Windwright Captain

Race: Half-Elf

The self-proclaimed masters of sky and sea, the windwright captains are the finest pilots of airships and wind galleons on Eberron. While many heirs of House Lyrandar are competent enough to helm airships on cargo trips or simple passenger runs, windwright captains takes piloting to another level. Explorers, daredevils, and innovators, windwright captains are hotshot pilots always looking for an excuse to show off what they can do.

Level Base Attack Bonus Fort Ref Will Special 1 2 3 4 5 6
1st + 0 + 0 + 0 + 2 Artificer Knowledge, Item Creation, Least Dragonmark, Master Pilot 1
2nd + 1 + 0 + 0 + 3 Innovation 2
3rd + 2 + 1 + 1 + 3 Craft Wondrous Item 2 0
4th + 3 + 1 + 1 + 4 Acquire Ship, Innovation 2 1
5th + 3 + 1 + 1 + 4 Craft Wand 2 2 0
6th + 4 + 2 + 2 + 5 Innovation 2 2 1
7th + 5 + 2 + 2 + 5 Craft Magic Arms and Armor 2 2 1
8th + 6/ + 1 + 2 + 2 + 6 Lesser Shipbond, Innovation 2 2 2 0
9th + 6/ + 1 + 3 + 3 + 6 Arcane Ballista (Wand) 2 2 2 1
10th + 7/ + 2 + 3 + 3 + 7 Innovation 2 2 2 1
11th + 8/ + 3 + 3 + 3 + 7 2 2 2 1 0
12th + 9/ + 4 + 4 + 4 + 8 Innovation 2 2 2 1 1
13th + 9/ + 4 + 4 + 4 + 8 Craft Staff, Arcane Ballista (Staff) 2 2 2 2 1
14th + 10/ + 5 + 4 + 4 + 9 Innovation 3 2 2 2 2 0
15th + 11/ + 6/ + 1 +5 + 5 + 9 Greater Shipbond 3 3 2 2 2 1
16th + 12/ + 7/ + 2 + 5 + 5 + 10 Innovation 3 3 3 2 2 1
17th + 12/ + 7/ + 2 + 5 + 5 + 10 3 3 3 3 2 2
18th + 13/ + 8/ + 3 + 6 + 6 + 11 Innovation 3 3 3 3 3 2
19th + 14/ + 9/ + 4 + 6 + 6 + 11 3 3 3 3 3 3
20th + 15/ + 10/ + 5 + 6 + 6 + 12 Innovation, Master of the Skies 3 3 3 3 3 3

Skills: The windwright captain gains Acrobatics (Dex) and Climb (Str) as class skills and loses Appraise (Int) as a class skill.

Diminished Patterns: A windwright captain’s number of pattern per day for each spell level is one less than normal. If this reduces the number of patterns per day for that level to 0, he gains only the bonus patterns he would be entitled to based on his Charisma score for that level.

Least Dragonmark: At 1st level, the windwright captain gains the Least Dragonmark (Mark of Storm) feat, but he must choose the wind’s favor spell-like ability. In addition, the windwright captain adds half of his class level when determining the caster level of his dragonmark spell-like abilities. This ability replaces Scribe Scroll.

Master Pilot: At 1st level, the windwright captain is a master of piloting elemental vessels. He adds 1/2 his level when making Profession (Sailor) checks while piloting a vehicle powered by a bound elemental. This ability replaces the artificer’s artisan bonus.

Acquire Ship: The elders of House Lyrandar know that a truly skilled pilot can earn more gold taking private commissions than ferrying cargo and passengers back and forth along established fare routes. Starting at 4th level, the house agrees to lend the windwright captain a standard airship or wind galleon (his choice) for your indefinite use. Enough House Lyrandar crew members to properly operate the chosen vessel are also provided, each a half-elf expert 1 with maximum ranks in Profession (Sailor).

As long as the windwright captain remains in good standing with House Lyrandar, he can use this vessel as he sees fit with one notable condition: one-tenth of your gross income from the use of the ship must be tithed back to Lyrandar, including any treasure retrieved during explorations for which the ship was utilized. If the house has reason to believe this tithe is not being paid, they are within their rights to ask that the ship be returned to them— perhaps even going so far as to send an armed retrieval squad to repossess the vessel (and any tithes owed) in the middle of the night.

At any time after acquiring the ship, the windwright captain can purchase it outright for the standard airship cost of 92,000 gp. Doing so voids his need to tithe further to Lyrandar’s coffers, but also causes the house to begin charging fees for the use of the crew.This ability replaces the artificer’s personal creation.

Lesser Shipbond: At 8th level, the windwright captain can forge a magical bond with a single vessel powered by a bound elemental. This process requires raw materials with a cost equal to 1/25 of the vessel’s value (3,680 gp for a standard airship, 2,560 gp for a wind galleon), and spend a full day of uninterrupted meditation to complete the bonding process.

Once the lesser shipbond is established, it grants him several benefits with regard to that specific vessel.

The windwright captain no longer requires a wheel of wind and water to use his dragonmark to control the bound elemental. He can telepathically communicate with it without standing at the helm, allowing him to give it orders from anywhere aboard the ship as a move action.

The vessel’s top speed increases by +20 feet while he is at the helm, giving a standard airship or wind galleon a speed of 24 miles per hour overland (or 576 miles per day). This increase is an enhancement bonus.

The elemental acknowledges and accepts the windwright captain’s dominance of it, becoming a trusted ally and friend to him. As long as he is on board the ship, it can initiate telepathic contact with him should it desire. It also offers advice when it can and warns him of any approaching danger, even if he is not at the helm.

At the same time, the elemental becomes even more resistant to accepting orders from others. Anyone other than the windwright captain or his cohort (if he has one) who attempts to control the elemental without benefit of a dragonmark takes a –8 penalty on their Charisma check. Even a dragonmark heir using a wheel of wind and water must succeed on a Charisma check to control the ship. The elemental also gains a +4 circumstance bonus on its saving throw to resist any spell or infusion that would grant control over it to anyone other than the windwright captain.

The windwright captain can have a lesser shipbond with only one vessel at a time. If the vessel is destroyed (or if he wishes to revoke the shipbond so that he might bond with a different vessel), he must make a DC 15 Fortitude save. Failure means he loses 100 XP per windwright captain level; success negates the XP loss. This ability replaces attune magic weapon.

Arcane Ballista: At 9th level, if the windwright captain adds siege engines to his ship, he can incorporate a wand into the siege engine, allowing him to treat the square where the projectile landed as the origin of the spell. This uses up a charge of the wand.

At 13th level, the windwright captain can incorporate a staff into the siege engine, allowing him to use it in the same way was with a wand. This ability replaces Forge Ring and Craft Rod.

Greater Shipbond: At 15th level, your bond to your chosen ship increases in power. You can now telepathically communicate with your vessel’s bound elemental at any range, up to 1 mile per point of your Charisma bonus. You can even order the elemental to begin moving the ship while you are not aboard, though the elemental’s piloting skills are inferior to your own. Use the elemental’s Profession (Sailor) check (usually +0) instead of yours if you are not aboard. If you are aboard the vessel, you and it act almost as one, allowing you to command it as a free action instead of a move action.

Master of the Sea and Skies: At 20th level, the windwright captain truly is master of the sea and skies. While aboard his ship, all critical threats against enemies are confirmed, and critical threats against him and his allies are denied. In addition, he designates a 10 foot diameter circle that he can teleport, as the spell, into once per day. This ability replaces the artificer’s true craftsman ability.

Windwright Captain

Eberron inferno813