Windwright Captain
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Level Progression

lvl Class Features CL
1 ●Heir's Mark
●Master Pilot
●Shipboard
Fighter
+1
2 ●Acquire Ship ●Uncanny
Dodge
+1
3 ●Lesser Shipbond +2
4 ●Rebuke Elementals +2
5 ●Greater Shipbond +3

Nature: Prestige Class
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Prerequisites

Dragonmark: Storm, Lesser ("Wind's Favor")
Skills: Acrobatics 1, Profession (sailor) 7, Use Magic Device 3.
Magic: Ability to cast 1st-lvl Arcane spells or imbue 1st-lvl infusions.
Special: Must have piloted an airship or wind galleon at least once while in the service of Lyrandar.
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Class Traits

Hit Dice: d8. Skill Ranks: 6 +Int mod.
Bab: Medium. High Saves: Reflex & Will.
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Knowledge (geography), Perception, Profession (sailor), Swim, Use Magic Device.
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Class Features

1.Heir's Mark: Levels in this Prestige Class count as levels in the ''Dragonmark heir'' prestige class when determining the CL for the spell-like abilities of your dragonmarks, to max +5 ''dragonmark levels''.

1.Master Pilot (Ex): You are the undisputed master of controlling vehicles powered by bound elementals. While piloting such vessels, you can add your Windwright Captain class level to your Profession (sailor) checks.

1.Shipboard Fighter (Ex): You can take 10 on Acrobatics and Climb checks even if threatened and distracted. You also don't lose your Dex bonus to AC when balancing or climbing.

2.Acquire Ship: The elders of House Lyrandar know that a truly skilled pilot can earn more gold taking private commissions than ferrying cargo and passengers back and forth along established fare routes. Yhe house now agrees to lend you a standard airship or wind galleon (your choice) for your indefinite use. Enough House Lyrandar crew members to properly operate the chosen vessel are also provided, each a khoravar expert 1 with max ranks in Profession (sailor).

As long as you remain in good standing with House Lyrandar, you can use this vessel as you see fit with one notable condition: 1/5th of your gross income from the use of the ship must be tithed back to Lyrandar, including any treasure retrieved during explorations for which the ship was utilized. If the house has reason to believe this tithe is not being paid, they are within their rights to ask that the ship be returned to them – perhaps even going so far as to send an armed retrieval squad to repossess the vessel (and any tithes owed) in the middle of the night.

At any time after acquiring the ship, you can purchase it outright for the standard airship cost of 92'000 gp. Doing so voids your need to tithe further to Lyrandar’s coffers, but also causes the house to begin charging fees for the use of the crew.

2.Uncanny Dodge (Ex): You can't be caught flat-footed and react to danger before your senses would normally allow you to do so, as the class feature in Pathfinder corebook.

3.Lesser Shipbond (Su): Can forge a magical bond with a single vessel powered by a bound elemental. This process requires raw materials with a cost equal to 1/25 of the vessel’s value (3'680 gp for a standard airship, 2'560 gp for a wind galleon). You must also spend a full day of uninterrupted meditation to complete the bonding process.

Once the lesser shipbond is established, it grants you several benefits with regard to that specific vessel. You no longer require a ''wheel of wind and water'' to use your dragonmark to control the bound elemental. You can telepathically communicate with it without standing at the helm, allowing you to give it orders from anywhere aboard the ship as a move action.

The vessel’s top speed increases by +20 feet while you are at the helm, giving a standard airship or wind galleon a speed of 24 miles/hour overland, or 576 miles/day. This is an enhancement bonus.

The elemental acknowledges and accepts your dominance of it, becoming a trusted ally and friend to you. As long as you are on board the ship, it can initiate telepathic contact with you should it desire. It also offers advice when it can and warns you of any approaching danger, even if you are not at the helm.

At the same time, the elemental becomes even more resistant to accepting orders from others. Anyone other than you or your cohort (if you have one) who attempts to control the elemental without the benefit of a dragonmark takes a –8 penalty on their Charisma check. Even a dragonmark heir using a wheel of wind and water must succeed on a Charisma check to control the ship. The elemental also gains a +4 circumstance bonus on its saving throw to resist any spell or infusion that would grant control over it to anyone other than you (see ''Controlling a Bound Elemental'', Explorer's Handbook p25).

You can have a lesser shipbond with only 1 vessel at a time. If the vessel is destroyed (or if you wish to revoke the shipbond so that you might bond with a different vessel), you must make a DC 15 Fortitude save. Failure means you lose (xxx); success reduces the loss to 1/2 that amount.

4.Rebuke Elementals (Su): Choose 1 type of elemental bound by House Lyrandar ships (either air or fire). You get the ability to Command elementals of that type, as per the "Command Undead" feat, except that it applies to the chosen subtype of elementals. Use your character lvl in place of cleric lvl when determining the strength of this effect.

Bound elementals under your command through a "wheel of wind and water", "lesser shipbond", or "greater shipbond" abilities do not count toward the total Hit Dice of elementals commanded.

5.Greater Shipbond (Su): You can now telepathically communicate with your vessel’s bound elemental at any range, up to 1 mile per point of your Charisma bonus. You can even order the elemental to begin moving the ship while you are not aboard, though the elemental’s piloting skills are inferior to your own. Use the elemental’s Profession (sailor) check (usually +0) instead of yours if you are not aboard. If you are aboard the vessel, you and it act almost as one, allowing you to command it as a free action instead of a move action.

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