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Next Message: Re: Spelljammer Ace reboot
Month Index: June, 2007


From:     Loki <george.williams.iv@?????.com>
Date:     Thu, 28 Jun 2007 17:38:58 -0500
Subject:  Re: Spelljammer Ace reboot
Okay, this is the latest iteration of this Prestige Class. It began as a
piece done by Andy Collins in his (controversial) take on SJ for 3rd
Edition. Then Bongo Dave on the Spelljammer Yahoo Group tweaked it adding
the Cheat The Helm mechanic, one of my all time favorite innovations.

Anyway, I rearranged a lot, added, subtracted and now present:
Loki's Version of Bongo Dave's reboot of Andy Collins' Spelljammer Ace.

Please examine and critique honestly, you know where to send the hatemail.
Spelljammer Ace Hit Die

d6
Requirements

To qualify to become a spelljammer ace, a character must fulfill all of the
following criteria.
Skills

Pilot Spelljammer 7 ranks, Concentration 5 ranks, Spellcraft 4 ranks,
Knowledge (arcana) 4 ranks.
Feats

Spacefarer
Spells

Ability to cast at least one arcane or divine spell of 2nd level or higher.
Class Skills

The spelljammer ace 's class skills (and the key ability for each skill) are
Bluff <http://www.d20srd.org/srd/skills/bluff.htm> (Cha), ,
Concentration<http://www.d20srd.org/srd/skills/concentration.htm>(Con),
Knowledge <http://www.d20srd.org/srd/skills/knowledge.htm> (Arcana,
Wildspace, Phlogiston, Individual Sphere) (Int), Pilot Spelljammer (Int),
Profession <http://www.d20srd.org/srd/skills/profession.htm> (Spacehand,
Wildspace Navigator, Phlogiston Navigator) (Wis),
Spellcraft<http://www.d20srd.org/srd/skills/spellcraft.htm>(Int)
Skill Points at Each Level

4 + Int modifier.
 Table: The Spelljammer Ace  Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special Spells per Day  1st +0 +0 +2 +2 Cheat The Helm, Spelljammer
Defense +1 level of existing class  2nd +1 +0 +3 +3 Piloting Mastery +1
level of existing class  3rd +1 +1 +3 +3 Extra Maneuver, Bonus Feat +1 level
of existing class  4th +2 +1 +4 +4 Ride The Stellar Wind +1 level of
existing class  5th +2 +1 +4 +4 Second Chance +1 level of existing class
6th +3 +2 +5 +5 Spelljammer Specialization, Bonus Feat +1 level of existing
class  7th +3 +2 +5 +5 Extra Maneuver +1 level of existing class  8th +4 +2
+6 +6 Ride The Stellar Wind +1 level of existing class  9th +4 +3 +6
+6 Strengthen
The Ship, Bonus feat +1 level of existing class  10th +5 +3 +7 +7 Spelljammer
Evasion +1 level of existing class  Class Features

All of the following are Class Features of the Spelljamming Ace prestige
class.

*Weapon and Armor Proficiency:* The Spelljamming Ace gains proficiency with
the cutlass, saber, and starwheel pistol.
Spells per Day

When a new Spelljammer Ace level is gained, the character gains new spells
per day as if he had also gained a level in a spellcasting class he belonged
to before adding the prestige class. He does not, however, gain any other
benefit a character of that class would have gained, except for an increased
effective level of spellcasting. If a character had more than one
spellcasting class before becoming a Spelljammer Ace, he must decide to
which class he adds the new level for purposes of determining spells per
day.



*Cheat the Helm (Su):*
Through skill and practice, the Spelljammer Ace learns to retain some of his
lower level spells, "cheating the helm" of some of his magic, which he can
still use after leaving the helm. This does not alter the way SR is
calculated because it does not effect caster levels.

Adepts, wizards and divine casters must choose which spells are retained.
   Spell Level  SJ Ace Level 0 1 2 3 4 5  1 All            2 All 1
3 All 2          4 All 2 1        5 All 2 2        6 All 2 2 1      7 All 2
2 2      8 All 2 2 2 1    9 All 2 2 2 2    10 All 2 2 2 2 1



*Spelljammer Defense (Ex):* +1 dodge bonus to ship's AC per Spelljammer Ace
Level. You lose it if you're in shock, etc.

*Piloting Mastery (Ex):* Can take 10 on Pilot Splljammer rolls even under
adverse circumstances.

*Extra Maneuver (Ex):* At 3rd one extra maneuver per round, at -5 to the
Pilot SJ roll. Allows an extra side of hex facing in a turn. The penality
reduces to 0 at 7th

*Ride The Stellar Wind (Su):* +1 SR at 4th lvl, +2 at 8th

*Second Chance (Ex): *A free reroll of any Pilot check you just made, 1/day.


*Spelljammer Specialization (Ex)*: +4 to Pilot checks with 1 type/class of
ship (i.e. Elven Man 'O War).

*Strengthen the Ship (Su): *Use your will save in place of the ship's save,
regardless of the save type required. Results are the same if you fail.

*Spelljamming Evasion (Ex):* You may attempt a Pilot check to negate any hit
on your vessel. The DC is equal to the attack roll that hit. Success means
no damage, 1/round.

*Spelljammer Ace Bonus Feats: *
Phlogiston Sense, Skill Focus (Pilot Spelljammer), Improved Boarding,
Improved Shear Attack, Freefall, Ramming Focus, Ramming Specialiazation,
Ramming Expert, Slow Respiration, Space Mariner, Magical Aptitude, Quick
Draw, Rapid Reload, Point Blank Shot,
<http://www.d20srd.org/srd/feats.htm#pointBlankShot> Far
Shot<http://www.d20srd.org/srd/feats.htm#farShot> ,
Precise Shot <http://www.d20srd.org/srd/feats.htm#preciseShot> , Improved
Precise Shot <http://www.d20srd.org/srd/feats.htm#improvedPreciseShot> , Rapid
Shot <http://www.d20srd.org/srd/feats.htm#rapidShot> ,
Manyshot<http://www.d20srd.org/srd/feats.htm#manyshot>,
Shot On The Run <http://www.d20srd.org/srd/feats.htm#shotOnTheRun>


-- 
  Loki, List Ogre for the Spelljammer Yahoo Group


Previous Message: Planejammer campaign log
Next Message: Re: Spelljammer Ace reboot
Month Index: June, 2007

SubjectFromDate (UTC)
Spelljammer Ace reboot    Loki    28 Jun 2007 22:38:58
Re: Spelljammer Ace reboot    Adam Miller    02 Jul 2007 16:14:02
Re: Spelljammer Ace reboot    Loki    02 Jul 2007 16:35:58
Re: Spelljammer Ace reboot    David Shepheard    08 Jul 2007 21:12:59
Re: Spelljammer Ace reboot    Loki    09 Jul 2007 01:13:19
Re: Spelljammer Ace reboot    David Shepheard    09 Jul 2007 06:30:03

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