Selavash's Dream
Selavash's Dream
Selavash's Dream
Pilot
The pilot of Selavash’s Dream must stand at the control wheel. When piloting, the pilot has the following powers:
Pilot Airship
At-Will Move Action
Effect: The airship flies its speed in the direction of its heading marker. The airship can move directly forward or diagonally
forward, but it cannot turn.
Turn Airship
At-Will Move Action
Effect: The airship flies one-half its speed directly forward or diagonally forward. At any point during this movement, the
ship can rotate 90 degrees to the left or the right around its heading marker. The ship can turn only once during a move
action.
Stop Airship
At-Will Move Action
Effect: The airship flies a number of squares equal to the number of squares it moved during the previous move action. It
can fly directly forward or diagonally forward. At the end of the move, the airship is motionless.
In addition, while the ship is in-the-air, the pilot must control the elemental bound to the ship. The pilot does not
have to control the elemental if the ship is docked or landed.
Control Elemental
At-Will Standard Action
Target: Elemental
Attack: Int, Wis, or Cha vs. Will (+2 at Paragon, +4 at Epic)
Hit: Control target elemental
Hit + 5: Move target elemental up one in the control track
Miss: Move target elemental down one in the control track
Ssalassarath, Lesser Duke of Winds
This once proud air elemental has been bonded to the Attack Int, Wis, or Cha vs. Will
Selavash’s Dream by the gnomes of Zilargo. Improve DC 26, Maintain DC 21, Worsen DC 20 or lower
Initial Condition: Ssalassarath is Ssalassarath Ssalassarath Ssalassarath is Final Condition:
Ssalassarath is able to speak to starts to free: continues to almost free: speed Ssalassarath is
safely bound. those nearby: speed decreases escape: speed decreases to 0; out- free!
Telepathy 30 to 8 decreases to 4 of-control
Crew
In addition to the pilot, Selavash’s Dream requires a crew of ten, all of whom use a standard action each round to
help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship flies out
of control.
Load
Selavash’s Dream can carry 35 size medium creatures and 20 tons of cargo.
Out of Control
An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5
squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-
control airship that hits the ground after descending more than 20 squares is destroyed.
Taking Damage
For every 50 damage the airship takes, its fly speed drops by 2 squares. At fly speed 0, the ship is unable to travel and
floats out of control.
Ballista
Selavash’s Dream is equipped with two ballistae:
Ballista
Military Ranged Two-Handed Weapon
Damage: 3d6
Proficient: +3
Range: 30/60
Group: Crossbows
Properties:
Brutal 2: If rolling a 1 or 2 on a damage roll, re-roll.
Load Move: Move action to load ballista bolt.
Limited Range: Can only attack in a limited targeting window.
Life Rings
Selavash’s Dream is equipped with 8 life rings; 4 along the port side and 4 along the starboard side. Life rings slow the
fall of up to four people, allowing them to safely exit an airship in an emergency.
Life Ring
A life ring is a simple wooden hoop about 3 feet in diameter and 4 inches thick. Four equally spaced handholds are formed
where the wood flattens slightly. A piece of thin twine crosses the middle of the ring.
Level: 3
Price: 680 gp
Wondrous Item
Activation: In order to activate a life ring, you must cut the twine crossing the hoop. Just 1 point of damage does the trick.
Once cut, the ring becomes active for 8 rounds, after which it becomes non-magical.
Effect: A life ring bestows a feather fall effect on up to four creatures grasping it. Creatures do not need to be touching
the ring when it is activated.