Pilot

A human pilot

A pilot has trained excessively in order to know their vehicles inside out and to fly through the depths of space or sail across any ocean. Their expertise lies in fighting with and in vehicles, and can be a valuable asset on any far away mission.

Pilots excel in piloting vehicles and ships, and fighting in or with them.

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Discuss with your Game Master if ship-upgrades could be applied to your prefered vehicle.

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**Features**
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## Features

### Pilot Training

You gain proficiency in *light armor* and *handguns*. You gain proficiency in Aeronautical Vehicles, Naval Vehicles and Terrestrial Vehicles. You gain expertise in one of these Vehicle skills. You also gain the following ability:

> ***Pilot’s Orientation*** - When piloting a vehicle with working navigation, you can plot a course without requiring a piloting check, making it impossible for you to get lost in conditions unless other creatures interfere.
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> ***Pilot’s Reputation*** - When purchasing vehicle parts, you gain a discount equal to 5 % times the pilot features picked. Additionally, you start with 1 non-refundable civilian vehicle of choice: Shuttle, Motorcycle or Speed Boat.
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### Know Your Ship

Knowledge of your ships and vehicles are important to get the most out of them. You gain the two following abilities:

> ***Ship Fighting*** - You gain +1 AC while in the interior of any vehicle or space station.
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> ***Find Console*** (1AP)- You may spend 1 AP to instantly know the general direction where the nearest navigational or communicational controls can be found on the target vehicle.
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> ***Vehicle Dodge*** (ship navigator maneuver) (reaction) - When an effect is about to attack or deal damage to a ship you are piloting, you make use of your reaction to make a piloting check to the attack roll or save DC in order to nullify all damage if successful.
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### Mechanical Daredevil

You see the lifelines of mechanic vehicles, their fuel and their weak spots. You’re not afraid to weaponize this knowledge.

You gain the three following abilities:

> ***Mechanical Eye*** - When a mechanical vehicle is standing still and is not piloted by a creature, any attack you hit will automatically crit.
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> ***Mechanical Destruction*** - When you hit an attack on a mechanical vehicle and strike critically, you hit a fuel line, causing the fuel to explode. All creatures within 15ft of the nearest point of the vehicle from your perspective, must make a Dexterity Saving Throw to your Piloting Save DC or take 2d8 force damage and be knocked prone. Damage is halved when they succeed their saving throw.
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> ***Engine Burn*** (ship navigator maneuver)(2PP) - Once per long-rest, you can turn and use the burn of the engine of the ship you are piloting to deal damage to a ship within 1 km. The pilot of the target ship makes a Dexterity Saving Throw to your Piloting Save DC. If they fail, the ship takes 3d8 damage, or half when they succeed.
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### Commandeer Vehicle

Any vehicle can be made yours. You gain the three following abilities:

> ***Commandeer*** (1AP)- When you find the navigational controls of a vehicle that you are proficient in and currently is not piloted by another creature, you can take over navigation of the vehicle, allowing you to use it, even if it is turned off or if navigation is locked.
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> ***Driving Mindset*** (Concentration)- When you use the Move action of a vehicle, you can Concentrate in order to keep driving for the following turns. While maintaining concentration on this effect, the Move Pilot Maneuver costs only 0 AP instead of 2 AP.
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> ***Traffic Taunt*** (3AP) - Once per rest, you may taunt a creature piloting any vehicling that can hear you and understands your language. The pilot must make a Wisdom saving throw to your Pilot Save DC, if they fail they are affected by the Enraged condition and cannot do any piloting maneuvers for 1 minute, and must try and engage in physical combat with you.
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Each land vehicle has different stats and abilities, but generally the following action is shared, always ask the DM for confirmation:
***Move*** (Land Vehicle Pilot Maneuver) (2AP) -  Can only move a vehicle once per turn, it moves up to its movement speed. If it runs into an object or creature, both the vehicle and creature take (movement speed / 10 (rounded up) ) \* 1d4 damage.

### Pilot Reflexes

Your experience as a pilot has made you accustomed to anticipating moving targets.  You gain the following ability:

> ***Pilot Reflexes*** - When making your first attack roll on a round, you gain advantage if the target has moved in any voluntary way in its last turn.
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> ***Car Jump*** - When using the Move Pilot Land Vehicle Maneuver, you can cause the land vehicle to jump up to 20ft in the air.
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> ***Mechanical Resistance*** (reaction) - Whenever you take damage from a creature with the ‘Mechanical’ or ‘Vehicle’ tag (for example by a turret, impact damage or when it explodes). You may use your reaction to half the damage. This is applied after resistances and vulnerabilities.
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