Character Options
Classes
Windjammer
Classes
Windjammer
Select this prestige class if you want your character to be able to sail a ship faster and more effectively than anyone else.
Action Points: 7 + one-half character level, rounded down, every time the character attains a new level in this class.
Skill Points at Each Level: 7 + Int modifier.
To designate a ship as familiar, a Windjammer must have sailed it for at least 3 months. Minor changes, upgrades and repairs don’t affect familiarity, but if a major change is made, the Windjammer must operate the vessel for at least a month to regain familiarity. He may only be familiar with one ship at any time.
Requirements
- Skills: Balance 6 ranks, Climb 6 ranks, Navigate 12 ranks, Sailing 12 ranks, Repair 12 ranks.
- Feats: Large Ship Training, Juggernaut Training, Sailing Expert.
- Special: The Windjammer must possess the Wind at your Back class feature
Class Information
Hit Die: d8Action Points: 7 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
Balance (Dex), Climb (Str), Craft (mechanical, structural) (Int), Gamble (Wis), Jump (Str), Knowledge (current events, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Sailing (Dex), Speak Language (none), Spot (Wis), Swim (Str), Use Rope (Dex).Skill Points at Each Level: 7 + Int modifier.
| Level | Base Attack | Fort | Ref | Will | Special Abilities | Defense | Reputation |
|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | Familiarity | +1 | +1 |
| 2nd | +1 | +0 | +3 | +0 | Evasive Action | +1 | +1 |
| 3rd | +2 | +1 | +3 | +1 | Instinctive Maneuverability | +2 | +1 |
| 4th | +3 | +1 | +4 | +1 | Improved Evasive Action | +2 | +2 |
| 5th | +3 | +1 | +4 | +1 | Hit the Weak Spot | +3 | +2 |
Class Features
Familiarity
Starting at 1st level, a Windjammer gains a bonus on Repair and Sailing checks when used on a ship he designates as familiar. The same bonus is applied to the Windjammer’s attacks with any weapons mounted on the familiar ship. This bonus is equal to his Windjammer level.To designate a ship as familiar, a Windjammer must have sailed it for at least 3 months. Minor changes, upgrades and repairs don’t affect familiarity, but if a major change is made, the Windjammer must operate the vessel for at least a month to regain familiarity. He may only be familiar with one ship at any time.
Evasive Action
At 2nd level, the Windjammer can make a Sailing check and spend an action point to reduce damage taken by any ship he sails. If his Sailing check (DC = attack roll) is successful, the damage dealt to the ship is halved.Instinctive Maneuverability
At 3rd level, the Windjammer has an instinctive control of any ship she sails. Increase the initiative of the ship by 2. This cannot raise the initiative above 0. Also, the Windjammer takes no penalty to Sailing checks based on the current speed of the ship.Improved Evasive Action
At 4th level, the Windjammer’s evasive action improves. When he uses the Evasive Action ability, if his Sailing check beats the DC by 10, no damage is done to his ship.Hit the Weak Spot
At 5th level, a Windjammer knows the best way to damage and disable other ships, while reducing damage to her own. Any ship she controls gains an additional 5 points of hardness, and she ignores the first 5 points of hardness when attacking any other ship, whether by ramming or weapons.| Additional Ratings |
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