Difference between revisions of "Airship Pilot (3.5e Prestige Class)"

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{{author
+
{{Author
 
|author_name=Eiji-kun
 
|author_name=Eiji-kun
|date_created=9-8-08
+
|date_created=7-13-16
 
|adopter=
 
|adopter=
 
|date_adopted=  
 
|date_adopted=  
|status=Ready For Review
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|status=Complete
|editing=Talk page for any mechanics
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|editing=Mechanical changes on Talk
|balance=Rogue
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|balance=High
|img=
 
 
}}
 
}}
{{3.5e PrC Semantic
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{{3.5e Class Data
|description=Control the skies in your own airship.  You may be a army commander or a pirate captain, but you own the air!
+
|summary=Control the skies in your own airship.  You may be a army commander or a pirate captain, but you own the air!
|len=5
+
|length=5
|minlvl=5
+
|minlevel=8
 +
|bab=Good
 +
|fort=Good
 +
|ref=Good
 +
|will=Poor
 +
|ability=Other
 +
|progression=Other
 +
|align=lg, ng, cg, ln, n, cn, le, ne, ce
 
}}
 
}}
  
[[File:Sky Hunter.jpg|thumb|right|300px|]]
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<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
  
 
==Airship Pilot==
 
==Airship Pilot==
  
{{quote|What do you mean?  She's the fastest ship in the realms!  This baby can outrun a [[SRD:Gold Dragon|gold dragon]].|orig=Han Duo, [[human]] Airship Pilot}}
+
{{quote
 +
|What do you mean?  She's the fastest ship in the realms!  This baby can outrun a [[SRD:Gold Dragon|gold dragon]].
 +
|orig=Han Duo, [[human]] Airship Pilot
 +
|src=Episode 4 of the play the War of the Stars.
 +
}}
  
 
Become king of the skies.  With your airship at your command, you stride through the heavens.
 
Become king of the skies.  With your airship at your command, you stride through the heavens.
  
===Becoming an Airship Pilot===
+
===Becoming a Airship Pilot===
  
 
Those who acquire an airship may dedicate themselves to piloting their craft and improving it.  The aircraft is another tool in their inventory which allows them to succeed.
 
Those who acquire an airship may dedicate themselves to piloting their craft and improving it.  The aircraft is another tool in their inventory which allows them to succeed.
  
{| class="dragon monstats" cellspacing="0" cellpadding="0"
+
{| class="d20 dragon monstats"
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
|-
 
! Base Attack Bonus:
 
| +3.
 
 
|-
 
|-
 
! Skills:
 
! Skills:
| Knowledge (Engineering) 8 ranks, Profession (Pilot) 6 ranks, Use Rope 4 ranks.
+
| Knowledge (Engineering) 8 ranks, Profession (Pilot) or [[Pilot]] 11 ranks, Use Rope 4 ranks.
 
|-
 
|-
 
! Special:
 
! Special:
| Must possess an airship worth at least 10,000 gp. The means of acquisition are irrelevant.  You may also require levels in certain classes depending on your Captain style chosen.
+
| 10,000 gp for the purchase of an [[Elemental Airship (3.5e Monster)|Elemental Airship]], or ownership of said ship previously.
 
|}  
 
|}  
  
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! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! rowspan="2" | [[#Spellcasting|Spellcasting]]
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-  
 
|-  
| 1st || +0 || +0 || +0 || +0
+
| 1st || +1 || +2 || +2 || +0
| class="left" | Captain Style, Piloting Skill, Upgrade
+
| class="left" | Airship Advancement, Home Turf Advantage, Partial Class Advancement, Ship Improvement
| class="left" | Special Class Advancement  
 
 
|-  
 
|-  
| 2nd || +1 || +0 || +0 || +0
+
| 2nd || +2 || +3 || +3 || +0
| class="left" | Shipbound, Upgrade
+
| class="left" | Insurance, Restore Ship, Ship Improvement
| class="left" | 
 
 
|-  
 
|-  
| 3rd || +2 || +1 || +1 || +1
+
| 3rd || +3 || +3 || +3 || +1
| class="left" | Upgrade
+
| class="left" | Call Ship, Ship Improvement
| class="left" | Special Class Advancement
 
 
|-  
 
|-  
| 4th || +3 || +1 || +1 || +1
+
| 4th || +4 || +4 || +4 || +1
| class="left" | Home Turf, Upgrade
+
| class="left" | Spell Share, Ship Improvement
| class="left" |
 
 
|-  
 
|-  
| 5th || +3 || +1 || +1 || +1
+
| 5th || +5 || +4 || +4 || +1
| class="left" | Awaken Airship, Upgrade
+
| class="left" | Air Strike, Improved Airship Advancement, Ship Improvement
| class="left" | Special Class Advancement
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills (6 + [[Int]] modifier per level)'''<br/>
+
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.)'''<br/>
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (architecture and engineering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Speak Language Skill|Speak Language]], [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), and [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).
+
{{3.5e Skills|Appraise,  
 +
Balance,  
 +
Bluff,
 +
Climb,  
 +
Concentration,  
 +
Craft,  
 +
Diplomacy,  
 +
Disable Device,  
 +
Gather Information,
 +
Intimidate,  
 +
Jump,  
 +
Knowledge (arcana) (engineering) (geography) (the planes),  
 +
Listen,
 +
Perform,
 +
Profession,  
 +
Ride,
 +
Speak Language,  
 +
Spot,  
 +
Survival,  
 +
Tumble,  
 +
Use Rope}}
 
|}
 
|}
  
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All of the following are class features of the Airship Pilot.
 
All of the following are class features of the Airship Pilot.
  
'''{{Anchor|Captain Style}}:''' When you first take levels in airship pilot, you choose a captain style.  The choice you make determines the aspect of your saving throws, and special class advancementOnce you select a style you cannot change it.
+
'''{{Anchor|Elemental Airship}}:''' The airship pilot uses an [[Elemental Airship (3.5e Monster)|Elemental Airship]] as their ship of choice.
 +
 
 +
'''{{Anchor|Airship Advancement}}:''' The airship pilot owns an airship known as an [[Elemental Airship (3.5e Monster)|Elemental Airship]], a partially animated vehicle with its own hit dice.  Add twice your class level as bonus hit dice to your elemental airship.  These bonus HD work much like an animal companion's bonus HD, and do not affect changes in size.
 +
 
 +
'''{{Anchor|Home Turf Advantage}} {{Ex}}:''' The airship pilot should know and protect his airship, as should his allies.  The airship 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 rather than themselves (such as a turret currently aimed on their airship)All allies and crew members receive half this bonus as long as the airship pilot is within 1000 ft.
 +
 
 +
'''{{Anchor|Partial Class Advancement}}:''' The airship pilot levels stack with levels in one other pre-existing class of your choice (determined each time you take a level of airship 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.
 +
 
 +
'''{{Anchor|Ship Improvement}}:''' At each level of this class, the airship pilot gains a unique augment to their elemental airshipEach 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.
 +
 
 +
''{{Anchor|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, and storage limit.
 +
 
 +
''{{Anchor|Automatic Arms}} {{Su}}:'' All siege weapons equipped are automatically staffed and manned by ''[[SRD:Unseen Servant|unseen servants]]'' whose only purpose is reloading and firing siege weapons.  They use the airship pilot's statistics to determine their actions.  ''Requires Enhanced Arms.''
 +
 
 +
''{{Anchor|Awakened Airship}}:'' 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 airship 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.''
 +
 
 +
''{{Anchor|Enhanced Arms}} {{Su}}:'' All siege weapons equipped on the ship fall under the effect of ''[[SRD:Greater Magic Weapon|greater magic weapon]]'' with a caster level equal to the airship pilot's character level.
 +
 
 +
''{{Anchor|Enhanced Durability}} {{Ex}}:'' The elemental airship's hardness increases to 10, and its natural armor increases by +4 points.
 +
 
 +
''{{Anchor|Environmental Protection}} {{Su}}:'' The ship and all creatures upon it benefit from ''[[SRD:Endure Elements|endure elements]]'' and ''[[Airtight Architecture (3.5e Spell)|airtight architecture]]''.  Creatures gain a +4 bonus on any saving throws and ability checks or skill checks against the weather.  Its caster level is equal to the airship pilot's character level.
  
''{{Anchor|Inspirational Style}}:'' You obtain a good Reflex and Will save progressionAt each special class advancement (1st, 3rd, and 5th) you gain an effective level in determining the number of bardic musics per day and types of bard songs you knowIf you do not possess any levels in bard or another class which grants bardic music, this provides no benefit.
+
''{{Anchor|Greater Environmental Protection}} {{Su}}:'' The ship and all creatures upon it benefit from ''[[SRD:Adapt Body|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 outer spaceIts caster level is equal to the airship pilot's character level''Requires Environmental Protection.''
  
''{{Anchor|Military Style}}:'' You obtain a good Fortitude save progression and full BAB.  At each special class advancement (1st, 3rd, and 5th) you gain an effective level in fighter for the purpose of meeting feat pre-requisites.  Unlike most styles, you do not require fighter levels to benefit from this.
+
''{{Anchor|Improved Maneuverability}} {{Su}}:'' The elemental airship's maneuverability rises to perfect.
  
''{{Anchor|Sky Pirate Style}}:'' You obtain a good Reflex save progression.  At each special class advancement (1st, 3rd, and 5th) you gain +1d6 sneak attack, If you do not possess any levels in rogue or another class which grants sneak attack or similar, this provides no benefit.
+
''{{Anchor|Improved Speed}} {{Ex}}:'' The elemental airship's speed increases by 50 ft, and its overland speed increases by doubles (120 mph). This can be taken multiple times, each time adding +50 ft to its speed and doubling its maximum overland speed.
  
''{{Anchor|Spellwrought Style}}:'' You obtain a good Will save progressionAt each special class advancement (1st, 3rd, and 5th) you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Airship Pilot, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells knownIf you do not have a spellcasting class, this provides no benefits.
+
''{{Anchor|Invisible Ship}} {{Sp}}:'' The ship can turn invisible as per the ''[[SRD:Invisibility|invisibility]]'' spell as a standard actionCreatures within the ship are also invisible, but creatures on deck are visible. If the ship attacks, it becomes invisible.  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 airship pilot's character level''Requires Obscure Ship.''
  
'''{{Anchor|Piloting Skill}}:''' An airship pilot may add his class level as a competence bonus to all Profession (Pilot) and Knowledge (Engineering) checks.
+
''{{Anchor|Jump Drive}} {{Su}}:'' Once per hour, the elemental airship can ''[[SRD:Teleport|teleport]]'' as a 3 round action, taking itself and all of its crew and contents with it.  Its caster level is equal to the airship pilot's character level. ''Requires Improved Speed.''
  
'''{{Anchor|Upgrade}}:''' At 1st level and every level beyond, the airship pilot receives an upgrade to his ship of choice.  Upgrades are applied to the ship free of chargeIf the ship is ever lost or destroyed, the airship pilot may apply his upgrades to a new ship after 1 week of use.  Upgrades have no material value, and often fall into disrepair after 1 month of the ship being out of an airship pilot's hands.
+
''{{Anchor|Madar}} {{Su}}:'' The ship gains a special form of blindsense out to 1 mile, but it can only detect objects and creatures of Huge size or largerIt provides no information on what these creatures actually are, but displays the information on a ''[[SRD:Silent Image|silent image]]'' somewhere in the ship.
  
''{{Anchor|Afterburner}} ([[Su]]):'' The airship's speed increases by 10 ft.  You may select this benefit several times.
+
''{{Anchor|Obscure Ship}} {{Su}}:'' The ship is under a constant ''[[SRD:Nondetection|nondetection]]'' effect, including creatures and objects on and within the ship itself.  Its caster level is equal to the airship pilot's character level.
  
''{{Anchor|Control Flaps}} ([[Su]]):'' The airship's maneuverability rises by 1 stepYou may select this benefit several times, to a maximum of perfect.
+
''{{Anchor|Safety}} {{Su}}:'' All creatures upon the airship benefit from the following effects: If they fall off the edge by accident they gain ''[[SRD:Feather Fall|feather fall]]''.  They benefit from a constant ''[[Zone of OSHA-Compliance (3.5e Spell)|zone of OSHA-compliance]]''.  Once per day per creature allies which fall to 0 hp benefit from a ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'' (or inflict, if undead).  Its caster level is equal to the airship pilot's character level.
  
''{{Anchor|Greater Awakening}} ([[Su]]):'' The airship is smarter and more talented than others of its kindThe benefits from Awaken Airship gain to two 18s and one 10, telepathy out to 120 ft. away, and 120 ft. darkvision, blindsense, and hearing.  This can only be taken at 5th level.
+
''{{Anchor|Scrying Beacon}} {{Su}}:'' As a standard action, the airship pilot can ''[[SRD:Scry|scry]]'' 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 airship pilot cannot see or hear their own surroundings while concentrating.
  
''{{Anchor|Hardening}} ([[Su]]):'' The airship becomes more difficult to damageThe airship's hardness increases by 5This ability may be selected up to 2 times, to a maximum of +10 hardness.
+
''{{Anchor|Self Maintenance}} {{Su}}:'' The ship handles cleaning and general maintenance with unseen forces similar to ''[[SRD:Unseen Servant|unseen servant]]''.  In addition when damaged it self repairs, effectively giving the ship fast healing 1''Must be 3rd level.''
  
''{{Anchor|Home Defense}} ([[Su]]):'' The bonus provided by Home Turf rises to +2.  This ability can only be taken once at 4th level or beyond.
+
''{{Anchor|Spell Durability}} {{Ex}}:'' The elemental airship gains spell resistance equal to the airship 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.''
  
''{{Anchor|Planar Sailor}} ([[Su]]):'' The airship no longer is in any danger from a selected plane's effects, such as the fires of the Elemental Plane of FireThis does not protect the airship from a fireball spell or an open flame, only from the effects generated by the plane itselfSo long as its occupants remain inside and not on open deck, its passengers are likewise protectedYou may select this ability multiple times, each time it applies to a different planeAlternatively, you may apply it to a specific dangerous environment, such as outer space (although depending on your method of transport such as wind power, you may not be able to navigate outer space once you reach there).
+
''{{Anchor|Transporter}} {{Su}}:'' A specific 5 ft magic circle is placed somewhere in the shipThose standing on it can activate it as a standard action, to teleport as per ''[[SRD:Dimension Door|dimension door]]'' off the shipA creature can also teleport another willing creature within ''dimension door's'' range to the circleThe destination must have line of sight to the ship and vice versaIts caster level is equal to the airship pilot's character level.
  
''{{Anchor|Radar}} ([[Su]]):'' A map is displayed within the control room of the ship, detailing the basic surroundings out to 1 mile.  The map does not pick up details smaller than a tree and does not detect creatures, only terrain.  This ability may only be taken once.
+
''{{Anchor|Universal Motion}} {{Ex}}:'' Choose a movement mode, such as swim, burrow, or climb.  The ship gains the appropriate speed equal to its fly speed.
  
''{{Anchor|Shielding}} ([[Su]]):'' The ship generates a field which slows and disrupts incoming projectilesWhile the shields are up, the ship itself and all crew aboard gain a +2 deflection bonus, and +2 temporary hp against ranged attacks originating from outside the ship.  Every round the temporary hp regenerates to absorb damage again.  These bonuses stack with any current deflection bonus or temporary hp the crew has.  This bonus does not apply to attacks made from the ship or melee attacks as the shield is a bubble which surrounds the craft.  In addition, any ranged attacks made by the crew to targets outside of the ship run into and deplete their own shields, so use of the shields is a purely defensive measure.  This ability may be taken multiple times, increasing the bonus to a maximum of +10 deflection and +10 temporary hp.  Raising or lowering the shields is a standard action for either the airship pilot, or the ship itself if sentient.
+
'''{{Anchor|Insurance}}:''' When you have an expensive ship and crew, you'll need some insuranceAt 2nd level if your airship 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 airship-related disaster.
  
''{{Anchor|Self-Repair}} ([[Su]]):'' A damaged ship will begin to repair any damage done to itThe airship repairs 1 hp an hour to its entire frameThis may be selected several times, each time the repair done rises by +1.
+
''{{Anchor|Restore Ship}} {{Ex}}:'' The 2nd level airship pilot can repair their own airship with random raw materials harvested from an areaAs long as some basic raw materials are about (generally wood, stone, and fabric) the airship 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 fadingTemporary hp from this ability stacks with itself to 100% maximum hp, and cannot bring the total hp above the ship's normal maximum hp.
  
''{{Anchor|Weapons System}} ([[Su]]):'' The airship generates a magical field which empowers any siege weapons current on boardAll siege weapons gain a +1 enchantment bonus, which does not stack with any current enchantment bonus they may possess.  This ability may only be taken once.
+
''{{Anchor|Call Ship}} {{Su}}:'' A 3rd level airship pilot has a empathic connection to the ship they own, allowing them to call for it from any distance as a standard actionThe ship begins to pilot itself towards the location it was last called, as fast as it can.
  
'''{{Anchor|Shipbound}} ([[Ex]]):''' An airship pilot is used to the waves and motions of his craft.  At 2nd level and beyond, an airship pilot can take 10 on Balance, Climb, Concentration, Jump, and Tumble checks while on board their ship, even under stress.  This benefit is only available on their own ship, not any ship.
+
''{{Anchor|Spell Share}}:'' At 4th level the airship pilot can ignore the elemental airship's "Massive Object" feature, allowing them to cast spells on the airship as if it were a creature.
  
'''{{Anchor|Home Turf}} ([[Ex]]):''' An airship pilot is right at home on his ship and fights to defend itAt 4th level and beyond, and airship pilot receives a +1 morale bonus on attack, damage, and saving throws while aboard their ship.  This benefit is only available on their own ship, not any ship.
+
''{{Anchor|Air Strike}} {{Ex}}:'' The 5th level airship pilot can call down death from the heavens by having their airship fire upon the ground of its own violation.  As long as the airship is within 1 mile and has at least one functioning siege weapon, it will launch a barrage of attacks which adds up to 1d6 points of damage worth in a wide area.  Calling for an air strike is a standard action which does not go into effect until the beginning of your next turnAn 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.
  
'''{{Anchor|Awaken Airship}} ([[Su]]):''' The bond between airship pilot and ship causes his airship to manifest its own spirit.  At 5th level, an airship pilot's chosen airship gains sentience as if it were an intelligent magical weapon.  It gains two mental ability scores at 16 and one at 10, speech, 60 ft. darkvision and hearing, and its own ego score and alignment.  The ship technically no longer requires a crew to operate, as the sails, engines, or flaps can be animated.  Siege weapons cannot be fired or reloaded by the craft.  The ship has a mind of its own but its alignment and beliefs are generally in line with its captain.  The captain has an empathetic connection with his ship up to 1 mile.
+
While the airship pilot can call this at will, there is a 1 minute cooldown between attacks.  The airship itself may still be able to attack with its normal weaponry.
  
If the airship pilot's craft already is host to an intelligent spirit (such as is the case with some Eberron airships), the airship pilot may use either the mental ability scores granted by the class or its current spirit.  The alignment and personality ship may mean he no longer needs to make any opposed charisma checks to pilot such ships.
+
'''{{Anchor|Improved Airship Advancement}}:''' At 5th level the airship pilot is unbound from the class itself when determining the power of his airship.  The bonus HD granted to your airship is equal to your total character level instead of twice your class level (if higher).
  
 
===Campaign Information===
 
===Campaign Information===
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====Playing a Airship Pilot====
 
====Playing a Airship Pilot====
  
'''Combat:''' An airship pilot does not define their role in the party.  Indeed they remain a wizard, a bard, a rogue, or whatever they may have been to enter.  However, they may choose to take the airship into combat before ground operations begin, and in that respect they have an edge over the competition.
+
'''Combat:''' An airship pilot does not define their role in the party.  Indeed they remain a wizard, a bard, a rogue, or whatever they may have been to enter.  However, they may choose to take the airship into combat before ground operations begin, and in that respect they have an edge over the competition.
  
 
'''Advancement:''' Advancement varies on class, as all classes can potentially qualify to be an airship pilot.
 
'''Advancement:''' Advancement varies on class, as all classes can potentially qualify to be an airship pilot.
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'''NPC Reactions:''' Depending on the setting, the airship pilot may be crackpot tinker flying some wild device, the owner of a rare and exotic ship, or a respected member of civilized society.  Few can dismiss the awe of seeing a behemoth floating in the skies overhead.
 
'''NPC Reactions:''' Depending on the setting, the airship pilot may be crackpot tinker flying some wild device, the owner of a rare and exotic ship, or a respected member of civilized society.  Few can dismiss the awe of seeing a behemoth floating in the skies overhead.
 
====Airship Pilot Lore====
 
  
 
Characters with ranks in Knowledge Local can research airship pilots to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
Characters with ranks in Knowledge Local can research airship pilots to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
  
{| class="d20" {{#vardefine: odd | 0}}
+
{| class="zebra d20"
 
|+ Knowledge Local
 
|+ Knowledge Local
 
! DC || class="left" | Result
 
! DC || class="left" | Result
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| 15 || class="left" | An airship pilot is strong defending his own ship, gaining several benefits aboard.
 
| 15 || class="left" | An airship pilot is strong defending his own ship, gaining several benefits aboard.
 
|-  
 
|-  
| 20 || class="left" | They say airship pilot's ships are alive themselves, and the two minds working together is devesating.
+
| 20 || class="left" | They say airship pilot's ships have a mind of their own, and the two minds working together is devastating.
 
|-  
 
|-  
 
| 30 || class="left" | Those who reach this level of success can obtain information in specific airship pilots, their airship they fly, and last known location or deeds.
 
| 30 || class="left" | Those who reach this level of success can obtain information in specific airship pilots, their airship they fly, and last known location or deeds.
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''EL whatever:'' 10
 
''EL whatever:'' 10
 
  
 
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[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Prestige Class]]
 
[[Category:Prestige Class]]
 
 
{{Navboxes}}
 
{{Navboxes}}

Revision as of 09:30, 16 July 2016

Homebrew.png
Author: Eiji-kun (talk)
Date Created: 7-13-16
Status: Complete
Editing: Mechanical changes on Talk
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Control the skies in your own airship. You may be a army commander or a pirate captain, but you own the air! 5 8 Good Good Good Poor Other Other


Airship Pilot

What do you mean? She's the fastest ship in the realms! This baby can outrun a gold dragon.
—Han Duo, human Airship Pilot, Episode 4 of the play the War of the Stars.

Become king of the skies. With your airship at your command, you stride through the heavens.

Becoming a Airship Pilot

Those who acquire an airship may dedicate themselves to piloting their craft and improving it. The aircraft is another tool in their inventory which allows them to succeed.

Entry Requirements
Skills: Knowledge (Engineering) 8 ranks, Profession (Pilot) or Pilot 11 ranks, Use Rope 4 ranks.
Special: 10,000 gp for the purchase of an Elemental Airship, or ownership of said ship previously.

Table: The Airship Pilot

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Airship 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) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).

Class Features

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

Elemental Airship: The airship pilot uses an Elemental Airship as their ship of choice.

Airship Advancement: The airship pilot owns an airship known as an Elemental Airship, a partially animated vehicle with its own hit dice. Add twice your class level as bonus hit dice to your elemental airship. These bonus HD work much like an animal companion's bonus HD, and do not affect changes in size.

Home Turf Advantage (Ex): The airship pilot should know and protect his airship, as should his allies. The airship 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 rather than themselves (such as a turret currently aimed on their airship). All allies and crew members receive half this bonus as long as the airship pilot is within 1000 ft.

Partial Class Advancement: The airship pilot levels stack with levels in one other pre-existing class of your choice (determined each time you take a level of airship 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 airship pilot gains a unique augment to their elemental airship. 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, and storage limit.

Automatic Arms (Su): All siege weapons equipped are automatically staffed and manned by unseen servants whose only purpose is reloading and firing siege weapons. They use the airship pilot's statistics to determine their actions. Requires Enhanced Arms.

Awakened Airship: 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 airship 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 airship pilot's character level.

Enhanced Durability (Ex): The elemental airship's hardness increases to 10, and its natural armor increases by +4 points.

Environmental Protection (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 the weather. Its caster level is equal to the airship pilot's character level.

Greater Environmental Protection (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 outer space. Its caster level is equal to the airship pilot's character level. Requires Environmental Protection.

Improved Maneuverability (Su): The elemental airship's maneuverability rises to perfect.

Improved Speed (Ex): The elemental airship's speed increases by 50 ft, and its overland speed increases by doubles (120 mph). This can be taken multiple times, each time adding +50 ft 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 creatures on deck are visible. If the ship attacks, it becomes invisible. 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 airship pilot's character level. Requires Obscure Ship.

Jump Drive (Su): Once per hour, the elemental airship 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 airship pilot's character level. Requires Improved Speed.

Madar (Su): The ship gains a special form of blindsense out to 1 mile, but it can only detect objects and creatures of Huge size or larger. It provides no information on what these creatures actually are, but displays the information on a silent image somewhere in the ship.

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 airship pilot's character level.

Safety (Su): All creatures upon the airship benefit from the following effects: If they fall off the edge 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 airship pilot can scry 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 airship 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 elemental airship gains spell resistance equal to the airship 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 airship 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 airship 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 airship-related disaster.

Restore Ship (Ex): The 2nd level airship pilot can repair their own airship with random raw materials harvested from an area. As long as some basic raw materials are about (generally wood, stone, and fabric) the airship 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 airship 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 airship pilot can ignore the elemental airship's "Massive Object" feature, allowing them to cast spells on the airship as if it were a creature.

Air Strike (Ex): The 5th level airship pilot can call down death from the heavens by having their airship fire upon the ground of its own violation. As long as the airship is within 1 mile and has at least one functioning siege weapon, it will launch a barrage of attacks which adds up to 1d6 points of damage worth in a wide area. Calling for an air strike 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 airship pilot can call this at will, there is a 1 minute cooldown between attacks. The airship itself may still be able to attack with its normal weaponry.

Improved Airship Advancement: At 5th level the airship pilot is unbound from the class itself when determining the power of his airship. The bonus HD granted to your airship is equal to your total character level instead of twice your class level (if higher).

Campaign Information

Playing a Airship Pilot

Combat: An airship pilot does not define their role in the party. Indeed they remain a wizard, a bard, a rogue, or whatever they may have been to enter. However, they may choose to take the airship into combat before ground operations begin, and in that respect they have an edge over the competition.

Advancement: Advancement varies on class, as all classes can potentially qualify to be an airship pilot.

Resources: Airships are not cheap, and airship crafters often are organized, creating fleets under a single banner.

Airship Pilots in the World

They're in range, prepare to fire!
—J. Der, Peregrine Airship Pilot

Airship Pilots provide transport to and fro upon great flying ships, for transport, for war, for exploration, and more.

NPC Reactions: Depending on the setting, the airship pilot may be crackpot tinker flying some wild device, the owner of a rare and exotic ship, or a respected member of civilized society. Few can dismiss the awe of seeing a behemoth floating in the skies overhead.

Characters with ranks in Knowledge Local can research airship pilots to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 Airship Pilots own and pilot airships. They are known to making several modifications to them.
15 An airship pilot is strong defending his own ship, gaining several benefits aboard.
20 They say airship pilot's ships have a mind of their own, and the two minds working together is devastating.
30 Those who reach this level of success can obtain information in specific airship pilots, their airship they fly, and last known location or deeds.

Airship Pilots in the Game

Airship Pilots provide transportation with their great airships, perfect for world-spanning PCs on their adventurers.

Adaptation: Don't have airships, but do have sailing ships? This class can be tweaked to be an alternative Dread Pirate (Complete Adventurer) style class.

Sample Encounter: The PCs need to get to the flying city of Paletuna, but dragons threaten the skies. Protect the airship on its voyage, or die as you crash and burn miles to the ground.

EL whatever: 10


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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level8 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Gather Information +, Intimidate +, Jump +, Knowledge +, Listen +, Perform +, Profession +, Ride +, Speak Language +, Spot +, Survival +, Tumble + and Use Rope +
Skill Points6 +
SummaryControl the skies in your own airship. You may be a army commander or a pirate captain, but you own the air! +
TitleAirship Pilot +
Will Save ProgressionPoor +