Pilot

PILOT (Dex) Trained Only

Check: The character can control and maneuver the various types of aircraft that wander the sky. He may be proficient in only one type (via the feat) but he knows the ins and outs of many other variations. All maneuver rolls and control rolls (being in storms for example) use this skill.

Restraint: All on board suffer -4 to all Physical actions including -4 to all Dex modifiers to AC.

Knocked Down: Same as DMG. All characters inside or on the ship must make a Fort save of the same DC or be knocked down Prone, taking 1d4 points of damage. Those outside pass or fail must still make a fort save or suffer the wind effects listed in the DMG. All on board suffer -4 to all Physical actions including -4 to all Dex modifiers to AC.

Blown Away: Same as DMG. All characters inside or on the ship must make a Fort save of the same DC or be battered for 2d6 points of damage. Those outside pass or fail must still make a fort save or suffer the wind effects listed in the DMG. All on board suffer -8 to all Physical actions including -8 to all Dex modifiers to AC.

Crash: All characters inside or on the ship must make a Fort save of the same DC or be battered for 2d6 points of damage. Those outside pass or fail must still make a fort save or suffer the wind effects listed in the DMG. All on board suffer -8 to all Physical actions including -8 to all Dex modifiers to AC. The vessel cannot handle the strain and suffers 4d10 points of damage. It is also pushed down 2d6x10 feet. Another roll may be made at that point. If it strikes the ground, it takes another 8d10 points of damage and everyone on board must make Fort saves (Same DC) or suffer 4d10 points of damage (Save for half).

Sand Damage: Sand batters the vessel takes 2d10 (Light) or 4d10(Heavy) points of damage.

Lightning: Lightning strikes the craft. Everyone on board must make a REF save at the same DC or be struck as well. The craft will take (1d10) d8 dice of damage and anyone on board that fails takes (1d10) d8 dice as well.

Avoiding Damage: The pilot roll is also used to avoid damage. Whenever at outside force fires upon the craft, the pilot may make a Pilot roll to avoid the damage. The hit difficulty for the opponent = the skill roll result of the Pilot with any maneuver modifiers for the vehicle controlled. All vehicles have a base armor which is the lowest number this could be.

Special: A character can take 10 when making a Pilot check, but can't take 20. A character with the Vehicle Expert feat gets a +2 bonus on all Pilot checks. There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Aircraft Operation feat, or else the character takes a -4 penalty on Pilot checks.

Time: A Pilot check is a move action.

Try Again: Per attack or after a minute of storm.

Windstorm DC Result
Light Wind 10 Restraint
Moderate Wind 15 Restraint
Strong Wind 20 Restraint
15 Knocked Down
Severe Wind 25 Restrain
20 Knocked Down
15 Blown Away
Windstorm 30 Restraint
25 Knocked Down
20 Blown Away
15 Crash
Hurricane Wind 35 Restraint
30 Knocked Down
25 Blown Away
20 Crash
Tornado 40 Restraint
35 Knocked Down
30 Blown Away
25 Crash
Rain 10 Restraint
Duststorm (Light) * 15 Sand Damage
Duststorm (Heavy)* 20 Sand Damage
Thunderstorm (Light)* 15 Lightning
Thunderstorm (Heavy)* 20 Lightning
  • Combine with wind effects.
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