Almost any spellcaster can fly a spelljamming vessel, but those who devote their lives to traveling space become master pilots. These individuals are called “aces” by other pilots, and their accumulated skill and knowledge is the stuff of legends. They work as merchants, serve in the military, or become outlaws and pirates. Spelljammer Aces can push their ships to the very edge of what they were designed to do, and sometimes beyond. As a result, Spelljammer Aces tend to be a little cocky and brash.
Any class capable of casting spells can become Spelljammer Aces, but sorcerers, bards, and wizards take to spelljamming easily. Clerics sometimes become Spelljammer Aces, especially those with the luck, magic, or travel domains. Some rouges and magi find life aboard spelljamming vessel to their liking, and take levels in Spelljammer Ace.
Hit Dice: d6
To qualify to become a Spelljammer Ace, a character must fulfill all the following criteria.
Skills: Pilot 5 ranks.
Feats: Skill Focus (Pilot), Spelljammer Helm Operation.
Special: Ability to cast 1st level spells.
The Spelljammer Ace’s class skills are; Bluff (Cha), Knowledge (Space) (Int), Pilot (Dex), and Profession (Spacehand) (Wis).
Skill Ranks at Each Level: 2 + Int Modifier
Base Attack Bonus Advancement: The Spelljammer Ace’s base attack bonus starts at +0 at 1st level, and increases to +1 at 2nd level, +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.
Base Fortitude Save Advancement: The Spelljammer Ace’s base fortitude save starts at +0 at 1st level, and increases to +1 at 2nd level, +2 at 5th level, and +3 at 8th level.
Base Reflex Save Advancement: The Spelljammer Ace’s base reflex save starts at +0 at 1st level, and increases to +1 at 2nd level, +2 at 5th level, and +3 at 8th level.
Base Will Save Advancement: The Spelljammer Ace’s base will save starts at +1 at 1st level, and increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level ,and +5 at 9th level.
Special: 1st(Spelljammer Defense), 2nd(Pilot Mastery), 3rd(Extra Maneuver: -10 penalty), 4th(Ride the Stellar Wind +30 feet), 5th(Second Chance), 6th(Spelljammer Specialization), 7th(Extra Maneuver: No Penalty), 8th(Ride the Stellar Wind +60 feet), 9th(Strengthen the Ship), 10th(Spelljammer Evasion)
Spellcasting: +1 level of existing class/level
Weapon and Armor Proficiency: The Spelljammer Ace gains no proficiency in weapons or armor.
Spells per Day: A Spelljammer Ace continues training in magic as well as improving his piloting skills. Thus, when a new Spelljammer Ace level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Spelljammer Ace, they must decide to which class they add the new level for purposes of determining spells per day.
Spelljammer Defense (Ex): The Spelljammer Ace may add their class level to the AC of any spelljamming vessel they pilot. This is a dodge bonus, and thus does not apply when the character is flat-footed.
Piloting Mastery (Ex): At 2nd level, the Spelljammer Ace may always take 10 on a Pilot check, even when stress and distractions would normally prevent them from doing so.
Extra Maneuver (Ex): At 3rd level, the Spelljammer Ace can attempt a third maneuver requiring a Pilot check each round (rather than the normal limit of two per round.) However, they suffer a -10 penalty to the Pilot check made to achieve this third maneuver. At 7th level, the Spelljammer Ace may attempt the third maneuver with no penalty.
Ride the Stellar Wind (Su): At 4th level Spelljammer Ace may add 30 feet to the tactical speed of any spelljamming vessel they pilot. At 8th level, they may add another 30 feet to the ship’s tactical speed.
Second Chance (Ex): Once per day, a 5th level Spelljammer Ace may reroll any Pilot skill check they just made. They must decided to reroll the check before its success or failure is announced, and they must use the second roll, regardless of whether it was better than first roll or not.
Spelljammer Specialization (Ex): At 6th level, the Spelljammer Ace gains Spelljammer Specialization as a bonus feat.
Strengthen the Ship (Su): Whenever a ship piloted by a Spelljammer Ace of 9th level or higher is forced to make a saving throw, it may use the Spelljammer Ace’s Will save bonus in place of its own save bonus, regardless of the type of save required. The effects of a successful or failed save remain the same.
Spelljammer Evasion (Ex): At 10th level, the Spelljammer Ace may attempt a Pilot skill check to negate any hit inflicted on the spelljammer vessel they pilot. The DC of the check is equal to the attack roll the hit the vessel. If the Pilot check is successful, the vessel suffers no damage from that hit. The Spelljammer Ace may only use this ability once per round.