Any good Pilot builds?

Post/Author/DateTimePost
#1

craveslove2

Apr 23, 2008 3:08:30
I am new to D20 Modern/Future. I am trying to build a level 3 character (with expectations of maybe going to level 7) who is primarily a good Starship Pilot (combat fighter), and secondarily a good gunman.

So far I am thinking of starting with 3 levels in Fast, then going into Dogfighter. Is this the best option?

I am not sure about Feats

For Skills, I am looking at Pilot, Navigation, Computer Use, Knowledge:Technology, Repair.

Any advice appreciated.

[EDIT - I forgot to say, D20 Modern Core Rulebook, D20 Future, and Urban Arcana are the only allowed books. And I am looking to make a human.]
#2

doomsought

Apr 23, 2008 16:47:56
make sure to have starship operations and starship gunnery for the class you are using.
#3

craveslove2

Apr 23, 2008 16:58:04
make sure to have starship operations and starship gunnery for the class you are using.

Hmm, is Starship Gunnery ship specific? It seemed to me that it was applicable to all ships, as long as the character had the Starship Operation feat for that class of ship.
#4

doomsought

Apr 23, 2008 18:22:52
No, My wording was just a bit off.
#5

craveslove2

Apr 24, 2008 0:18:11
Here is what I have, critiques welcome:

Human

Attributes: (32 point buy)
Str 10
Dex 18
Con 10
Int 15
Wis 10
Cha 10

Occupation: Astronaut Trainee (Job skills: Computer Use, Pilot)

Fast 3 (with plans to go straight into and stay in Dogfighter at level 4)

Talents: Evasion, Uncanny Dodge 1

Feats:
Zero-G Training (Occupation)
Simple Weapons (Fast Class)
Improved Initiative (Human Feat)
Starship Op (UL) (Starter Feat)
Personal Firearm Proficiency (Fast 2 Feat)
Starship Gunnery (Level 3 Feat)

Skills
Pilot 6 + 4 = 10
Computer Use 6 + 2 = 8
Navigate 6 + 2 = 8
Repair 6 + 2 = 8
Know: Tech 3 + 2 = 5
#6

iczer

Apr 24, 2008 8:47:19
I didn't think navigate was a class skill for fast heroes. or repair.

I think the character lacks depth. the 18 dex looks good on paper, but a 10 con is a killer. But that's personal, and if you are min maxing (and i don't mean that in the bad way), then that's the best way to play it. The 15 Intelligence is superfluous and would be better spent reinforcing the con with a point. 10 strength is a bit high too seeing how you won't be using it. drop Int to 14 and str to 8 and you can reinforce charisma and con.

Might I suggest vehicle expert in place of Improved initiative (or even starship gunnery...chances are that you will have a gunner on board in most circumstances anyway)

Batts
#7

backstabbist

Apr 24, 2008 14:55:56
If he is gonna be the PilotGunner of an Ultralight, then what he needs is Pilot Skill & BAB, and then CompUse & Navigate. You get BAB from Strong & MA, and nothing says skills like Smart. I'd go Smart2 for skillapaloosa, then grab 2 Strong levels for BAB (& WeaponFocus ParticleBeam). Then at 5th level you start a run of 10 Helix Warrior for BAB, Navigate, and maybe some crossclass skill or Hide/Spot. Once you get +11BAB you could take 1 more level of Smart for a bunch of skills & Savant CompUse(+3) (& Navigate gains+1)

Go for the 2 attacks per round at 7th level, and 3 per round at 12th.
Fast--> Dogfighter no 2nd attack at 6th or 7th level, nor at 8th level. When this guy is 7th, he will be +5/ attacks while the SmartStrongHW gets +6/+1 attacks. Do the special features make up for taking a relative -1 on every attack every round, and attack half as much as good BAB? Add the Savant bonus above MaxRanks and the Smart makes a better pilot, cause piloting is skill based: Pilot,Comp,Nav


Attributes: (32 point buy)
Str 10
Dex 18
Con 10
Int 15
Wis 10
Cha 10

Occupation: Astronaut Trainee (Job skills: Computer Use, Pilot)

Fast 3 (with plans to go straight into and stay in Dogfighter at level 4)
Talents: Evasion, Uncanny Dodge 1

Smart 2 Strong 1 (plan to go 10HelixWarrior at 5th)
Talents: Savant Navigation, IgnoreHardness

Feats:
Zero-G Training (Occupation)
Simple Weapons (Strong Class)
Starship Gunnery (Human Feat)
Starship Op (UL) (Starter Feat)
Personal Firearm Proficiency Vehicle Expert (Smt 2 Feat)
Improved Initiative Spacer (Level 3 Feat)

Skills
Pilot 6 + 4 = 10
Computer Use 6 + 2 = 8
Navigate 6 + 2 = 8
Repair 6 + 2 = 8
Know: Tech 3 + 2 = 5

@3rd @7th<br /> Pilot (5+1) +4 +4Spacer/VEprt = 14 (5+2+3) +8 = 18<br /> Computer Use (5+1) +2 +3Spacer/StOcc = 11 (5+2+3) +5 = 15<br /> Navigate (5) +2 +4Spacer/Savnt = 11 (5 +5) +6 = 16<br /> Repair (5+1) +2 = 9 (5+2) +2 = 9<br /> Know: Tech (5) +2 = 7 (5) +2 = 7<br /> Know: CurEvents (5+1) +2 = 8 (5+2) +2 = 10<br /> Decipher Script (5) +2 = 7 (5) +2 = 7<br /> Forgery (5) +2 = 7 (5) +2 = 7<br /> Disable Device (5) +2 = 7 (5) +2 = 7<br /> Search (5) +2 = 7 (5) +2 = 7<br /> Profession (5+1) +0 = 6 (5+2) +2 = 9<br /> Hide (4) +0 = 3<br /> <br /> ToHit +2 +6/+1
#8

craveslove2

Apr 24, 2008 18:59:45
I didn't think navigate was a class skill for fast heroes. or repair.

Urg, I forgot cross-class skills are limited to 1/2 max skill level, will redo this bit.

I think the character lacks depth... 10 strength is a bit high too seeing how you won't be using it. drop Int to 14 and str to 8 and you can reinforce charisma and con.

I'm not sure if I am min-maxing. But you are right, the character lacks depth.

Given the character is mainly a pilot and next a gunman, there is no reason his strength would stay up (sitting in a pilots couch isn't too strenuous). I am going to drop strength and raise Charisma (after all, chatting on the com, trying to be impressive/charming should raise Cha).

I'm not sure about dropping Int or raising Con. Lots of skull-work in learning/being a pilot, and not much endurance/toning. On the mechanical side, a pilot doesn't have too much use for Con (or so I think). A secondary gunman might have a use for Con, but the option to put the next attribute point into Int and get an additional +1 to Int-based skills could be a better option.

Might I suggest vehicle expert in place of Improved initiative (or even starship gunnery...chances are that you will have a gunner on board in most circumstances anyway)

Batts

I don't think there is another gunner in this campaign, at least not that I have seen. I am considering vehicle Expert, but currently the Drive skill isn't seeming important. As to Improved Initiative, I think it can help a pilot/gunner in engagements, and also support the secondary gunner role.
#9

craveslove2

Apr 25, 2008 0:10:57
If he is gonna be the PilotGunner of an Ultralight, then what he needs is Pilot Skill & BAB, and then CompUse & Navigate.

I'm currently thinking pilot/gunner of not just Ultralights, but heavier ships, and at least 1 Superheavy, though the Superheavy doesn't seem needed just now.

For this reason I feel DogFighter with its bonus feats being Starship heavy might be better than Helix Warrior.

You get BAB from Strong & MA, and nothing says skills like Smart. I'd go Smart2 for skillapaloosa, then grab 2 Strong levels for BAB (& WeaponFocus ParticleBeam).

At the very least, I am changing the character's first level to Smart. This makes such a difference in the characters ending skillset that it is clearly the proper way. Thank you very much for this idea.

Go for the 2 attacks per round at 7th level, and 3 per round at 12th.
Fast--> Dogfighter no 2nd attack at 6th or 7th level, nor at 8th level. When this guy is 7th, he will be +5/ attacks while the SmartStrongHW gets +6/+1 attacks. Do the special features make up for taking a relative -1 on every attack every round, and attack half as much as good BAB? Add the Savant bonus above MaxRanks and the Smart makes a better pilot, cause piloting is skill based: Pilot,Comp,Nav

I am not sure, but it is definitely something to consider. I've never played in a higher level (7+) game, so I'm kind of out of my depth here.

I will almost certainly take the Spacer feat, though I am not decided about the Vehicle Expert feat.

Taking 3 levels of Smart instead of 1 certainly improves the skills (and Savant Pilot and Computer Use or Navigation is very nice). So is a higher BAB.

Thank you for your advice. It is definitely a build concept that I will keep in mind.