Piloting: Difference between revisions

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==Description==
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| width="250" style="font-weight:bold" | Ability Score Used: || Varies (by [[Vehicle Classes|vehicle class]] being piloted)
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| width="250" style="font-weight:bold" | Armor Check Penalty Applies? || No (even if the [[Vehicle Classes|vehicle class]] is STR- or DEX-based)
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Piloting is generally only used in conjunction with the [[Vehicle Combat]] rules, and measures the skill with which a character is able to pilot and fight with a particular type of vehicle.  If the vehicle combat rules are not being used in a campaign, these skills are probably less useful than a comparable [[Profession]] skill, such as [[Crewman]].


* '''Ability Score Used:''' Varies (by vehicle class being piloted)
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
* '''Usable Untrained?''' Yes
* '''Armor Check Penalty Applies?''' No (even if the vehicle class is STR- or DEX-based)


Piloting skills are used in conjunction with the optional vehicle combat rules, and measure the skill with which a character is able to pilot and fight with a particular type of vehicleThere are four piloting skills, each of which must be purchased as separate skills, assuming they are permitted in the campaign setting (some campaigns may not have flying vehicles, for example).
The ability score used by piloting is always chosen by the player who takes the skill.  This means it is nearly always based on the character's best ability score.  Furthermore, like a natural talent, Piloting never suffers from Armor Check Penalty, even if it is mapped to Strength or DexterityOnce a character chooses the ability modifier that Piloting will be mapped to, it cannot be changed, except through the [[re-selection process]].


The vehicle's type determines what medium it is able to travel across or maneuver (and fight) within, as well as which piloting skill is needed to control it.
There are four broad types of vehicles, but a character with the piloting skill can pilot any of them; there is no need to purchase the piloting skill multiple times for each vehicle type. The vehicle's type determines what medium it is able to travel across or maneuver (and fight) within, as well as which piloting skill is needed to control it.


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! width="16%" | Piloting Skill || width="16%" | Vehicle Type(s) || Description
! width="16%" | Vehicle Type(s) || Description
|-  
|-  
| height="50px" | Aviator || Aerial / Aether || Flying vehicles that can move through the air of the Prime Material plane, or the Aether between the planes.
| height="50px" | Aerial / Aether || Flying vehicles that can move through the air of the Prime Material plane, or the Aether between the planes.
|-  
|-  
| height="50px" | Delver  || Subaquatic / Subterranean || Subterranean vehicles burrow through the earth, and subaquatic vehicles slide beneath the waters of the seas (or other liquids).
| height="50px" | Subaquatic / Subterranean || Subterranean vehicles burrow through the earth, and subaquatic vehicles slide beneath the waters of the seas (or other liquids).
|-
|-
| height="50px" | Drover  || Ground  || Land-based vehicles, such as chariots, stagecoaches, and Crassus engines, which require solid, relatively level land.  Also includes managing and directing teams of draft animals, when required, though it does not include knowledge of how to train them (see [[Handle Animal]]).
| height="50px" | Ground  || Land-based vehicles, such as chariots, stagecoaches, and Crassus engines, which require solid, relatively level land.  Also includes managing and directing teams of draft animals, when required, though it does not include knowledge of how to train them (see [[Handle Animal]]).
|-
|-
| height="50px" | Sailor  || Naval || Vehicles which traverse the surface of liquids, such as sailing ships, skimming over the seas and taming the winds.
| height="50px" | Naval || Vehicles which traverse the surface of liquids, such as sailing ships, skimming over the seas and taming the winds.
|}
|}


Riding on the back of a creature, such as a dragon, or colossal tortoise, utilizes the [[Ride]] skill, and operates under the mounted combat rules (see [[Ride]] skill), rather than vehicular combat rules.
Riding on the back of a creature, such as a dragon, or colossal tortoise, utilizes the [[Ride]] skill, and operates under the mounted combat rules (see [[Ride]] skill), rather than vehicular combat rules.


===Ability Score===
== Build Focus ==
The ability score used by a piloting skill is determined by the vehicle class being piloted.  Refer to the [[Vehicle Classes]] pages for details.  Some vehicles permit the use of any ability score (pilot's choice) while other vehicles require the use of one particular ability score.
During [[Vehicle Combat]], the ''piloting'' skill may be used to increase the character's focus. As a [[standard action]], make a Piloting skill check versus the CR of the encounter.   
 
* If you achieve an [[Skill DC|Easy]] success, you generate 1 point of focus.
Regardless of which ability score is used for a piloting skill, Armor Check Penalty never applies (even if it's STR or DEX).
* If you achieve a [[Skill DC|Challenging]] success, you generate 2 points of focus.  
 
* If you achieve an [[Skill DC|Impossible]] success, you generate 3 points of focus.
===Expertise Bonus===
When a player places a 7th rank in a piloting skill, he may choose to gain either a +1 bonus CMB or a +1 bonus to Resilience, permanently, any time he is piloting a vehicle of a type supported by the Piloting skill in questionThis bonus is gained again when the player places a 14th rank, a 21st rank, a 28th rank and a 35th rank in the skill. Each time he achieves one of these milestones, he can choose to improve either CMB or Resilience by an additional +1. These bonuses stack with themselves and any other bonuses provided by the vehicle class or vehicle upgrade modules.


If the player has more than one piloting skill, he chooses this bonus separately for each skill, as he achieves the appropriate number of ranks, but the bonuses only apply only when piloting vehicles appropriate to that piloting skill.  (I.e. a player with 7 ranks in Piloting (Delver) who chooses +1 CMB as his bonus for that milestone would only apply that +1 CMB bonus to subaquatic and subterranean vehicles.  If that same player also had 4 ranks in Piloting (Aviator), the +1 CMB bonus from Delver would not apply to flying vehicles.)
If you have any Stress when you generate Focus, you must immediately expend the Focus to get rid of the Stress, on a one-for-one basis.


Note that these bonuses refer to ranks in the skill, not the skill's total bonus or any integral magic bonusesA player may never have more ranks in a skill than his total character level.
== Damage Control ==
During [[Vehicle Combat]], the ''piloting'' skill may be used to repair damage to your vehicle.  As a [[standard action]], make a skill check versus the CR of the encounter.   
* If you achieve an [[Skill DC|Easy]] success, you restore 1 point of durability.
* If you achieve a [[Skill DC|Challenging]] success, you restore 2 points of durability.
* If you achieve an [[Skill DC|Impossible]] success, you restore 3 points of durability.


==Common Uses==
Damage Control can never be used to repair hull damage above your maximum durability.
Piloting is generally only used in conjunction with the [[Vehicle Combat]] rules, which includes numerous actions and abilities requiring a Piloting skill check.  If the vehicle combat rules are not being used in a campaign, these skills are probably less useful than a comparable [[Profession]] skill, such as [[Crewman]].

Latest revision as of 13:02, 15 June 2020

Description

Ability Score Used: Varies (by vehicle class being piloted)
Armor Check Penalty Applies? No (even if the vehicle class is STR- or DEX-based)

Piloting is generally only used in conjunction with the Vehicle Combat rules, and measures the skill with which a character is able to pilot and fight with a particular type of vehicle. If the vehicle combat rules are not being used in a campaign, these skills are probably less useful than a comparable Profession skill, such as Crewman.

As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.

The ability score used by piloting is always chosen by the player who takes the skill. This means it is nearly always based on the character's best ability score. Furthermore, like a natural talent, Piloting never suffers from Armor Check Penalty, even if it is mapped to Strength or Dexterity. Once a character chooses the ability modifier that Piloting will be mapped to, it cannot be changed, except through the re-selection process.

There are four broad types of vehicles, but a character with the piloting skill can pilot any of them; there is no need to purchase the piloting skill multiple times for each vehicle type. The vehicle's type determines what medium it is able to travel across or maneuver (and fight) within, as well as which piloting skill is needed to control it.

Vehicle Type(s) Description
Aerial / Aether Flying vehicles that can move through the air of the Prime Material plane, or the Aether between the planes.
Subaquatic / Subterranean Subterranean vehicles burrow through the earth, and subaquatic vehicles slide beneath the waters of the seas (or other liquids).
Ground Land-based vehicles, such as chariots, stagecoaches, and Crassus engines, which require solid, relatively level land. Also includes managing and directing teams of draft animals, when required, though it does not include knowledge of how to train them (see Handle Animal).
Naval Vehicles which traverse the surface of liquids, such as sailing ships, skimming over the seas and taming the winds.

Riding on the back of a creature, such as a dragon, or colossal tortoise, utilizes the Ride skill, and operates under the mounted combat rules (see Ride skill), rather than vehicular combat rules.

Build Focus

During Vehicle Combat, the piloting skill may be used to increase the character's focus. As a standard action, make a Piloting skill check versus the CR of the encounter.

  • If you achieve an Easy success, you generate 1 point of focus.
  • If you achieve a Challenging success, you generate 2 points of focus.
  • If you achieve an Impossible success, you generate 3 points of focus.

If you have any Stress when you generate Focus, you must immediately expend the Focus to get rid of the Stress, on a one-for-one basis.

Damage Control

During Vehicle Combat, the piloting skill may be used to repair damage to your vehicle. As a standard action, make a skill check versus the CR of the encounter.

  • If you achieve an Easy success, you restore 1 point of durability.
  • If you achieve a Challenging success, you restore 2 points of durability.
  • If you achieve an Impossible success, you restore 3 points of durability.

Damage Control can never be used to repair hull damage above your maximum durability.