11-01, 07:43 PM (ISO 8601)
- Join Date
- May 2010
- Location
- TRAINTIEDUPHELP
Re: Magical Vehicles!
So you didn't read something and then linked it hoping it'd help?
Does not help what I'm trying to do, but this is one of the better steampunk decanter vehicle stories I've seen.
Not what I'm looking to do, not what I was asking for, not subjecting my DM to this headache.Just finding my roots again.
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2017-11-01, 08:55 PM (ISO 8601)
- Join Date
- Nov 2011
Re: Magical Vehicles!
yes; i'm not reading an enormously long article just to see if it would help YOU.
you didn't provide much info on what sources you've already tried to use, so there's no way for us ot tell.
I don't have ot post anything at all;
don't be a jerk to people trying to help you (and your response is pretty clearly a jerk response)Last edited by zlefin; 2017-11-01 at 08:59 PM.
A neat custom class for 3.5 system
http://www.giantitp.com/forums/showthread.php?t=94616
A good set of benchmarks for PF/3.5
https://rpgwillikers.wordpress.com/2...y-the-numbers/
An alternate craft point system I made for 3.5
http://www.giantitp.com/forums/showt...t-Point-system
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2017-11-01, 10:45 PM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Xin-Shalast
- Gender
Re: Magical Vehicles!
As I recall there are no first party rules on the subject. There are some vehicles of defined cost and nature, but they're well out of the price range of a 4th level party, even if you had your entire party's WBL in cash and pooled it together.
D&D 3.5 also lacked much in the way of first party rules, though you could half-ass something with the Stronghold Builder's Guide's rules for mobile stronghold spaces.
If you were fifth level then you could do something with retraining and get Craft Construct (or I think just go from Craft Poppet to Craft Construct at 5th level?).
24,000 should be about your total net worth as a party of 4 fourth level PCs.
Ostensibly a Huge Animated Object(the size of a Wagon) costs about 12,500 gp to make, 25,000 to buy. Half your party's WBL just to make it puts it still outside of your price range, I'd say. Not without some kind of huge windfall or your GM basically just giving it to you or having some kind of sidequest just to get it or something.
Alternative pricing would give you 100 gp for a Huge-sized Wagon and 5500 gp to make it an Animated Object with 4 CP, which is much more affordable, but it'd still be too expensive for any single one of you, and would take up about 23.3% of your party's wealth. I believe with 4 CP you could invest all of that into a land speed of 70. Alternatively you could give it a Fly Speed and pump that fly speed up to 60.
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2017-11-01, 11:24 PM (ISO 8601)
- Join Date
- May 2010
- Location
- TRAINTIEDUPHELP
Re: Magical Vehicles!
If you feel like I'm harassing you somehow, please PM me. Otherwise I don't want to keep this thread bumped because I've upset you somehow.
Well currently I was running with a Heavy Wagon, just so I could reasonably fit some cots for the party to sleep in it and travel overnight.
Aye, 3.5 had those, and 3E had stuff like the Lightning Engine. But that stuff ramps up in price super fast, doesn't it?
Was considering getting a Construct to pull it later on.
The Animated Object idea is pretty cool, not gonna lie, but that is expensive. With the end of book 1 we've acquired a decent amount of loot to sell, but that'd be at least two of our share's of loot, easily. If I can get my DM to give the go ahead for Ultimate Magic, I might try and make use of those Building and Modifying Construct Rules if I head down this route. Thanks man.Just finding my roots again.
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2017-11-02, 01:24 AM (ISO 8601)
- Join Date
- May 2013
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- Florida
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Re: Magical Vehicles!
Dude, let's get crazy then. I'm thinking huge or collossal monstrous scorpion construct, with cannons in lieu of claws or a tail. You may also want to consider a mobile castle, set it on the back of a huge construct like a turtle/tortoise or something. It's okay to let the "rule of cool" guide your designs so long as you don't get too crazy and the dm will buy it, let you build, etc.
Like what do you want this thing to act as, mere transport or mobile base?
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2017-11-02, 02:01 AM (ISO 8601)
- Join Date
- May 2010
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- TRAINTIEDUPHELP
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2017-11-02, 02:10 AM (ISO 8601)
- Join Date
- Oct 2008
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- Xin-Shalast
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Re: Magical Vehicles!
Yeah... Unfortunately the only modification I can think of offhand would be to try to mount a sail on it and get a Permanent Gust of Wind anchored to blow it along.
That'd take 8875 gp for a scroll of Permanency able to work on Gust of Wind or 8050 gp to get Permanency cast as a Spellcasting Service on a Gust of Wind you guys generated.
Also, it'd involve some amount of adjudication to decide how fast a wagon with a sail with 50 mph wind blowing on it will go and the GM allowing you to have the Gust of Wind travel along with the wagon.
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2017-11-02, 09:22 AM (ISO 8601)
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- Oct 2010
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Re: Magical Vehicles!
I mean he's right, your response was pretty ungrateful.
If you need a bit more focus, there are statblocks on that page he linked for types of vehicles you can use as a starting point (including wagons.) I would just embed some magic items in there depending on what you want it to be able to do. (Fight? Swim? Provide shelter? Crafting space?)Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)