Ship Captain
"Did You Hear me? We're not taking evasive action! Point the bow towards the enemy flagship!"-Daitetsu Minase, captain of the HaganeHD:8
Level | BAB | Fort | Ref | Will | Feature | Maneuvers Known | Stances Known |
1 | +0 | +0 | +0 | +2 | Battleship, Maneuvers, Crew, Leader | 1 | 1 |
2 | +1 | +0 | +0 | +3 | Spirited | 2 | 1 |
3 | +1 | +1 | +1 | +3 | Bonus Feat | 3 | 1 |
4 | +2 | +1 | +1 | +4 | Custom Ship I | 4 | 1 |
5 | +2 | +1 | +1 | +4 | Spirit | 4 | 2 |
6 | +3 | +2 | +2 | +5 | 1st Distinguished Officer | 5 | 2 |
7 | +3 | +2 | +2 | +5 | Custom Ship II | 6 | 2 |
8 | +4 | +2 | +2 | +6 | Spirit | 7 | 2 |
9 | +4 | +3 | +3 | +6 | Bonus Feat | 8 | 2 |
10 | +5 | +3 | +3 | +7 | Custom Ship III | 9 | 2 |
11 | +5 | +3 | +3 | +7 | Spirit | 9 | 3 |
12 | +6 | +4 | +4 | +8 | 2nd Distinguished Officer | 10 | 3 |
13 | +6 | +4 | +4 | +8 | Custom Ship IV | 11 | 3 |
14 | +7 | +4 | +4 | +9 | Spirit | 12 | 3 |
15 | +7 | +5 | +5 | +9 | Bonus Feat | 12 | 4 |
16 | +8 | +5 | +5 | +10 | Custom Ship V | 13 | 4 |
17 | +8 | +5 | +5 | +10 | Spirit | 14 | 4 |
18 | +9 | +6 | +6 | +11 | Bonus Feat | 15 | 4 |
19 | +10 | +6 | +6 | +11 | Custom Ship VI | 16 | 4 |
20 | +10 | +6 | +6 | +12 | Legendary Leader | 17 | 4 |
4 Skill points+int per level, quadruple at 1st level. Class skills: Balance, Concentration, Climb, Diplomacy, Jump, Spot, Listen, Appraise, Intimidate, Knowledge(any), Perform, Sense Motive
Proficiencies: A ship captain is proficient with simple weapons, martial weapons, firearms and mechas.
Features:Battleship: The Ship Captain has come in possession of a powerfull battleship by fate or hard work (the details of which should be discussed with the DM). At 1st level, the Captain has access to a basic battleship. If the battleship is reduced to 0 HP it crashes into the ground, requiring one month of repairs to get it back into working condition. If the Ship Captain is at least 4th level, his crew can put the Ship back into action with just 10 minutes of quick repairs, however it will be three levels lower than normal until enough time has passed to fully repair it(including arsenal options).
The Battleship grows in power with its Captain's level as indicated in the battleship section, due to the captain's crew becoming more skilled and the Captain herself having more and more power to get needed supplies.
Maneuvers: The Ship Captain learns maneuvers and stances from the Ships Full of Hope discipline, as well as from one of the Ace Pilot, Burning Spirit, and Into the Danger Zone disciplines. To learn a maneuver of a given level, she must have a Pilot level of twice the maneuver level, minus one. Her Pilot level is equal to her Ship Captain level plus half her other levels.
Crew: At 1st level, a Ship Captain gains a crew along with their battleship. This crew manages the actual workings of the ship, while the Captain gives the orders, supervises, and shouts a lot. The crew is, for the most part, only experienced at battleship maintenance and controlling.
Leader:At 1st level, the Ship Captain gains Leader as a bonus feat.
Spirited:Starting at 2nd level, each level of Ship Captain increases their maximum number of spirit points by 7. In addition, the Ship Captain learns one spirit, with an additional one learned at 5th level and every three levels therafter.
Spirits can be used as a free action at the begginning of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition like valor and alert last 1 minute and then are lost if not triggered untill then.
Spirit ListBonus Feat:Whenever this ability shows up, the Ship Captain may gain a feat from the
list of pilot feats, provided she meets the prerequisites.
Custom Ship: At level 4, the Ship Captain has obtained custom upgrades created by the crew of the ship, or from some kind of patronage with resources to spare, allowing access to Arsenal options. Only one accessory may be used at a time, and only Accessories and Arsenal weapons of up to the level indicated on the Ship Captain table (I at level 4, II at level 7, ect) may be chosen. With one week of work, the Accessory and Arsenal weapons may be changed.
Distinguished Officer: At 6th and 12th level, a member of the Ship Captain's crew has proved his worth, and has been promoted to become an Officer. Treat this officer as a cohort with all levels in the Ship Captain class, with the following exceptions - he uses the Elite Array for base stats, does not gain the Battleship or Custom Ship class features, nor does he gain the "Distinguished Officer" class feature. The first officer's level is the Ship Captain's minus two. The second officer's level is the Ship Captain's minus six. If the Ship Captain is killed, the highest ranking officer immediately gains the lost class features, and may take full command of the Battleship. If the officer takes command of the Battleship, he no longer provides the bonuses he did as an officer since they're too busy commanding the ship. Each officer fills a specific role and provides certain benefits in combat, selected from the list below. No officer type can be chosen more than once. Distinguished Officers may be changed at level up.
Executive Officer- The Officer can use spirits during combat on the Ship Captain's turn.
Helmsman- For every four Ship Captain levels the officer has, he either increases the Battleship's maneuverability by one level or movement speeds by 10 mu. This configuration can be changed 1/round at the start of the Ship Captain's turn. Additionally, the officer grants a bonus to Balance and Ride checks for the purposes of flying or riding sleds and other objects equal to half his Ship Captain level.
Weapons Officer: The officer grants a to-hit bonus equal to his BaB to all attacks by the Battleship. By reducing this bonus by 5 (cannot reduce below 0), they may change the Main Beam Cannon to Area(Cone) or Area(Explosive) and/or double the Line/Cone length or double the reach of Area (Explosive) or combine two different types of area as long as they're touching each other or the battleship (like a line that ends with a burst as Explosive or two separate lines/cones).
Chief Engineer: The officer reduces the energy cost of each hit to the E-Field by 1/4 his Ship Captain level, plus one. In alternative with one week of work they may instal one extra Acessory of one tier lower they themselves would have access to, or two acessories of two tiers lower each, or three acessories three tiers lower each. Those extra Acessories may be purged off at any time to benefit from the E-Field cost reduction at any time even if it isn't the Battleship's captains turns. Restoring the same acessory configuration takes 8 hours of work, otherwise another week will be needed to change them.
Tactician- Once per round per six Ship Captain levels the officer can use a maneuver he knows which affects your allies that requires a Swift or Immediate action. The energy for this maneuver comes from the Battleship. If you can use this ability at least twice per round, you may consume two uses to perform a maneuver that uses a Standard action instead. If you can use this ability three times per round, you may consume three uses to perform a maneuver that uses a Full action instead. The Ship Captain and Tactician cannot use any maneuver which the other has already used that round. For the purposes of this ability, the officer acts at the same time as the Ship Captain.
Legendary Leader:At 20th level 1/hour as an Immediate action the Ship Captain can make his Leader aura affect all those who can see
or hear him, regardless of distance.
Ship Captain ACF
Combat Commander
Some captains will choose to forego secondary systems to get as many guns as they can on their ships.
Lose: Cannot have or take the Heats feat.
Special: The Battleship counts smaller than it is for the purpose of its Mecha Transport ability, down to small sized. For each size it counts smaller than its actual size, it gains +4 Arsenal space. So for example a gargantuan battleship that counted as medium for transport capacity would gain +12 arsenal space. The E-Field, anti-air guns, missile batteries and main beam cannons may be sacrificed too, gaining +4 arsenal space for each. Once this decision is made it cannot be changed.
Successor Ship
Your battleship is some cutting-edge technology from an ancient alien civilization.
Lose: E-Field, Anti-Air Guns, Main Beam Cannon, cannot have or take the Heats feat.
Gain: Your battleship gains the Distortion Field property and a Gravity Blast. It is a ranged weapon with 300 mu range, dealing 1d10 (B) damage costing 50 energy per shot, crit 17-20x2 and the Area(Line/Burst), Heavy, Power, Rending, Pinning and Concussive properties. For every extra Ship Captain level of the commander of the ship, increase the Gravity Blast damage by 1d10.
Space Colony
All space vessels must provide full living conditions to those inside, but for some providing living conditions is their main function.
Gain: The space colony has an average radius of roughly 6,4 Km/4 miles/3520 mu and an average length of 36 km/22 miles/19360 mu. A space colony cannot be much smaller or bigger without compromising its ability for self-sustenance. Operating at peak condition, a space colony can sustain about 10 million medium humanoids for any amount of time in comfortable conditions. It may theoretically sustain up two 20 million medium humanoids, but living conditions will be significantly worsened and there’s a percentual chance every month equal to the percentual population overcrowd that the colony collapses due to the extra stress (so a colony at 20 million people would have a overcrowd of 100% and result in a 100% chance the colony collapses in 1 month). Going over 20 millions means the overcrowd dies from hunger and riots. A colony with less population can afford to trade basic necessities with an overcrowded colony for services to balance things out, so a colony with 5 million could help sustain a colony with 15 million, assuming they remain no more than 100 miles away from each other. The colony doesn’t take any size penalty to AC. For virtually all pratical purposes, the space colony can be considered hollow and structures may be built inside as well as storing mechas and other supplies.
The colony is so massive and lacks a central power reactor so that even if reduced to 0 HP or lower it doesn’t explode right away but instead it breaks down over a period of 1d12 minutes. During this time it cannot recover HP by any means and is thus doomed, any population that hasn’t evacuated by then somehow will die. The colony can keep taking damage however, and if it reaches negative HP equal to its max before the time is up then it collapses right away. A destroyed colony takes at least 1d12 months to restore regardless of the ability used, assuming the captain survived.
Lose: The ship captain cannot multiclass, and the space colony can only work in space. Movement speed is reduced to 5 mu and never increases with ship captain levels. The space colony has no weapons and can never attack, having been designed for purely civilian purposes, and must rely in separate forces for protection. Should there be any combat inside the colony, ranged attacks that miss their target hit the colony instead automatically. Area attacks used inside always hit the colony as well.
Ship Captain-only FlawsLandShip(flaw): Your Battleship is incapable of atmospheric flight, instead having massive wheels that give it a land speed of 60 mu. It can fly with that speed in space (with clumsly maneuverability) thanks to helping thrusters, if it gets there through some method. If it somehow goes to a large body of water, your landship sinks until hitting a solid surface and from there can move at the bottom at half its land speed while taking a -2 penalty to AC and attack rolls.
Seaship(flaw): Your Battleship is incapable of flight, instead having turbines that give it a swim speed of 60 mu only over a liquid surface. It can fly with that speed in space (with clumsly maneuverability) thanks to helping thrusters, if it gets there through some method.
Submarine(flaw): Your Battleship is incapable of flight, instead having underwater turbines that give it a swim speed of 40 mu and takes no penalties for combat underwater. It can fly with that speed in space (with clumsly maneuverability) thanks to helping thrusters, if it gets there through some method.
Floating Fortress(flaw): Your Battleship can only fly in an atmosphere, and will be adrift if somehow taken to space.
Starship(flaw): Your Battleship can only fly in space, and will drop down like a giant rock if placed inside an atmosphere.