Spelljamming Ship's Skills and Feats - 25/May/06


Helm Pilot (Varies; Varies)

Use this skill to effectively pilot a Spelljamming vessel.

Check: You have maneuvered a Spelljamming vessel. This skill is possibly unique in that the ability that it is based on depends on the sort of spellcaster that you are. For example, a Wizard would use Int, a Cleric or Druid or Paladin or Ranger Wis, a Sorcerer or Bard Cha. Someone who was not a spellcaster and was using a helm not powered by spells, such as a Lifejammer, Series Helm, Forge or Furnace, would use their Cha; spellcasters using a non-spell-powered helm would still use their spellcasting ability. This is considered to be a class skill for all spellcasters, and a cross-class skill for all others.
Special: This skill is 'Trained Only' for non-spellcasters; all spellcasters can use it untrained. If a spellcaster is using a helm without trained Helm Pilot skill they would be strongly advised to 'take 10', or even 'take 20', which explains the really slow docking maneuvers of novice helmsmen.

Ship Focus [General]

Having this feat for the specific type of ship you are on gives you +1 to all ship-related skills. This feat is useless except on the specific ship type that it is taken for, for example Hammership; this feat can be taken several times selecting a different ship (type) each time. This is the feat that 'crack' crewmen have.

Apprentice Helmsman [General]

You can minimally operate a Spelljamming Helm.

Prerequisites: INT 10+.
Benefit: You operate a Helm as an arcane spellcaster of half your highest class level (round down, minimum 1st). For example, a 3rd level Fighter with this feat would operate a Helm as effectively as a 1st level Wizard. Note that if you have an arcane or divine spellcasting capability from any of your classes then operating a Helm drains this for the day as well. Helm Pilot skill is now considered a class skill and can be used untrained.
Note: This feat allows a non-spellcaster to tap into their latent magical talent for the purpose of operating a spelljamming helm; it could be considered to allow them to act as a very limited variety of Wizard. If something prevents their access to this talent, then just as a Wizard who was cut off from their magical power by some means, they cannot operate a Helm.
Normal: Without this feat, a character who is not a spellcaster cannot operate a standard Spelljamming Helm.

Journeyman Helmsman [General]

You can effectively operate a Spelljamming Helm.

Prerequisites: INT 10+, Apprentice Helmsman.
Benefit: You operate a Helm as an arcane spellcaster of two-thirds your highest class level (round to nearest, minimum 1st). For example, a 3rd level Fighter with this feat would operate a Helm as effectively as a 2nd level Wizard. Note that if you have an arcane or divine spellcasting capability from any of your classes then operating a Helm drains this for the day as well. Helm Pilot skill is now considered a class skill and can be used untrained.
Normal: Without a Helmsman feat, a character who is not a spellcaster cannot operate a standard Spelljamming Helm.

Master Helmsman [General]

You can expertly operate a Spelljamming Helm.

Prerequisites: INT 10+, Apprentice Helmsman, Journeyman Helmsman.
Benefit: You operate a Helm as an arcane spellcaster of equal to your highest class level. For example, a 3rd level Fighter with this feat would operate a Helm as effectively as a 3rd level Wizard. Note that if you have an arcane or divine spellcasting capability from any of your classes then operating a Helm drains this for the day as well. Helm Pilot skill is now considered a class skill and can be used untrained.
Normal: Without a Helmsman feat, a character who is not a spellcaster cannot operate a standard Spelljamming Helm.


(c) Dreamer Publications, 1980 - May 2006
    Permission granted to use for non-profit making purposes