Star Lord
“I and my ship are ONE, and against us none can prevail.”

    Star Lords are born with the energies of the stars flowing thru their bodies, and no amount of training can prepare someone to imbue himself with this energy. Some time in their youth they yearn to travel among the stars and start to learn as much about the stars and heavens above if them. Many young scion of the stars find that they can shape the unique metal known only as star steel.
    It is said that some where in the past a woman wished upon star to be with child, this wish was granted by the star and thus was born the first star lord. As they have unseen energies of the stars within them they develop sorcerer like spell casting upon becoming a star lord.
    Hit Dice: d10

    To qualify to become a star lord, a character must fulfill the following criteria.
    Base Attack Bonus: +5
    Intimidate: 4 ranks
    Knowledge (Astronomy): 4 ranks
    Profession (shipwright): 3 ranks
    Profession (Void Sailor): 4 ranks
    Profession (Wildspace Navigator): 3 ranks
    Wildspace Lore: 3 ranks
    Feats: Phlogiston Sense, Scion of the Stars, Shape Star Steel, Zero Gravity Combat
    Special: The character must have paid the 5,000 XP cost so as to be able to shape up to 100 cubic feet of “star steel”.

Class Skills
    The star lord's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Chr), Intimidate (Cha), Jump (Str), Knowledge (Astronomy, Int), Knowledge (Arcana, Int), Profession (Void Sailor, Wis), Profession (Wildspace Navigator, Wis), Scry (Int), Spellcraft (Int), Swim (Str), Wildspace Lore (Wis).

    Skill Points at each level: 2 + Int modifier.

The Star Lord
Class Base Fort Ref Will   — Spells per Day —
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +2 +0 +2 Craft sentient starship 0
2nd +1 +3 +0 +3 Ignore spell failure 10% 1
3rd +2 +3 +1 +3 Empower starship +1 TS 1 0
4th +3 +4 +1 +4 Ignore spell failure 15% 1 1
5th +3 +4 +1 +4 Ignore spell failure 20% 1 1 0
6th +4 +5 +2 +5 Empower starship +2 TS 2 1 1
7th +5 +5 +2 +5 Ignore spell failure 25% 2 1 1 0
8th +6 +6 +2 +6 Ignore spell failure 30% 2 2 1 1
9th +6 +6 +3 +6 Empower starship +3 TS 2 2 2 1
10th +7 +7 +3 +7 Wish upon a star 3 2 2 2

Class Features
    Weapon and Armor Proficiency: A star lord is proficient with all simple and martial weapons, medium and light armor, and shields.
    Craft Sentient Starship (Su): At 1st level a star lord has the ability to shape star steel and with this ability he crafts his own personal starship. It should be noted that the star lord must have enough star steel to create such in the first place. When the star lord finishes crafting the starship it is fully sentient and has the ability to spelljam and has a tactical speed of 150 feet per round. This sentient starship is magically linked to its creator. In some sense the sentient starship and its star lord are practically one being. It is for this reason, for example, the star lord can cast a personal range spell on the sentient starship even though normally he can only cast such a spell on himself. The crafting of such a ship cost 2,000 XP.
    Star lords improve their shape star steel as they advance in level allowing them the ability to shape 100 cubic feet plus an additional 25 cubic feet per level of star lord with any given mass at any one time. There is 100 cubic feet per tonnage of ship; as such a 10th level star lord can have a 3-ton sentient starship.
    Sentient Starship Stats: Use the basic statistics of spelljamming ship of equal tonnage, but make these changes:
    Attacks: Use the star lords base attack bonus. Use the starship's Dexterity or Strength modifier, with respect to type of attack it may use. Many weapons on board are an extension of the ship and as such the ship can load and fire such weapons on its own initiative. Damage is by weapon type (which includes a ram if the star lord has included such for his ship).
    Mental Ability Scores: Roll 3d6 once for each of the mental characteristic (Intelligence, Wisdom and Charisma). After this is done the star lord may distribute 3 points amount the mental stats (i.e., 1 point to one stat and 2 point to another, or any other distribution he likes).
    Saving Throws: The sentient starship uses the star lord's base saving throw bonuses.
    Skills: Sentient starships have the following skill points at 1 tonnage: (2 + Int modifier) x 4. For each additional tonnage the sentient starship gains 2 + Int modifier additional skill points. A maximum of 3 tons for sentient starship for a 10th level star lord.
   Star Lord Spells Known
   Star Lord        
   Level 1st 2nd 3rd 4th
   1st 2
   2nd 2
   3rd 3 1
   4th 3 2
   5th 4 2 1
   6th 4 3 2
   7th 5 3 2 1
   8th 5 4 3 2
   9th 5 5 4 2
   10th 5 5 4 3
    Sentient Starship Descriptions: All sentient starships have special abilities (or impart abilities to its star lord) depending on the level of the star lord, as shown on the Sentient Starship Special Abilities Table. The abilities on this table are cumulative.
    Natural Armor: This number improves the sentient starship's natural armor bonus. It represents a sentient starship's supernatural toughness.
    Improved Mental Ability: As the star lord advances in level as a star lord he bestows upon his sentient ship some increase of ability. This increase begins at 2nd level star lord and every two level their after. It these levels the star lord adds 1 to any one of the mental characteristics of the sentient ship. This ability cannot be raised above that of the star lords own.
    Alertness: The sentient starship is naturally alert. If the star lord is within or on deck of the ship or within arm's reach, the star lord gains alertness as well.
    Share Spells: At the star lord's option, he may have any spell he casts on himself also affect his sentient ship. The star lord must be within 5 feet of his ship or within his ship at time of casting spell. If the spell has a duration other than instantaneous, the spell stops affecting the sentient starship if it further away from the star lord then 5 feet. The spell's effect will not be restored even if the sentient starship returns to the star lord before the duration would otherwise have ended. Additionally the star lord may cast a spell with a target of “You” on his sentient starship (as a Touch range spell) instead of on himself. The star lord and sentient ship can share spells even if the spells normally do not affect creatures of the familiar's type (construct).
    Empathic Link: The star lord has an empathic link with the sentient starship out to a distance of up to one mile. The star lord cannot see through the ship's senses, but the two of them can communicate telepathically. It should be noted that the intelligence of the sentient ship would determine to what extent of information it can convey.
    Because of the empathic link between star lord and ship, the star lord has the same connection to an item or place that the sentient ship does. For instance, if the ship has seen a room, the star lord can teleport into that room as if he has seen it too.
    Ship Repair thy Self (Sp): Once per day, the sentient ship may use repair moderate damage (as the spell from Tome and Blood).
    Touch: If the star lord is 4th level or higher, the ship can deliver touch spells for the star lord. When the star lord casts a touch spell, he can designate his sentient ship as the “toucher”. (The star lord and the sentient ship have to be in contact at the time of casting). The sentient ship can then deliver the touch spell just as the star lord could. As normal, if the star lord casts another spell, the touch spell dissipates.
    Speech: Like a character the sentient ship speaks Common plus one language per point of intelligence bonus. The DM determines how the ship speaks. (Example: a sentient ship speaks when it gains the ability to quickly shape a small portion of its star steel frame to create lip).
    Spell Resistance: If the star lord is 8th level or higher in level, the sentient ship gains spell resistance equal to the star lord's level + 15. If another spellcaster tries to affect the star lord's sentient ship with a spell, that spellcaster must make a caster level check (1d20 + caster level) at least equal to the sentient starship's spell resistance.
    Scry: A 10th level star lord may scry on the sentient ship (as if casting the spell scrying) once per day. This is a spell like ability that requires no material components or focus.

Sentient Starship Special Abilities Table
Star Lord Natural Improved  
Class Level Armor Mental Ability Special
1 Alertness, share spells, empathic link
2–3 +1 +1 Ship Repair thy Self
4–5 +2 +1 Touch
6–7 +3 +1 Speech
8–9 +4 +1 Spell resistance
10 +5 +1 Scry on sentient ship

    Ignore Spell Failure (Ex): Beginning at 2nd, the star lord's has an innate ability to merge the ability to cast spells and weapon play. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10% and gradually increases to 30% as shown on the Star Lord Table above. The star lord subtracts the listed percentage value from his total spell failure chance, if any. For instance, a character with Scalemail and small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 2nd level star lord.
    Empowers Starship (Sp): The energies that reside within the star lord increase as the star lord advances in power. This power can be focused into his sentient starship giving the ship a boost to its Tactical Speed. At 3rd level this boost is a +1 bonus to Tactical Speed and increases by +1 for every three levels of the star lord to a max of +3 at 9th level. The star lord must be within 10 feet of his sentient starship.
    Wish Upon a Star (Sp): Once per day, the star lord may use minor wish (as the spell).

Star Lord Spell List
    Star Lords choose their spells from the following list.
    1st Level—endure elements, freshen air, light, magic missile, shield, repair light damage, star striding
    2nd Level—daylight, displacement, glitter dust, invisibility, levitate, repair moderate damage, resist elements
    3rd Level—clairaudience/clairvoyance, fly, protection from elements, invisibility sphere, repair serious damage, suggestion, slow, haste
    4th Level—dimensional anchor, dimension door, lesser geas, meteors, otiluke's resilient sphere, repair critical damage, telekinesis

New Feats and Special Material
    Star Steel: Found only near stars in small nuggets no bigger than one cubic inch and even this is considered a rare find. Most void sailors over time will find small nuggets of this precious metal, but will be lucky to find enough in his lifetime to make any thing larger than a dagger from the star steel they have found. But the very rich have been known to seek out nuggets one by one slowly gathering them until they have enough to make suits of armor and even more rarely a small ships (1 to 3 tonnage in size). To most this small piece of metal is only a trinket but because of its legendary properties most will not part with it unless given value 2 CP per 1/10th of an ounce (about the size of a standard coin), this is a close approximate value.
    Star steel is a very coppery, glistening metal that never loses its luster nor subject to rusting attacks. It is just and hard and heavy as standard steel. It is slightly resilient and in hands of a scion of the star with the feat shape star steel it can be easily shaped. This and other unknown qualities gives the following benefits when forged as armor: Spell failure chances for armors and shields made are decreased by 5%, maximum Dexterity bonus is increased by 1, and armor check penalties are decreased by 2.
    Weapons or armor fashioned from star steel are treated as masterwork items with regard to creation times, but the masterwork quality does not affect the enhancement bonus of weapons or the armor check penalty of armor.
    Star steel has a hardness of 12 and 30 hit points per inch of thickness.
Item   Market Price Modifier
Light armor     +20 gp
Medium armor     +80 gp
Heavy armor   +180 gp
Shield     +20 gp
Other items     +10 gp

Scion of the Stars [General]
    The energy of the stars runs in your veins.
    Benefit: You have affinity with the stars and gain +2 bonus on Knowledge (astronomy) and Profession (wildspace navigator).
    Special: You may only take this feat, as a 1st level character and either your mother that gave birth to you or the father that sired you must have also had this feat.

Shape Star Steel [General]
    As a scion of the stars you have the ability to shape a special metal know only as “star steel”.
    Prerequisites: Scion of the Stars,
    Benefit: The Scion of the Stars may upon paying an XP cost of 5,000 xp gains the ability to mold “star metal” by thought alone (the scion of the stars must be within 50 feet of such metal). Star metal cost about double the cost of iron/steel (i.e., 5,000 gp per tonnage of ship). The maximum amount “star steel” that you shape at any one time is 100 cubic feet. The process of shaping star metal is takes a bit of time, 1 minute per cubic foot.
    Normal: With out spending 5,000 XP cost a scion of the stars with the shape star steel feat can only shape small objects weighing less than 5 pounds in weight (i.e., 1/100th of a cubic foot of star steel) and even this will take some 1d10 hours to accomplish.


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