Like the Craft and Profession skills Knowledge encompasses a number of unrelated skills. This specific kind of knowledge relates to everything existing and living in the Wildspace and the Phlogiston.
See page 78 of the PH of other categories of Knowledge and guidelines for Knowledge checks.
Check: Consult this table for standard usages of the skill.
| Knowledge DC | Task/What you should know |
| 10 | “The wildspace extends beyond the crystal spheres and is composed primarily of Phlogiston” |
| 10 | “The Phlogiston is a extremely dangerous and flammable substance that however does never leak into a crystal sphere” |
| 12 | “The Phlogiston contains currents and rivers where it’s easy to move in one direction but may be difficult or impossible to move in the other” |
| 15 | Identify a river by its colour |
| 20 + 2 per est. week of travel | Calculate course between two crystal spheres which are connected by a phlogiston river(requires 1 hour of work) |
| 20 | “Crystal Spheres are immobile into the Phlogiston” |
| 25 + 2 per est. week of travel | Calculate course between two crystal spheres not connected by a phlogiston river (requires 8 hour of work) |
| 30 | Identify an unique or strange effect of wildspace |
Action: None, usually you know the answer or not (but see table for exceptions)
Try Again: No(unless you gain one more rank), you the answer to one question or not
Sinergy: 5 ranks in Knowledge(Planetology) grant a +2 bonus on Knowledge(Wildspace) checks
Untrained: An untrained Knowledge(Wildspace) check is simply an Intelligence check that allows only DC 10 or less checks.
Like the Craft and Profession skills Knowledge encompasses a number of unrelated skills. This specific kind of knowledge relates to the planets of the Crystal Spheres including the information about planetary motion, moon(planets) phases.
See page 78 of the PH of other categories of Knowledge and guidelines for Knowledge checks.
Check: Consult the table for standard usages of the skill.
The skill also permit the character to answer questions about a particular planetary body; allow the character to apply this knowledge to a number of planets equal to the ranks of Knowledge(Planetology). The character then can make checks of Knowledge(local – a given planet) or Knowledge(Geography) pertaining a single planet using the better of the two ranks.
Note that local knowledge doesn’t apply to specific regions (like Anauroch in Forgotten Realms).
| Knowledge DC | Task/What you should know |
| 8 | Intuit regional climate from space (deserts, cold forests, etc) |
| 10 | “Crystal Spheres are composed of planets that orbit around a common centre where usually is the fire body of the system” |
| 10 | “between the planets the is nothing but airless void save for particular cases” |
| 15 | Calculate planet approximate size |
| 15 | “The Crystal Sphere is the boundary of a system and is indestructible by mortal means” |
| 15 + 2 per est. day of travel | Calculate course between two points inside a crystal sphere |
| 20 | Predict planetary motion of planet (6 hours of study, the ship must be still and in very high orbit) |
| 20 | “The Crystal Sphere can be traversed by functioning spelljamming ships to enter the Phlogiston” |
| 20 | Predict an alignment of two planetary bodies (same conditions as before) |
| 28 | Determine Sphere size from shell curvature (1 hour study) |
| 30 | Calculate motion a planetary cluster (like an asteroid belt) or a non – standard body (like Spindle) |
| 30+ | The caster could identify some unique, or strange effect relating planets or crystal spheres |
Action: No (but see table for exceptions)
Try Again: No(unless you gain one more rank), you know the answer or not
Sinergy: 5 ranks in Knowledge(Wildspace) grant a +2 bonus on Knowledge(Planetology) checks.
Untrained: An untrained Knowledge(Planetology) check is simply an Intelligence check that allows only DC 10 or less checks.
This skill allows the character to control a spelljamming ship trough the helm.
Check: The check apply when the pilot wants to control the ship: every ship has maneuverability class (MC);
Action: Depends on the action taken by the ship, usually a move action.
Try Again: Yes but the pilot (and the ship) must suffer the consequences of a failed maneuver.
Sinergy: 5 or more ranks in Knowledge(Wildspace) skill grant a +2 bonus on Pilot Spelljammer checks when on the Phlogiston.
5 or more ranks in Knowledge(Planetology) skill grant a +2 bonus on Pilot Spelljammer checks when the ship is inside a Crystal Sphere.
The feat allows you to create spelljamming helms: the magical items that power spelljamming ships.
NOTE: the texts use Spelljamming Helm and Spelljammer Helm interchangeably.
Prerequisites: spellcaster level 12th+, Craft Wondrous Items.
Benefit: You can create any spelljamming helm whose prerequisites you meet. Crafting a spelljamming helm requires 1 day of work for every 1000 gp of its base price. You must invest 1/25 of the base price in XP to develop the item. The construction requires raw materials for half the base price.
Spelljamming Helms are detailed in Chapter 5 of the Player’s Guide to Spelljammer.
Special: Depending on the particular setting this feat could be allowed only to some races (Mercanes / Arcanes for example). This is up to DM judgment.
This feat is equal in every aspect to Craft Spelljamming Helm but allows the manifester to create psionic helms (Psijamming/Psijammer Helms).
Prerequisites: manifester level 12th+, Craft Universal Items.
Benefit: same as Craft Spelljamming Helm feat but the helms are now psionic, must be operated by psionic characters and require the Psijamming Helm Proficiency.
Special: The Psijamming helms could be restricted to some psionic spelljamming race or have worse efficiency or some other non – specified quirk; again this is up to the DM.
You can now operate spelljamming helms proficiently.
Prerequisites: able to casts divine, arcane spells of 1st lvl.
Benefit: Spelljammer Pilot become a class skill for you.
Normal: Spelljammer Pilot is normally a Cross – Class skill for everyone.
Special: characters with both levels in a manifesting and a spellcasting class can choose only one feat and use it interchangeably with caster/manifester level halved; if they take at least one level in a dual advancement PrC (like cerebromancer) this limitation disappear. Taking both feats also removes the limitation (of course).
You can now operate psijamming helms proficiently.
Prerequisites: able to manifest psionic powers of 1st lvl
Benefit: Spelljammer Pilot become a class skill for you.
Normal: Spelljammer Pilot is normally a cross – class skill for everyone.
Special: characters with both levels in a manifesting and a spellcasting class can choose only one feat and use it interchangeably with caster/manifester level halved; if they take at least one level in a dual advancement PrC (like cerebromancer) this limitation disappear. Taking both feats also removes the limitation (of course).
You are much more proficient when operating a certain type of spelljamming ship.
Prerequisites: Spelljamming Helm Proficiency OR Psijamming Helm Proficiency, Spelljammer Pilot Ranks 6+.
Benefit: You add a +4 bonus to all Spelljammer Pilot checks made when operating a ship of a previously chosen type.
Special: You can gain this feat multiple times, the effects do not stack. Every time you select this feat you must choose a different type of ship.
NOTE: given the very wide number of ships detailed the DM may allow you to group some ships by form, tonnage, Maneuverability class, race who built or other categories and grant the bonus to all the ships in the group. This categorizing is DM choice.
You are especially good at ramming a ship
Prerequisite: Pilot Spelljammer 6+ ranks.
Benefit: You gain a +2 bonus on the Pilot Spelljammer skill checks when making a ramming attempt.
You know where to ram a ship where it counts most.
Prerequisite: Ramming Focus and 7+ ranks in either of Craft (Shipbuilding) or Profession (Shipwright).
Benefit: When ramming you figure your ship size as if it was one category larger.
The following feats are rewritten from the Player’s Handbook and modified to work with Heavy Weapons; Heroes Of Battle provides description of Siege Weapons; the two terms (Siege and Heavy) can be used interchangeably.
Choose a type of heavy weapon from the following list: accelerator, ballista & dual ballista, bombard, great bombard, catapult, greek fire projector, jettison or sweeper. You understand how to use that type of heavy weapon in ship combat. This applies to all sizes of heavy weapons, should that type come in multiple sizes.
Benefit: When you are part of a heavy weapon crew you contribute without penalty.
Normal: A character without this feat who helps crew a weapon results in a -1 to hit, cumulative for each crewman without it.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.
Choose a type of heavy weapon from the following list: accelerator, ballista & dual ballista, bombard, great bombard, catapult, greek fire projector, jettison or sweeper. You are especially good at using this weapon. This applies to all sizes of heavy weapons, should that type come in multiple sizes.
Prerequisite: Heavy Weapon Proficiency, 4+ ranks of Profession (siege engineer).
Benefit: When you lead a heavy weapon crew that weapon gains a +1 to hit.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Your precise aim with a heavy weapon allows you to do additional damage.
Prerequisite: Weapon Focus(chosen heavy weapon), base attack bonus + 1.
Benefit: When you lead a heavy weapon crew and are within the normal listed range for the weapon, that weapon gains a +2 to damage.
Choose a type of heavy weapon from the following list: accelerator, ballista & dual ballista, bombard, great bombard, catapult, greek fire projector, jettison or sweeper. With that weapon you have a knack for finding the weak spot on target ships. This applies to all sizes of heavy weapons, should that type come in multiple sizes.
Prerequisite: Weapon Focus(chosen heavy weapon), 11+ ranks in one of Craft (Shipbuilding) or Profession (Shipwright) or Profession (siege engineer).
Benefit: When you lead a heavy weapon crew, that weapon's threat rating is doubled.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new heavy weapon.
Choose a type of heavy weapon from the following list: accelerator, ballista & dual ballista, bombard, great bombard, catapult, greek fire projector, jettison or sweeper. With that weapon you are especially fast at loading. This applies to all sizes of heavy weapons, should that type come in multiple sizes.
Prerequisite: Heavy Weapon Proficiency(chosen weapon), Dex 13+, Int 13+.
Benefit: When you lead a heavy weapon crew, that weapon's reload time is reduced by one. If you take this feat for the accelerator you can fire it twice per turn.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.