Habololy Forum
Habololy Books => Habolsphere => Topic started by: Asinjin on November 07, 2025, 12:20:25 AM
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While many of the prestige classes used in Habolsphere are just spacefaring versions of seafaring classes, there are some that are uniquely spacefaring.
-Geomancer: These arcane spellcasters specialize in quickly adapting to different conditions depending on the planet and knowing how arcane magic works differently on different worlds. For example, a Geomancer that came to Habololy would already know or quickly understand that different schools of magic can't stack.
-Spelljammer Ace: Spellcasters of any type that master the flight of spelljammer ships.
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Void Marine
Starfinder (void version of the Pathfinder)
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Renowned Captain: The Spelljammer version of the known prestige class used on Habololy and other worlds.
Void Pirate: The spelljammer version of the common prestige class found on many worlds.
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Other prestige classes found in the void (Hb means that have to have visited on lived on Habololy):
• Acolyte of the Moon (Hb)
• Acrobat
• Alchemist
• Arcane Crafter
• Colonist
• Counterspeller
• Crime Lord
• Devotee
• Diplomat
• Dream Caster
• Elocator
• Epbuleer
• Evangelist
• Infiltrator
• Investigator
• Item Caster
• Lawcaller
• Liberator (Hb)
• Loremaster
• Machinehead (Hb)
• Marksman
• Meditator (Hb)
• Mystic Theurge
• Nightengale (Hb)
• Physician
• Pirate Warlock (Hb)
• Pistolier
• Psychic Theurge
• Relic Hunter
• Sage
• Shock Trooper
• Spy Agent
• Strategist
• The Silent Order (Hb)
• Weapon Caster
• Weapon Manifestor
• Wild Caster
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When can we expect the prestige classes to be posted in their entirety? In particular, the Geomancer and Spelljammer Ace. Ocular is eyeballing those two paths (pun intended). ;)
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When can we expect the prestige classes to be posted in their entirety? In particular, the Geomancer and Spelljammer Ace. Ocular is eyeballing those two paths (pun intended). ;)
Bumping this for visibility. Inquiring minds want to know...
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Bumping this for visibility. Inquiring minds want to know...
Understood, moved to the top of my to do list.
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Here is what I have for the ace, a couple ??? left, feel free to post your thoughts:
Requirements
Alignment: any
Base Attack Bonus: +0
Feats: Spelljammer Helmsman
Knowledge (Spelljamming): 5 ranks
Use Magic Device: 5 ranks
Other: At least three caster levels in the same casting class. The class must be one that allows the use of a spelljammer helm. Must have spent at least 80 hours at the helm of a spelljammer ship. Additionally, at must spend a number of hours at the helm of a spelljammer ship equal to the current ace level times 100 to gain another level.
Hit Dice: d4
Class Skills: Skill points at each level: 4+ Intelligence modifier
Balance (Dex), Craft (any) (Int), Knowledge (Arcana, Geography, Spelljamming) (Int), Pilot (Int), Profession (any), Spellcraft (Int), Spot (Wis), Use Magic Device (Chr)
Spelljammer Ace
Lvl BAB FrtSv RfxSv WllSv Special
1st +0 +0 +0 +2 Faster; +1 Caster Level
2nd +1 +0 +0 +3 ????; +1 Caster Level
3rd +1 +1 +1 +3 Quicker; +1 Caster Level
4th +2 +1 +1 +4 Braced for Impact; +1 Caster Level
5th +2 +1 +1 +4 Bigger; +1 Caster Level
6th +3 +2 +2 +5 All Seeing and Hearing; +1 Caster Level
7th +3 +2 +2 +5 ????; +1 Caster Level
8th +4 +2 +2 +6 Maintaining Magic ; +1 Caster Level
9th +4 +3 +3 +6 Longer; +1 Caster Level
10th +5 +3 +3 +7 Full Command; +1 Caster Level
Class Features
• Weapon and Armor Proficiencies: The ace gains no additional armor or weapons proficiencies.
• Faster: The ace counts as 4 caster levels high for the purposes of moving a spelljammer ship at tactical speed.
• +1 Caster Level: The caster level must be applied to a spellcasting class that allows the ace to use a spelljammer helm. The character may add the caster level to a different class each level.
• ????: .
• Quicker: The ace gives a ship he realms a +2 bonus to reflex saves and a +2 dodge bonus to armor class.
• Braced for Impact: The ace is better prepared for disaster on the ship. If the ship is reduced to an operational state (0 hull points), the ace gains a +4 bonus on his saving throw to not be knocked unconscious. The ace gains the same bonus to a saving throw if the helm is disabled for any reason.
• Bigger: While in a helm, the ace can move a ship 10 tons heavier than would normally be allowed. In addition, a ship which he helms is considered 10 tons heavier for the purposes of comparing which ship’s gravity dominates when they meet.
• All Seeing and Hearing: The ace can choose to clearly see or hear anywhere on or in the ship. The ace is not omniscient, and does not see and hear everything on and in the ship at all times. The ace can focus on any one part of the ship to see and hear as if the ace was standing on a spot in the ship. The ace may switch spots as a free action one per round. The ace may make spot and listen checks if needed. Silence and invisibility still thwart his vision and hearing. The ace is considered to have tremorsense within ten feet of the spot picked on the ship.
• ????: .
• Maintaining Magic: When the ace finishing his time in a helm, he retains access to one spell of any level for each hour he had left to be able to use the helm (rounded not in his benefit).
• Longer: The ace may spend and extra two hours in a helm before tiring.
• Full Command: The ace has such control over the ship that he helms that he can control all things on the ship. This includes closing doors, lowering landing gear, opening port holes, moving ropes, moving sails, and anything else deemed reasonable by the DM. He may cause parts of the ship to break, such as cracking the mast to fall on something or someone.
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Must have spent at least 80 hours at the helm of a spelljammer ship. Additionally, must spend a number of hours at the helm of a spelljammer ship equal to the current ace level times 100 to gain another level.
This is cumulative, right? So, 125 days (8 hours each) to reach 10th level Ace?
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Here is what I have for the ace, a couple ??? left, feel free to post your thoughts:
Spelljammer Ace
Lvl BAB FrtSv RfxSv WllSv Special
1st +0 +0 +0 +2 Faster; +1 Caster Level
2nd +1 +0 +0 +3 Easier; +1 Caster Level
3rd +1 +1 +1 +3 Quicker; +1 Caster Level
4th +2 +1 +1 +4 Braced for Impact; +1 Caster Level
5th +2 +1 +1 +4 Bigger; +1 Caster Level
6th +3 +2 +2 +5 All Seeing and Hearing; +1 Caster Level
7th +3 +2 +2 +5 Controlled Motion; +1 Caster Level
8th +4 +2 +2 +6 Maintaining Magic ; +1 Caster Level
9th +4 +3 +3 +6 Longer; +1 Caster Level
10th +5 +3 +3 +7 Full Command; +1 Caster Level
Class Features
• Weapon and Armor Proficiencies: The ace gains no additional armor or weapons proficiencies.
• Faster: The ace counts as 4 caster levels high for the purposes of moving a spelljammer ship at tactical speed.
• +1 Caster Level: The caster level must be applied to a spellcasting class that allows the ace to use a spelljammer helm. The character may add the caster level to a different class each level.
• Easier: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one step. For instance, if it takes a standard action to slow a ship to sub-spacejamming speed, it now takes a move action.
• Quicker: The ace gives a ship he realms a +2 bonus to reflex saves and a +2 dodge bonus to armor class.
• Braced for Impact: The ace is better prepared for disaster on the ship. If the ship is reduced to an operational state (0 hull points), the ace gains a +4 bonus on his saving throw to not be knocked unconscious. The ace gains the same bonus to a saving throw if the helm is disabled for any reason.
• Bigger: While in a helm, the ace can move a ship 10 tons heavier than would normally be allowed. In addition, a ship which he helms is considered 10 tons heavier for the purposes of comparing which ship’s gravity dominates when they meet.
• All Seeing and Hearing: The ace can choose to clearly see or hear anywhere on or in the ship. The ace is not omniscient, and does not see and hear everything on and in the ship at all times. The ace can focus on any one part of the ship to see and hear as if the ace was standing on a spot in the ship. The ace may switch spots as a free action one per round. The ace may make spot and listen checks if needed. Silence and invisibility still thwart his vision and hearing. The ace is considered to have tremorsense within ten feet of the spot picked on the ship.
• Controlled Motion: The Spelljammer Ace can make short bursts of accelerated movement equivalent to spelljamming speed for up to 2 seconds at a time. This acts as a Dimension Door in that the ship moves so fast, so quickly that it appears to teleport to another location in space nearby. This taxes the Ace and the engines, so it can only be accomplished 1+CON modifier times per day. OR Easiest/Smooth Sailing/Easy Flight: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one additional step. For instance, if it takes a move action to slow a ship to sub-spacejamming speed, it now takes an immediate action. [/b][/color]
• Maintaining Magic: When the ace finishing his time in a helm, he retains access to one spell of any level for each hour he had left to be able to use the helm (rounded not in his benefit).
• Longer: The ace may spend and extra two hours in a helm before tiring.
• Full Command: The ace has such control over the ship that he helms that he can control all things on the ship. This includes closing doors, lowering landing gear, opening port holes, moving ropes, moving sails, and anything else deemed reasonable by the DM. He may cause parts of the ship to break, such as cracking the mast to fall on something or someone.
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This is cumulative, right? So, 125 days (8 hours each) to reach 10th level Ace?
Not cumulative.
100 hours for 2nd level
200 more hours for 3rd
Etc....
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I like easier ability.
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I like easier ability.
I just added an alternative ability playing off "Easier" in case the original suggestion doesn't work for you.
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Not cumulative.
100 hours for 2nd level
200 more hours for 3rd
Etc....
Oh...that's going to be tough to accumulate, but alright.
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Oh...that's going to be tough to accumulate, but alright.
You've had 250 hours roughly already this season, so it doesn't take that long.
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You've had 250 hours roughly already this season, so it doesn't take that long.
I guess it's easy to overlook the amount of hours it takes to travel through space. Weeks at a time between planets.
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Some revisions:
Spelljammer Ace
Lvl BAB FrtSv RfxSv WllSv Special
1st +0 +0 +0 +2 Faster; +1 Caster Level
2nd +1 +0 +0 +3 Easy; +1 Caster Level
3rd +1 +1 +1 +3 Quicker; +1 Caster Level
4th +2 +1 +1 +4 Braced for Impact; +1 Caster Level
5th +2 +1 +1 +4 Bigger; +1 Caster Level
6th +3 +2 +2 +5 All Seeing and Hearing; +1 Caster Level
7th +3 +2 +2 +5 Easier; +1 Caster Level
8th +4 +2 +2 +6 Maintaining Magic ; +1 Caster Level
9th +4 +3 +3 +6 Longer; +1 Caster Level
10th +5 +3 +3 +7 Full Command; +1 Caster Level
Class Features
• Weapon and Armor Proficiencies: The ace gains no additional armor or weapons proficiencies.
• Faster: The ace counts as 4 caster levels high for the purposes of moving a spelljammer ship at tactical speed.
• +1 Caster Level: The caster level must be applied to a spellcasting class that allows the ace to use a spelljammer helm. The character may add the caster level to a different class each level.
• Easy: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one step. For instance, if it takes a full-round action to slow a ship to sub-spacejamming speed, it now takes a standard action.
• Quicker: The ace gives a ship he realms a +2 bonus to reflex saves and a +2 dodge bonus to armor class.
• Braced for Impact: The ace is better prepared for disaster on the ship. If the ship is reduced to an operational state (0 hull points), the ace gains a +4 bonus on his saving throw to not be knocked unconscious. The ace gains the same bonus to a saving throw if the helm is disabled for any reason.
• Bigger: While in a helm, the ace can move a ship 10 tons heavier than would normally be allowed. In addition, a ship which he helms is considered 10 tons heavier for the purposes of comparing which ship’s gravity dominates when they meet.
• All Seeing and Hearing: The ace can choose to clearly see or hear anywhere on or in the ship. The ace is not omniscient, and does not see and hear everything on and in the ship at all times. The ace can focus on any one part of the ship to see and hear as if the ace was standing on a spot in the ship. The ace may switch spots as a free action one per round. The ace may make spot and listen checks if needed. Silence and invisibility still thwart his vision and hearing. The ace is considered to have tremorsense within ten feet of the spot picked on the ship.
• Easier: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one additional step. For instance, if it takes a standard action to slow a ship to sub-spacejamming speed, it now takes a move action.
• Maintaining Magic: When the ace finishing his time in a helm, he retains access to one spell of any level for each hour he had left to be able to use the helm (rounded not in his benefit).
• Longer: The ace may spend and extra two hours in a helm before tiring.
• Full Command: The ace has such control over the ship that he helms that he can control all things on the ship. This includes closing doors, lowering landing gear, opening port holes, moving ropes, moving sails, and anything else deemed reasonable by the DM. He may cause parts of the ship to break, such as cracking the mast to fall on something or someone.
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Have you had a chance to finish the Geomancer? I'm curious to read that one over.
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Have you had a chance to finish the Geomancer? I'm curious to read that one over.
Bumping for visibility.