You are a specialist in physical space piracy — latching onto ships with your suit, cutting your way inside, and seizing them by force. With your lightsaber, you can even cripple a ship’s navigation system.
Ability Score
Increase Strength by 1 (max 20).
Shipboard Savvy
Gain proficiency with vehicles (space).
If already proficient, gain proficiency in Athletics or Acrobatics.
Body Grapple (Bonus Action)
When within 150 feet of a ship in space, you can leap, launch, or fire your mag-claw to attempt to latch onto its hull.
Check: Roll Strength (Athletics) or Dexterity (Acrobatics), with advantage if wearing a functioning space suit.
DC: Always 15.
Outcomes:
Success (15+): You latch firmly onto the hull. You may crawl along it at half speed and attempt Breach & Board.
Near Miss (10–14): You cling precariously. At the start of your next turn, make a Strength save (DC 15) to secure your grip or fall free.
Failure (9 or less): You miss completely and drift; retry next turn.
While latched:
Advantage on Strength saves to resist being dislodged by ship maneuvers
Breach & Board (Action)
While latched, attempt to cut into the ship’s hull or force a hatch.
Check: Roll Athletics or Sleight of Hand.
DC: Always 15.
Success: You create an opening large enough for two Medium creatures.
Nat 20: Breach is silent; alarms delayed 1d4 rounds and your allies gain advantage on the first round inside.
Failure (9 or less): No progress and the attempt is noisy, triggering alarms.
Lightsaber Sabotage (Special Attack)
When inside a ship, you may target its navigation or helm systems with a lightsaber strike.
Attack: Make a melee attack roll with your lightsaber against AC 15 (stationary system).
On a hit: Deal normal lightsaber damage.
On a critical hit (nat 20): The strike severely damages the navigation system.
The ship cannot make hyperspace/warp jumps or precise long-range maneuvers until repaired.
Repairs require at least 1 hour and appropriate tools or docking.
On a normal hit: Cosmetic or minor damage occurs — sparks, severed consoles — but the system continues functioning.
Hold the Bridge — Instant Prize Claim
If you seize the bridge or helm of a ship and hold it for 1 minute, the ship is considered claimed by your party.
The ship’s navigation, doors, and life support accept your commands.
Surviving crew must make a Wisdom save (DC 8 + prof + Str/Dex mod) or be demoralized (disadvantage on attacks vs. you for 1 hour).
Civilian/lightly defended ships are automatically yours after this claim.
Military or AI-protected ships may require extra steps (AI core destruction, bypassing locks, or DM adjudication).
Kesari Hold (Reaction)
When an effect or enemy attempts to shake you loose from a ship’s hull or sever your tether, you may use your reaction to remain attached.
Uses = your proficiency bonus per long rest
Zero-G Fighter
While latched, tethered, or moving in vacuum (you and up to 2 allies):
Ignore difficult terrain from zero-G.
Ranged attacks you make are not at disadvantage from drifting.
Gain +2 to Acrobatics checks on the hull.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/18/2025 9:21:19 PM
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3
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1
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Coming Soon
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