Class Information:

Hit Die: The Pilot gains 1d8 hit points per level. The character’s Constitution modifier applies.

Feats: The Pilot gains any new feat of their choice, at every even level; if they fulfill the feat’s prerequisites.

Class Skills

The Pilot’s class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical) (Int), Knowledge (culture, technology) (Int), Navigate (Int), Piloting (Dex), Profession (Wis), Repair (Int).

Skill Points at Each Level: 4 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Reputation bonus
1st +0 +0 +2 +2 Streamlined Targeting, Bonus Feat +0
2nd +1 +0 +3 +3 Terminal Ballistics +0
3rd +2 +1 +3 +3 Bonus Feat +1
4th +3 +1 +4 +4 Brace for Impact 1 +1
5th +3 +1 +4 +4 Need for Speed +1
6th +4 +2 +5 +5 A Leaf on the Wind +2, Bonus feat +2
7th +5 +2 +5 +5 Early Warning System, Brace for Impact 2 +2
8th +6 +2 +6 +6 Keep It Together +2
9th +6 +3 +6 +6 Bonus feat +3
10th +7 +3 +7 +7 Fire and Forget, Brace for Impact 3 +3
11th +8 +3 +7 +7 Legendary 1 +3
12th +9 +4 +8 +8 A Leaf on the Wind +4, Bonus feat +4
13th +9 +4 +8 +8 - +4
14th +10 +4 +9 +9 - +4
15th +11 +5 +9 +9 Legendary 2, Bonus feat +5
16th +12 +5 +10 +10 With Rank, Comes Privilege +5
17th +12 +5 +10 +10 - +5
18th +13 +6 +11 +11 Bonus feat +6
19th +14 +6 +11 +11 Legendary 3 +6
20th +15 +6 +12 +12 - +6

Class Features

Advanced Aviation

The Pilot begins with a +2 to the Pilot skill, the  Personal Firearms Proficiency, Aircraft Operation, and Starship Operation feats as class features.

Main Battery Calibration

Always working towards the perfection of their ship, the Pilot has learned to fine-tune the weapons of a Starship or Aircraft they own or are assigned, to an advanced level. This Calibration become more refined and efficient at later levels.

At 1st level, a Pilot gains the Weapon Focus class feature, providing the benefit of the feat with the same name to the weapon systems of a starship or aircraft they own or have spent a few weeks to become familiar with. The Pilot adds +1 to all attack rolls made using the craft’s weapons.

Bonus Feats

At 3rd, 6th, 9th, 12th, 15th, and 18th level, the Pilot gets a bonus feat. The bonus feat must be selected from the following list, and the Pilot must meet all the prerequisites of the feat to select it.

Alien Craft Operation, Blind-Fight, Brawl, Close Contact Shooting, Experienced, Improved Brawl, Handy, Improved Feint, Point Blank Shot, Renown, Spacer, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Strafe, Zero-G Training.

Terminal Ballistics

At 2nd level, a Pilot gets a +2 bonus on damage rolls with their Starship or Aircraft weapon systems.

Brace for Impact

At 4th level, a Pilot learns how rock an enemy starship with weapons fire. The Pilot must declare that they are using this ability before making the attack roll (a failed attack roll ruins the attempt). A starship damaged by the Pilot attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Pilot may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.

Need for Speed

At 5th level and beyond, a Pilot can coax more thrust out of a ship’s engines, increasing its tactical speed by +150 meters. The Pilot must be piloting the ship to increase its tactical speed.

A Leaf on the Wind

At 6th level, a Pilot gains a +2 to all Pilot checks, attack rolls, damage rolls, and the Pilot’s Starship or Aircraft is never considered flatfooted.

At 12th level this bonus increases to +4.

Early Warning System

At 7th level, a Pilot gains a +2 competence bonus on initiative checks.

Keep It Together

At 8th level, a Pilot can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. It is not considered disabled and the ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Pilot and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.

Fire and Forget

At 10th level, a Pilot gains the ability to automatically confirm a threat as a critical hit when attacking with their personal ship’s weapons, eliminating the need to make a roll to confirm the critical hit.


At 11th level, a Pilot can apply double their Reputation bonus to the die result, once per combat, on an attack roll, skill check, ability check, or saving throw made aboard a starship.

At 15th level and again at 19th level the Pilot can use this ability once more per combat.

With Rank, Comes Privilege

Once per day, at 16th level, the Pilot, can call upon their crew and Starship to be their saving grace. With a full round action the Pilot can direct the fire of any weapon, with the Orbital Starship Weapon modification, that is operational on the Starship under their command.
The Pilot must be within 60ft of a target and spend a full round action to mark it. The ship’s attack resolves 3 rounds after the round target was marked.


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