The World of Llowellen: Play-by-forum & Roll20 Virtual Tabletop.
A ship’s mage gains no special benefits while land-bound, but she is a force to be reckoned with in the skies where her spells take on a whole new dimension of lethality.
Most ship mages belong to merchant guilds and receive their training from other members of their guild. Because of this, merchant ships almost always have at least one ship mage aboard, and larger airships tend to have three or more, providing around-the-clock protection for the airship. Ship mages are required to be more physically fit and active than their groundling counterparts.
Hit Die: d6
Profession (Air Sailor): 5 ranks
Scry: 5 ranks
Feats: Alertness, Empower Spell, Maximize Spell
Spellcasting: Ability to cast at least 4th-level arcane spells
The Ship Mage’s class skills (and the key ability for each skill) are: Alchemy (Int), Balance (Dex), Concentration (Con), Craft (any) (Int), Knowledge (magic) (Int), Knowledge (religion) (Int), Profession (Air Sailor) (Wis), Scry (Int), Speak Language, Spellcraft (Int), Survival (Wis) and Use Rope (Dex).
Skill Points at Each Level: 2 + Int Modifier/Level
All of the following are class features of the ship mage prestige class.
Weapon and Armor Proficiency: The ship mage is proficient with all simple weapons but receives no additional proficiency with armor she is not already familiar with.
Spellcasting: The ship mage receives spells per day as if she had gained a level of a previous arcane spellcasting class. She does not gain any of the other benefits of gaining a level in that other class.
Weapon Guidance: Beginning at 1st level, the ship mage may work closely with the crew of a single weapon to provide magical guidance to any projectile fired from that weapon. Note that this ability does not provide a bonus of any type to indirect fire weapons.
When this ability is used, the ship mage must choose a number of hit points to sacrifice and adds this number as an attack and damage bonus to the next attack made with the designated weapon. Using this ability is a full-round action, during which time the ship mage must be in constant contact with the airship weapon she is guiding. This means she must actually be touching the weapon when it is fired and must remain in contact with the weapon for the entire round.
Maneuverability Witchery: Beginning at 3rd level, this special ability allows the spellcaster to sacrifice spell slots in order to increase the maneuverability of his airship or decrease the maneuverability of an enemy airship. When this ability is used to increase maneuverability, the target must choose what level of spell slot to sacrifice. For every level of the spell slot, the ship mage increases the airship’s maneuverability by 1 for one round or increases the duration of this ability by one minute.
Thus, sacrificing a 5th-level spell slot allows the airship mage to either increase the airship’s maneuverability by 5 for one round, or by 4 for one minute, 3 for two minutes, 2 for three minutes, or 1 for four minutes.
When used to decrease the maneuverability of an enemy airship, this ability is much more difficult to use. The enemy airship is entitled to a Fortitude save to resist the ability entirely (DC determined as if this ability were a spell of level equal to the spell slot sacrificed to use the ability). If the save fails, the airship’s maneuverability is reduced by 1 for every two spell levels of the spell slot (rounded down) for one round. One spell level of the slot can be expended to increase this duration to one minute, but the duration cannot be further increased. Range of this ability is long (400 ft. + 40 ft. per level).
Resilient Aura: Beginning at 5th level,
Retaliation: Beginning at 7th level,
Engine of Destruction: Beginning at 9th level,