Ætherjammer (Expert Class)For some people a journey is about the final destination, while for others it's all about the experiences along the way. Ætherjammers are all about the how, as they ply the expanses between the crystal spheres aboard fantastic and often almost unreal ships. While many Ætherjammers are experienced magic users, it's been known for the talent to spontaneously awaken in an individual when he encounters the 'right' vessel.
Depending on the campaign, an Ætherjammer may be...
- Part of a long familial tradition of otherworldly magic-using pilots moving between worlds.
- A callow youth awakened to new worlds of possibilities upon discovering an abandoned jammer.
- A cocky explorer opening up the final frontier.
Party Role: Specialist. The Ætherjammer can do with ease what few others can, sacrificing raw power to do so.
Class Features Requirements: Sorcery campaign quality, Acrobatics 4+ ranks, Ride 6+ ranks, Extra Holdings (must be invested in an ætherjammer).
Caster Level: Each level in this class increases your Caster Level by 1.
Favored Attributes: Charisma., Wisdom, Dexterity.
Class Skills: Acrobatics, Athletics, Crafting, Haggle, Notice, Resolve, Ride, Search, Survival, Tactics.
Skill Points: 6 + Int modifier per level.
Vitality: 9 + Con modifier per level.
Core Ability Scion of Æther: You have a distinct affinity for getting your jammer to perform well beyond expectations. When seated at the helm of an ætherjammer vessel, you gain a number of additional spell points
equal to your level in this class.
Class Abilities Path of the Wanderer: At Level 1, you may purchase ranks in the Spellcasting skill, learn Compass, Shapeshifting, and Weather spells, and cast Level 0 and 1 spells you know. Also, when you fail a Spellcasting check to cast a spell of these Disciplines, no spell points are spent on the attempt.
If you already possess this ability from another class, you instead gain an additional Spellcasting feat.
Helmsman: At 2nd, 7th, and 10th level, you may choose to gain one of the following abilities, each of which may only be selected once:
Environmental Resistance: You gain Cold Resistance 4, Falling Resistance 4 and Vacuum Resistance 4.
Expertise: Choose one: Acrobatics, Athletics, Crafting, Haggle, Notice, Resolve, Ride, Search, Survival, Tactics. Taking 10 with this skill doesn’t take twice as long and taking 20 takes only 10 times as long.
Gone with the Wind: A number of times per scene equal to your starting action dice as a free action, you may spend Spell Points to increase the multiplier when taking a vehicular run action with an ætherjammer craft you control. The effects of this ability last until your initiative count the following round.
How Crewed!: You gain the Followers feat (see page 98), the NPC group consisting of Seadogs (see below). You may gain the Followers feat a second time later, as your character options allow.
Interdictor: Once per scene you may spend an action die to increase the Natural Gravity of your ætherjammer craft in relation to a single object by your Charisma modifier (minimum 1).
Magic Motion: Your Acrobatics, Athletics, Ride and Spellcasting skills always grant a synergy bonus to each other. Further, once per session you may spend a number of spell points up to your Charisma modifier (minimum 1) to reduce the error range of any one check with these four skills by an equal amount, but the check may never result in a critical success.
Mass Shallow: Once per scene you may spend an action die to treat the Natural Gravity of a single object as though it was half its standard value (rounded down).
Only for the Money: The amount of money retained due to your Prudence score increases by 5% and your income increases by 10 silver.
Pedagogue: You gain a number of bonus Interests equal to your Wisdom modifier +1 (minimum 1).
Skyfall: Whenever you are at the helm of an ætherjammer vessel, you and the vessel benefit from Damage Defiance against falling damage.
Circle of Power: At 3rd level, you gain the Circle of Power I ability, as written.
At 5th level, you gain the Circle of Power II ability, as written
At 7th level, you gain the Circle of Power III ability, as written.
At 9th level, you gain the Circle of Power IV ability, as written.
Fancy Flying I: Starting at 4th level, when you are sitting on the helm of an ætherjammer craft benefiting from your Take Command ability, you may as a full action spend spell points to increase the vessel's Defense by an equal amount until the end of the scene
Fancy Flying II: Starting at 8th level, you may attempt to negate attacks that manage to strike your ætherjammer vessel. Spend a spell point and roll Spellcasting against a DC equal to the attack check. If successful, the attack deals no damage but triggers all other effects of a successful attack.
Take Command: At 4th & 8th level, you gain an iteration of the Captain class ability of this name.
Slick Moves: At 6th level, once per session while operating an ætherjammer benefiting from your Take Command ability, you may make a Maneuver check with a DC up to 50 without making a skill check. Alternately, while operating such a vehicle during a chase Conflict, you may choose the “That’s Impossible!” Strategy.
The Wind Beneath My Wings: You've taken the bond between an ætherjammer and its pilot to its zenith, and then moved beyond that. As long as you are within the effective natural gravity of your ætherjammer vessel, you do not need to be in physical contact with the helm in order to gain its benefits or pilot it.
Additionally, with the exception of How Crewed and Only for the Money, at the beginning of a session you may select an additional Helmsman option as a temporary ability until the end of the session.Progressions BAB: Low
Defense: Medium
Initiative: Medium
Fortitude: Low
Reflex: Low
Will: High
Lifestyle: Medium
Legend: Medium
Spell Points: High