Captain:
From spaceship to drone jets a captain is responsible for safe and sometimes lethal deployment and control of anything that can be operated. While they don't also take the role of commander of their crew this is often their most comfortable position, some do prefer to perform as pilot more than a leader. Navigation is an essential aspect of any piloting whether that is dissecting a astral chart or flying on a Bom-Bom GPS. Often the face of a ship or party Captains often are the first to open dialogue with others, unfortunately this doesn't mean they are the best talkers. Captains at their fullest potential in side a vessel as they are limited fighters on the ground and usually only have boots on the ground when needed.

HP Per Level: 8

Saves & Base Attack Bonus
Level
1
2
3
4
5
6
7
8
9
10
Reflex
4
5
6
7
8
9
10
12
14
16
Will
2
2
3
3
4
4
5
5
6
6
Fortitude
0
0
0
0
1
1
2
2
3
3
BAB
0
0
1
1
2
2
3
3
4
4



Skills: (4 + int)*4 at level 1, 4 + int per level after

Feats
Motion Comfort (LVL 1): A captain is comforted by motion in spaceships or aircraft allowing them to obtain unprecedented reflexes. However on ground  or in a primarily ground vehicle they lose their reflex save.
Basic Maneuvers (LVL 1): A captain is able to perform basic maneuvers in ships or vehicles.
Basic Navigation (LVL 2): Basic understanding of maps and astral charts, allows long range plotting of courses through non-hazardous  space and environment.
Low Power Flying (LVL 3): Turning off almost all 'vital' components of the ship renders it almost invisible to most basic and moderate sensors. Not recommended for extended periods of time.
Lucky Charms (LVL 4): Perhaps the most superstitious people in the galaxy, a captain needs his luck charms. Whether that is an Thae Thae Paw or a shrunken Human head. it brings you luck. Reroll an action once per charm per voyage. 1 Charm every 2 levels starting at level 4, you must have a physical description of your charms.
Trained Navigation (LVL 5): You are able to plot long distance courses and warps through Low Hazardous space and environments.
Advanced Maneuvers (LVL 6): Capable of performing almost any maneuver in a ship or vehicle.
Fractional Warping (LVL 7): Less than 100 known captains in the galaxy have the ability to perform a fractional warp. By dematerializing and rematerializing your Ley Line Slip core hundreds of times in less than a second you are able to teleport your entire vessel to a precise point within 10,000m as a free action. The exact science is not understood behind how this is performed, with the briefest explanation given by Dr. Galveon, "Tricking Space Time to fold a ley line under your ship". Every Fractional Warp has a chance to create an anomaly at the source or the destination, also your Technogeer will glare at you for the rest of the voyage.
Expert Navigation (LVL 8): Long distance warping or courses can be plotted through extremely hazardous space and environments.
No Power Flying (LVL 9): Due to the captain's extreme navigation skills or black magic, no power flying is still a largely argued topic. Turning off every system on the ship, including thrusters, engines, and life-support, the captain is able to nimbly pilot the ship. The ship is completely invisible to sensors. Not recommended for even short periods of time, also your Technogeer will glare at you for the rest of the voyage.
Ley Line Anchoring (LVL 10): This ability, for record purpose, is entirely theoretical as no known cases have been recorded. The captain performs the impossible, creating a Ley Line. Through a process known only to the Captain a Ley Line node is created, it is theorized that the node will attempt to connect a line to the closest nodes around. Effects not guaranteed.