Pilot spacecraft from one-person planet-jumpers to galactic dreadnoughts. Pilots gain 1d6 Hit Points per level.
Attack/Hotshot Die
Pilots get a fixed attack bonus per level, much like Rogues; instead of Mighty Deeds of Arms, they get a Hotshot Die. Their Hotshot die applies to any checks they make that involve piloting a ship of any kind. Similar to the Warrior’s Mighty Deed of Arms, the Pilot can describe some hotshot piloting deed (e.g. pull a loop to get behind a pursuer, side-slip down a canyon, suddenly change course to trick an incoming torpedo into detonating against an asteroid, etc.) getting a successful mighty deed on a 3+ on the die, with higher results indicating more and more spectacular deeds. In addition, when a Pilot spends a point of Luck on a piloting task, they roll their Hotshot die to see how many points to add; for non-piloting tasks 1 point of Luck = 1 point more on the die roll. Pilots regain a number of points of Luck equal to their level each day, regardless of what it was spent on. The Pilot can spend Luck to increase the Hotshot Die roll, but 1 point of Luck can only increase the roll by 1 or allow a re-roll of the Hotshot Die.
Critical
Shows the progression of critical die and table to roll on when the Pilot scores a critical hit. Pilots only score criticals on a natural 20.
Initiative
Pilots gain their class level as a bonus to initiative rolls when piloting.
Weapon Training
Pilots are trained with pistols, ships guns. In low-tech campaigns they may also be trained in crossbows, short-swords, and daggers.
Note: this post originally appeared in my related blog, Elves and Espers. I’m reusing the material from there as appropriate for my new campaign.
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