Previous Message: Planejammer campaign log
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
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Spelljammer Ace reboot | Loki | |||
| Re: Spelljammer Ace reboot | Adam Miller | |||
| Re: Spelljammer Ace reboot | Loki | |||
| Re: Spelljammer Ace reboot | David Shepheard | |||
| Re: Spelljammer Ace reboot | Loki | |||
| Re: Spelljammer Ace reboot | David Shepheard |