Aeronaut Captain
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Woodfaring Adventures
$9.99
Many creatures may command ships, but a true aeronaut captain is something else entirely. These are the veterans of a hundred voyages and a thousand dangers, who are far more at home on a ship deck than they ever could be at home. An aeronaut captain is a beacon of hope for his crew, and his presence alone seems to push his ship to unfathomable heights.

Alignment: Any

Hit Dice: d10

Requirements

To qualify to become an aeronaut captain, a character must fulfill all the following criteria.

  • Skills: At least 5 ranks in three of the following skills: Craft (cartography), Heal, Profession (carpentry), Profession (chef), Profession (courtesan), Profession (navigator), Profession (sailor), Profession (siege engineer), and Profession (soldier)

Class Skills: The aeronaut captain’s class skills are Appraise, Bluff, Diplomacy, Fly, Heal, Intimidate, Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (planes), Perception, Profession, and Survival.

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

Table: Aeronaut Captain
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Martial Talents
1st +1 +1 +0 +1 Air of command, siege engineer, veteran sailor 1
2nd +2 +1 +1 +1 Inspire crew 2
3rd +3 +2 +1 +2 Aura of command 3
4th +4 +2 +1 +2 Advanced crew leadership 4
5th +5 +3 +2 +3 Master commander 5

Weapon and Armor Proficiency

An aeronaut captain gains the Firearm Proficiency martial talent. If the aeronaut captain already possesses this talent, they may gain any one feat of their choice.

Firearm Proficiency (discipline)
You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.

Combat Training

An aeronaut captain may combine combat spheres and talents to create powerful martial techniques. Aeronaut captains are considered Expert combatants and use Wisdom as their practitioner modifier.

Air of Command

An aeronaut captain gains a bonus equal to his aeronaut captain level to all Charisma-based skill checks made aboard any vessel of which he is the currently acting captain, as well as to any loyalty checks he makes.

Siege Engineer

The aeronaut captain gains the Siege Engineer feat, whether or not he meets the prerequisites. If the aeronaut captain already possesses the Siege Engineer feat or the Exotic Weapon Proficiency feat for any siege engine, he may immediately retrain them.

Veteran Sailor

An aeronaut captain gains a bonus equal to his class level to Craft (cartography), Heal, Profession (carpentry), Profession (chef), Profession (courtesan), Profession (navigator), Profession (sailor), Profession (siege engineer), and Profession (soldier).

Inspire Crew

Beginning at 2nd level, an aeronaut captain may spend a standard action to grant a bonus perk of his choice to one large crew, two medium crews, or up to 4 small crews under his command. Every crew gains the same perk. The aeronaut captain does not need to be the officer leading that crew, so long as the crew can see and hear him and recognizes him as their captain. This perk lasts for 1 minute per aeronaut captain level. An aeronaut captain can use this ability a number of times per day equal to his aeronaut captain level.

Aura of Command

Beginning at 3rd level, all allies within 60 feet of the aeronaut captain or within a vessel he commands (including the aeronaut captain himself) receives a +2 morale bonus on saving throws against charm and compulsion spells and effects.

Advanced Inspire Crew

Beginning at 4th level, an aeronaut captain can activate inspire crew as a swift action instead of a standard action, and may grant this benefit to up to 2 large crews, 4 medium crews, or 8 small crews.

Master Commander

At 5th level, whenever the aeronaut captain uses his inspire crew ability he may grant 2 perks instead of 1.

In addition, the aeronaut captain can spend a standard action to rally his crew, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.


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