The Pilot is a calculating combat driver, a precision pilot, and a daring naval specialist. He is most at home behind the wheel of a powerful vehicle, running circles around opponents who find it impossible to keep up.

Alignment: Any.
Hit Die: d10.
Action Points: 5
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Wealth Bonus: +2

Class Skills

Craft: Mechanical (Int), Disable Device (Int), Navigate (Int), Navigate: Air (Int), Navigate: Sea (Int), Parachuting (Dex), Pilot (Dex), Profession (Int), Repair (Int), Speak Language (-), Swim (Str), Tumble (Dex).

Table: The Pilot

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation bonus
1 +0 +0 +2
+0 Driven, Daredevil, Custom Ride
+1 +1
2 +1 +0 +3 +0 Manual Adjustment
+2 +1
3 +2 +1 +3 +1 Crash Course
+2 +1
4 +3 +1 +4 +1 Vehicle Familiarity I
+3 +2
5 +3 +1 +4 +1 Crash Course
+3 +2
6 +4 +2 +5 +2 Drivers Only
+3 +2
7 +5 +2 +5 +2 Crash Course
+4 +3
8 +6/+1 +2 +6 +2 Vehicle Familiarity II
+4 +3
9 +6/+1 +3 +6 +3 Crash Course, Drivers Only
+5 +3
10 +7/+2 +3 +7 +3 That's Impossible! (1x)
+5 +4
11 +8/+3 +3 +7 +3 Crash Course
+6 +4
12 +9/+4 +4 +8 +4 Vehicle Familiarity III, Drivers Only
+6 +4
13 +9/+4 +4 +8 +4 Crash Course
+7 +5
14 +10/+5 +4 +9 +4 Soup Her Up (1x)
+7 +5
15 +11/+6/+1 +5 +9 +5 Crash Course, Drivers Only
+8 +5
16 +12/+7/+2 +5 +10 +5 Vehicle Familiarity IV, Soup Her Up (2x)
+8 +6
17 +12/+7/+2 +5 +10 +5 Crash Course
+9 +6
18 +13/+8/+3 +6 +11 +6 Drivers Only, Soup Her Up (3x)
+9 +6
19 +14/+9/+4 +6 +11 +6 Crash Course
+10 +7
20 +15/+10/+5 +6 +12 +6 Vehicle Familiarity V, That's Impossible! (2x), Soup Her Up (4x)
+10 +7

Class Features

All of the following are class features of the pilot:

Weapon and Armor Proficiency: Pilots are proficient with simple weapons and personal firearms.

Driven: Your nerves must be refined to exact standards to survive at top speed. Each time you spend 1 action point to boost a Maneuver or Repair check, you roll and add the results of twice the normal number of dice. Additionally, when you suffer an error with a Maneuver or Repair check, it cannot become a critical failure.

Daredevil: At Level 1, you gain the Daredevil feat.

Custom Ride: Your garage is always stocked with the best toys. At Level 1, you gain the Extra Gear feat, with Vehicles as the chose type of equipment.

Manual Adjustment: You’re so adept at mechanical repairs, grease flows through your veins. At Level 2, when you fail a Repair check that may be re-tried, you may spend 1 move action to give the target device a whack in frustration. As long as the check DC is equal to or less than your class level + 20, the whack reverses the failure. If several grades of success are possible, you achieve only the lowest possible positive result. You may use this ability a number of times per session equal to half your class level. You may use this ability even if your initial check results in an error, but you must declare its use before determining if the error becomes a critical failure.

If you gain the manual adjustment ability from two or more classes, add together your levels in all classes granting you this ability before you add 20 to determine the DC against which you automatically succeed.

Crash Course: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain either 2 ranks in any Pilot skill or you may gain 1 Chase feat.

Vehicle Familiarity I: At Level 4, at the start of each mission, you may choose 1 specific vehicle or mount to be considered familiar. If the vehicle or mount is part of your mission gear rahter than your personal gear, you must have previously operated it for a minimum number of hours equal to 1/3 the Purchase DC for the vehicle, including increases for modifications but not for licensing (round up). You may only be familiar with 1 specific vehicle or mount at a time. The chosen conveyance gains a +1 bonus to Defense and Damage saves, and you gain the same bonus with Initiative and Maneuver checks made using it, and Repair or Treat Injury checks made to repair or heal it, as appropriate.

Vehicle Familiarity II: At Level 8, this bonus increases to +2 and the time required to become familiar with any vehicle or mount decreases to 1/2 standard (rounded down).

Vehicle Familiarity III: At Level 12, this bonus increases to +3. Further, you may become familiar with a second vehicle or mount.

Vehicle Familiarity IV: At Level 16, this bonus increases to +4 and the time required to become familiar with any vehicle or mount decreases to 1 hour.

Vehicle Familiarity V: At Level 20, this bonus increases to +5. Further, you may become familiar with a third vehicle or mount.

Drivers Only: Your driving and combat style is a carefully balanced collection of well-practiced abilities both behind and beneath the wheel. At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
  • Elbow Grease: You gain a +4 bonus with all checks made to repair an item.
  • Gunnery: You require only 1 attack action to fire any vehicle mounted weapon that typically requires 1 full action to operate.
  • Most Lethal: Your error range with a vehicle-mounted weapon increases by 1.
  • Pit Crew: Once per mission, you may summon a number of mechanics experts equal to 1/4 your class level (round up). Each assistant is a consultant-grade temporary contact. Per the GM’s discretion, the pit crew helps you in any non-combat endeavor for which they’re skilled and equipped until the end of the following scene, or until one of them fails a Damage save or Morale check, or suffers a critical injury, at which point the entire crew leaves. If these NPCs make any skill check that requires a kit while helping you, they’re assumed to possess 1 appropriate grade I kit.
  • Rough Riding: Your experience with off-road travel is such that any mount or ground vehicle you control receives no penalties for operating off-road.
  • Skill Mastery: Choose 1 of your Pilot class skills. Your error range with this skill decreases by 2 (minimum 1). Further, when you take 10 with this skill, the amount of time required is not doubled.
  • Spare Keys: Once per mission, when a vehicle or mount with which you’re familiar is lost, killed, or destroyed, you may reveal that you have a second, identical vehicle or mount available. Regardless of your current location, it takes 1d4 hours to retrieve this vehicle or mount. You are also considered familiar with this duplicate vehicle or mount. If the original was a personal possession, the new one is a personal possession as well. If the original was assigned, the new one is assigned as well.
  • Trade-In: Once per mission, you may return a vehicle or mount with which you’re familiar to your employer or a street buyer. You immediately gain a new vehicle or mount with a Purchase DC equal or less than the vehicle or mount traded in. You gain no Wealth bonus if the new vehicle or mount is less expensive than the old one. The new vehicle or mount is ready at a location of your choosing in 1 hour. You are also considered familiar with the new vehicle or mount.
  • Vehicular Instinct: You inflict an additional +1d4 damage with each attack using a vehicle-mounted weapon. With a ranged attack, this bonus damage applies only when the target is located within 1 range increment.

That’s Impossible!: You can force a vehicle or mount to utterly defy physics. At Level 10, once per session when operating any vehicle or mount, you may make a Maneuver check with a DC up to your class level + 20 without making a skill check. At Level 20, you may use this ability up to 2 times per session.

Soup Her Up: Your modifications can nudge a vehicle past its standard limits. At Level 14, once per session, you may make improvements to any vehicle with which you’re familiar. You may make a total number of improvements to all familiar vehicles equal to your class level. Each improvement increases the vehicle’s Defense, DR, Initiative, or Maneuver by 1, or increases its top speed by 1/10 (rounded up). No single statistic may benefit from more than 1/2 the total number of improvements made to the vehicle (rounded down). These improvements only apply when you’re in control of the vehicle. Each improvement requires 30 minutes to make, and 30 minutes to change. You may not make improvements to a mount. At levels 16, 18, and 20, you may make one additional improvement per session.