The Kelsier

The Kelsier is a Large flying skiff created by the talented inventor Jonathan Grayson. It consist of 1 flying skiff with 1 siege weapon and 1 flying sled.

It is captained by Rose Tyler.

Rooms:

* 6 cabins
	+ 2 beds in each room
	+ 2 dressers in each room
* 2 bathrooms
	+ 1 commode in each
	+ 1 sink in each
	+ 1 tub with shower in each
* 1 Captains quarters
* 1 control room
* 1 sitting room
* 1 small Library. Books found in the library:
	+ Atlas on each of the planes
	+ Monster Almanac
	+ The Book of Umbra
	+ The Necronomicon
	+ Codex of the infinite planes
* 1 kitchen with dining room
	+ 1 stove
	+ 1 oven
	+ 1 icebox
	+ Pantry
* 1 Med Bay
	+ Autodoc
	+ Re-birthing Chamber
* 1 cargo hold
* 1 engine room
	+ 2 Mark V - Magick propulsion engines (run the skiff)
	+ 1 OtAs (Original Time and Space) Flux Jumper Drive
	+ 3 Ioun stones - Gold Nodule, Nacreous Gray Sphere, Pale Orange Rhomboid
	+ 1 Fission Reactor

When The Kelsier arrives on another plane, it grants its occupants the benefits of *planar adaptation* for that plane as long as the occupants remain within The Kelsier; The Kelsier itself also gains those benefits. A *planar carriage* can grant the benefits of *planar adaptation* for only one plane at a time, so when the carriage moves to a different plane, the benefits from *planar adaptation* change accordingly. Occupants who are native to the plane the *planar carriage* is on do not gain any benefits from *planar adaptation*.

## Flying Skiff:

**Price** 180,000 gp; **Slot** none; **CL** 12th; **Weight** 2,500 lbs.; **Aura** strong conjuration and abjuration

A *flying skiff* is a long, flat-bottomed vehicle akin to a naval ship, and is covered in metallic veins. Without a psychic pilot, a *flying skiff* acts in all regards as a keelboat. A single Large direct-fire siege engine can be mounted on the front of a *flying skiff*.
A control helmet that fits a Small, Medium, or
Large creature is linked by long, curling cables to the metal veins of
the skiff. Whenever a psychic creature (one with levels in an occult
class, the Psychic Sensitivity feat, or the ability to use psychic
spell-like abilities) wears the control helmet, the *flying skiff* gains the following abilities.

* The skiff can fly with a maximum speed of 100 feet and acceleration of 30 feet.
* The skiff gains fast healing 5 when reduced below half its starting hit points. Damage above this threshold must be repaired normally. Along with the abilities granted to the *flying skiff* when piloted by a psychic creature, the pilot gains the following additional abilities.

* Anytime the pilot casts one of the following psychic spells, the spell affects the entire crew of the *flying skiff*: *intellect fortress*, *mental barrier*, *thought shield*, and *tower of iron will*. This includes all variants of these spells. The effect ends for a creature that departs the skiff before the spell's duration ends.

* The pilot can aim and fire the siege weapon on the *flying skiff* with her mind. (using the same number of actions this would normally take). This does not grant her the ability to reload the siege weapon

* Once per day, the pilot can take a full-round action to transport the *flying skiff* and all crew onboard as *plane shift*.

### Construction Requirements:

**Cost** 90,000 gp

Craft Wondrous Item, *intellect fortress III*\*, *mental barrier III*\*, *overland flight*, *plane shift*, *thought shield III*\*, *tower of iron will II*\*

## **Firedrake**:

These large siege engines are typically wheeled or attached to vehicles that can transport them to the battlefield. This apparatus fires gouts of alchemist’s fire in either a 60-foot line or a 30-foot cone (siege
crew leader’s choice). Targets in the area take 6d6 points of fire damage (DC 15 Reflex save halves); those who fail their saves also catch on fire. A firedrake with the broken condition that suffers a further mishap explodes, dealing its damage to all creatures within a 20-foot blast (DC 15 Reflex save halves). Firedrakes have a hardness of 10 and 70 hit points. One use of firedrake ammunition costs 200 gp and weighs 20 pounds.

### Firedrake:

* Cost - 4,000 gp
* Damage - 6d6
* Critical -
* Type - fire
* Crew - 3
* Aim - 2
* Load - 5
* Speed 10 ft.

## Flying Sled:

**Price** 80,000 gp; **Slot** none; **CL** 12th; **Weight** 100 lbs.; **Aura** strong conjuration
A *flying sled* is a small vehicle akin to a
 rowboat, and is covered in metallic veins. The sled can hold one
occupant. A psychic pilot can the control the craft. Without a psychic pilot, a *flying sled* acts in all regards as a rowboat.

A control helmet that fits a Small or Medium
creature is linked by cables to the metal veins of the sled. When a
psychic creature (one with levels in an occult class, the Psychic
Sensitivity feat, or the ability to use psychic spell-like abilities)
wears the control helmet, the *flying sled* gains the following abilities.

* The sled can fly with a maximum speed of 100 feet and acceleration of 30 feet.
* The sled gains fast healing 2 when reduced below half its starting hit points. Damage above this threshold must be repaired normally. Along with the abilities granted to the *flying sled* when piloted by a psychic creature, the pilot gains the following additional ability.

* Once per day, the pilot can take a full-round action to transport herself and the *flying sled* between the Astral Plane and the Material Plane. This ability otherwise functions as *plane shift*.

### Construction Requirements

**Cost** 40,000 gp

Craft Wondrous Item, *overland flight*, *plane shift*