Air-Barge

Pantzer's Flying Craft

Description:

The airship has been upgraded with the following armor and a weapon on it’s bow:
Impenetrable Barding
Level 11
Uncommon
Through this barding, your heroism imparts a protective aura upon your mount that protects it. Price: 9,000 gp Item Slot: Mount Property: While ridden, the mount gains resist 10 to all damage. Revision (10/13/2009) Property: While ridden, the mount gains resist 10 to all damage.
Published in Adventurer’s Vault, page(s) 123.


Luminous Node
Hazard
Level 11
Blaster
XP 600
A glowing elemental mass pulses randomly, occasionally releasing lances of energy.
Hazard: The node usually occupies 1 square, but it can be as big as 3 squares on a side. The node deals fire, force, lightning, or radiant damage (choose one or roll a d4). Its energy is attracted to moving bodies within range. Creatures can enter the node’s space.
Perception: A luminous node sheds bright light in a 10-square radius. No check is required to notice it.
Arcana DC 21: The character recognizes the hazard’s nature.
Initiative +2
Trigger When a creature enters a square within 10 squares of the luminous node’s space, the hazard rolls initiative. The hazard also makes an opportunity attack against a creature that enters or starts its turn in the node’s space.
Attack:
Standard Action or Opportunity Action – Ranged 10
Target: One creature or the triggering creature
Attack: +15 vs. Reflex Hit: 2d8 + 5 damage of a type from the following list, and an effect determined by that type.
Fire: 1d8 extra fire damage, and the target gains vulnerable 5 fire (save ends).
Force: The target is pushed 2 squares, knocked prone, and slowed (save ends).
Lightning: The target is dazed (save ends). Radiant: The target is blinded (save ends). Miss: Half damage.
Countermeasures Acrobatics DC 21: With an Acrobatics check made as part of a move action, a character can enter the node’s space without triggering an opportunity attack. Arcana DC 16: A character adjacent to or within the node’s space can attempt an Arcana check as a move action. If the check succeeds and the node’s next attack hits, treat the attack as a miss. If check succeeds and the node’s next attack misses, the attack deals no damage. Arcana DC 21: A character within the node’s space can attempt an Arcana check as a move action. Results are as for an Arcana check as above. In addition, three successful checks cause the node to dissipate, eliminating the hazard. Arcana DC 26: A character within the node’s space can attempt an Arcana check as a standard action. Results are as for an Arcana check as above. In addition, a character who makes a successful check can force the node to attack any target in range.
Published in The Plane Below, page(s) 18.

Bio:

Air-Barge

Gustavus and Friends fstkfstk