Seraph Vehicles

The following are vehicles that are found in and around the city.

New Vehicles

Astral Remora (25,000 GP)

This small ship is the choice of those with covert transportation in mind. Just large enough for a small hit squad or spy mission they often arouse suspicion in those encountering them.
Colossal water/void vehicle
Aura strong abjuration and transmutation
Squares 2 (30 ft. by 60 ft. 1 full deck)

Defense
AC 2; Hardness 10 (magically treated wood)
hp 2,160 (1,080)
Base Save + 1

Offense
Maximum Speed 150 ft. (magic); Acceleration 30'
Melee piercing ram
Ranged light catapult +15 (4d6)
CMB +8; CMD 18

Drive
Propulsion magic
Sailing Check Knowledge (planes)
Forward Facing the ship’s forward
Control Device arcane steering wheel
Propulsion magic (3 squares of orrery engines in the middle of the ship)
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Decks 1
Cargo/Passengers 10 tons/5 passengers
Crew 1

Equipment
Armaments One Large direct-fire or indirect-fire siege engine positioned on the forward side of the ship. This siege engine can be swiveled to fire out either side of the ship, or forward.
Modifications orrery engine, ram
Cargo 1 point of plunder

Etheric Dreadnaught (750,000 GP)

Most often found in at the edges of the Deep Ethereal, Etheric Dreadnaughts are massive ships that are usually armed to the teeth and possessed of eldritch weapons and defenses. Some have been reconfigured to a humanoid standard but most serve starfaring neothelids and aboleth.
Colossal water/void vehicle
Aura strong abjuration and transmutation
Squares 14 (60 ft. by 250 ft. 4 full decks)

Defense
AC 2; Hardness 20 (Ceramic)
hp 10,080 (5,040)
Base Save + 1

Offense
Maximum Speed 90 ft. (alchemical); Acceleration 30 ft.
Melee blunt ram (16d8)
Ranged 20 altered plasma bombard +14 (2d8 acid + 2d8 cold), 20 force ballista +14 (3d8 force)
CMB +8; CMD 18

Drive
Propulsion alchemical or weird current, magic
Sailing Check Knowledge (planes) or Profession (sailor)
Forward Facing the ship’s forward
Control Device arcane steering wheel
Propulsion 120 squares of alchemical chambers (buoyancy gases), magic (6 squares of orrery engines in the middle of the ship)
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Decks 4
Cargo/Passengers 250 tons/120 passengers
Crew Varies by race. Usually 250 humanoids or 60-100 aberrations.

Equipment
Armaments Up to 40 Large direct-fire siege engines in banks of 20 positioned on the port and starboard sides of the ship, or up to twelve Huge direct-fire siege engines in banks of six on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.
Modifications orrery engine, ram
Cargo 7 points of plunder

Frozen Graves Funeral Barge

This wide, low style of barge is owned exclusively by the Frozen Graves and is not available for sale. They are used for ferrying the deceased to their frozen tombs, and occasional forays into the planes on organization business. Its double sails are emblazoned with the symbol of the organization. The figurehead on the prow is composed of the bodies of criminals frozen together into a spike.

Colossal water/void vehicle
Aura strong abjuration and transmutation
Squares 10 (60 ft. by 150 ft. 2 full decks)

Defense
AC 2; Hardness 5 (wood)
hp 5,220 (2610)
Base Save + 0

Offense
Maximum Speed 90 ft. (wind); Acceleration 30'
Melee piercing ram (8d8 + 2d8)
Ranged 2 plasma bombard +12 (2d8 electricity + 2d8 fire)
CMB +8; CMD 18

Drive
Propulsion wind or weird current, magic
Sailing Check Knowledge (planes) or Profession (sailor)
Forward Facing the ship’s forward
Control Device arcane steering wheel
Propulsion 60 squares of sails (two masts), magic (3 squares of orrery engines in the middle of the ship)
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Decks 2
Cargo/Passengers 100 tons/20 passengers
Crew 20

Equipment
Armaments 2 plasma bombards (port and starboard)
Modifications orrery engine, ram
Cargo 1 point of plunder

Star-Runner Class Trader (85,000 GP)

Seen with frequency resembling that of the tiger shark, the star-runner is the classic merchant ship of the multiverse. Moderately well-armed, it is a sturdy and agile design just right for independent careers in creative property redistribution.
Colossal water/void vehicle
Aura strong abjuration and transmutation
Squares 3 (30 ft. by 90 ft. 2 full decks)

Defense
AC 2; Hardness 10 (magically treated wood)
hp 3,240 (1,620)
Base Save + 1

Offense
Maximum Speed 90 ft. (wind); Acceleration 30'
Melee blunt ram (10d8)
Ranged 4 light ballistae +10 (3d8), 6 light catapults +15 (4d6)
CMB +8; CMD 18

Drive
Propulsion wind or weird current, magic
Sailing Check Knowledge (planes) or Profession (sailor)
Forward Facing the ship’s forward
Control Device arcane steering wheel
Propulsion 60 squares of sails (one mast), magic (3 squares of orrery engines in the middle of the ship)
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Decks 1
Cargo/Passengers 150 tons/80 passengers
Crew 60

Equipment
Armaments Up to 10 Large direct-fire siege engines in banks of 5 positioned on the port and starboard sides of the ship, or up to 4 Huge direct-fire siege engines in banks of 2 on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.
Modifications orrery engine, ram, smuggling compartments
Cargo 4 points of plunder

Tiger Shark Galleon (140,000 GP)

A workhorse of the space lanes, the tiger shark is used by many races and cultures across the planes due to its solid design and utility. From pirates of the void to champions of the astral, tiger sharks have found employment for thousands of years.
Colossal water/void vehicle
Aura strong abjuration and transmutation
Squares 8 (30 ft. by 250 ft. 3 full decks)

Defense
AC 2; Hardness 10 (magically treated wood)
hp 8,640 (4,320)
Base Save + 0

Offense
Maximum Speed 90 ft. (astral current); Acceleration 30 ft.'
Melee blunt ram (8d8 + 2d8)
Ranged 10 light ballistae +10 (3d8), 10 light catapults +15 (4d6)
CMB +8; CMD 18

Drive
Propulsion wind, weird current, magic
Sailing Check Knowledge (the planes) or Profession (sailor)
Forward Facing the ship’s forward
Control Device arcane steering wheel
Propulsion 90 squares of astral fins (three masts), magic (3 squares of orrery engines in the middle of the ship)
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Decks 3
Cargo/Passengers 100 tons/25 passengers
Crew 90

Equipment
Armaments Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to 6 Huge direct-fire siege engines in banks of 3 on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.
Modifications orrery engine, ram
Cargo 5 points of plunder


Unique Vessels

The Spinning Coin (Unique Vessel)

Formed of flowing lines of iridescent ceramic resembling mother of pearl, the Spinning Coin resembles a galleon, but it's lines predate the known stories of antiquity. The organic designs are unusual for triads and are often strangely suggestive of tentacles and mollusks. Its triple sails are a bloody maroon in color. The figurehead on the prow is suggestive of an octopus, but one boasting six eyes.

The ship’s movement is controlled by way of an arcane steering wheel on the foredeck. When uncontrolled, the ship moves randomly, sometimes changing direction, sometimes shifting planes, but always avoiding the ground or other hazards.

Its orrery engines allow it travel anywhere along the magical paths around the city, to any world in space, or to the most mundane of planet-bound waterways.

If the Spinning Coin suffers the broken condition, the driver must make a DC 30 driving check as an immediate action. If the check fails, a burst of psychic feedback causes the Captain to gain one of the following conditions for 1d12 rounds:

  • unconscious
  • confused
  • sickened
  • staggered

A DC 20 Will save halves the duration, minimum 1 round.

The Spinning Coin
Colossal ship
Aura overwhelming abjuration and transmutation
Squares 4 (30 ft. by 120 ft., three full decks)
Init +10

Defense
AC 18; Hardness 14
hp 3,240 (sails 720)
Base Save +13

Offense
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
Melee grappling ram (animated figurehead) +15 CMB
Ranged 6 plasma bombard +12 (2d8 electricity + 2d8 fire), 2 heavy plasma bombard +15 (3d6 electricity + 3d6 fire)
CMB +22/ +37 grappling ram; CMD 32
Ramming Damage 10d8 + grapple

Drive
Propulsion wind or weird current, magic
Sailing Check Knowledge (planes) or Profession (sailor)
Forward Facing the ship’s forward
Control Device arcane steering wheel
Propulsion 90 squares of sails (three masts), magic (3 squares of orrery engines in the middle of the ship)
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Decks 3
Cargo/Passengers 150 tons/120 passengers

Crew
Captain N female elven cryptic 5/ rogue [pirate] 10
First Mate CN male human magus 8
Other Crew
CN aasimar bard [sea singer] 6
18 NE human fighter (corsair) 6
10 N catfolk rogue (pirate) 6
8 NG vanara gunslinger (siege gunner) 5
2 CG half elf bard (arcane healer) 8

Equipment
Armaments 6 plasma bombard (port and starboard); 2 plasma bombard (fore and aft)
Modifications orrery engine, magically treated hull, magically treated sails, ram, rapid deploy sails, sturdy hull
Cargo 4 points of plunder
Becoming The Captain To assume the mantle of captain, a creature have at least 12 HD, the Leadership feat, and 10 ranks in Knowledge (the planes). If the Spinning Coin already has a captain, that captain must be defeated before another can take her place. The Captain gains the following spell-like abilities.

  • At will: akashic communion
  • 1/day each: Black spot on anyone aboard the ship, guards and wards on the entire ship, overwhelming presence

New Ship Equipment

Ship Modifications

Foreseers Threadweaver

Benefit The Foreseers sometimes need to send expeditions into the multiverse as they divine and attempt to influence the warp and weft of fate's tapestry. Infused with the parity's vision the vessel gains a strong aura of divination. It also gains a +4 bonus to initiative checks and a +2 dodge bonus to AC. This improvement can only be added by a spellcaster with access to divination magic and the Craft Wondrous Item feat.
Requirements Foreseers, Craft Wondrous Item, Craft (ships) DC 25, maximum 150 ton ship Cost 30% of base ship cost

Ghostcutter

Benefit For years without count, the docks of the city have been known as the finest shipyards in the multiverse. Ships built to their ancient designs imbue all weapons and siege engines on board with the ghost touch weapon special ability. Additionally three times per day the driver can make the ship and all aboard incorporeal for 1d6 rounds per day.
Requirements Craft Wondrous Item, Craft (ships) DC 25, min 100 ton ship Cost 50% of base ship cost

Ship of the Line

Benefit Of sturdy construction and only the finest craftsmanship, a Ship of The Line gains a +1 bonus to initiative checks and a +1 dodge bonus to AC
Requirements Craft (ships) DC 25, minimum 200 ton ship Cost 20% of base ship cost

Undreamt Biocraft

Benefit These are living products of fleshgrafting gone mad. A biocraft gains a +1 bonus to its base save, CMB, and CMD. Hull type changes to ceramic (hardness 20, 20 hp) and heals 1d10 hp per square per day. All ranged attacks become bioweapons (treat as plasma bombards, but half the damage dealt is acid damage, and half is cold damage.). Bioships have a strong aura of necromancy.
Requirements Undreamt, Craft Wondrous Item, Craft (ships) DC 30, Knowledge (nature) DC 25 Cost 60% of base ship cost

Undreamt Biocraft, Greater

Benefit These pinnacle of fleshcrafting, greater biocraft have all the qualities of the Undreamt Biocraft modification. Additionally, a greater biocraft also gains cold resistance 10 and acid resistance 10 as well as a +2 bonus on saves vs psychic magic and psionic effects.
Requirements Undreamt, Craft Wondrous Item, Craft (ships) DC 40, Knowledge (nature) DC 35 Cost 80% of base ship cost

Ship Weapons

Plasma Bombard (1,200 GP)

Damage 4d8 plasma or 6d6 plasma (half fire, half electricity) Critical 19-20
Range 200 ft.
Typical Crew 1

A plasma bombard is a uses an alchemical charge to fire a bolt of plasma.

A single shot from a plasma bombard costs 15 gp in alchemical ingredients.

A plasma bombard takes up a space 5 feet across.

Artifacts

Orrery Engine (Minor Artifact)

Slot none
Aura strong (conjuration) CL 20th OR Aura strong (psychoportation) ML 20th
Description
Orrery engines are extremely powerful, with the ability to propel vehicles hundreds of times their size across the barriers between worlds. A vehicle with an orrery engine requires either a Knowledge (the planes) or Use Magic Device check to be driven. Designed by the Foreseen to be intuitive, the base DC to drive an orrery vehicle is only 5 higher than normal.

At will, the helmsman can expend three spell slots, 3 psionic power points, invest 2 essence for 24 hours, or take 1d4 points of Con damage to activate the engine. The captain may then sail to another plane, as the plane shift spell. When the ship arrives at its extraplanar destination, it appears in a body of water or comparable liquid, 1 to 100 miles from the captain’s intended destination.

The other option is to launch the ship into outer space. Once in space, the ship can sail through the vacuum at incredible speeds. Although exact travel times vary, a voyage between two planets within a solar system usually takes 2d20 days, and a voyage to another star system takes 2d20 weeks (or more at the GM’s discretion especially for worlds within the Void). The captain must know which world she wishes to travel to (as if the captain cast greater teleport).

When the ship arrives at its destination it will begin to orbit by default. If the captain wills it, it slowly descends to the surface (as the feather fall spell), and typically lands in a body of water. The ship moves as a standard sailing ship, if able. If the planet has no water or comparable liquid, the ship lands on solid ground and is unable to move until the captain once again launches the ship back into space or transports it to another plane. If the plane has neither water nor a solid surface, such as the Plane of Air, the ship continues to slowly fall (as the feather fall spell) until the captain transports it to another plane.

Orrery engines focus on psychic energy and the power of visualization. A curious side effect of this is that they tend to be drawn to other psyches, lifeforces, or mystical wills. It is far more likely that a ship will translate from one plane to a location with other present minds when it arrives. Cities, lone travelers, or even other ships are all potential candidates for drawing the manifesting vessel.

When a driver makes a driving check to control an orrery propelled vehicle with a Wisdom check or a skill she is not trained in and rolls a natural 1, the vehicle’s orrery engine loses its ability to translate itself across the planes and through space for 1d6 minutes.

Destruction
Orrery engines, unlike most minor artifacts, take damage and can be destroyed normally. They have 300 hp, AC 10, DR 30, and Disable Device DC 40.

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