The Pilot


Pilot specialists often define themselves by the vehicles they fly. Their arms and armor are the weapons and shields of a sleep starship soaring through space or an airspeeder shrieking through the atmosphere. A veteran of countless engagements, the pilot has proven his or her skill again and again by virtue of facing the enemy and surviving - and making sure the enemy did not.

​Light Frieghter

When you choose this archtype at 1st level, you get a used Light Frieghter ship worth 19,000cr.


When you choose this archetype at 1st level, you become skilled at dodging enemy fire. As a reaction, when the vehicle you are piloting is damaged by an outside source you can use your reaction and roll your Knack die to reduce the damage by the number you roll. You must be able to see the source of the damage, such as an enemy vehicle or space hazard. The amount of you are able to decrease the damage by increases as you gain levels in the Specialist class, as listed in the Knack column of the Specialist class table.


Starting at 3rd level, when a vehicle you are piloting is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

If by combination of Vehicular Evasion and Vehicular Dodge you take no damage from such an effect, you may immediately move up to your current maximum movement speed, this movement provokes attacks of opportunity as normal.


Starting at 9th level, you've learn how to reroute systems to keep your ship in the fight. As an action, you can use a Knack die and add the result to the temporary hit points granted by your vehicle's shields. You must take a short or long rest before using this feature again. At 13th level, you can use this feature twice in between rests. At 17th level, you can use this feature three times in between rests.


Starting at 13th level, you can keep your vehicle intact for a few precious moments. When the vehicle you are piloting is reduced to 0 hit points but not destroyed outright, you can make a DC:10 Constitution Saving Throw. If you succeed, the vehicle drops to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.


At 17th level, your quick thinking and agility allow you to move and react with swift speed. You can take one additional Action on each of your turns in combat. This action can be used only to take the Attack, Dash, Dodge or Disengage and all such actions apply only to the vehicle you are piloting.