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Another Airship Encounter
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<blockquote data-quote="Saagael" data-source="post: 5106975" data-attributes="member: 84839"><p>Chains, rope, sails and a few cables. Dwarves are sort of steampunk in my setting. Imagine the hardiest dwarf fighter with 2 suits of armor and carrying 8 types of weapons. Now turn that dwarf into a ship. THAT is what this ship looks like.</p><p></p><p></p><p></p><p>I imagine perching to be like stealthing: it occurs at the end of a move action when you move into position. In this case, the dragon flies next to the ship, then perches as a free action. The dragon can only use Shake once per round (it's in the power block), so that overuse is out. My group is grossly overpowered (I like it that way), so I don't feel bad pulling out the bad-ass dragon tactic of: spiral into view and perch on the ledge to surprise the players, then shaking the ship to knock them prone, then using dragon breath to catch them all in it.</p><p></p><p></p><p></p><p>Right now the only way to dislodge the dragon is to push it away with a power or use have the pilot make a sharp turn. Both of those are easy to come by in this group, so the dragon will likely only be perched for one round at a time. Fine by me, as those will be the "oh crap!" rounds.</p><p></p><p></p><p></p><p>My fighter has done this with a blue dragon (fighting inside a giant library, jumping from the third floor onto the dragon, it was awesome) and a wyvern, so thanks for reminding me. In this case, I think it'll be a regular grab attack to grab the dragon, then an athletics/acrobatics check to climb up (while the dragon is perched). While the dragon is flying, leaping onto it will be the regular athletics check coupled with a grab attack. Failure will mean the player is hanging, but for dear life (to save the creative player from plunging to their death).</p><p></p><p></p><p></p><p>That's where I'm drawing a lot of my inspiration from. That and Stardust, since I love the airship in that movie.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5106975, member: 84839"] Chains, rope, sails and a few cables. Dwarves are sort of steampunk in my setting. Imagine the hardiest dwarf fighter with 2 suits of armor and carrying 8 types of weapons. Now turn that dwarf into a ship. THAT is what this ship looks like. I imagine perching to be like stealthing: it occurs at the end of a move action when you move into position. In this case, the dragon flies next to the ship, then perches as a free action. The dragon can only use Shake once per round (it's in the power block), so that overuse is out. My group is grossly overpowered (I like it that way), so I don't feel bad pulling out the bad-ass dragon tactic of: spiral into view and perch on the ledge to surprise the players, then shaking the ship to knock them prone, then using dragon breath to catch them all in it. Right now the only way to dislodge the dragon is to push it away with a power or use have the pilot make a sharp turn. Both of those are easy to come by in this group, so the dragon will likely only be perched for one round at a time. Fine by me, as those will be the "oh crap!" rounds. My fighter has done this with a blue dragon (fighting inside a giant library, jumping from the third floor onto the dragon, it was awesome) and a wyvern, so thanks for reminding me. In this case, I think it'll be a regular grab attack to grab the dragon, then an athletics/acrobatics check to climb up (while the dragon is perched). While the dragon is flying, leaping onto it will be the regular athletics check coupled with a grab attack. Failure will mean the player is hanging, but for dear life (to save the creative player from plunging to their death). That's where I'm drawing a lot of my inspiration from. That and Stardust, since I love the airship in that movie. [/QUOTE]
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