Deep Space Pilot Class

Most space travelers move from civilized world to civilized world, rarely spending more than a few months on any particular trip. But some pilots are experts at long journeys, often spending more than a year aboard a small freighter. A deep space pilot may be a prospector looking for rich ore-filled asteroids, an explorer hunting for new, stable hyperspace routes, a scavenger seeking salvageable technology in space wrecks, or a relic hunter looking for signs of lost civilizations.

Deep space pilots are masters of hyperspace travel and eventually become experts in the sector of space they most often travel. They are often hired to pilot expeditions into more dangerous areas of space or to lead convoys going on extended voyages. However, even the most experienced deep space pilots grow weary of long voyages. A few eventually become scouts and continue to lead expedition, while others become starship aces.

Requirements
To qualify to become a deep space pilot, a character must fulfill the following criteria.
Skills: Pilot 9 ranks
Feats: Spacer, Starship Operation (Starfighter or Space Transport)

Game Rule Information
Vitality: Deep Space Pilot’s gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The deep space pilot’s class skills, and the key abilities for each, are as follows.
Astrogate (Int), Computer Use (Int), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Repair (Int), Search (Int), Survival (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (Droids), Knowledge (Jedi Lore), and Profession (Droid Programmer).
Skill Points at Each Level: 6 + Int modifier

Class Features
All of the following are class features of the deep space pilot.

Natural Astrogator
A deep space pilot is a natural astrogator, able to calculate hyperspace coordinates without the use of a navicomputer. A deep space pilot no longer takes a -5 penalty when calculating hyperspace jumps without the aid of an astromech or navicomputer (see calculating hyperspace jumps). Additionally, when a deep space pilot does have access to a navicomputer when calculating hyperspace jumps, all calculation times are reduced by 50%. This includes the time to calculate a new route between systems, even if the deep space pilot doesn’t know his starting point.

Sector Familiarity
Starting at 2nd level, a deep space pilot becomes familiar with certain areas of space. The deep space pilot selects one area of the galaxy (Deep Core, Core Worlds, the Colonies, Inner Rim, Expansion Region, Mid Rim, Outer Rim, or Wild Space) with which he is familiar. When in that region of space the deep space pilot gains a +4 circumstance bonus on Astrogate checks, Computer Use checks to operate his ship’s sensors, and Knowledge (Spacer Lore) checks regarding the region. The deep space pilot can declare an additional region of space as familiar at 3rd, 4th, and 5th level.

Hyperjump Sense
At 3rd level, a deep space pilot gains a sense of when a hyperspace jump is likely to fail. If a hyperspace jump calculated by a deep space pilot would normally result in a hyperspace mishap, the pilot is allowed a second Astrogate check with all the same modifiers (but requiring no time). If the second check is successful, the hyperspace jump fails, and the ship does not enter hyperspace, but no hyperspace mishap occurs. A new set of calculations must then be made, taking additional time.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +2 +0 +0 Natural Astrogator +3 +0
2 +1 +3 +0 +0 Sector Familiarity +3 +1
3 +2 +3 +1 +1 Hyperjump Sense, Sector Familiarity +4 +1
4 +3 +4 +1 +1 Sector Familiarity +4 +2
5 +3 +4 +1 +1 Sector Familiarity +5 +2
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