User:Leziad/Airship Captain
Airship Captain[edit]
“ | <-Some quote from a character of this class-> | ” |
—<-NPC name->, <-race-> <-class-> |
<-fluff about this prestige class->
Becoming a Airship Captain[edit]
<-why characters pursue this class, what other classes they typically have, and what abilities are important->
Skills: | Knowledge (Engineering) 5 Ranks, Profession (Pilot) or FlyPathfinder 8 Ranks. |
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Other: | BAB +5 or Caster Level 5th. |
Special: | 10,000 gp for the purchase of an Elemental Airship, or ownership of said ship previously. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | Airship Advancement, Airship Upgrade Home Advantage +1 | — | |||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | Airship Upgrade, Restore Airship | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +3 | Call Airship, Captain Trick | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | Airship Upgrade, Home Advantage +2 | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | Captain Trick, Elemental Airstrike | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Airship Upgrade | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | Captain Trick, Home Advantage +3 | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +6 | Airship Upgrade | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +6 | Captain Trick | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +7 | Admiral, Airship Upgrade, Home Advantage +4 | +1 level of existing spellcasting class. | |||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level) |
Class Features[edit]
All of the following are class features of the Airship Captain.
Spellcasting: At each even after the first, 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 an Airship Captain, you must decide which class to add each level for the purpose of determining spells per day, caster level, and spells known.
If the Airship Captain is not a spellcaster, her levels in Airship Captain instead grant full base attack bonus (equal to class level) and +1d6 Sneak Attack at 4th and 8th level. In which case the Airship Captain class level does not advance spellcasting at all.
Airship Advancement: The airship captain owns an airship known as an Elemental Airship, a partially animated vehicle with its own hit dice. An Airship Captain adds her class level as bonus hit dice to her elemental airship. These bonus HD work much like an animal companion's bonus HD, and do not affect changes in size. She only add this bonus to a single ship, if she wishes to attune to another ship she must perform a 24 hours ritual costing 1000 gp, losing her connection to the old ship and granting all benefits to the new ship.
Airship Upgrade: At 1st level, 2nd level and each even level of this class, the airship captain gains a unique augment to the elemental airship he bounded via airship advancement. 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. If the airship captain dies or sever her connection, all upgrades are suppressed until she is raised from the dead or restore her connection.
Comfortable Interior (Su): All creatures resting inside the airship double the hit point and ability damage regained when they rest. The airship is also temperature regulated, allowing to change the internal temperature between 55 to 95 fahrenheit. The ship is equipped with hot baths, sauna rooms and other luxurious amenities, granting all allies onboard a +2 morale bonus on saving throws and skill checks.
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 captain'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 captain's character level.
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.
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 captain'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.
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 captain's character level.
Home Advantage (Ex): The Airship Captain gains a +1 competence bonus on attack rolls, damage and AC when fighting on her airship or within 30 feet of her airship. This bonus improves by +1 at 2nd level and each four levels thereafter.
Restore Ship (Ex): The 2nd level airship captain 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 captain can spend 8 hours to restore 25% of the ship's maximum hp.
Call Ship (Su): A 3rd level airship pilot has an empathic connection to the ship they attuned via airship advancement, 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.
Captain Trick: At 3rd level and each odd level thereafter, the airship captain learns a captain trick. A captain trick may only be chosen once and cannot be changed after being picked.
Ace Pilot (Ex): An airship captain with this trick only needs to spend a swift action to pilot an elemental airship instead of a move action.
Arcane Cannon (Sp): Once per day, the airship captain can cast arcane cannon as a spell-like ability. She may only place this cannon on her airship in one of the designated places for siege engines and last for 1 hour per level. If the airship captain is a spellcaster she can expend a 7th level to cast arcane cannon, without the limitations above. An airship captain must be 5th level or higher to select this captain trick.
Boarding Advantage (Ex): You gain your Home Advantage bonus when boarding another airship or another structure from your airship. This bonus lasts for 1 minute or until you return to your airship.
Captain's Defiance (Ex): An airship captain gains the Grimoire Diehard as a bonus feat. If she is fighting on her airship she is no longer staggered while fighting below 0 hit points.
Quick Maneuver (Ex): While piloting the ship, an airship captain can expend a move action to grant her airship an immediate move action.
Home Banner {Ex}}: The airship captain now grants her Home Advantage bonus to all her allies within 30 feet of her.
Rapid Repairs (Ex): As a full-round action you may heal your elemental airship for twice it hit dice in points. You may use this ability twice per day and you must be on the ship or adjacent to the ship to do so. You may now use Restore Ship in 4 hours instead of 8 hours.
Sailor's Step {Ex}}: At 2nd level, the airship captain has learned to use the chaos of a ship at sea to her benefit, taking advantage of the swaying ship and swinging rigging to remain out of reach of her opponents. While aboard a ship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus. At 6th level, the dodge bonus from the sailor's step class feature increases to +4, and at 10th level it rises to +6.
Even when not on a ship they still have some benefit which applies both on and off ships. At 2nd level they do not provoke for the first square of movement. This rises to the first two squares at 6th levels and three squares at 10th.
Elemental Airstrike (Su): At 5th level, an airship captain is capable of calling upon the elemental spirit of her attuned ship to unleash a flurry of fire as a full-round action. In order to do so, the airship captain must be within 100 feet of her elemental airship and she may call the airstrike within long range or herself. The airship does not need to be piloted in order to unleash an airstrike, using only the captain's own emphatic connection. Once an airship captain called an elemental airstrike she must wait 1d4 rounds before calling another.
The airstrike arrives exactly 1 round after calling, dealing 1d6 damage per character level to creatures in a 40-ft radius chosen when the air strike is called. Alternatively the captain may divide her airstrike in up to four 10-ft radius areas. A successful Reflex save (DC 10 + 1/2 character level + the airship captain's highest mental ability bonus) halves the damage caused by an airstrike. A successful airstrike leaves debris in its wake, causing the struck area to become difficult terrain. The damage dealt by the elemental airstrike depends on the elemental airship's subtype. Some elemental airships also possesses a non-damaging elemental airstrike affecting the same area or an additional effect to their airstrike.
- Air: Electricity or hurricane force wind (1 round).
- Earth: Bludgeoning, also fills the area with invisible caltrops that cannot be retrieved.
- Fire: Fire or Smoke (as smokestick)
- Water: Cold or suppression mist (1 minute)
Admiral: At 10th level an airship captain can become the admiral of a fleet, she can attune herself to an unlimited number of ships beside her primary ship. Those ships are known as her secondary ships, she count as being a 5th level airship captain for the purpose of HDs and upgrades (including the number of upgrades on the ship). She may change which ship is her primary ship with a 24 hours ritual costing 1000 gp.
Additionally when she calls an elemental airstrike, all of her ship within 1 mile of her may make one. However any area where fire overlap only takes damage once, although this damage count as every applicable damage type for the purpose of damage reduction and resistance.