Скрипторий: Vehicle - planar skiff (rage of elements)
Назад к списку всех объектов Rage Of ElementsКак это работает
Это страница объекта Скриптория, в первой части показан ее статус и вывод оригинального объекта.Объект может иметь следующие статусы: Нет перевода, В работе, На проверке и Переведено.
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Если объект в статусе "Нет перевода", то любой зарегистрированный пользователь может взять этот объект себе в работу - тогда для него откроется вторая часть этой страницы с редактором. Обратите внимание, что текст объекта представлен в виде HTML текста. Вам не нужно умение писать html код, но самое минимальное умение его читать - да.
После того как вы взялись за перевод этот объект закрепляется за вами на 3 дня. Если в течение этого времени вы не отправите свой перевод, то статус объекта скинется обратно в "Нет перевода" и он снова станет доступен для других пользователей.
Одновременно один пользователь не может иметь в работе более 5 объектов (объекты "На проверке" не учитываются), это количество считается по всем источникам в Скриптории. - Если вы взялись за перевод, то объект получит статус "В работе" и откроет для вас редактор полей этого объекта, подробная информация будет внутри этого раздела (там много).
- После отправки перевода объект перейдёт в статус "На проверке". Администратор проверит перевод, внесёт коррективы при необходимости и удтвердит перевод. Если всё очень плохо, то перевод будет отклонён.
- Если объект в статусе "Переведено", то одобренный перевод будет отображен на этой странице, а сам Источник станет на шаг ближе к завершению. Когда Источник будет завершен и размещён в общей базе данных, автор перевода будет указан на сайте на странице этого объекта как пользователь, предоставивший перевод.
СТАТУС:
НЕТ ПЕРЕВОДАVehicle - planar skiff (rage of elements)
Planar Skiff
Vehicle 15
Source Rage of Elements
Price 19,500 gp
A planar skiff is a flat-bottomed ship designed to travel the Great Beyond. A wide variety of skiffs course the planes, with designs incorporating their home planes' fashions and materials. Their magical sails allow them to catch planar currents, and their wards protect travelers as they move across planar boundaries. To allow travel to multiple planes, a planar skiff can have multiple planar keys installed (including items like a cipher of the elemental planes). Installing or removing one takes 10 minutes. A planar skiff is typically built with one planar key from its plane of manufacture and a second for a destination plane.
Space 30 feet long, 15 feet wide, 20 feet high
Crew 1 pilot, 3 crew; Passengers 6
Piloting Check Arcana (DC 36), Nature (DC 36), Occultism (DC 36), Religion (DC 36), or Sailing Lore (DC 34)
AC 34; Fort +26
Hardness 20, HP 230 (BT 115); Immunities object immunities; Resistances acid 15, cold 15, electricity 15, fire 15, sonic 15
Speed fly 50 feet (magical)
Collision 9d10 (DC 32)
Adaptation Aura ( aura) 10 feet. The vehicle has a warding aura that protects its passengers. Creatures and objects in the aura gain resistance 10 to acid, cold, electricity, fire, force, sonic, vitality, and void damage. They are also protected from severe cold, severe heat, extreme cold, and extreme heat. The aura also provides breathable air for all passengers, though this air can still become filled with smoke and similar substances.
Journey the Planes (10 minutes) The pilot locks onto a plane, using one of the vehicle's planar keys as a focus. A canal of planar energy from the destination plane appears ahead of the ship. The pilot spends 10 minutes navigating the passage, then attempts a piloting check (typically DC 34). On a success, the vehicle casts interplanar teleport, transporting itself and all passengers and cargo to the destination plane as it reaches the terminus of the canal. The pilot is considered the target of the spell for the purposes of determining the location at which the vehicle arrives on the plane. The skiff can't interplanar teleport again for 8 hours.
Planar Evacuation ( move, reckless) The pilot overcharges one of the vehicle's planar keys, forcing an emergency transport of the ship. The pilot attempts a DC 44 piloting check. On a success, the vehicle casts interplanar teleport as noted in Journey the Planes. (The pilot can't succeed on the check if the vessel is unable to interplanar teleport.) This process severely taxes the vehicle, and it can't interplanar teleport again for 1d4 days.
Price 19,500 gp
A planar skiff is a flat-bottomed ship designed to travel the Great Beyond. A wide variety of skiffs course the planes, with designs incorporating their home planes' fashions and materials. Their magical sails allow them to catch planar currents, and their wards protect travelers as they move across planar boundaries. To allow travel to multiple planes, a planar skiff can have multiple planar keys installed (including items like a cipher of the elemental planes). Installing or removing one takes 10 minutes. A planar skiff is typically built with one planar key from its plane of manufacture and a second for a destination plane.
Space 30 feet long, 15 feet wide, 20 feet high
Crew 1 pilot, 3 crew; Passengers 6
Piloting Check Arcana (DC 36), Nature (DC 36), Occultism (DC 36), Religion (DC 36), or Sailing Lore (DC 34)
AC 34; Fort +26
Hardness 20, HP 230 (BT 115); Immunities object immunities; Resistances acid 15, cold 15, electricity 15, fire 15, sonic 15
Speed fly 50 feet (magical)
Collision 9d10 (DC 32)
Adaptation Aura ( aura) 10 feet. The vehicle has a warding aura that protects its passengers. Creatures and objects in the aura gain resistance 10 to acid, cold, electricity, fire, force, sonic, vitality, and void damage. They are also protected from severe cold, severe heat, extreme cold, and extreme heat. The aura also provides breathable air for all passengers, though this air can still become filled with smoke and similar substances.
Journey the Planes (10 minutes) The pilot locks onto a plane, using one of the vehicle's planar keys as a focus. A canal of planar energy from the destination plane appears ahead of the ship. The pilot spends 10 minutes navigating the passage, then attempts a piloting check (typically DC 34). On a success, the vehicle casts interplanar teleport, transporting itself and all passengers and cargo to the destination plane as it reaches the terminus of the canal. The pilot is considered the target of the spell for the purposes of determining the location at which the vehicle arrives on the plane. The skiff can't interplanar teleport again for 8 hours.
Planar Evacuation ( move, reckless) The pilot overcharges one of the vehicle's planar keys, forcing an emergency transport of the ship. The pilot attempts a DC 44 piloting check. On a success, the vehicle casts interplanar teleport as noted in Journey the Planes. (The pilot can't succeed on the check if the vessel is unable to interplanar teleport.) This process severely taxes the vehicle, and it can't interplanar teleport again for 1d4 days.