Author Topic: Spelljammer Monster Class  (Read 2192 times)

Offline sirpercival

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Spelljammer Monster Class
« on: July 06, 2017, 08:16:53 PM »
SPELLJAMMER


This is a monster class, with an associated base race.  You can only take levels in the class if you are a member of the base race, and if you are a member of the base race, you must take the first level of the monster class at the earliest opportunity (up to and including level 1).  Once you have at least 1 level in the monster class, you need not take the rest of the levels consecutively, instead using multiclassing rules as normal.

Spelljammer Base Racial Traits:
  • Medium: As a Medium creature, you gain no bonuses or penalties due to your size.
  • Living Construct traits: Spelljammers are creatures with the Construct type and the Living Construct subtype.  This grants you the following benefits (condensed from both type and subtype).
    (click to show/hide)
  • You have a primary pincer natural attack which deals 1d8 + 1.5 times your Strength modifier damage on a successful hit, and has a critical multiplier of x3
  • Skate: have no base land speed; you cannot yet fly, but you can hover a foot above the ground, moving at a speed of 30 feet. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of any solid or liquid surface which is at least as large as you are, you can take normal actions and make normal attacks, and can move at your normal speed (you can even “run” at four times your normal speed).

    You can also use your wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent.  You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, powerful ligaments stiffen the wings.  You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
  • Strange Anatomy: You are shaped like a manta ray with an upraised tail.  Since you do not have the normal number of appendages, your magic item slots are different than normal.  You cannot use magic weapons or other items requiring manipulation, but you can wear barding (subject to the rules for armor for nonhumanoids).  Your Helm body slot can hold one magic item intended for the Arms or Feet slots, your Bridge body slot can hold one magic item intended for the Face or Throat slot, and your Wings body slot can hold two magic items intended for the Hands or Shoulders body slots.  You retain your Body, Head, and Waist slots.  In addition, you can wear up to three rings on your tail (giving you one more Ring slot than a humanoid).
  • Unusual Pressure Points: Your body shape is bizarre enough that it's difficult for creatures to find your vulnerable points, granting you a 25% chance to negate critical hits and precision damage. 
  • You cannot speak (preventing you from casting spells with verbal components), but gain Telepathy out to a range of 5 feet times your Charisma modifier (minimum 5 feet). 
  • +8 racial bonus to Jump checks.
  • Automatic Languages: Common. Bonus languages: Any.
  • Favored Class: Spelljammer and Ranger.

Class Skills
The Spelljammer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (Arcana, Architecture & Engineering, Geography, the Planes) (Int), Listen (Wis), Spot (Wis), and Tumble.
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Dice: d12

Table: The Spelljammer Monster Class

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Maneuvers
Readied
1st+0+2+0+2Carapace 1, freight, gravity probe, Cha +23
2nd+1+3+0+3Assisted ram, charm, Dex +23
3rd+1+3+1+3Helm, well-traveled3
4th+2+4+1+4Carapace 2, tail beam4
5th+2+4+1+4Growth, Str +24
6th+3+5+2+5Charming aura4
7th+3+5+2+5Skyworthy, gravity pulse4
8th+4+6+2+6Carapace 3, transmorphous, Cha +24
9th+4+6+3+6Improved charm4
10th+5+7+3+7Growth, improved ram, Dex +25
11th+5+7+3+7Improved helm5
12th+6/+1+8+4+8Carapace 4, gravity wave5
13th+6/+1+8+4+8Improved transmorphous, Str +25
14th+7/+2+9+4+9Phase journey5
15th+7/+2+9+5+9Improved charming aura, Cha +25
16th+8/+3+10+5+10Carapace 5, growth, gravity surge6
17th+8/+3+10+5+10Greater transmorphous6
18th+9/+4+11+6+11Greater ram, spaceworthy, Dex +26
19th+9/+4+11+6+11Supreme charm6
20th+10/+5+12+6+12Carapace 6, planar journey6
21st+10/+5+12+7+12Bridge, crew, growth, Str +26
22nd+11/+6/+1+13+7+13Gravity sunder, greater helm, Cha +27
23rd+11/+6/+1+13+7+13Bombardment (ballista), pervasive charm7
24th+12/+7/+2+14+8+14Carapace 7, unfettered growth7
25th+12/+7/+2+14+8+14Lodging7
26th+13/+8/+3+15+8+15Bombardment (trebuchet), phase drive, Dex +27
27th+13/+8/+3+15+9+15Modular construction, veteran crew8
28th+14/+9/+4+16+9+16Carapace 8, gravity twist8
29th+14/+9/+4+16+9+16Bombardment (spellcannon), Cha +2, Str +28
30th+15/+10/+5+17+10+17City, Cosmic Abyss, elite crew8
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Offline sirpercival

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Re: Spelljammer Monster Class
« Reply #1 on: July 06, 2017, 08:18:29 PM »
Class Features
All of the following are class features of the Spelljammer.

Weapon and Armor Proficiencies: As a Spelljammer, you gain no proficiencies with weapons or armor, though you are proficient with your natural weapons.

Maneuvers: You can initiate maneuvers from the Event Horizon discipline.  You know all maneuvers from that discipline for which you meet the prerequisites (including initiator level prerequisites; you add your full levels in Spelljammer to your initiator level instead of half), and can ready a number of them as shown on the table above.  The save DC for any of your Event Horizon maneuvers is 10 + 1/2 initiator level + your Charisma modifier, and your pincer attack counts as an Event Horizon discipline favored weapon.

Carapace (Ex): As you gain in power, your outer surface hardens, becoming very tough and resistant to damage.  You gain a natural armor bonus equal to your Constitution modifier.  In addition, you gain 1 bonus hit point per level, and you also gain hardness 1.  At 4th level, and every 4 levels after, you gain an additional bonus hit point per level, and your hardness increases by 1.

Freight (Ex): You can carry creatures on your back.  You can carry one creature one size category smaller than you, two creatures two size categories smaller, four creatures three size categories smaller, etc.  Creatures whom you are carrying (and their equipment) do not count against your carrying capacity, and you may bring creatures you are carrying with you when you teleport as if they were your possessions.

Gravity probe (Su): As a swift action, you can determine the weight of any creature within range of your telepathy.  If that creature is the same size category as you or larger, you can draw off some of its excess gravity as part of the same action to recover a single expended maneuver.  You cannot recover a maneuver in the same round you expend it, or initiate a maneuver in the same round you recover it.

Ability Score Increases: Your Strength increases by +2 at 5th level and every 8 levels after.  Your Dexterity increases by +2 at 2nd level and every 8 levels after. Your Charisma increases by +2 at 1st level and every 7 levels after.

Assisted ram (Ex): You learn at 2nd level to use the magic which allows you to fly to make a speedy charge attack with your pincer.  As part of making a charge action, you can move up to 5 times your speed (instead of 2 times as normal) in a straight line; effects which would normally allow you to change direction during a charge do not function when making an assisted ram.  If you hit on the attack at the end of the charge with your pincer, you deal double damage.  Once you use this ability, you cannot use it again for 1 round.

Alternatively, you may charge directly upward with this ability, rising to a maximum height equal to 5 times your speed.  Adult spelljammers often use this to escape the gravity well into orbit.

Charm (Su): Beginning at 2nd level, creatures are inexplicably drawn to you.  You can use charm person as a supernatural ability, requiring a standard action, a number of times per day equal to your Charisma modifier.  The DC to resist your charms is equal to 10 + 1/2 your class level + your Charisma modifier.

Helm (Su): At 3rd level, you sprout a Helm, a means for creatures you carry to partially (or fully) control your flight path.  At any given time, you may choose a single creature who you are carrying (the "Helmsman") to gain the benefit of the Mounted Combat feat, as if you are the mount.  The creatures uses its Intelligence modifier in place of Dexterity on any Ride checks involving you (including those made via the Mounted Combat feat).

Well-traveled (Ex): Upon reaching 3rd level, you have traveled far and wide, and seen many strange things.  You may substitute a Knowledge (Geography) check for any other Knowledge check, albeit at a -4 penalty.

Tail beam (Su/Sp): When you achieve 4th level, you learn to focus the intrinsic magic of your existence (and the Phlogiston) through your tail, releasing a beam of destructive energy at your foes.  This takes the form of a line of energy, of length 10 feet per class level, and it deals 1d8 damage per class level to creatures caught in the beam, with a Reflex save (DC 10 + 1/2 class level + Charisma modifier) for half damage.  Activating this ability is a standard action which does not provoke attacks of opportunity; you may use this ability at will, but each time you use it you must wait 1 round before you can use it again.

In addition, you learn one Least Eldritch Essence invocation of your choosing, which you may apply to your Tail Beam if you wish; however this makes the Tail Beam into a spell-like ability (and thus subject to spell resistance).  You learn an additional Eldritch Essence invocation every 5 levels after 4th; at 9th level you can choose Lesser invocations, at 14th you can choose Greater invocations, and at 19th you can choose Dark Eldritch Essence invocations.

Growth: At 5th level, and again at 10th, 16th, and 21st level, your dimensions double, and your weight is multiplied by 8.  This causes your size category to increase by one step each time, changing your space, reach, and size bonuses to attacks, combat maneuvers, and AC as appropriate.  Your ability scores do not change due to this growth.

Charming aura (Su): Beginning at 6th level, your mere presence is enough to charm nearby creatures.  Any creature which approaches within 30 feet of you is automatically affected as if by your Charm class feature (this does not count as a use of your Charm ability, but does allow a save as normal).  You may raise or lower this aura as a swift action.

Gravity pulse (Su): By the time you reach 7th level, you have learned a more extensive manipulation of gravity.  As a free action on your turn, you can expend a readied (and unexpended) Event Horizon maneuver to add more weight to your attacks.  Your next attack made in the same round gains a bonus to the attack roll equal to the level of the expended maneuver, and a bonus to the damage roll equal to twice your Charisma modifier.

Skyworthy (Ex): Starting at 7th level, your musculature has strengthened to the point of being able to support true flight.  You gain a fly speed of 30 feet, with good maneuverability.  Each time your size increases due to your Growth ability, your fly speed doubles, and the maneuverability class worsens by one step (to a limit of clumsy).

Transmorphous (Ex): When you achieve 8th level, you begin to learn how to move around your interior structures as necessary.  You have a 50% chance of negating critical hits and precision damage, and you can no longer be flanked.

Improved charm (Su): At 9th level, whenever you activate your Charm ability (but not Charming Aura), you may spend an additional daily use of the ability to produce a charm monster effect instead of charm person.

Improved ram (Ex): Beginning at 10th level, whenever you use your Assisted Ram ability, you can move up to 6 times your speed, and you deal triple damage on a successful attack.

Improved helm (Su): Your connection to your Helm improves at 11th level.  Whenever you designate a creature you are carrying as a Helmsman, as long as that creature is conscious, your maneuverability improves by two steps (to a maximum of Good).

Gravity wave (Su): Upon achieving 12th level, you gain the ability to emit a wave of gravity that disrupts your opponents.  As a standard action, you can cause each creature within a line up to 10 feet long per class level to make a Reflex save (DC 10 + 1/2 class level + Charisma modifier) or be slowed (as the spell) for 1d4 rounds.  If you do, you recover 1 expended Event Horizon maneuver for each creature that fails its save against the effect (to a maximum of the number of maneuvers you can have readied).

Improved transmorphous (Ex): When you reach 13th level, you have become more adept at redistributing your interior and exterior structures as necessary.  You have a 75% chance of negating critical hits and precision damage, and you are immune to ability damage and drain.

Phase journey (Su): At 14th level, you learn to phase through alternate realities while traveling (in preparation for trips through the Phlogiston).  You may use shadow walk (as the spell) at will as a supernatural ability by spending a standard action, but only targeting yourself and any creatures you carry.

Improved charming aura (Su): Your charming aura has increased in power by the time you reach 15th level.  Creatures who enter the area of effect are subject to a charm monster effect instead of a charm person effect.

Gravity surge (Su): Starting at 16th level, you can temporarily bestow a large amount of your own gravity on your opponents.  As a move action, you can expend a readied (and unexpended) Event Horizon maneuver to force all creatures within 30 feet of you to make a Fortitude save (DC 10 + 1/2 class level + Charisma modifier) or have their speed for all movement modes reduced to 0 for a number of rounds equal to the level of the expended maneuver.  For each creature which fails its save against this effect, your speed increases by +20 feet for the same amount of time.

Greater transmorphous (Ex): By 17th level, you have an incredible amount of skill at shifting around your interior and exterior anatomy.  You are immune to critical hits and precision damage; in addition, if you are subject to a polymorph effect, you can resume your own form as a standard action, as if you had the Shapechanger subtype.

Greater ram (Ex): Beginning at 17th level, whenever you use your Assisted Ram ability, you deal devastating damage to your target. A creature struck by your ram attack must make a Fortitude save (DC 10 + 1/2 class level + your Strength modifier) or be dazed for 1d6 rounds.

Spaceworthy (Su): When you achieve 18th level, you have learned to travel outside the protective envelope of gravity and air around a planet. You have truly become worthy to move through the vacuum of space, which grants you a few complementary abilities that activate whenever you are far above the surface of a planet. Whenever you are at least 1 mile from the nearest planetary surface, you generate your own atmosphere for your passengers, which is breathable air in a sphere of radius 10 feet beyond your wingspan; and, you generate your own gravity in the same area, which forms in a horizontal plane running through your center. While inside the area, your atmosphere and gravity override whatever other atmosphere and gravity originally existed, though artificial atmospheric effects such as magical fog or the effects of the control weather spell still apply.

In addition, you gain the ability to move at "Spelljamming Speed", which makes long-range movement between worlds possible.  Spelljamming Speed is very fast, 100 million miles per day. You may only move at Spelljamming Speed when you are at least 10 miles from any object of significant size (100 million cubic yards of volume or more); coming closer than 10 miles to an object of such size immediately and uncontrollably slows you to your normal ("tactical") speed. When traveling at Spelljamming Speed, you are immune to collisions with small objects. If you encounter an object of volume less than required to drop you to tactical speed, that item is "picked up" by your atmosphere and gravity envelope, where it bounces up and down in the gravity plane until it stabilizes. Once it's resting on the plane, the object starts to drift outward towards the edge of the envelope, and is "let go" when it reaches the edge, left behind in your wake. (At tactical speed, this protection doesn't work -- objects enter the air envelope with their velocity intact. This permits ship to ship combat at this speed (otherwise bolts and catapult shot would be useless) and also makes travel through certain asteroid fields and crowded shipping lanes hazardous.)

Supreme charm (Su): At 19th level, your Charm ability has grown in strength once again. It is no longer a mind-affecting effect (though it retains any other schools, subschools, and descriptors), and any creature charmed via that ability (but not your Charming Aura class feature) becomes Helpful instead of Friendly.
 
Planar journey (Su): Upon reaching 20th level, you finally become skilled at moving between worlds. You may use plane shift (as the spell) at will as a supernatural ability by spending a standard action, but only targeting yourself and any creatures you carry.

Bridge (Ex): At 21st level, you have become large enough (and skilled enough at altering your gross anatomy) to create a haven, sheltering your cargo from the elements. This area, called the Bridge, takes on the form of a single room built into your structure, with basic seating or hard bunks sufficient for any and all creatures you can carry with your Freight class feature. Creating or changing the layout of the Bridge requires 1 hour of concentration, and the Bridge cannot be occupied during this time (you may not begin changing the layout until all creatures have left the Bridge). Once it has been created, a creature you are carrying cannot enter the Bridge unless you are willing; however, an occupant of the Bridge can leave without difficulty. Entering or exiting the Bridge requires a move action.

The interior of the Bridge emulates the traits of the Material Plane (normal gravity, temperature, magic, air, etc.). Occupants of the Bridge suffer no ill effects from your flying; however, they suffer the same falling damage that you do, if any. At your option, you may provide windows for the occupants to see out, and for missile fire or spellcasting; however, your Helm class feature (and its derivatives) continue to function normally even if you do not, as the helmsman (if any) can use your senses to react to situations. If there are windows, everyone inside the Bridge is considered to have cover; if not, everyone inside has total cover.

If you are subject to a polymorph effect which would change your shape, any creatures occupying your Bridge are deposited in squares adjacent to you. If you are generating your own atmosphere and gravity plane (as per the Spaceworthy class feature), this has no adverse effects; however, if you are within 1 mile of a planetary surface, the creatures begin falling as normal unless they have the ability to fly.

Crew (Ex): When you reach 21st level, you figure out how to benefit from more of your passengers than just the helmsman. You gain two additional crew positions, which can be filled by anyone in your Bridge. The crew positions are chosen from the list below; you can select two different crew positions any time you change the layout of your Bridge, and a crew member can assume, release, or transfer their position to a new passenger (who isn't currently a crew member), each with a standard action. Other than these actions, while a creature is a crew member, they cannot take any actions other than those performing their duties, as described below. Note that your Helmsman counts as a crew member, but is not limited in actions in the same way as the rest of the crew.
  • Commsman: A Commsman specializes in communications with other entities outside the Bridge. You can speak and understand any language that the Commsman speaks (including the benefit of tongues, comprehend languages, or similar spells), and the Commsman can spend a standard action to produce the effect of a sending spell. You also gain a benefit to Bluff, Diplomacy, and Intimidate checks equal to the Commsman's Charisma modifier.
  • Engineer: An Engineer monitors motive power and systems. You gain a +20-foot bonus to your fly speed when moving at tactical speed, and the Engineer can spend a full-round action to repair a number of hp of damage to you equal to the result of a Craft (Armorsmithing, Blacksmithing, Leatherworking, or Sculpture) check (no materials are required).
  • Gunner: A Gunner is in charge of artillery and ranged weapon attacks. All creatures you are carrying gain a competence bonus to ranged attack rolls equal to Gunner's base attack bonus divided by four (rounded down, minimum +1); in addition, if any of their ranged attacks suffer a miss chance, reduce the miss chance by an amount equal to the Gunner's Wisdom modifier (to a minimum of 0%). A Gunner can spend their actions to use your Bombardment class feature (see below).
  • Medic: A Medic sees to the health of the crew. You and any creature in the Bridge gain fast healing equal to the Medic's Wisdom modifier. The Medic can also spend a full-round action to heal any crew member a number of hp equal to the result of a Heal check.
  • Navigator: A Navigator specializes in pathfinding and maneuvering around obstacles. You gain a +6 bonus to Knowledge (Geography), Spot, and Survival checks for every 5 ranks the Navigator has in the respective skill. The Navigator also grants you and all of your passengers a dodge bonus to AC equal to their Intelligence modifier.
  • Quartermaster: A Quartermaster sees to equipment and supplies, and can spend a move action to reload a passenger's ranged weapon which requires reloading (such as a crossbow), or all such weapons with a standard action. The Quartermaster can also reload a trebuchet (see Bombardment, below) by spending a move action. In addition, a Quartermaster can spend a full-round action to add one charge to a charged spell trigger item in his or her hands (or loaded into the spell cannon; see below), which requires spending 15xp x the spell level x the caster level of the item (a Quartermaster can spend xp from their Craft Reserve for this ability).
  • Tactician: A Tactician coordinates and plans out the various actions in combat, trying to achieve the optimal result in every situation. The Tactician can spend a move action to allow you and each passenger to recover a single readied and expended martial maneuver, and can spend a swift action to grant you or any other passenger an additional swift action on their next turn. In addition, the Tactician grants you a +4 bonus on initiative checks.
  • Warden: A Warden is in charge of improving melee combat efficiency. You and all creatures you are carrying gain a competence bonus to melee attack rolls equal to the Warden's base attack bonus divided by three (rounded down, minimum +1), and a bonus to melee damage rolls equal to the Warden's Charisma modifier. In addition, the Warden can make melee attacks normally (and without penalty) against any creatures which are grappling you.

Gravity Sunder (Su): If you are 22nd level or higher, you can use your command of gravity to cause massive damage to infrastructure. By expending a readied (an unexpended) maneuver as a standard action, you can deal 2d10 damage per level of the expended maneuver, ignoring hardness, to any structure or object within 60 feet which is made primarily of wood, metal, or stone. Any creature within the target suffers half damage, or no damage with a successful Reflex save (DC 10 + level of the expended maneuver + Charisma modifier). You can instead target a creature of the construct type with this ability, as long as it is primarily made of wood, metal, or stone, in which case the creature suffers 1d10 damage per level of the expended maneuver, and receives a Fortitude save for half damage (DC 10 + level of the expended maneuver + Charisma modifier).

Greater Helm (Su): Beginning at 22nd level, your Helmsman has even more control over your movement. By spending an immediate action, your Helmsman can move you at Spelljamming Speed for the barest instant, even when near a forbidden object, before safeguards activate. This effectively causes you to teleport up to your current fly speed in any direction (including straight up or down). This is not a teleportation effect; however, using this ability is dangerous, and each time it is activated, there is a 20% chance that you collide with some unforeseen obstacle, dealing 3d10 damage per 5 feet that you traveled to you, and 1d10 damage per 5 feet that you traveled to each creature that you are currently carrying.

Bombardment (Ex/Su): Once you achieve 23rd level, you learn to adapt techniques from more conventional warfare to your unique skillset. Whenever you change your Bridge layout, as long as you create a Gunner crew position, you can sprout one or more pieces of heavy artillery from your substance as part of the same process. At 23rd, 24th, and 25th level, you can create up to one, two, or three ballistae, respectively. At 26th, 27th, and 28th, you can also create up to one, two, or three trebuchets; and at 29th level, you can create a spell cannon.
  • Ballista: A ballista that you create fires energy bolts, drawing from the same source as your Tail Beam. The Gunner can fire all the ballistae you have available with a single standard action. Each ballista can aim at a different target, and requires a normal ranged attack roll (critical 19-20/x2), with a range increment of 160 feet. A successful hit deals 4d6 damage + your Charisma modifier when you are Gargantuan-sized, and ignores hardness; each additional size category you attain increases the damage as normal for size increases. When creating the ballistae, you can also apply a single Eldritch Essence invocation you know to each one, which then applies to every shot made by that ballista until you re-create it. In this case, spell resistance applies to the damage.
  • Trebuchet: A trebuchet that you create uses a counterweight to fling blobs of energy over a long range, to explode on impact. The Gunner can fire a single trebuchet with a standard action, requiring a ranged attack roll with a range increment of 200 feet and a maximum range of 5 increments. The attack targets a square (at AC 10) rather than a creature, and explodes on impact, dealing 9d6 damage to everything in a 15-foot-radius spread, with a Reflex save (DC 10 + 1/2 class level + Charisma modifier) for half damage. The damage increases each time you gain a size category (as normal for size increases), and you can apply Eldritch Essence invocations you know to your trebuchets, just as for your ballistae. Once a trebuchet is fired, it automatically reloads itself over 1d6 rounds.
  • Spell Cannon: A spell cannon that you create fires spells. The spell cannon must be loaded with a spell trigger item, which requires a full-round action, or a move action if reloaded by the Quartermaster. The Gunner can fire the spell cannon by spending a swift action, a maximum of once per round. Each time the cannon is fired, it uses up one charge from the spell trigger item, and affects everything in a line of length 100 feet times your Charisma modifier. A shot from the spell cannon deals one damage die per caster level of the loaded spell trigger item, with the size of the damage die determined by the spell level, as shown on the table below, with a Reflex save (DC 10 + 1/2 class level + Charisma modifier) for half damage.
Spell LevelDamage Die
0th1d4
1st2d4
2nd2d6
3rd3d6
4th3d8
5th4d8
6th4d10
7th5d10
8th5d12
9th6d12

Pervasive Charm (Su): Upon attaining 23rd level, your charming aura permeates everything and everyone. Your Charming Aura class feature no longer counts as a mind-affecting effect (though it retains any other schools, subschools, and descriptors), and any creature charmed that way becomes Helpful instead of Friendly.

Unfettered Growth (Ex): At 24th level, your growth rate accelerates dramatically. Your dimensions once again double, and your weight is multiplied by 8. This causes your size category to increase to Colossal, changing your space, reach, and size bonuses to attacks, combat maneuvers, and AC as appropriate.  Your ability scores do not change due to this size increase. You gain an additional size category in this way for each Spelljammer level after 24th; use the table below for information on bonuses and penalties for size categories beyond Colossal. Note that while your size will not increase past Immense due to this class feature, more size categories are provided in case other effects cause your size category to increase.
Size
Category
Size
Modifier
Grapple
Modifier
Hide
Modifier

Length

Weight

Space
Natural
Reach*
Colossal-8+16-1664'-125'125-1000 tons30'20'
Gigantic-12+20-20125'-175'1-3 kilotons40'30'
Humongous-16+24-24175'-250'3-8 kilotons60'40'
Mammoth-20+28-28250'-350'8-25 kilotons80'60'
Enormous-24+32-32350'-500'25-75 kilotons120'80'
Titanic-28+36-36500'-700'75-200 kilotons160'120'
Immense-32+40-40700'-1000'200-500 kilotons240'160'
Vast-36+44-441000'-1400'500-1,500 kilotons320'240'
Planetary-40+48-481400'-2000'1.5-4 Megatons480'320'
Galactic-44+52-522000'-2800'4-12 Megatons640'480'
Cosmic-48+56-562800'-4000'12-32 Megatons960'640'
*The numbers given here are for Natural Reach (Long) only, as this is what applies for a Spelljammer.

Lodging (Ex): Beginning at 25th level, you are large enough, and skilled enough at redistributing your own substance, to begin shaping more living space for your passengers and crew. You can create any layout of rooms that you wish, up to a total volume of 10' cubes equal to your Constitution modifier or your class level - 22, whichever is less, and not including your Bridge. Changing the layout requires 1 hour of concentration for each 10'-cube's-worth of volume that you wish to modify; as long as you spend at least 2 hours, you can alter your Bridge and crew positions as part of the same process. Any existing rooms cannot be occupied during this process, and you cannot begin alterations until all of the rooms are empty of creatures.

You can only provide the most basic furnishings out of your substance, consisting of pieces which must be contiguous with the walls - tables, benches, cots, etc. While other furnishings or decor can be added by the occupants, any such objects should be removed before you can modify the layout. If they are not, any non-magical objects are automatically destroyed in the process, while magical items are shunted to the Astral Plane.

Phase Drive (Su): At 26th level, you learn to transition into the Phlogiston. Whenever you approach the edge of a Crystal Sphere, you automatically use phase door as a supernatural ability to pass into or out of the Phlogiston. This does not require an action, and can be performed at speed (though it is usually recommended to slow down before transitioning through a Crystal Sphere, unless the conditions on the other side are known).

Modular Construction (Ex): Upon reaching 27th level, your control over your internal and external layout is even more refined. Whenever you change the layout of rooms with your Lodging class feature, or alter your Bridge, you can move around occupied rooms, as long as you do not reduce their size.

Veteran Crew (Ex): When you reach 27th level, you have become more practiced and efficient at working with your crew. You gain an additional crew member position, and the bonuses granted by each crew member double. In addition, the Gunner (if any) can grant other crew members the ability to fire your ballistae or trebuchets (if applicable) with their own actions.

Gravity Twist (Su): By 28th level, your mastery of the gravitational force has reached the apex. You can form your own gravity plane at will as a full-round action, even when near a planet or other large object; this allows you to produce a reverse gravity effect on any creatures within range of your gravity plane. However, this ability is taxing, and only lasts for a number of rounds equal to your Charisma modifier. Whenever you activate this ability, you recover one expended maneuver for each creature caught in your gravity plane.

City (Ex): At 30th level, you can carry an entire city on your back. The maximum number of 10' cubes you can create with your Lodging class feature increases to 1000 times your Constitution modifier, to a maximum of 10,000 cubes (with maximum dimensions of 500' long by 200' wide by 100' tall). Altering the layout of your construction requires 1 day for every 100 10-foot cubes you wish to move or modify.

Any allied passengers inside the city gain the benefit of your Gunner and Warden crew members (if applicable), though combat is otherwise essentially the same as any other urban setting.

Cosmic Abyss: You gain Cosmic Abyss as a bonus feat at 30th level, as long as you meet the prerequisites.

Elite Crew (Ex): By 30th level, you and your crew make up a well-oiled machine. You gain two additional crew member positions (to a total of 5).
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Offline sirpercival

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Re: Spelljammer Monster Class
« Reply #2 on: July 06, 2017, 08:18:54 PM »
Reserving just in case.
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Offline sirpercival

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Re: Spelljammer Monster Class
« Reply #3 on: July 06, 2017, 08:20:01 PM »
OK, go ahead. I wanted to repost this in its own thread because I've done significant work on it (i.e., writing all the levels after 20).

I know that stuff is probably horribly balanced. For example, Navigator is wayyyyy less powerful than the rest of the crew. And lots of other features probably need editing. Please, please help.

EDIT: Oh, also, Cosmic Abyss is the entry feat for an upcoming space-themed epic discipline.
« Last Edit: July 06, 2017, 08:21:38 PM by sirpercival »
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Offline Garryl

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Re: Spelljammer Monster Class
« Reply #4 on: July 06, 2017, 11:20:26 PM »
How do epic levels work for monster classes? Is it like base classes, PrCs, and epic classes, where the progression of BAB and base saves stops and gets replaced by the epic attack and save bonuses, or is it like racial HD for NPCs/monsters, where the epic progression rules don't apply and you scale up in BAB and whatnot indefinitely?

Offline sirpercival

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Re: Spelljammer Monster Class
« Reply #5 on: July 07, 2017, 07:48:48 AM »
How do epic levels work for monster classes? Is it like base classes, PrCs, and epic classes, where the progression of BAB and base saves stops and gets replaced by the epic attack and save bonuses, or is it like racial HD for NPCs/monsters, where the epic progression rules don't apply and you scale up in BAB and whatnot indefinitely?
I honestly can't remember, whether or not I actually ever knew. There are no published epic monster classes IIRC, so I think we're kinda on our own. What are your thoughts?
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Offline Nanshork

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Re: Spelljammer Monster Class
« Reply #6 on: July 07, 2017, 12:51:40 PM »
How do epic levels work for monster classes? Is it like base classes, PrCs, and epic classes, where the progression of BAB and base saves stops and gets replaced by the epic attack and save bonuses, or is it like racial HD for NPCs/monsters, where the epic progression rules don't apply and you scale up in BAB and whatnot indefinitely?
I honestly can't remember, whether or not I actually ever knew. There are no published epic monster classes IIRC, so I think we're kinda on our own. What are your thoughts?

Oslecamo has just been continuing the scaling in his monster classes that go to epic.