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<blockquote data-quote="BlackJaw" data-source="post: 1290345" data-attributes="member: 888"><p>I know the last one we had was based off the Dragonstar one. This one is based off that, but hopefuly as more intersting looking class (pilot or mechanic in Dragonstar is about as entertaining as running an Adept or expert). This one is based off rogues and fighters just as much as the pilot. I've also made sure a handful of powers work in a dungeon as well as in a cockpit. Dodge bonuses transfer to vehicles and sort of fit the hand-eye cordinated character concept, so now they apply "at all times." they are gains at the same time as a monk would get his AC bonuses, although monk bonuses apply all the time and are unamed. dodge ones only work if you are not flat footed, so its not as good. They still stack with everything (the advantage of dodge type modifiers). evasion is in there again because it fits. Aviators get it 1 level after monks or rogues. they have to wait a few more levels for it work with their vehicles. they also have a change to get improved evasion, but it first comes up 2 levels after when a rogue could get it. Most of the bonus feat options directly relate to vessel flight and combat, or at least easily could. A few are aimed at creatures rather then vehicles, as the class is on a whole.</p><p>The gunner bonus is interesting. the class gets bonuses at any level the BAB falls behind a fighter... meaning a fighter and aviator have the same attack bonus when using vehicle weapons... althought his does not provide the extra attacks like a true bab would.</p><p>The flight tricks are my answer to list of nifty flight tweaks the class could provide (so I don't have to pick one or two... they can pick) and is intended to work like the rogue ability of the same nature. Both improved evasion and Copilot are designed as options for Aviators that spend a lot of time in "standard dungeons." they work in the air just as well as on the ground. I intentionaly didn't want a SKill Mastery option like the rogues get because piloting skill checks are the core the mechanic, and to let them take 10 on all of them is hard to allow... so that's now only for mid to high level rogues to take (and like I said once before, rogues make good pilots.)</p><p></p><p>Overall I'm happy. They are good in the sky, and just a bit behind a monk or rogue on the ground. They arn't broken good or weak in either, and most importantly they look interesting to play, with special bonuses and powers spread out and bonus feats (less often then fighters get them) etc to make sure they are all trained but rarerly identicle.</p><p></p><p>Anyway: here are the crunchy chunks with no formating:</p><p></p><p><strong>Game Rule Information</strong></p><p>Aviators have the following game statistics.</p><p> Abilities: When piloting, an Aviator passes along his dexterity bonus to his vehicle’s armor class, and its reflex save. It’s also the ability used when making Piloting skill checks, making it the primary score for Aviators. Because of their reliance on skills, aviators also get a boon out of a good Intelligence score.</p><p> Alignment: Any</p><p> Hit Die: d8</p><p></p><p>Class Skills</p><p>The Aviator’s Class skills (and the key ability for each skill) are Bluff (Dex), Climb (Str), Craft (Int), Jump (Str), Knowledge [Geography] (Int), Knowledge [Nature] (Int), Pilot [Flight] (Dex), Pilot [Vehicle] (Dex), Profession (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).</p><p> Skill Points at 1st Level: (4 +Intelligence modifier) X 4</p><p> Skill Points at each additional level: 4 +Intelligence modifier</p><p></p><p>Starting Equipment: Aviators begin with 5d4 x10 (125gp) funds.</p><p></p><p>Bab: Rogue like</p><p>Saves: Ref good</p><p></p><p>1)Vehicle Proficiency, Gunner +1</p><p>2)Bonus Feat</p><p>3)Evasion</p><p>4)</p><p>5)Gunner +2, +1 Dodge bonus</p><p>6)Vehicle Evasion</p><p>7)Bonus Feat</p><p>8)Intuitive Pilot</p><p>9)Gunner +3</p><p>10)+2 Dodge Bonus</p><p>11)Bonus Feat</p><p>12)Flight Trick</p><p>13)Gunner +4</p><p>14)</p><p>15)Bonus Feat, +3 Dodge Bonus</p><p>16)Flight Trick</p><p>17)Gunner +5</p><p>18)</p><p>19)Bonus Feat</p><p>20)Flight Trick, +4 Dodge Bonus</p><p></p><p>Class Features:</p><p> Weapon and Armor Proficiency: Pilots are proficient with all simple weapons and are proficient with light armor, but not with shields.</p><p> Vehicle Proficiency: At first level an Aviator gains proficiency with a vehicle class of his choice. Ignore this class feature if the Vehicle Proficiency Feat is not used in your game.</p><p> Gunner (Ex): At first level an Aviator gains a +1 bonus to attacks with any Vehicle weapon. This bonus increases again at 4th level and every 4 levels thereafter, eventually reaching +5 at level 17.</p><p> Bonus Feats: At second level an aviator gains a bonus feat selected from the following list: Combat Expertise, Combat Reflexes, Dodge, Fly by Attack, Hover, Improved Initiative, Lightning Reflexes, Mobility, Rapid Reload, Run, Skill Focus, Vehicle Control Proficiency, Weapon Finesse, Weapon Focus, and Wingover. The Aviator gains another bonus feat at 7th level and every 4 levels there after.</p><p>Note that Hover, Run, and Wingover are useful to flying creatures, not piloted vehicles. The Vehicle Control Proficiency might not be used in your game.</p><p> Dodge Bonus (Ex): An Aviator develops a heightened reaction time resulting in a +1 dodge bonus to armor class at 5th level. This bonus increases every 3 levels eventually reaching +4 at 20th level. This dodge bonus stacks with other dodge bonus normally, such as the Dodge, Mobility, & Combat Expertise feats.</p><p> Evasion (Ex): An Aviator of 3rd or higher level can avoid even magical and unusual attacks with great agility. If the Aviator makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a Dragon’s breath or a Fireball), he instead takes no damage. Evasion can be used only if the Aviator is wearing light armor or no armor. A helpless Aviator (such as one who is unconscious or paralyzed) does not gain the benefits of evasion. </p><p> Vehicle Evasion (Ex): An aviator of 6th level or higher can extend the benefits of Evasion and Improved Evasion to his vehicle.</p><p> Intuitive Pilot (Ex): An Aviator of 8th level of higher suffers only a -2 non-proficiency penalty when piloting a class vehicle he is not proficient with. Note that this class feature is only helpful in games with the Vehicle Proficiency Feat.</p><p> Flight Trick (Ex): At level 12 and every 4 levels there after, the Aviator develops a special Flight Trick, selected from the list bellow. Unless otherwise stated, a trick can only be selected once.</p><p> Combat Pilot: This trick allows the Aviator to negate an attack directed against his vessel by out flying the attack. Once per round when the Aviator’s vessel is hit, he may attempt a Piloting check (as a reaction) to negate the hit. The hit is negated if the Aviator’s Piloting check result is greater than the opponent’s attack roll.</p><p> Greater Intuitive Pilot: The Aviator no longer suffers any non-proficiency penalties when piloting a class of vehicle he is not proficient with. Note that this trick is only helpful in games with the Vehicle Proficiency Feat.</p><p> Improved Copilot: The Aviator may attempt to provide a +4 bonus when using the Aid Another option of the core rules by raising the DC to 15 instead of 10. If the check fails, no bonus is provided. This trick can be used with any skill, even those not related to flight.</p><p> Improved Evasion: This ability works like Evasion, except that while the Aviator still takes no damage on a successful save, he now only takes half damage on a failed save.</p><p> Speed Boost: The Aviator’s flight speed increases by 1 square. This effect personal flight speeds regardless of source, as well as the speed of any vehicle piloted.</p><p>Stunt Focus: The Aviator gains a +4 bonus to any Piloting check made to perform a Stunt.</p><p>Stunt Mastery: The Aviator may take 10 when performing a specific Stunt, even in combat or dangerous situations. This trick may be selected more then once, and each time it applies to a new Stunt.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1290345, member: 888"] I know the last one we had was based off the Dragonstar one. This one is based off that, but hopefuly as more intersting looking class (pilot or mechanic in Dragonstar is about as entertaining as running an Adept or expert). This one is based off rogues and fighters just as much as the pilot. I've also made sure a handful of powers work in a dungeon as well as in a cockpit. Dodge bonuses transfer to vehicles and sort of fit the hand-eye cordinated character concept, so now they apply "at all times." they are gains at the same time as a monk would get his AC bonuses, although monk bonuses apply all the time and are unamed. dodge ones only work if you are not flat footed, so its not as good. They still stack with everything (the advantage of dodge type modifiers). evasion is in there again because it fits. Aviators get it 1 level after monks or rogues. they have to wait a few more levels for it work with their vehicles. they also have a change to get improved evasion, but it first comes up 2 levels after when a rogue could get it. Most of the bonus feat options directly relate to vessel flight and combat, or at least easily could. A few are aimed at creatures rather then vehicles, as the class is on a whole. The gunner bonus is interesting. the class gets bonuses at any level the BAB falls behind a fighter... meaning a fighter and aviator have the same attack bonus when using vehicle weapons... althought his does not provide the extra attacks like a true bab would. The flight tricks are my answer to list of nifty flight tweaks the class could provide (so I don't have to pick one or two... they can pick) and is intended to work like the rogue ability of the same nature. Both improved evasion and Copilot are designed as options for Aviators that spend a lot of time in "standard dungeons." they work in the air just as well as on the ground. I intentionaly didn't want a SKill Mastery option like the rogues get because piloting skill checks are the core the mechanic, and to let them take 10 on all of them is hard to allow... so that's now only for mid to high level rogues to take (and like I said once before, rogues make good pilots.) Overall I'm happy. They are good in the sky, and just a bit behind a monk or rogue on the ground. They arn't broken good or weak in either, and most importantly they look interesting to play, with special bonuses and powers spread out and bonus feats (less often then fighters get them) etc to make sure they are all trained but rarerly identicle. Anyway: here are the crunchy chunks with no formating: [b]Game Rule Information[/b] Aviators have the following game statistics. Abilities: When piloting, an Aviator passes along his dexterity bonus to his vehicle’s armor class, and its reflex save. It’s also the ability used when making Piloting skill checks, making it the primary score for Aviators. Because of their reliance on skills, aviators also get a boon out of a good Intelligence score. Alignment: Any Hit Die: d8 Class Skills The Aviator’s Class skills (and the key ability for each skill) are Bluff (Dex), Climb (Str), Craft (Int), Jump (Str), Knowledge [Geography] (Int), Knowledge [Nature] (Int), Pilot [Flight] (Dex), Pilot [Vehicle] (Dex), Profession (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex). Skill Points at 1st Level: (4 +Intelligence modifier) X 4 Skill Points at each additional level: 4 +Intelligence modifier Starting Equipment: Aviators begin with 5d4 x10 (125gp) funds. Bab: Rogue like Saves: Ref good 1)Vehicle Proficiency, Gunner +1 2)Bonus Feat 3)Evasion 4) 5)Gunner +2, +1 Dodge bonus 6)Vehicle Evasion 7)Bonus Feat 8)Intuitive Pilot 9)Gunner +3 10)+2 Dodge Bonus 11)Bonus Feat 12)Flight Trick 13)Gunner +4 14) 15)Bonus Feat, +3 Dodge Bonus 16)Flight Trick 17)Gunner +5 18) 19)Bonus Feat 20)Flight Trick, +4 Dodge Bonus Class Features: Weapon and Armor Proficiency: Pilots are proficient with all simple weapons and are proficient with light armor, but not with shields. Vehicle Proficiency: At first level an Aviator gains proficiency with a vehicle class of his choice. Ignore this class feature if the Vehicle Proficiency Feat is not used in your game. Gunner (Ex): At first level an Aviator gains a +1 bonus to attacks with any Vehicle weapon. This bonus increases again at 4th level and every 4 levels thereafter, eventually reaching +5 at level 17. Bonus Feats: At second level an aviator gains a bonus feat selected from the following list: Combat Expertise, Combat Reflexes, Dodge, Fly by Attack, Hover, Improved Initiative, Lightning Reflexes, Mobility, Rapid Reload, Run, Skill Focus, Vehicle Control Proficiency, Weapon Finesse, Weapon Focus, and Wingover. The Aviator gains another bonus feat at 7th level and every 4 levels there after. Note that Hover, Run, and Wingover are useful to flying creatures, not piloted vehicles. The Vehicle Control Proficiency might not be used in your game. Dodge Bonus (Ex): An Aviator develops a heightened reaction time resulting in a +1 dodge bonus to armor class at 5th level. This bonus increases every 3 levels eventually reaching +4 at 20th level. This dodge bonus stacks with other dodge bonus normally, such as the Dodge, Mobility, & Combat Expertise feats. Evasion (Ex): An Aviator of 3rd or higher level can avoid even magical and unusual attacks with great agility. If the Aviator makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a Dragon’s breath or a Fireball), he instead takes no damage. Evasion can be used only if the Aviator is wearing light armor or no armor. A helpless Aviator (such as one who is unconscious or paralyzed) does not gain the benefits of evasion. Vehicle Evasion (Ex): An aviator of 6th level or higher can extend the benefits of Evasion and Improved Evasion to his vehicle. Intuitive Pilot (Ex): An Aviator of 8th level of higher suffers only a -2 non-proficiency penalty when piloting a class vehicle he is not proficient with. Note that this class feature is only helpful in games with the Vehicle Proficiency Feat. Flight Trick (Ex): At level 12 and every 4 levels there after, the Aviator develops a special Flight Trick, selected from the list bellow. Unless otherwise stated, a trick can only be selected once. Combat Pilot: This trick allows the Aviator to negate an attack directed against his vessel by out flying the attack. Once per round when the Aviator’s vessel is hit, he may attempt a Piloting check (as a reaction) to negate the hit. The hit is negated if the Aviator’s Piloting check result is greater than the opponent’s attack roll. Greater Intuitive Pilot: The Aviator no longer suffers any non-proficiency penalties when piloting a class of vehicle he is not proficient with. Note that this trick is only helpful in games with the Vehicle Proficiency Feat. Improved Copilot: The Aviator may attempt to provide a +4 bonus when using the Aid Another option of the core rules by raising the DC to 15 instead of 10. If the check fails, no bonus is provided. This trick can be used with any skill, even those not related to flight. Improved Evasion: This ability works like Evasion, except that while the Aviator still takes no damage on a successful save, he now only takes half damage on a failed save. Speed Boost: The Aviator’s flight speed increases by 1 square. This effect personal flight speeds regardless of source, as well as the speed of any vehicle piloted. Stunt Focus: The Aviator gains a +4 bonus to any Piloting check made to perform a Stunt. Stunt Mastery: The Aviator may take 10 when performing a specific Stunt, even in combat or dangerous situations. This trick may be selected more then once, and each time it applies to a new Stunt. [/QUOTE]
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