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Would like some input on this Mystic Pilot PrC idea (it's built for DragonStar)
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<blockquote data-quote="Storyteller01" data-source="post: 3272015" data-attributes="member: 20931"><p>This is all in the preliminary stages, so names and details are mutable. Here's what I have so far...</p><p></p><p></p><p>Mystic Pilot</p><p></p><p>Prereqs:</p><p>-Pilot Evasion class ability</p><p>-Ability to cast 1st level spells</p><p>-Pilot: 7 ranks</p><p>-Spellcraft: 4 ranks</p><p></p><p>Basic stats:</p><p>HD d6, Average BaB, Good Ref & Will saves</p><p></p><p>Spell casting increases at levels 2,3,5,6,8, & 9</p><p></p><p>Abilities:</p><p>1st: Vehicle link</p><p>2nd: Linked Vehicle Augmentation</p><p>3rd: Gremlin</p><p>4th: Nothing (see vehicle link abilities)</p><p>5th: V. Link (Standard Action)</p><p>6th: LV Augmentation (Move Action)</p><p>7th: Nothing (see vehicle link abilities)</p><p>8th: Gremlins</p><p>9th: V. Link (Move Action)</p><p>10th: LV Augmentation (Quickened)</p><p></p><p><strong>Vehicle link</strong>: As a full round action, you may bond with (or break a bond with) a vehicle your piloting. You gain the following abilities, based on your class level:</p><p></p><p>1-3: Improved Pilot Evasion: When using the pilot evasion ability, you may reduce the damage to one quarter its original total. +4 to Pilot the vehicle. +2 to vehicles stealth.</p><p>4-6: Share Spells (even those spells that usually cannot target vehicles, such as heal, but DM has final say), +2 uses of the pilot evasion ability per day.</p><p>7-9: Improved Gremlin Control (See Gremlins)</p><p>10: SPell Resistance (See paladins mount ability).</p><p></p><p>Penalties while bonded: -1 to all checks requiring concentration per 10% of hp the bonded vehicle has lost from it's total. If the vehicle is destroyed while bonded (and you have somehow survived) you are effected as if a spellcaster suffered the death of a familiar.</p><p></p><p>As you increase in levels the speed with which you can bond or break a bond increases.</p><p></p><p><strong>Linked Vehicle Augmentation</strong>: You may, as a standard action, sacrificed a spell per day to augement any one vehicle trait (except hp) by that spells level. This boost lasts until the beginning of your next turn. Domain spells cannot be sacrificed in this manner. As you gain levels, the speed with which you can augment improves. At 10th level, you may augment as a free action, but this counts as your use as a quickened spell for the round.</p><p></p><p><strong>Gremlin</strong>: As a full round action, you may touch a vehicle and sacrifice a spell for the day. When you do, the vehicle acts as if it is piloted by a drone program equal to half your character levels in expert. It has max ranks in Pilot and Use Device for it's class, and has a Dex and Int of 10 + your primary spellcasting attribute bonus. You may also mentally pilot this drone as if you has the feat 'Remote Operation' and the appropriate rig. This ability lasts for a number of hours equal to the spell sacrificed. The range is anywhere within the plane. Domain spells may not be sacrificed in this fashion.</p><p></p><p>NOTE: as this is a magical effect, it allows vehicles to act in a seemingly unrealistic manner. Motorcycles balance themselves, cars shift gears even if they are a standard gear system, etc.</p><p></p><p>At 8th level, you may create and control two gremlins. Each gremlin will require its own spell sacrifice, and cannot be controlled at the same time (orders can be given via remote operation rules).</p><p></p><p>While piloting a linked vehicle and using the 'Improved Gremlin Control', you may control a Gremlin as if you had the Remote Operation feat, a full brain port, and the appropriate rig. While controlling a gremlin, your linked vehicle continues to act on its own accord. The vehicle acts as if it had 3/4 your character level in expert, max ranks in Pilot and Use Device, and a Dex and Int of 12 + your spellcasters promary stat bonus.</p><p></p><p></p><p></p><p>I tried to make this somewhat generic to allow for a multitude of uses. Pretty basic, and the link ability is based on the paladin mount abilities. Pilot/wizards can improve performance any field they choose to specialize in (can you imagine this guy casting Expeditious Retreat while racing!?); pilot/clerics can keep a vehicle going longer, as well as throw in some nasty buffs; pilot/druids could enhance scout walkers or other woodland friendly vehicles while having additional vehicles available for scouting, recon, search and rescue, etc.</p><p></p><p></p><p>So, what do you think?</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3272015, member: 20931"] This is all in the preliminary stages, so names and details are mutable. Here's what I have so far... Mystic Pilot Prereqs: -Pilot Evasion class ability -Ability to cast 1st level spells -Pilot: 7 ranks -Spellcraft: 4 ranks Basic stats: HD d6, Average BaB, Good Ref & Will saves Spell casting increases at levels 2,3,5,6,8, & 9 Abilities: 1st: Vehicle link 2nd: Linked Vehicle Augmentation 3rd: Gremlin 4th: Nothing (see vehicle link abilities) 5th: V. Link (Standard Action) 6th: LV Augmentation (Move Action) 7th: Nothing (see vehicle link abilities) 8th: Gremlins 9th: V. Link (Move Action) 10th: LV Augmentation (Quickened) [B]Vehicle link[/B]: As a full round action, you may bond with (or break a bond with) a vehicle your piloting. You gain the following abilities, based on your class level: 1-3: Improved Pilot Evasion: When using the pilot evasion ability, you may reduce the damage to one quarter its original total. +4 to Pilot the vehicle. +2 to vehicles stealth. 4-6: Share Spells (even those spells that usually cannot target vehicles, such as heal, but DM has final say), +2 uses of the pilot evasion ability per day. 7-9: Improved Gremlin Control (See Gremlins) 10: SPell Resistance (See paladins mount ability). Penalties while bonded: -1 to all checks requiring concentration per 10% of hp the bonded vehicle has lost from it's total. If the vehicle is destroyed while bonded (and you have somehow survived) you are effected as if a spellcaster suffered the death of a familiar. As you increase in levels the speed with which you can bond or break a bond increases. [B]Linked Vehicle Augmentation[/B]: You may, as a standard action, sacrificed a spell per day to augement any one vehicle trait (except hp) by that spells level. This boost lasts until the beginning of your next turn. Domain spells cannot be sacrificed in this manner. As you gain levels, the speed with which you can augment improves. At 10th level, you may augment as a free action, but this counts as your use as a quickened spell for the round. [B]Gremlin[/B]: As a full round action, you may touch a vehicle and sacrifice a spell for the day. When you do, the vehicle acts as if it is piloted by a drone program equal to half your character levels in expert. It has max ranks in Pilot and Use Device for it's class, and has a Dex and Int of 10 + your primary spellcasting attribute bonus. You may also mentally pilot this drone as if you has the feat 'Remote Operation' and the appropriate rig. This ability lasts for a number of hours equal to the spell sacrificed. The range is anywhere within the plane. Domain spells may not be sacrificed in this fashion. NOTE: as this is a magical effect, it allows vehicles to act in a seemingly unrealistic manner. Motorcycles balance themselves, cars shift gears even if they are a standard gear system, etc. At 8th level, you may create and control two gremlins. Each gremlin will require its own spell sacrifice, and cannot be controlled at the same time (orders can be given via remote operation rules). While piloting a linked vehicle and using the 'Improved Gremlin Control', you may control a Gremlin as if you had the Remote Operation feat, a full brain port, and the appropriate rig. While controlling a gremlin, your linked vehicle continues to act on its own accord. The vehicle acts as if it had 3/4 your character level in expert, max ranks in Pilot and Use Device, and a Dex and Int of 12 + your spellcasters promary stat bonus. I tried to make this somewhat generic to allow for a multitude of uses. Pretty basic, and the link ability is based on the paladin mount abilities. Pilot/wizards can improve performance any field they choose to specialize in (can you imagine this guy casting Expeditious Retreat while racing!?); pilot/clerics can keep a vehicle going longer, as well as throw in some nasty buffs; pilot/druids could enhance scout walkers or other woodland friendly vehicles while having additional vehicles available for scouting, recon, search and rescue, etc. So, what do you think? [/QUOTE]
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Would like some input on this Mystic Pilot PrC idea (it's built for DragonStar)
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