User:Zadir/Starship Pilot (3.5e Prestige Class)

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Author: Zadir (talk)
Date Created: 2/18/2023
Status: started
Editing: Clarity edits only please
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Starship Pilot[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

For many, a starship is more than just a means of travel. A starship can be a fortress as well as a home, and a starship pilot is the homeowner.

An edit of Eiji's Airship Pilot intended to work with any compatible content.

Becoming a Starship Pilot[edit]

Starship pilots are a varied lot, but what they have in common is a desire to keep their starship flying. They learn to fly well, and get whatever edge they can in space combat. <-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements  
Skills: Knowledge (Engineering) 8 ranks, Profession (Pilot) or Pilot 8 ranks.. 
Special: Must own a spaceworthy vessel.

Table: The Starship Pilot

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Starship Advancement, Home Turf Advantage, Partial Class Advancement, Ship Improvement
2nd +2 +3 +3 +0 Insurance, Restore Ship, Ship Improvement
3rd +3 +3 +3 +1 Call Ship, Ship Improvement
4th +4 +4 +4 +1 Spell Share, Ship Improvement
5th +5 +4 +4 +1 Air Strike, Improved Airship Advancement, Ship Improvement

Class Skills (6 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (engineering) (geography) (the planes) (xeno) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Starship Pilot.

Starship Advancement: The starship pilot owns a starship with its own hit dice which they work on. Add twice your class level as bonus hit dice to your starship to a maximum of double the hit dice otherwise. These bonus HD work much like an animal companion's bonus HD, and do not affect changes in size.

Home Turf Advantage (Ex): The starship pilot should know and protect his starship, as should his allies. The starship pilot gains a morale bonus to attack rolls, damage, saves, skill checks, and ability checks equal to 1 + their class level, but only when fighting on their ship or fighting something that directly threatens their ship. All allies and crew members receive half this bonus as long as the starship pilot is within 1000 ft.

Partial Class Advancement: The starship pilot levels stack with levels in one other pre-existing class of your choice (determined each time you take a level of starship pilot) for the purpose of determining abilities based off class level. For example, you can advance caster level, initiator level, sneak attack, rages per day, and other abilities. You do not gain new abilities granted by your class (including greater and mighty rage), nor do you learn any new maneuvers known or spells known.

Ship Improvement: At each level of this class, the starship pilot gains a unique augment to their starship. Each time they level they can choose to alter their ship improvements known as long as they spend 24 hours of work and a DC 20 Craft check to make the changes occur. Select from the list below, you cannot choose the same option multiple times unless said otherwise.

Additional Storage (Ex): Either because it is bigger on the inside than the outside, or simply due to effective use of space, it doubles its carrying capacity, crew limit, fuel capacity, and storage limit.

Automatic Arms (Su): All siege weapons equipped are automatically staffed and manned by a number of unseen servants equal to the pilot's highest mental ability score or class level, whichever is higher, whose only purpose is reloading and firing siege weapons. They use the starship pilot's statistics to determine their actions. Requires Enhanced Arms.

Awakened Starship: The ship gains a Intelligence and Charisma score of 10, though it still does not gain skill points or feats. Instead, it can use the starship pilot's skills and feats, and the pilot's alignment. It remains loyal to the pilot but can think intelligently and perform complex actions. Must be 5th level.

Enhanced Arms (Su): All siege weapons equipped on the ship fall under the effect of greater magic weapon with a caster level equal to the starship pilot's character level.

Enhanced Durability (Ex): The starship gets DR/adamantine and an increase to hardness equal to twice your class level. The hardness increase counts as tempering for the purpose of stacking with other bonuses. Additionally, either its natural armor or regular armor bonus increase by +2 points.

Enhanced Life Support (Su): The ship and all creatures upon it benefit from endure elements and airtight architecture. Creatures gain a +4 bonus on any saving throws and ability checks or skill checks against space hazards. Its caster level is equal to the starship pilot's character level.

Superior Life Support (Su): The ship and all creatures upon it benefit from adapt body, and allows the ship to use its fly speed in any environment it is capable of passing through, such as underwater or in a star. Its caster level is equal to the starship pilot's character level. Requires Enhanced Life Support.

Inertial Batteries (Su): Thanks to improved control thrusters and strange devices that store momentum and mitigate forces of acceleration, the starship's maneuverability rises to perfect.

Improved Speed (Ex): The starship's speed increases by 50%, and its overland speed doubles. This can be taken multiple times, each time adding +50% to its speed and doubling its maximum overland speed.

Invisible Ship (Sp): The ship can turn invisible as per the invisibility spell as a standard action. Creatures within the ship are also invisible, but external creatures are visible. The illusion is only on the outside, creatures inside the ship see normally. If the ship attacks, it becomes visible. Once the invisibility goes away for any reason, it cannot turn its invisibility back on until 1 minute passes. Its caster level is equal to the starship pilot's character level. Requires Obscure Ship.

Jump Drive (Su): Once per hour, the starship can teleport as a 3 round action, taking itself and all of its crew and contents with it. Its caster level is equal to the starship pilot's character level. Requires Improved Speed.

Long Range Sensors (Su): The ships sensor range is doubled. Additionally, any spot and search checks made using the ship's sensors get a bonus of double class level.

Obscure Ship (Su): The ship is under a constant nondetection effect, including creatures and objects on and within the ship itself. Its caster level is equal to the starship pilot's character level.

Safety (Su): All creatures upon the starship benefit from the following effects: If they fall off a ledge by accident they gain feather fall. They benefit from a constant zone of OSHA-compliance. Once per day per creature allies which fall to 0 hp benefit from a cure moderate wounds (or inflict, if undead). Its caster level is equal to the airship pilot's character level.

Scrying Beacon (Su): As a standard action, the starship pilot can scrying on their own ship and any place within it (they automatically succeed on any spell resistance checks against it). This lasts for Concentration, and the starship pilot cannot see or hear their own surroundings while concentrating.

Self Maintenance (Su): The ship handles cleaning and general maintenance with unseen forces similar to unseen servant. In addition when damaged it self repairs, effectively giving the ship fast healing 1. Must be 3rd level.

Spell Durability (Ex): The starship gains spell resistance equal to the starship pilot's character level + 10. Any ally creatures with spell resistance gain a +2 bonus to their resistance while on board the ship. Requires Enhanced Durability.

Transporter (Su): A specific 5 ft magic circle is placed somewhere in the ship. Those standing on it can activate it as a standard action, to teleport as per dimension door off the ship. A creature can also teleport another willing creature within dimension door's range to the circle. The destination must have line of sight to the ship and vice versa. Its caster level is equal to the starship pilot's character level.

Universal Motion (Ex): Choose a movement mode, such as swim, burrow, or climb. The ship gains the appropriate speed equal to its fly speed.

Insurance: When you have an expensive ship and crew, you'll need some insurance. At 2nd level if your starship is ever destroyed, you can return it back to normal at half cost (5000 gp for the ship, plus half cost of any equipment installed upon it). In addition, any allies which are registered as crew have their revival cost cut in half, but only if they perished in an starship-related disaster.

Restore Ship (Ex): The 2nd level starship pilot can repair their own starship with random raw materials harvested from an area. As long as some basic raw materials are about (generally metal) the starship pilot can spend 8 hours to restore 25% of the ship's maximum hp. He can also cut down the repair time to 2 hours, but in this case the hp gained is temporary hp which only lasts for 24 hours before fading. Temporary hp from this ability stacks with itself to 100% maximum hp, and cannot bring the total hp above the ship's normal maximum hp.

Call Ship (Su): A 3rd level starship pilot has a empathic connection to the ship they own, allowing them to call for it from any distance as a standard action. The ship begins to pilot itself towards the location it was last called, as fast as it can.

Spell Share: At 4th level the starship pilot can ignore the starship's "Massive Object" feature, allowing them to cast spells on the starship as if it were a creature.

Orbital Bombardment (Ex): The 5th level starship pilot can call down death from the heavens by having their starship fire upon the ground of its own violation. As long as the starship is in orbit (or has line of site in open space) and has at least one functioning siege weapon, it will launch a barrage of attacks in a wide area. Calling for an orbital bombardment is a standard action which does not go into effect until the beginning of your next turn. An area up to a 40 ft radius is dealt 1d6 points of damage/level, with a Reflex save DC 10 + 1/2 HD + your highest mental ability modifier or Dex modifier for half damage. At your choice, the ground can be pounded or littered with debris, turning it into difficult terrain. This attack is considered a magic siege weapon for the purpose of interacting with spells and abilities.

While the starship pilot can call this at will, there is a 1 minute cooldown between attacks. The starship itself may still be able to attack with its normal weaponry.

Improved Starship Advancement: At 5th level the starship pilot is unbound from the class itself when determining the power of his starship. The bonus HD granted to your airship, as well as anything else normally equal to twice your class level, is now equal to your total character level instead (if higher).







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