Spelljamming - Skills and Feats

Skills

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.

Profession (siege engineer)

If you have not got at least one rank in this skill then you cannot be an effective member of a ship’s weapon team. If you join a ship’s weapon team without having this skill, your presence adds one round to the reload time.

Feats

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.

Ship Weapon Use [General]

You can use all ship’s weapons effectively.
Prerequisites: having at least one rank in Profession (siege engineer).
Benefit: You make attack rolls with the weapon normally, i.e. you get to add your BAB and Dex bonus, and there are no penalties for lack of proficiency or weapons size.
Normal: A character who uses a ship’s weapon without this feat suffers a -4 penalty on attack rolls.

Weapon Focus [General]

This feat can be taken for a specific class of ship’s weapon (catapult, ballista, bombard, greek fire projector or jettison) as long as you also have the Ship Weapon Use feat. This feat can be taken several times selecting a different ship’s weapon each time.

Spelljamming - Skills and Feats

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