PILOT A pilot, sometimes called a flyboy, directly controlled the operation of a vehicle while located within the same craft. For small starships the pilot might be in charge of all aspects of the vehicle including navigation, sensors, communications and weapons. For larger ships, a pilot may be assisted by other crew members to handle different ship systems. The term "pilot" applied across vehicles used on land or in water, air, and/or space.
Pilots are capable of holding their ships in battle longer than any other class. Their training allows them to maintain engines, shields and fire power far more superior than any other class could. Pilots are trained with pistol and light armor, thus they can join the ground team but their real potential only shines when they fly, or when they need to crash and not harm anyone while doing so. Pilots travel everywhere and they are somewhat familiar with Xenology.
CLASS FEATURESHit Points Per Level: 5
Base Attack Bonus: High
High Saves: Reflex
Weapon Proficiency: Pistol
Armor Proficiency: Light Armor
Force Points Progression: None
Feat Points Progression: Medium
Tech Points Progression: Medium
Skill Points: 4 per level
Class Skills: Aim, Apprise, Awareness, Computers, Mechanics, Piloting, Stealth, Survival, Xenology
CLASS ABILITIESLevel 1: Tech+1, Reflex+1, Natural Astrogator Rank 1
Level 2: Feat+1, BAB+1 Reflex+1
Level 3: BAB+1, Reflex+1
Level 4: Tech+1, BAB+1, Reflex+1
Level 5: Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Natural Astrogator Rank 2
Level 6: BAB+1, Feat+1, Reflex+1
Level 7: BAB+1, Reflex+1
Level 8: BAB+1, Tech+1, Reflex+1
Level 9: Feat+1, BAB+1, Reflex+1
Level 10: Pilot Evolution Rank 1, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Natural Astrogator Rank 3
Level 11: BAB+1, Reflex+1
Level 12: Tech+1, BAB+1 Reflex+1
Level 13: BAB+1, Feat+1, Reflex+1
Level 14: BAB+1, Reflex+1
Level 15: Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Natural Astrogator Rank 4
Level 16: BAB+1, Tech+1, Reflex+1
Level 17: Feat+1, BAB+1, Reflex+1
Level 18: BAB+1, Reflex+1
Level 19: Tech+1, BAB+1, Reflex+1
Level 20: Pilot Evolution Rank 2, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Natural Astrogator Rank 5
Level 21: BAB+1, Feat+1, Fortitude+1
Level 22: BAB+1, Reflex+1
Level 23: BAB+1, Tech+1, Fortitude+1
Level 24: Feat+1, BAB+1, Reflex+1
Level 25: Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1
Level 26: BAB+1, Reflex+1
Level 27: Tech+1, BAB+1, Reflex+1
Level 28: BAB+1, Feat+1, Reflex+1
Level 29: BAB+1, Reflex+1
Level 30: Pilot Evolution Rank 3, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1
NATURAL ASTROGATOR - At level 1, 5, 10, 15, 20, Pilot gains Natural Astrogator feats as a class free feature. Natural Astrogator allows Pilot to become better at piloting skill. Pilot can never automatically fail when rolling piloting skill, even if roll 1. Natural Astrogator becomes stronger as the character gains Pilot class levels. Natural Astrogator is not available to any other classes.
Rank 1:
Piloting skill can no longer automatically fail at roll of 1
Rank 2:
You roll piloting skill twice and use the higher result
Rank 3:
Pilot gains +5 to piloting as a Base Class bonus to skill
Rank 4:
Turrets on the Pilot's ship gain +25% to hit and damage
Evolution A: Shields gain +25% capacity
Evolution B: Hull gains +25% hp
Rank 5:
Turrets on the Pilot's ship gain +25% to hit and damage
Evolution A: Shields gain +25% capacity
Evolution B: Hull gains +25% hp
Evolution C: +1 Ship's Move Action per turn
Pilot Evolution - At level 10, 20, 30, Pilot is strong enough to evolve into a new stage. At those levels Pilot can select one of the 3 evolution perks. In which order Pilot is going to select them is up to the player, but can select only one at the time. You can have 1 evolution perk at level 10, 2 evolution perks at level 20, and 3 evolution perks at level 30.
(PERK A) WEAPON SYSTEM: Increases damage of all weaponry on the ship by 100%, increases weapons' critical chance by 1, and critical multiplier by 1.
(PERK B) SPACE SURVIVOR: Increases all shields capacity on the ship by 100%, and gives ship's hull damage reduction 50%. In addition each ship's move action gains +1 square and is immune to any effects that slow down or prevent movement of the ship.
(PERK C) FLY FIRST CLASS: Upon landing, the crew had a wonderful time, joy and comfort. When they leave the ship they gain +5 to all dice rolls and +5 to all damage. Fly First Class buff inspiration persists as a ground buff through entire episode, unless someone in the crew hits 0 health points.