A Skyrider is an enormous and elaborate hang glider that often sees use in sky-bound societies; while a common hanglider is designed to comfortably fly from high ground to low ground, a skyrider is designed to start in the air, then return to the air when it is finished. A skyrider makes use of some magic to make it lighter, and is covered and has room for carrying some cargo and passengers, but not many.
A skyrider falls one altitude band every round if it is moving at a speed slower than 6, and can only climb at a speed of 8 or higher. As such, skyriders are usually used by those who have access to weather magic, or those who naturally live at high enough altitudes that winds never truly stop; a skyrider requires winds of severity level 3 or higher to be able to climb to higher altitudes.
Large Cloth Air Vehicle (aerodynamic, covered)
Space 1 vehicle space; Cost 740 gp
Size 1.5 Hardpoints; Hull 0.5 Hardpoint
Defense
Sails 8 AC (+5 Dodge, -1 Size); 30 hp, Hardness 0
Hull 8 AC (+5 Dodge, -1 Size); 22 hp, Hardness 5
Offense
Attack ram (3d8)
CMB +1; CMD 11
Speed 5 (w/ wind: +1 per severity level)
Acceleration 3
Maneuverability Good
Drive
Propulsion Silk Sails (1 Hardpoint, 30 hp); Power 2 (w/ wind: +1/2 per severity level)
Mass 1/2 Hardpoint; Weight 0
Controlling Device None
Driving Space Any
Required Crew 1 (pilot)
Load
Equipment Weight 0 tons
Light Load less than 0.5 tons
Medium Load 0.5 to 1.24 tons
Heavy Load 1.25 to 2.5 tons
Rooms
Cargo Bay (1/2 Hardpoint, uncovered, 5 tons)
Equipment
Magical Dirigible (1/2 Hardpoint)
Speed Notes
In general, the feet per round speed for a ship is 30 feet x its speed.
- Miles per hour is 3.5 x speed of the ship
- Miles per 8 hours is 28 x speed of the ship.
- Miles per 24 hours is 84 x speed of the ship.