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« Last post by Malchia on January 23, 2026, 03:32:30 PM »
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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 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.
• 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 move action to slow a ship to sub-spacejamming speed, it now takes an immediate 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.