My homebrew PrC's. I have a derro Pilot/Cleric of Luck play-testing the Witch Ace. He's done well so far.:
Dwarven Navigator
Only a dwarf is reliable enough to get you anywhere you want to go, no matter the distance…
Alignment: Any
Hit Die: d6
Skill Points: 4 + (Int Modifier) per level
Class Skills:
Bluff (Cha), Craft (Int), Freefall (Dex), Navigation (Int), Pilot (Dex), Profession (Wis),
Repair Device (Int), Spot (Wis), Use Device (Int)
Requirements:
Feats:
Born Spacer, Skill Focus (Navigation)
Skills:
Navigation: 8 ranks
Pilot: 6 ranks
Spot: 6 ranks
Special:
Gravity Sense Ability
Weapon and Armor Proficiencies: The Dwarven Navigator gains no weapons or armor proficiencies.
Level Attack Fort Ref Will Special
1 +0 +0 +2 +2 Navigation Mastery
2 +1 +0 +3 +3 "…like the back of my hand!!" +2
3 +1 +1 +3 +3 Flying Blind (Short Range)
CYA I
4 +2 +1 +4 +4 "…like the back of my hand!!" +4
5 +2 +1 +4 +4 Skill Focus (Gravity Sense)
6 +3 +2 +5 +5 "…like the back of my hand!!" +6
Flying Blind (Move Equivalent Action)
7 +3 +2 +5 +5 Skill Adept (Gravity Sense)
8 +4 +2 +6 +6 "…like the back of my hand!!" +8
9 +4 +3 +6 +6 Flying Blind (Medium Range)
CYA II
10 +5 +3 +7 +7 "…like the back of my hand!!" +10
Master Traveler
Navigation Mastery (Ex): At first level, a Dwarven Navigator improves their Gravity Sense to such a degree that they can plot a flight path with far greater accuracy. Dwarven Navigator may ‘Take 20’ on Navigation checks with a DC of 35 or less, provided that time and other restrictions allow for this.
“… like the back of my hand!!” (Ex): As in, “I know space like the back of my hand!!”. This ability gives the Dwarven Navigator a +2 competence bonus to Navigation checks at every even level, with a maximum bonus of +10 at 10th level.
Flying Blind (Ex): At 3rd level, a Dwarven Navigator may use her ‘Gravity Sense’ ability to gain a quick mental ‘snapshot’ of their surroundings. Using this ability requires a standard action. The information gathered depends on the result of a Sense Gravity (Spot) Check.
Result Chart:
Planet or larger mass:----------- 5
Colossal V to Colossal VI:----- 10
Colossal IV to Colossal III:---- 15
Colossal to Colossal II:--------- 20
Gargantuan:---------------------- 25
Huge:----------------------------- 30
Large:---------------------------- 35
Medium:------------------------- 40
Small:---------------------------- 45
Tiny:----------------------------- 50
Diminutive:--------------------- 55
A Dwarven Navigator knows the distance and direction of all objects the fall under the roll result. (Example: Krell rolls a 27 on his Spot check to Sense Gravity. He now knows the distance and direction of all Gargantuan or larger size objects within range).
At 3rd level, the range of this ability is 5 squares + 1 per 2 Dwarven Navigator levels.
At 6th level, a Dwarven Navigator may use this ability as a Move Equivalent action.
At 9th level this range increases to 20 squares + 2 per Dwarven Navigator level.
Note: This ability cannot be used when on the surface or within close orbit of a planet or larger celestial body. Also, standard stealth systems are ineffective against this ability, since this is a search using gravitational effects.
CYA (Ex): As in “Cover Your Arse”. At 5th level, a Dwarven Navigator is so attuned to the gravitational forces around them that they can sense a botched teleport a split second before it happens. After a failed Use Device check with a starcaster, but BEFORE the teleport resolves, the Dwarven Navigator may make a Gravity Sense (Spot) check (DC: 20 + 1 per 5 that the Use Device check failed). If this check is successful, roll a Use Device check with a DC equal to the Starcaster check. If successful, the teleport mishap is automatically considered “missed by 5 or less”.
This ability improves at 9th level. The DC to detect a mishap is now 15 + 1 per 5 that the Use Device check failed. If the subsequent Use Device roll is successful, the Navigator manages to shut down the Starcaster before the teleport takes effect. Starcaster charges are not expended. The Starcaster and astronav computer will have to be recalibrated (DM’s call as to how long it will be out of commission, although 3 to 4 hours is not uncommon). If the Navigator failed by 5 or less, then the teleport mishap is automatically considered “failed by less than 5”.
Skill Focus (Gravity Sense) (Ex): The Dwarven Navigator gains a +3 bonus when making a Gravity Sense check. This is a sub set of the Skill Focus (Spot) and Skill Adept (Spot) feats; the bonuses from these two feats do not stack with this ability.
Skill Adept (Gravity Sense) (Ex): The Dwarven Navigator gains an additional +3 bonus to Spot checks when making Gravity Sense checks. This is a sub set of the Skill Focus (Spot) and Skill Adept (Spot) feats; the bonuses from these two feats do not stack with this ability.
Master Traveler (Sp): At 10th level a Dwarven Navigator achieves the rank of Master Traveler. To commemorate this moment and impress upon the new Master the amount of responsibility they carry, the Dwarven Navigator is given a special orb roughly 6 inches in diameter constructed of liquid Mithral. This device allows a Dwarven Navigator to transport a ship as if it had a Starcaster, using his own life force as energy.
To do this, a Dwarven Navigator must meditate on the location desired for one minute, using the orb to focus their perceptions on the ebb and flow of the local gravitational forces. After this minute, a Dwarven Navigator makes a Gravity Sense check (DC: equal to the DC for making a Use Device check on a Starcaster). A leader may have other dwarves help him using the Co-operation rules in the DMG, with a special stipulation: Other dwarven navigators provide a +3 for each participant. Dwarves of other classes only provide a +1 to the roll.
Should the roll prove successful, the ship is teleported to the desired location. Treat the roll as a ‘Teleport Mishap’ if it fails. The CYA abilities cannot be used in this circumstance.
Regardless of the result of the check, the leader of this ritual takes 2 negative levels (DC: 18) per starcaster charge that would normally be used. These levels may be evenly distributed to the other members of the ritual, with the leader taking any excess damage. Should the situation dictate that the levels cannot be evenly distributed (ie: 4 negative levels being distributed to 10 members), the leader takes all negative levels.
Dwarven Smuggler
Many smugglers use deception to get through a blockade. Still others use speed and agility. Some simply force their way through. Only a dwarf, and a crazy one at that, can fly a blockade blind…
Alignment: Any
Hit Die: d6
Skill Points: 6 + (Int Modifier) per level
Class Skills:
Bluff (Cha), Craft (Int), Cryptography (Int), Freefall (Dex), Gather Information (Cha), Navigation (Int), Pilot (Dex), Profession (Wis), Repair Device (Int), Spot (Wis), Use Device (Int)
Requirements:
Feats:
Alertness, Pilot Spacecraft, Skill Focus (Bluff)
Skills:
Navigation: 8 ranks
Pilot: 8 ranks
Spot: 8 ranks
Use Device: 6 ranks
Special:
Gravity Sense Ability
Weapon and Armor Proficiencies: The Dwarven Smuggler gains proficiency simple weapons and light armor.
Level Attack Fort Ref Will Special
1 +0 +0 +2 +2 Flying Blind (Short), Running Dark (Drift)
2 +1 +0 +3 +3 Running Dark (Bluff)
3 +2 +1 +3 +3 Skill Focus (Gravity Sense)
4 +3 +1 +4 +4 Mastering the Con: +2, Bonus Feat
5 +3 +1 +4 +4 Flying Blind (Medium), Running Dark (Drift)
6 +4 +2 +5 +5 Mastering the Con: +4
7 +5 +2 +5 +5 Running Dark (Surprise!!)
8 +6 +2 +6 +6 Skill Adept (Gravity Sense), Bonus Feat
9 +6 +3 +6 +6 Mastering the Con: +6
10 +7 +3 +7 +7 Flying Blind (Long)
Flying Blind (Ex): At 3rd level, a Dwarven Smuggler may use his ‘Gravity Sense’ ability to gain a quick mental ‘snapshot’ of their surroundings. Using this ability requires a standard action. The information gathered depends on the result of a Sense Gravity (Spot) Check.
Result Chart:
Planet or larger mass:----------- 5
Colossal V to Colossal VI:----- 10
Colossal IV to Colossal III:---- 15
Colossal to Colossal II:--------- 20
Gargantuan:---------------------- 25
Huge:----------------------------- 30
Large:---------------------------- 35
Medium:------------------------- 40
Small:---------------------------- 45
Tiny:----------------------------- 50
Diminutive:--------------------- 55
A Dwarven Smuggler knows the distance and direction of all objects the fall under the roll result. (Example: Krell rolls a 27 on his Spot check to Sense Gravity. He now knows the distance and direction of all Gargantuan or larger size objects within range).
At 1st level, the range of this ability is 5 squares + 1 per 2 class levels.
At 5th level this range increases to 20 squares + 2 per class level.
At 10th level this range increases to 80 squares + 4 per class level.
Note: This ability cannot be used when on the surface or within close orbit of a planet or larger celestial body. Also, standard stealth systems are ineffective against this ability, since this is a search using gravitational effects.
Running Dark (Drift) (Ex): A Dwarven Smuggler learns the technique of giving his vehicle a quick burst of speed before immediately shutting down all non-life sustaining systems, including sensors. This allows the vehicle to drift while the smuggler uses his Gravity Sense to keep track of his immediate surroundings.
To use this ability, the player must state their intent and spend a full round in preparation. They shut down systems in such a way that engines and maneuvering thrusters can be activated as a free action. If the vehicle is traveling at a speed of their class level + 5 or less after establishing a drift, its speed penalty is considered +0 for purposes of running dark (see Imperial Supply, pg 98).
If any action is taken with the vehicle while drifting (communications, movement, sensor use, etc), the effect automatically ends. All bonuses for runnig dark are lost and replaced with the appropriate bonus, if any.
At 5th level, a Dwarven Smuggler has learned to incorporate his many tricks into a drift. It only takes a standard action to prepare for a drift. Further more, as long as the character uses only secondary thrusters the Dwarven Smuggler may maneuver the vessel in any manner that has a base DC of 12 or less and still maintain their +4 to Stealth for Running Dark.
Running Dark (Bluff) (Ex):
When spotting a vehicle, either via sensors or their Gravity Sense ability, a Dwarven Smuggler may make a Bluff check as a free action against the opponents Use Device skill. If the check succeeds, the characters vessel gains a +1 to Stealth for every 2 he succeeded by as long as the vehicle remains undetected.
Should the Dwarven Smuggler attempt to use this ability against another dwarf with enhanced Gravity Sense abilities, treat this as an opposed Bluff vs Spot check with the same result.
This ability cannot be used if the vessel has already been detected.
Note: Many times a blockade of organized ships may keep the smuggler from his destination. Treat this blockade per the co-operation rules, giving the bonuses to the lead ships roll.
Skill Focus (Gravity Sense) (Ex): The Dwarven Navigator gains a +3 bonus when making a Gravity Sense check. This is a sub set of the Skill Focus (Spot) and Skill Adept (Spot) feats; the bonuses from these two feats do not stack.
Mastering the Con (Ex): The Dwarven Smuggler’s skill at outwitting vehicle sensors improves. The listed bonus is added anytime the character uses the Running Dark (Bluff) ability. These bonuses do not stack with each other.
Bonus Feat (Ex): The Dwarven Smuggler may choose a feat from the Pilot class list, provided they meet the prerequisites.
Running Dark (Surprise!!) (Ex): While ideally a Dwarven Smuggler prefers not to be caught, they learn to expect the worst. Should an opponent succeed in a Use Device check to find the character’s vessel by 10 or less, the Dwarven Smuggler gains an immediate surprise action (provided that the smuggler isn’t surprised himself). Most use this time to get as much distance between themselves and armed gunships as they can, but some smugglers have been known to keep an ace or two up their sleeve.
Skill Adept (Gravity Sense) (Ex): The Dwarven Navigator gains an additional +3 bonus to Spot checks when making Gravity Sense checks. This is a sub set of the Skill Focus (Spot) and Skill Adept (Spot) feats; the bonuses from these two feats do not stack.
Dwarven Starfighter
Alignment: Any
Hit Die: d8
Skill Points: 4 + (Int Modifier) per level
Class Skills:
Bluff (Cha), Craft (Int), Freefall (Dex), Navigation (Int), Pilot (Dex), Profession (Wis),
Repair Device (Int), Spot (Wis), Use Device (Int)
Requirements:
Feats:
Alertness, Born Spacer, Skill Focus (Pilot), Pilot Spacecraft
Skills:
Pilot: 8 ranks
Spot: 8 ranks
Use Device: 6 ranks
Special:
Gravity Sense Ability
Level Attack Fort Ref Will Special
1 +1 +0 +2 +0 Improved Gravity Sense (Short Range)
2 +2 +0 +3 +0 ‘…a nudge in the right direction’ (+1)
3 +3 +1 +3 +1 ‘Fly smarter, not harder…’
Skill Focus (Gravity Sense)
4 +4 +1 +4 +1 ‘…a nudge in the right direction’ (+2)
‘Take it on the Chin!’
5 +5 +1 +4 +1 Improved Gravity Sense (Medium Range)
6 +6 +2 +5 +2 ‘…a nudge in the right direction’ (+3)
7 +7 +2 +5 +2 Improved Gravity Sense (Free Action)
8 +8 +2 +6 +2 ‘…a nudge in the right direction’ (+4)
9 +9 +3 +6 +3 Skill Adept (Gravity Sense)
10 +10 +3 +7 +3 Improved Gravity Sense (Long Range)
‘…a nudge in the right direction’ (+5)
Weapon and Armor Proficiencies: The Dwarven Starfighter gains proficiency in simple and martial weapons. The Dwarven Starfighter also gains proficiency in light armor.
Improved Gravity Sense (Ex): At first level, a Dwarven Starfighter may use his Gravity Sense ability to gain a quick mental “snapshot” of the surrounding area. Using this ability requires a move equivalent action. The information gathered depends on the result of a Sense Gravity (Spot) Check:
Result Chart:
Planet or larger mass:--------- Automatic
Colossal V to Colossal VI:----- 5
Colossal IV to Colossal III:---- 10
Colossal to Colossal II:--------- 15
Gargantuan:---------------------- 20
Huge:----------------------------- 25
Large:---------------------------- 30
Medium:------------------------- 35
Small:---------------------------- 40
Tiny:----------------------------- 45
Diminutive:--------------------- 50
A Dwarven Starfighter knows the distance and direction of all objects that fall under the roll result. (Example: Krell rolls a 27 on his Spot check to Sense Gravity. He knows the distance and direction of all Huge or larger size objects within range.)
At 1st level the range of this ability is 5 squares + 1 per 2 Dwarven Starfighter levels.
At 5th level this range increases to 20 squares + 2 per Dwarven Starfighter level.
At 7th level, a Dwarven Starfighter may use this ability as a free action once per round at the beginning of his turn.
At 10th level the range of this ability increases to 80 squares + 4 per Dwarven Starfighter level.
Note: This ability cannot be used when on the surface or within close orbit of a planet or larger celestial body. Also, standard stealth systems are ineffective against this ability, since this is a search using gravitational effects.
“… a nudge in the right direction” (Ex): This represents the Dwarven Starfighter’s ability to aid his sensor systems, giving it ‘a nudge in the right direction’.
This ability grants the listed bonus to Targeting Run checks against any object they can detect with their Improved Gravity Sense ability. Said objects also have their Stealth rating reduced by the same amount (no less than zero) when the Starfighter attempts an ‘Acquire Target’ roll.
‘Take it on the Chin’ (Ex): At 4th level, a Dwarven Starfighter becomes so attuned to his environment and flow of the fight that he can anticipate a hit, minimizing its affects. Twice per day, when the Dwarven Starfighter’s vehicle is struck by an attack, the pilot can make a Ref save (DC20). If this save is successful the pilot banks, swerves, rolls, or otherwise maneuvers his vehicle to avoid the brunt of the attack. Divide any damage from the attack by 2 before subtracting a vehicles hardness or damage resistance. This ability stacks with the ‘Pilot Evasion’ ability of the Pilot class.
‘Fly smarter, not harder’ (Ex): A Dwarven Starfighter learns to make the most out of a ship’s maneuvering systems. A Dwarven Starfighter may add their Dex bonus to the AC of any ship they pilot.
Skill Focus (Gravity Sense) (Ex): The Dwarven Starfighter gains a +3 bonus when making a Gravity Sense check. This is a sub set of the Skill Focus (Spot) and Skill Adept (Spot) feats; the bonuses from these two feats do not stack with this ability.
Skill Adept (Gravity Sense) (Ex): The Dwarven Starfighter gains an additional +3 bonus to Spot checks when making Gravity Sense checks. This is a sub set of the Skill Focus (Spot) and Skill Adept (Spot) feats; the bonuses from these two feats do not stack with this ability.
Witch Ace
Hit Die: d6
Requirements:
Skills:
Pilot: 7 ranks
Spellcraft: 5 ranks
Use Device: 5 ranks
Special:
Pilot Evasion class ability
The ability to cast 1st level spells
Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Freefall (Dex), Knowledge (Arcana) (Int), Navigation (Int), Pilot (Dex), Profession (Int), Repair (Int), Spellcraft (Int), Spot (Wis), Use Device (Int)
Level Attack Fort Ref WiIl Special Spells per day
1 +0 +0 +2 +2 Vehicle Link
2 +1 +0 +3 +3 Linked Vehicle Boost +1 spell level
3 +2 +1 +3 +3 Gremlin +1 spell level
4 +3 +1 +4 +4
5 +3 +1 +4 +4 Vehicle Link (Standard) +1 spell level
6 +4 +2 +5 +5 Linked Vehicle Boost (Move) +1 spell level
7 +5 +2 +5 +5
8 +6 +2 +6 +6 Gremlins +1 spell level
9 +6 +3 +6 +6 Vehicle Link (Move) +1 spell level
10 +7 +3 +7 +7 Linked Vehicle Boost (Free)
Weapon and Armor Proficiency: The Witch Ace gains no new weapons or armor proficiencies.
Vehicle Link (Su): With a full round action, a touch, and the sacrifice of a spell per day a Witch Ace may link with a vehicle. This provides the pilot with a link to their vehicle similar to that of a paladin and their mount. See Table 1-1 for the bonuses provided. The link lasts for a number of hours equal to the level of the spell sacrificed.
At 5th level, the Witch Ace may link with a vehicle as a standard action. This improves to linking as a move action at 9th level.
Linked Vehicle Boost (Sp): As a standard action and a touch, the Witch Ace may sacrifice a spell to increase any one vehicle trait of the vehicle they are currently linked to. The attribute is increased by the sacrificed spells level, and lasts until the beginning of the Witch Ace’s next turn.
At 6th level the Witch Ace may use this ability as a move action. This improves to using a free action at 10th level, but counts as the casters quickened spell for the round. The Witch Ace may continue to use this ability as a move action if desired.
Gremlin (Sp): At 3rd level the Witch Ace may, with a touch and a sacrificed spell, animate any vehicle as per the animate object spell. The spells weight restrictions are waived, but the object must be a vehicle in order for this ability to be effective. Treat these vehicles as animated objects of the appropriate size per the DMG when figuring hit die, saves, stats, and such. The vehicles base statistics do not change. Only one such gremlin may be animated at a time. This lasts for a number of hours equal to the spell level sacrificed. This ability is a standard action.
Gremlins will follow spoken commands as long as they can be heard. Smart Ace’s will keep comm. channels open to monitor the gremlin and change commands as necessary.
These animated vehicles will have ranks in Pilot and Use Device equal to twice the Witch Ace’s class level.
Unattended vehicles do not get a save for this ability. Vehicles with pilots use their Will save against this ability, rolling against a DC of 10 + the sacrificed spell level + the Witch Ace’s primary casters stat modifier. Failure means the vehicle is under the Ace’s control. Those piloting the vehicle make ‘fight the controls’ preventing the gremlin from fulfilling its orders. Such attempts force a contested Pilot check between the vehicle and its pilot. This requires a standard action. The winner may use their remaining move action to maneuver the vehicle as appropriate.
At 8th level, the Witch Ace may have two gremlins active at the same time.
Table 1-1: Linked Vehicles
Witch Ace Level Piloting Bonus Stealth Bonus Linked Vehicle Ability
1st to 3rd +4 +2 Improved Pilot Evasion
4th to 6th +6 +4 Pilot Evasion +1/day
Share Spells
7th to 9th +8 +6 Share with Gremlins
10th +10 +8 Spell Resistance
Piloting Bonus: This competence bonus is added to any Piloting skill checks the Witch Ace attempts while piloting their linked vehicle.
Stealth Bonus: This luck bonus is added to the stealth attribute of the Witch Pilot’s linked vehicle.
Improved Evasion: While piloting their linked vehicle, all Pilot Evasion checks reduce the damage to one quarter on a successful save.
Pilot Evasion +1/day: The Witch Ace gains an additional use of their Pilot Evasion ability when in their linked vehicle.
Share Spells: Any spells cast by the Ace upon themselves also work on the linked vehicle they are piloting, provided the spell can on constructs.
Share with Gremlins: Any spell currently being shared with a link vehicle now also affects any active gremlins. A gremlin can be any distance from you for this to be effective, but it cannot be on another plane of existence.
Spell Resistance: The bonded vehicle gains Spell resistance equal to the Witch Ace's character level +5.
Power Armor Specialist
Alignment: Any
Hit Die: d8
Skill Points: 4 + (Int Modifier) per level
Class Skills:
Craft (Int), Demolitions (Int), Navigation (Int), Pilot (Dex), Profession (Wis),
Spot (Wis), Survival (Wis), Use Device (Int)
Requirements:
Base Attack Bonus: +4
Feats:
Technical Proficiency, Power Armor Proficiency
Skills:
Pilot: 8 ranks
Use Device: 4 ranks
Level Attack Fort Ref Will Special
1 +1 +2 +2 +0 Max Dex Increase (+1)
Bonus Feat
2 +2 +3 +3 +0
3 +3 +3 +3 +1 Max Dex Increase (+2)
Armor Finesse
4 +4 +4 +4 +1 Bonus Feat
5 +5 +4 +4 +1 Max Dex Increase (+3)
Improved Sensor Use
6 +6 +5 +5 +2
7 +7 +5 +5 +2 Max Dex Increase (+4)
Bonus Feat
8 +8 +6 +6 +2 Armor Finesse
9 +9 +6 +6 +3 Max Dex Increase (+5)
Superior Sensor Use
10 +10 +7 +7 +3 Bonus Feat
Weapon and Armor Proficiencies: The Power Armor Specialist gains proficiency in simple and martial weapons. The Power Armor Specialist does not gain any armor Profiiency.
Max Dex Increase (Ex): A PaS learns to move more efficiently in power armor. Any power armor worn by the character has its Max Dex rating increased by the listed bonus.
Bonus Feat: A PaS may choose any feat listed on the Fighter’s bonus feat selection. All prerequisites for a feat must be reached before it may be chosen.
Armor Finesse (Ex): A PaS learns to ‘let the armor do the work’ when attempting certain tasks. At 3rd level, and again at 7th level, the character chooses a skill that is hampered by an armors skill penalty. When attempting this skill in power armor, the PaS may use their Pilot skill instead. This skill does not have to be a class skill, nor does the PaS need to possess ranks in said skill.
Improved Sensor Use (Ex): By 5th level, a PaS has learned to make the most out of their limited sensors. With a Use Device check (DC: 15), a PaS may ‘lock on’ to a single target. If successfully locked, the PaS gains a +1 to hit against this target with an additional +1 per 5 the character rolled over the DC. This lock lasts until the beginning of the characters next round.
If the target is actively hiding from sensors (wearing an Intrusion Suit or other stealth tech, for example), treat this as an opposed rule against the targets Hide Skill.
Using this ability requires a move equivalent action.
Superior Sensor Use (Ex): By 9th level, a PaS may apply one of the following choices
when using their ‘Improved Sensors’ ability. The character chooses the modifier when
they make the Use Device roll:
• The lock may be attempted as a free action once per round.
• The PaS may reduce the target’s cover by one level for that round. Using this option requires a Move equivalent action.