Here is an Expert class idea that was designed with LukeNukem914
, trying to build off the vehicle rules and give some neat options for characters who want to run a caravan, sail a ship, or fly a carpet in a truly expert
The hope with this class is that the 'travel' part of a campaign could be made more interesting, considering that it tends to be very relevant to grand-scale stories, and (as fiction has taught us) a character who specializes in transportation can be a true asset to the party.Helmsman (Expert)
The great evil may have been slain by the holy knight, and the Riddle of Time may have been unraveled by the wizened guru, but there is always glory to be earned by the navigator who (literally) got them to where they are now. With unequaled skill in navigation and steering, the Helmsman can deftly dodge the assault of an enemy frigate and easily evade the arrows aimed at his trusty cart. Skilled at the head of any vehicle, but partial to his own signature rides, the Helmsman is also a capable crafter with more than enough understanding of what makes his ride tick, and a penchant for innovations and improvements. The Helmsman always strives to get his companions safely there and back again, and makes sure that nothing goes awry along the way.
Depending on your campaign, a Helmsman could be…
• A dashing charlatan who cares only for his prized ship.
• A beloved gladiator, famed champion of the chariot race.
• The surly engineer who is developing a new kind of military vehicle.
• The grizzly, old drunkard captain of a retired freighter.
• A taut-nerved smuggler of illicit contraband, untraceable arms, and even a few slaves.Party Role:
Specialist/Backer. The Helmsman probably won’t be at the front of the action during a bloody battle, but when the group needs to pack up and flee the scene, the Helmsman ensures you’re already ten miles away; and still in once piece.CLASS FEATURESRequirements:
Dexterity 13+, Ride 6+ ranks, Driving Basics featFavored Attributes:
Dexterity, WisdomClass Skills:
Blend, Crafting, Haggle, Impress, Intimidate, Notice, Prestidigitation, Ride, Search, SurvivalSkill Points:
6 + Int modifier per levelVitality:
9 + Con modifier per levelCORE ABILITYMeans of Transportation:
You gain a vehicle with a value of up to 250s, and of the appropriate Era. Your vehicle is replaced at the start of the next Adventure at no cost if lost or destroyed. Also, you receive a 20% discount with vehicles and vehicle-related gear.CLASS ABILITIESZero to Sixty I:
You can get started at a moment's notice. At Level 1, you may use your own Initiative bonus while controlling a vehicle. Additionally, your threat range with Ride checks made while controlling a vehicle increases by 1.Zero to Sixty II:
At Level 5, you may use your own Reflex Save bonus while controlling a vehicle. Additionally, your threat range with Ride checks made while controlling a vehicle increases by 1 (total 2).Zero to Sixty III:
At Level 9, you may apply your Dexterity bonus to the Defense of a vehicle you are controlling. This bonus is doubled against ranged attacks. Additionally, your threat range with Ride checks made while controlling a vehicle increases by 1 (total 3).On the Go I:
There's never a time or a need to slow down. At Level 2, you gain Always Ready
, and while controlling a vehicle, its speed is considered 5 ft. higher.On the Go II:
At Level 7, you gain the Jumpstart feat, and while controlling a vehicle, its speed is considered 5 ft. higher (total 10ft.).Bonus Feat:
At Levels 3 and 7, you gain a bonus Covert or Terrain feat.Labor of Love:
You take great care of your vehicles to ensure they take great care of you. At Level 4, each time you fail a Crafting or Ride check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.A Few Modifications:
At Levels 4 and 8, you may pick a vehicle upgrade with a value no greater than +50%. Vehicles you control are considered to possess this upgrade.Custom Built:
Your customizations tend to be as effective as they are elegant. At Level 6, at the start of each adventure, you may choose one vehicle you own. Until the end of the adventure, this vehicle gains either the Powered
upgrade, or is instead mounted with a siege weapon up to one Size smaller than the vehicle at no additional cost. The chosen benefit is lost at the end of the adventure.Yee-Haw!:
With you behind the wheel, it’s not uncommon for some truly unbelievable stunts to take place. At Level 8, once per session while controlling a vehicle, you automatically succeed with 1 Ride check (DC up to 50).Clean Getaway:
You are an undisputed master of escape, whether in a vehicle or on foot. Once per Adventure, you may travel back to a location you have previously been to in the current Adventure in 1/10th the normal time required; having uncovered a brilliant escape route, a secret passage, or simply utilizing backup reserves of power (or sheer will) to expedite travel. You may bring a number of willing or helpless characters along with you equal to your starting action dice (if on foot), or you may bring the occupants of the vehicle you are on (if controlling a vehicle). Though you may travel this distance in a trivial amount of time, any pursuers still traverse the distance as normal, and suffer any appropriate penalties with Track checks or similar abilities.COVERT FEATSDriving Basics
You understand the subtleties of high-velocity transportation.Benefit:
You may use the Maneuever action to perform Tumble checks while driving a vehicle. Additionally, vehicles you control gain DR against attacks made by standard characters equal to the number of Covert feats you possess.Driving Mastery
Your steering skills are known far and wide.Prerequisites:
whenever you spend downtime travelling on a vehicle, you may simultaneously attempt a Foster Goodwill check using your Ride skill. Also, the Size of any vehicle you are controlling is considered 1 Size smaller when attempting to squeeze through spaces, and 1 Size larger for the purpose of Trample attacks you make.Driving Supremacy
You dominate the road unquestioningly.Prerequisites:
Your attacks made while controlling a vehicle gain AP 4 against other vehicles, and you gain a trick.Slipstreaming (Vehicle Outmaneuver Trick):
You may continue to perform movement actions while attempting this check. With success, you may also reduce the speed of a vehicle you can see by 10 ft. / 1 MPH until the end of the scene. You may use this effect once per vehicle per scene.TERRAIN FEATSJumpstart
The rest of your party is just glad you haven't discovered caffeine yet.Benefit:
Your threat range with attacks made during the first two rounds of combat increases by 1, and during a surprise round you gain an additional move action.*
I am dimly aware of a similar drive-oriented class existing in SpyCraft, but unfortunately I do not have access to the system and have no idea how much this does or doesn't have in common. Please forgive me if this class is just reinventing the Wheelman.