The Fahroy Kingdom

PILOT
Role: Serves as a jack-of-all trades type of character. The Pilot is a combination of a bard/rogue/ranger/wizard. He uses leadership while on his air-vessel, trap and mechanical skills like a rogue, a vast array of survival abilities and even a small sub-set of spells to keep his ship and allies protected from harm.
Abilities: The Pilot has numerous special abilities, he gains bonus class skills and feats, spells at every level, his own air-vessel and with that ability comes several other special abilities. While on his own vessel, the Pilot is a devastating foe capable of warding off opponents while barely flicking a lever. At his mid-high levels he gains crewmen to help maintain the vessel.
Races: Pilots from all across the Fahroy Kingdom have been heard of. While humans pioneered most of the dalarahn ship technology they are not the only ones capable of piloting ships. The dwarves have shown innate talent in maintaining their vessels and nomadic gnomes often live among a fleet of air-vessels since they have no home of their own. Of course the dalarahn who created the air-vessels make suitable pilots their crew often find them to be a bit overzealous and protective of their vessels. Elves, half-orcs and Halflings usually have neither the patience or the desire to commandeer one of their own vessels but they make excellent crewmen.
Other Classes: While the Pilot sees many different classes over his journey he has views on certain ones. The pilot never misses the chance to befriend a fellow magic-user or rather use him for his knowledge. Pilots get along well with the ranger and rogue classes due to their shared skill-sets. Pilots view most barbarians and fighter type classes as reckless since the pilot usually takes great care to maintain the life of himself, his crew, and his vessel.
Adventuring: While many different pilots have many different ambitions most pilots either serve a specifics nation, Chansem, Valya or Dalarahn, there are pilots who owe allegiance to no one. Most of those sorts of pilots are vagabonds and only find friendly faces in gangs or pirate groups. Pilots always reserve a sort of pride in themselves since they can go for days without finding a port. That does not make them unable party members and they are always greeted with a warm welcome by adventuring bands- who doesn’t want to have a friend with an air-vessel?
Alignment: Since the skies are ever changing it is nearly impossible for a pilot to keep his ideals intact. No pilot can choose a lawful alignment. Chaotic and neutral pilots are common place and often times more accepted.
-Any non-lawful
Skills: Balance, Bluff, Climb, Decipher Script, Diplomacy, Disable Device, Jump, Intimidate, Hide, Move Silently, Open Lock, Gather Information, Spot, Survival, Tumble, Use Rope, Use Magic Device (Starting skill points 6+Int Modifier) x4
Skills per level: 6+Int Modifier
Hit Dice: d8
Weapon Proficiencies: Dagger, Club, Shortspear, Longspear, Spear, Light/Heavy Crossbow, Dart, Sling, Rapier, Light Repeating Crossbow
Armor Proficiencies: Light Armor Proficiency, Shield Proficiency (Excluding Tower Shields)

The Pilot class receives spells as per the Bard progression list (Known and Per/Day), Spells are Int DC based.
The Pilot class gains the following special abilities as they progress in levels…

1st Level: Bonus Feat (Skill Focus, Track, Quick Draw, Combat Expertise, Weapon Finesse), Barter. 0 Attack, F/R/W +1/2/1 [x2 0 Level spells/day] [4(0lvl) spells known]
• Barter (Lvl1): Character receives +5 competence bonus on Diplomacy checks made to buy or sell equipment. This can lower prices or gain a better trade in value.
2nd Level: None, +1 Attack, F/R/W +2/
2/2 [x3 0 Level spells/day] [5(0lvl) 2(1lvl) spells known]
3rd Level: Jury-Rig +2, +2 Attack, F/R/W +2/
3/2, [x3 0 Level spells/day, x1st Level] [6/3 known]
• Pilot’s receive an insight bonus of +2 to the following skills, Open Lock, Disable Device, Repair.
4th Level: Bonus Class Skill, +2 Attack, F/R/W +3/
4/3, [3/2/0 spell/day] [6/3/2 known]
5th Level: Private Vessel, Inspired Crew +1, +3 Attack, F/R/W +3/
4/3. [3/3/1 spells/day] [6/4/2 known]
• Pilots gain the benefit of their own private vessel. It can either be an air-schooner, an air-barges an air-boat. The benefit of each is similar to a Paladin’s mount although the airships are not sentient or intelligent they are simply man-made vessels. At different levels the character will gain benefits while on their airship such as a combat bonus if an enemy boards, group courage bonuses after leaving a vessel for a duration, etc. Air-schooners are made moderately fast with crew space. Air-barges are rather slow but boast large cargo holds. Air-boats are the fastest but only able to seat up to three people comfortably.
6th Level: None, +4 Attack, F/R/W +4/
5/4. [3/3/2 spells/day] [6/4/3 known]
7th Level: Jury-Rig+4, 5 Attack, F/R/W +4/5/4. [3/3/2/0 spells/day] [6/4/4/2 known]
8th Level: Vessel Upgrade, +5 Attack, F/R/W +5/
6/5. [3/3/3/1 spells/day] [6/4/4/3 known]
• Vessel Upgrade has various applications, increased durable hull, live-in wizard for upkeep and offensive abilities, 1st mate to maintain the ship, speed increase, increase bonuses to combat while on deck and courage bonuses.
9th Level: None, +6/
1 Attack, F/R/W 6/7/6. [3/3/3/2 spells/day] [6/4/4/3 known]
10th Level: Bonus Feat (Skill Focus, Improved Feint, Improved Disarm, Improved Trip, Spring-Attack), Inspired Crew +2, +6/
1 Attack, F/R/W 6/7/+6. [3/3/3/2/0 spells/day] [6/4/4/4/2 known]

Pilot Spell List: (A Pilot’s spell list steadily relies on shield and ward magics. As well as trap spells and spells dealing with the air domain)

0 Level: Arcane Mark, Create Water, Dancing Lights, Flare, Know Direction, Light, Mage Hand, Mending, Message, Read Magic, Detect Magic.
1st Level: Alarm, Animate Rope, Command, Charm Person, Detect Snares & Pits, Endure Elements, Entropic Shield, Feather Fall, Floating Disk, Jump, Identify, Obscuring Mist, True Strike, Magic Missile.
2nd Level: Arcane Lock, Darkvision, Darkness, Fire Trap, Fogs Cloud, Gust of Wind, Levitate, Phantom Trap, Rope Trick, Wind Wall, Tongues, Scorching Ray, Melf’s Acid Arrow.
3rd Level: Call Lightning, Clairaudience/Clairvoyance, Create Food and Water, Daylight, Fly, Glyph of Warding, Invisibility Purge.
4th Level: Air Walk, Dispel Magic, Globe of Invulnerability, Hail Storm, Rainbow Pattern, Resilient Sphere,.