D&d Airship 5e

D allows writing large code fragments without redundantly specifying types, like dynamic languages do. On the other hand, static inference deduces types and other code properties, giving the best of both the static and the dynamic worlds. Void main // Define an array of numbers, double. On its turn, the airship can use its helm to move using its elemental engine. It can also fire its ballistas. If it has half its crew or fewer, it can fire only two of the ballistas. Galley Gargantuan vehicle (130 ft. By 20 ft.) Creature Capacity 80 crew, 40 passengers Cargo Capacity 150 tons Travel Pace 4.

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D 1

2. also d The symbol for the Roman numeral 500.

D 2

2. day
3. Sports
b. defense
4. Democrat
6. down

d 1

or D(dē)n.pl.d's or D's also ds or Ds
1. The fourth letter of the modern English alphabet.
2. Any of the speech sounds represented by the letter d.
4. Something shaped like the letter D.
5. D The lowest passing grade given to a student in a school or college.
6. Music
a. The second tone in the scale of C major or the fourth tone in the relative minor scale.
c. A written or printed note representing this tone.
d. A string, key, or pipe tuned to the pitch of this tone.

d 2

2. diameter
4. down quark
American Heritage® Dictionary of the English Language, Fifth Edition. Copyright © 2016 by Houghton Mifflin Harcourt Publishing Company. Published by Houghton Mifflin Harcourt Publishing Company. All rights reserved.


(diː) or


n, pld's, D'sorDs
1. (Linguistics) the fourth letter and third consonant of the modern English alphabet
2. (Phonetics & Phonology) a speech sound represented by this letter, usually a voiced alveolar stop, as in dagger
3. (Billiards & Snooker) the semicircle on a billiards table having a radius of 11 inches and its straight edge in the middle of the baulk line


symbol for
1. (General Physics) physics density or relative density
2. (Mathematics) maths a small increment in a given variable or function: used to indicate a derivative of one variable with respect to another, as in dy/dx
3. (Chess & Draughts) chess See algebraic notation


symbol for1. (Music, other) music
a. a note having a frequency of 293.66 hertz (D above middle C) or this value multiplied or divided by any power of 2; the second note of the scale of C major
c. the major or minor key having this note as its tonic
3. (Mathematics) maths the first derivative of a function, as in D(x3 + x2) = 3x2 + 2x
4. (General Physics) physics
b. electric displacement
6. (Industrial Relations & HR Terms)
a. a semiskilled or unskilled manual worker, or a trainee or apprentice to a skilled worker
b. (as modifier): D worker. See also occupation groupings
7. (Mathematics) (Roman numeral)500. See Roman numerals
abbreviation for9. (General Sporting Terms) informal
a. defence: I'm playing D in the match this afternoon.
10. (General Sporting Terms) informalAustral defensive play




abbreviation for
(Classical Music) Deutsch: indicating the serial number in the catalogue (1951) of the musical compositions of Schubert made by Otto Deutsch (1883–1967)
Collins English Dictionary – Complete and Unabridged, 12th Edition 2014 © HarperCollins Publishers 1991, 1994, 1998, 2000, 2003, 2006, 2007, 2009, 2011, 2014

D, d

n., pl. DsD's, dsd's.
1. the fourth letter of the English alphabet, a consonant.
2. any spoken sound represented by this letter.
4. a written or printed representation of the letter D or d.


Biochem. Symbol.
(of a molecule) having a configuration resembling the dextrorotatory isomer of glyceraldehyde: printed as a small capital, roman character (disting. from l-).




Pron. Spelling.
do (esp. before you): How d'you like them?


2. contraction of would: I'd like to see it.
4. contraction of - ed: She OK'd the plan.


2. depth.
4. divorced.


1. the fourth in order or in a series.
2. (sometimes l.c.) (in some grading systems) a grade or mark indicating poor or barely acceptable quality.
a. the second note of the ascending C major scale.
4. (sometimes l.c.) the Roman numeral for 500. Compare Roman numerals.
6. aspartic acid.


2. December.
4. Democratic.
6. Deus.
8. Doctor.
10. Dutch.


2. daughter.
4. deceased.
6. degree.
8. Brit. pence.
9. Chiefly Brit. penny.
10. Physics. density.
12. deputy.
14. diameter.
16. dime.
18. dollar.
20. drachma.
Random House Kernerman Webster's College Dictionary, © 2010 K Dictionaries Ltd. Copyright 2005, 1997, 1991 by Random House, Inc. All rights reserved.


The American Heritage® Student Science Dictionary, Second Edition. Copyright © 2014 by Houghton Mifflin Harcourt Publishing Company. Published by Houghton Mifflin Harcourt Publishing Company. All rights reserved.


1. A member of the occupation grouping typically consisting of semiskilled or unskilled workers.
2. A semicircle centered on the balk line from within which the cue ball is struck at the start of a game.
3. Semicircle, centered on the balk line, from within which the cue ball is struck at the start of a frame.
Dictionary of Unfamiliar Words by Diagram Group Copyright © 2008 by Diagram Visual Information Limited
Noun1.D - a fat-soluble vitamin that prevents rickets
calciferol, cholecalciferol, ergocalciferol, viosterol, vitamin D
ergosterol - a plant sterol that is converted into vitamin D by ultraviolet radiation
fat-soluble vitamin - any vitamin that is soluble in fats
2.D - the cardinal number that is the product of one hundred and five
large integer - an integer equal to or greater than ten
3.d - the 4th letter of the Roman alphabet
Latin alphabet, Roman alphabet - the alphabet evolved by the ancient Romans which serves for writing most of the languages of western Europe
alphabetic character, letter of the alphabet, letter - the conventional characters of the alphabet used to represent speech; 'his grandmother taught him his letters'
Adj.1.d - denoting a quantity consisting of 500 items or units
cardinal - being or denoting a numerical quantity but not order; 'cardinal numbers'
Based on WordNet 3.0, Farlex clipart collection. © 2003-2012 Princeton University, Farlex Inc.


2. (Mus) Dre m
D major/minorre mayor/menor
D sharp/flatre sostenido/bemol


A.N (Scol) (= mark around 50%) → aprobadom, suficientem


1. =datefha.
3. =diedm.
5. (Brit) (o.f.) =penny
Collins Spanish Dictionary - Complete and Unabridged 8th Edition 2005 © William Collins Sons & Co. Ltd. 1971, 1988 © HarperCollins Publishers 1992, 1993, 1996, 1997, 2000, 2003, 2005


(= letter) → D, d m
D for David, D for Dog (US)D comme Désirée
(= grade) note attribuée à un travail insuffisant et qui équivaut à une note comprise entre 4/20 (pour un D-) et 8/20 (pour un D+)
I got a D+ → J'ai eu 8.
I got a D- → J'ai eu 4.
Collins English/French Electronic Resource. © HarperCollins Publishers 2005


, d
nDnt, → dnt; (Sch, as a mark) → ausreichend; D sharpDisnt, → disnt; D flatDesnt, → desnt ? alsomajor, minor, natural


(US Pol) abbr ofDemocratic → dem.


abbr ofdied → gest.
Collins German Dictionary – Complete and Unabridged 7th Edition 2005. © William Collins Sons & Co. Ltd. 1980 © HarperCollins Publishers 1991, 1997, 1999, 2004, 2005, 2007


a. (letter) → D, d f or m inv
D for David (Am) D for Dog → D come Domodossola
Collins Italian Dictionary 1st Edition © HarperCollins Publishers 1995

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  • 1Airship Pilot
    • 1.1Becoming an Airship Pilot
    • 1.2Campaign Information

Airship Pilot[edit]

What do you mean? She's the fastest ship in the realms! This baby can outrun a gold dragon.
—Han Duo, human Airship Pilot

Become king of the skies. With your airship at your command, you stride through the heavens.

Becoming an Airship Pilot[edit]

Those who acquire an airship may dedicate themselves to piloting their craft and improving it. The aircraft is another tool in their inventory which allows them to succeed.

Entry Requirements
Base Attack Bonus:+3.
Skills:Knowledge (Engineering) 8 ranks, Profession (Pilot) 6 ranks, Use Rope 4 ranks.
Special:Must possess an airship worth at least 10,000 gp. The means of acquisition are irrelevant. You may also require levels in certain classes depending on your Captain style chosen.
Table: The Airship Pilot

Hit Die: d8

Attack Bonus
Saving ThrowsSpecialSpellcasting
1st+0+0+0+0Captain Style, Piloting Skill, Upgrade, Animal Companion, Celestial Navigation, Weather PredictionSpecial Class Advancement
2nd+1+0+0+0Shipboard Fighting, Upgrade, Airmen's Instinct
3rd+2+1+1+1Upgrade, One With The ShipSpecial Class Advancement
4th+3+1+1+1Home Turf, Upgrade, Eyes On the Sky
5th+3+1+1+1Awaken Airship, UpgradeSpecial Class Advancement

Class Skills (6 + Int modifier per level)
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (the planes) (Int), Profession (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Airship Pilot.

Captain Style: When you first take levels in airship pilot, you choose a captain style. The choice you make determines the aspect of your saving throws, and special class advancement. Once you select a style you cannot change it.

Inspirational Style: You obtain a good Reflex and Will save progression. At each special class advancement (1st, 3rd, and 5th) you gain an effective level in determining the number of bardic musics per day and types of bard songs you know. If you do not possess any levels in bard or another class which grants bardic music, this provides no benefit.

Military Style: You obtain a good Fortitude save progression and full BAB. At each special class advancement (1st, 3rd, and 5th) you gain an effective level in fighter for the purpose of meeting feat pre-requisites. Unlike most styles, you do not require fighter levels to benefit from this.

Sky Pirate Style: You obtain a good Reflex save progression. At each special class advancement (1st, 3rd, and 5th) you gain +1d6 sneak attack, If you do not possess any levels in rogue or another class which grants sneak attack or similar, this provides no benefit.

Spellwrought Style: You obtain a good Will save progression. At each special class advancement (1st, 3rd, and 5th) you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Airship Pilot, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. If you do not have a spellcasting class, this provides no benefits.

Piloting Skill: An airship pilot may add his class level as a competence bonus to all Profession (Pilot) and Knowledge (Engineering) checks. The pilot also gains a +4 bonus to initative and balance checks while on board their boat.

Animal Compainionl: At a 1st level, an Airship Pilot gains a tiny animal companion selected from the following list: Hawk, Owl, Tiny Rat, or Raven. This ability functions like the druid ability Animal Companion

Celestial Navigation: When the Airship Pilot can see the clear sky, at night or day, he gets a +10 circumstance bonus on Intuit Direction and won't misjudge direction on a roll of 1.

Predict Weather: The Airship Pilot can predict weather changes. Use Profession (sailor) for this, the difficulty is 16. For every point of margin, the pilot predicts the weather-change one hour in advance.

Shipboard Fighting: At 1st level and beyond, you can take 10 on Balance and Climb checks even if threatened and distracted.

Airmen's Instinct: The pilot is always able to determine the area his ship is in, and knows precisely where it is when he enters a half mile radius around it.

Upgrade: At 1st level and every level beyond, the airship pilot receives an upgrade to his ship of choice. Upgrades are applied to the ship free of charge. If the ship is ever lost or destroyed, the airship pilot may apply his upgrades to a new ship after 1 week of use. Upgrades have no material value, and often fall into disrepair after 1 month of the ship being out of an airship pilot's hands.

Afterburner (Su): The airship's speed increases by 10 ft. You may select this benefit several times.

Control Flaps (Su): The airship's maneuverability rises by 1 step. You may select this benefit several times, to a maximum of perfect.

Greater Awakening (Su): The airship is smarter and more talented than others of its kind. The benefits from Awaken Airship gain to two 18s and one 10, telepathy out to 120 ft. away, and 120 ft. darkvision, blindsense, and hearing. This can only be taken at 5th level.

Hardening (Su): The airship becomes more difficult to damage. The airship's hardness increases by 15. This ability may be selected up to 2 times, to a maximum of +30 hardness.

Home Defense (Su): The bonus provided by Home Turf rises to +2. This ability can only be taken once at 4th level or beyond.

Planar Sailor (Su): The airship no longer is in any danger from a selected plane's effects, such as the fires of the Elemental Plane of Fire. This does not protect the airship from a fireball spell or an open flame, only from the effects generated by the plane itself. So long as its occupants remain inside and not on open deck, its passengers are likewise protected. You may select this ability multiple times, each time it applies to a different plane. Alternatively, you may apply it to a specific dangerous environment, such as outer space (although depending on your method of transport such as wind power, you may not be able to navigate outer space once you reach there).

Radar (Su): A map is displayed within the control room of the ship, detailing the basic surroundings out to 1 mile. The map does not pick up details smaller than a tree and does not detect creatures, only terrain. This ability may only be taken once.

Shielding (Su): The ship generates a field which slows and disrupts incoming projectiles. While the shields are up, the ship itself and all crew aboard gain a +2 deflection bonus, and +2 temporary hp against ranged attacks originating from outside the ship. Every round the temporary hp regenerates to absorb damage again. These bonuses stack with any current deflection bonus or temporary hp the crew has. This bonus does not apply to attacks made from the ship or melee attacks as the shield is a bubble which surrounds the craft. In addition, any ranged attacks made by the crew to targets outside of the ship run into and deplete their own shields, so use of the shields is a purely defensive measure. This ability may be taken multiple times, increasing the bonus to a maximum of +10 deflection and +10 temporary hp. Raising or lowering the shields is a standard action for either the airship pilot, or the ship itself if sentient.

Self-Repair (Su): A damaged ship will begin to repair any damage done to it. The airship repairs 1 hp an hour to its entire frame. This may be selected several times, each time the repair done rises by +1.

Weapons System (Su): The airship generates a magical field which empowers any siege weapons current on board. All siege weapons gain a +1 enchantment bonus, which does not stack with any current enchantment bonus they may possess. This ability may only be taken once.

D&d 5e Airship Stats

One With The Ship: The Airship Pilot can control ropes as per Animate Ropes.

Eyes on The Sky:Once an Airship Pirate reaches a 4th level, he gains a +4 competence bonus to spot checks.

Home Turf (Ex): An airship pilot is right at home on his ship and fights to defend it. At 4th level and beyond, and airship pilot receives a +1 morale bonus on attack, damage, and saving throws while aboard their ship. This benefit is only available on their own ship, not any ship.

Awaken Airship (Su): The bond between airship pilot and ship causes his airship to manifest its own spirit. At 5th level, an airship pilot's chosen airship gains sentience as if it were an intelligent magical weapon. It gains two mental ability scores at 16 and one at 10, speech, 60 ft. darkvision and hearing, and its own ego score and alignment. The ship technically no longer requires a crew to operate, as the sails, engines, or flaps can be animated. Siege weapons can be fired and reloaded by the craft. The ship has a mind of its own but its alignment and beliefs are generally in line with its captain. The captain has an empathetic connection with his ship up to 1 mile.

If the airship pilot's craft already is host to an intelligent spirit (such as is the case with some Eberron airships), the airship pilot may use either the mental ability scores granted by the class or its current spirit. The alignment and personality ship may mean he no longer needs to make any opposed charisma checks to pilot such ships.

Campaign Information[edit]

Playing a Airship Pilot[edit]

Combat: An airship pilot does not define their role in the party. Indeed they remain a wizard, a bard, a rogue, or whatever they may have been to enter. However, they may choose to take the airship into combat before ground operations begin, and in that respect they have an edge over the competition.

Advancement: Advancement varies on class, as all classes can potentially qualify to be an airship pilot.

Resources: Airships are not cheap, and airship crafters often are organized, creating fleets under a single banner.

Airship Pilots in the World[edit]

They're in range, prepare to fire!
—J. Der, Peregrine Airship Pilot

Airship Pilots provide transport to and fro upon great flying ships, for transport, for war, for exploration, and more.

NPC Reactions: Depending on the setting, the airship pilot may be crackpot tinker flying some wild device, the owner of a rare and exotic ship, or a respected member of civilized society. Few can dismiss the awe of seeing a behemoth floating in the skies overhead.

Dnd Airship Stats

Airship Pilot Lore[edit]

Characters with ranks in Knowledge Local can research airship pilots to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

D&d Beyond

Knowledge Local
10Airship Pilots own and pilot airships. They are known to making several modifications to them.
15An airship pilot is strong defending his own ship, gaining several benefits aboard.
20They say airship pilot's ships are alive themselves, and the two minds working together is devesating.
30Those who reach this level of success can obtain information in specific airship pilots, their airship they fly, and last known location or deeds.

Airship Pilots in the Game[edit]

Airship Pilots provide transportation with their great airships, perfect for world-spanning PCs on their adventurers.

Adaptation: Don't have airships, but do have sailing ships? This class can be tweaked to be an alternative Dread Pirate (Complete Adventurer) style class.

Sample Encounter: The PCs need to get to the flying city of Paletuna, but dragons threaten the skies. Protect the airship on its voyage, or die as you crash and burn miles to the ground.

D&d Airship 5e Dnd

EL whatever: 10

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