Ertier
2010-08-13, 12:17 PM
The Pilot
http://fandomania.com/wp-content/uploads/2008/07/wash.jpg
Like a leaf on the wind...
The Pilot is a bit of a jack-of-all trades. He is skilled, but less so than a Rogue. He is combat capable, but less so than a Fighter. The pilot, instead, relies on his guile, wits, charisma and, most importantly, his vehicle of choice to save the day. What he may lack on solid ground, the Pilot more than makes up for when behind the helm of his boat, skiff or plane.
Hit Dice: d6
Class Skills
The Pilot's class skills are Athletics (Str), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Drive/Pilot (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge [Practical] (Int), Mechanics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis) and Use Rope (Dex).
Skill Points: 6+ INT modifier (or four times that amount at first level)
Pilot
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Pilot Training (+1)
2nd|
+1|
+0|
+3|
+3|Adaptable I, Extra Action Point (+1)
3rd|
+2|
+1|
+3|
+3|Pilot Training (+2)
4th|
+3|
+1|
+4|
+4|Uncanny Dodge, Extra Action Point (+1)
5th|
+3|
+1|
+4|
+4|Pilot Training (+3)
6th|
+4|
+2|
+5|
+5|Adaptable II, Extra Action Point (+1)
7th|
+5|
+2|
+5|
+5| Pilot Training (+4)
8th|
+6/+1|
+2|
+6|
+6|Improved Uncanny Dodge, Extra Action Point (+1)
9th|
+6/+1|
+3|
+6|
+6|Pilot Training (+5)
10th|
+7/+2|
+3|
+7|
+7|Leaf on The Wind, Sky Commander +2
11th|
+8/+3|
+3|
+7|
+7|Pilot Training (+6, Feeling Lucky)
12th|
+9/+4|
+4|
+8|
+8|Adaptable III, Extra Action Points (+2)
13th|
+9/+4|
+4|
+8|
+8|Advanced Pilot Training Ability
14th|
+10/+5|
+4|
+9|
+9|Extra Action Points (+2)
15th|
+11/+6/+1|
+5|
+9|
+9|Advanced Pilot Training Ability, Sky Commander +4
16th|
+12/+7/+2|
+5|
+10|
+10|Extra Action Points (+2)
17th|
+12/+7/+2|
+5|
+10|
+10|Advanced Pilot Training Ability
18th|
+13/+8/+3|
+6|
+11|
+11|Extra Action Points (+2)
19th|
+14/+9/+4|
+6|
+11|
+11|Advanced Pilot Training Ability
20th|
+15/+10/+5|
+6|
+12|
+12|Adaptable IV, Zen Pilot, Sky Commander +6[/table]
Class Features
(all abilities standard or extraordinary abilities unless otherwise noted)
Weapon and Armor Proficiency
Pilots are proficient with Simple Weapons + 2 Weapon Groups of their choice. They are proficient with light armor and medium armor, but not shields.
Pilot Training
Pilots gain a +X bonus to Pilot/Drive, and Computer Use/Mechanics checks related to vehicles.
Feeling Lucky: Once per day, rather than take the static modifier, the pilot may roll 1d20 and take the result as a modifier on these abilities for one roll. This negates the Pilot Training ability for the rest of the day.
Uncanny Dodge: As "Rogue"
Adaptable I - IV
Pilots are nothing if not adaptable, and this ability reflects the tactical knowledge and ability of an experienced pilot.
Level I: Pilot may always take 10 on Complex Actions during Vehicle Combat.
Level II: A vehicle's global modifier can no longer drop as the result of a failed complex action when operated by a Pilot with this ability.
Level III: Treat the maneuverability of a ship as one step higher when operated by a Pilot with this ability.
Level IV: Pilot may now take a 20 on Complex Actions during Vehicle Combat even if threatened, and rushed 3/day.
Leaf on The Wind
A Pilot of 10th level or higher can temporarily exclude the rest of the world from his perception and focus on a goal. He gains an additional +4 to Pilot/Drive checks and ignores any environmental penalties. In addition all ship factors are treated as either one higher or lower, depending on which would be more beneficial. This effect lasts 1 round + every round after that the Pilot succeeds on a DC 25 concentration check. After using this ability, the Pilot becomes fatigued for 1d10 minutes. This ability may be used a number of times a day equal to the Pilot's CON bonus (minimum = 1).
Sky Commander
The true strength of a Pilot lay with the crew he supports. At tenth level, all friendly characters able to see or hear the pilot when operating his vehicle gain a +2 morale bonus to attack, damage, skill checks and saving throws. This improves to +4 at 15th level, and +6 at 20th.
Advanced Pilot Training Abilities
At 13th level, and every odd level after, the pilot may choose one of these abilities.
Vehicle Abilities
Bonded Vehicle: Choose a specific, individual vehicle. When piloting this vehicle, the pilot gains an additional +2 to his Drive/Pilot skill. This may be taken multiple times. Its effects stack. Prerequisite for both abilities below.
Asleep at the Wheel: Using non-combat applications of the Drive/Pilot skill in a bonded vehicle can now be done while resting or preparing spells.
Trusty Steed: All combat related actions of a pilot in a bonded vehicle gain a +2 morale bonus (Attack, Damage etc).
Tactics
Advanced Evasive Maneuvers: A pilot may use the Evasive Maneuvers Complex Action in ship combat as a 1 point action rather than a 3 point action (see ship to ship combat).
Advanced Double Trouble: A pilot may use the Double Team Complex Action in ship combat as a 1 point action rather than a 3 point action. In addition, the partner ship is no longer has to pay any initiative cost nor ready an action.
Advanced Offensive Rush: A pilot may use the Offensive Rush Complex Action in ship combat as a 1 point action rather than a 3 point action (see ship to ship combat).
Bonus Feat
A bonus feat may be taken in place of a Advanced Pilot Training Ability.
Zen Pilot (Su)
A pilot of at least 20th level can achieve a moment of unification with his vehicle 1/day. The Pilot must spend an Action Point and succeed on a DC 25 Concentration check (if failed, the action point is lost). The pilot merges with the vehicle, mimicking the effects of A Leaf on The Wind. In addition, the ship gains 25/- DR as well as any AC bonuses and ongoing positive magical effects the pilot possesses. Maneuverability and Speed are increased by two steps. This effect can be maintained for 1 round + every round after that the pilot succeeds a DC 25 Concentration check to a maximum total of 10 rounds. If the ship is destroyed while the pilot is merged, the pilot is killed immediately. Using this ability leaves the pilot exhausted until he rests and takes 1d6+4 points of subdual damage per round spent merged with the vehicle.
http://fandomania.com/wp-content/uploads/2008/07/wash.jpg
Like a leaf on the wind...
The Pilot is a bit of a jack-of-all trades. He is skilled, but less so than a Rogue. He is combat capable, but less so than a Fighter. The pilot, instead, relies on his guile, wits, charisma and, most importantly, his vehicle of choice to save the day. What he may lack on solid ground, the Pilot more than makes up for when behind the helm of his boat, skiff or plane.
Hit Dice: d6
Class Skills
The Pilot's class skills are Athletics (Str), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Drive/Pilot (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge [Practical] (Int), Mechanics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis) and Use Rope (Dex).
Skill Points: 6+ INT modifier (or four times that amount at first level)
Pilot
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Pilot Training (+1)
2nd|
+1|
+0|
+3|
+3|Adaptable I, Extra Action Point (+1)
3rd|
+2|
+1|
+3|
+3|Pilot Training (+2)
4th|
+3|
+1|
+4|
+4|Uncanny Dodge, Extra Action Point (+1)
5th|
+3|
+1|
+4|
+4|Pilot Training (+3)
6th|
+4|
+2|
+5|
+5|Adaptable II, Extra Action Point (+1)
7th|
+5|
+2|
+5|
+5| Pilot Training (+4)
8th|
+6/+1|
+2|
+6|
+6|Improved Uncanny Dodge, Extra Action Point (+1)
9th|
+6/+1|
+3|
+6|
+6|Pilot Training (+5)
10th|
+7/+2|
+3|
+7|
+7|Leaf on The Wind, Sky Commander +2
11th|
+8/+3|
+3|
+7|
+7|Pilot Training (+6, Feeling Lucky)
12th|
+9/+4|
+4|
+8|
+8|Adaptable III, Extra Action Points (+2)
13th|
+9/+4|
+4|
+8|
+8|Advanced Pilot Training Ability
14th|
+10/+5|
+4|
+9|
+9|Extra Action Points (+2)
15th|
+11/+6/+1|
+5|
+9|
+9|Advanced Pilot Training Ability, Sky Commander +4
16th|
+12/+7/+2|
+5|
+10|
+10|Extra Action Points (+2)
17th|
+12/+7/+2|
+5|
+10|
+10|Advanced Pilot Training Ability
18th|
+13/+8/+3|
+6|
+11|
+11|Extra Action Points (+2)
19th|
+14/+9/+4|
+6|
+11|
+11|Advanced Pilot Training Ability
20th|
+15/+10/+5|
+6|
+12|
+12|Adaptable IV, Zen Pilot, Sky Commander +6[/table]
Class Features
(all abilities standard or extraordinary abilities unless otherwise noted)
Weapon and Armor Proficiency
Pilots are proficient with Simple Weapons + 2 Weapon Groups of their choice. They are proficient with light armor and medium armor, but not shields.
Pilot Training
Pilots gain a +X bonus to Pilot/Drive, and Computer Use/Mechanics checks related to vehicles.
Feeling Lucky: Once per day, rather than take the static modifier, the pilot may roll 1d20 and take the result as a modifier on these abilities for one roll. This negates the Pilot Training ability for the rest of the day.
Uncanny Dodge: As "Rogue"
Adaptable I - IV
Pilots are nothing if not adaptable, and this ability reflects the tactical knowledge and ability of an experienced pilot.
Level I: Pilot may always take 10 on Complex Actions during Vehicle Combat.
Level II: A vehicle's global modifier can no longer drop as the result of a failed complex action when operated by a Pilot with this ability.
Level III: Treat the maneuverability of a ship as one step higher when operated by a Pilot with this ability.
Level IV: Pilot may now take a 20 on Complex Actions during Vehicle Combat even if threatened, and rushed 3/day.
Leaf on The Wind
A Pilot of 10th level or higher can temporarily exclude the rest of the world from his perception and focus on a goal. He gains an additional +4 to Pilot/Drive checks and ignores any environmental penalties. In addition all ship factors are treated as either one higher or lower, depending on which would be more beneficial. This effect lasts 1 round + every round after that the Pilot succeeds on a DC 25 concentration check. After using this ability, the Pilot becomes fatigued for 1d10 minutes. This ability may be used a number of times a day equal to the Pilot's CON bonus (minimum = 1).
Sky Commander
The true strength of a Pilot lay with the crew he supports. At tenth level, all friendly characters able to see or hear the pilot when operating his vehicle gain a +2 morale bonus to attack, damage, skill checks and saving throws. This improves to +4 at 15th level, and +6 at 20th.
Advanced Pilot Training Abilities
At 13th level, and every odd level after, the pilot may choose one of these abilities.
Vehicle Abilities
Bonded Vehicle: Choose a specific, individual vehicle. When piloting this vehicle, the pilot gains an additional +2 to his Drive/Pilot skill. This may be taken multiple times. Its effects stack. Prerequisite for both abilities below.
Asleep at the Wheel: Using non-combat applications of the Drive/Pilot skill in a bonded vehicle can now be done while resting or preparing spells.
Trusty Steed: All combat related actions of a pilot in a bonded vehicle gain a +2 morale bonus (Attack, Damage etc).
Tactics
Advanced Evasive Maneuvers: A pilot may use the Evasive Maneuvers Complex Action in ship combat as a 1 point action rather than a 3 point action (see ship to ship combat).
Advanced Double Trouble: A pilot may use the Double Team Complex Action in ship combat as a 1 point action rather than a 3 point action. In addition, the partner ship is no longer has to pay any initiative cost nor ready an action.
Advanced Offensive Rush: A pilot may use the Offensive Rush Complex Action in ship combat as a 1 point action rather than a 3 point action (see ship to ship combat).
Bonus Feat
A bonus feat may be taken in place of a Advanced Pilot Training Ability.
Zen Pilot (Su)
A pilot of at least 20th level can achieve a moment of unification with his vehicle 1/day. The Pilot must spend an Action Point and succeed on a DC 25 Concentration check (if failed, the action point is lost). The pilot merges with the vehicle, mimicking the effects of A Leaf on The Wind. In addition, the ship gains 25/- DR as well as any AC bonuses and ongoing positive magical effects the pilot possesses. Maneuverability and Speed are increased by two steps. This effect can be maintained for 1 round + every round after that the pilot succeeds a DC 25 Concentration check to a maximum total of 10 rounds. If the ship is destroyed while the pilot is merged, the pilot is killed immediately. Using this ability leaves the pilot exhausted until he rests and takes 1d6+4 points of subdual damage per round spent merged with the vehicle.