Operative Specialization: Pilot


Homebrew

Liberty's Edge

I've been looking over the rules and can't find anything to build just a pure Ace Pilot. Someone that is at home in the cockpit of a space craft. So I came up with this Specialization, please critique.

PILOT

You are at home in the driver's seat.

Associated Skills: Engineering and Pilot. You can spend a Resource point to add your Trick Attack damage to any Pilot roll to preform a Stunt

Specialized Exploit: Holographic Distraction [modified]: You can spend 1 Resolve point before your pilot check to make it appear your vehicle performed 1 Stunt when in actuality you did a different Stunt. While you don't have to roll for the faked Stunt, you still have to roll for the attempted one.

One with your ship(EX): Starting at 11th level you can preform a Snap shot with no penalty as long as you are using a forward facing weapon. You can spend 1 Resolve point to add your Trick Attack damage to this attack.


I don’t understand adding Trick Attack damage to a skill check. If you were to follow suit with the existing methods, you could do something like allowing the operative to use Piloting to make a trick attack with a +4, maybe with the caveat that it only works while on a ship.


Operatives edge: add to piloting rolls to determine order of activation instead of adding to initiative.

Associated Skills: Engineering and Pilot. May add skill focus bonus to Starship combat checks.

Specialized Exploit: False Maneuver. Your opponents misread you intentions placing them out of position. Immediately after determining activation order select one opponent that activates before you. If they intend to perform a stunt they must declare two, spend an Resolve Point and chose which of the two they perform. If they do not declare a stunt you MAY spend an Resolve Point to increase their turn distance by two for this combat round.

In Your Sights: Starting at 11th level you may make trick attacks in ship or vehicle combat. Upon activating in the helm phase spend a Resolve Point and declare a target. Make a piloting check with a DC of 20 + target tier. If you succeed you may move normally including any stunts the piloting check would allow. In the gunnery phase you may make a Snap Shot with a forward arc weapon, adding your trick attack damage, even if another crew member takes a gunnery action. This may not be used with array weapons or on targets outside the forward arc.

Operator exploits: Debilitating Gunnery and ship/ vehicle specific debilitating effects.

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