Yes, it looks kinda messy. It looked to me like a racial progression and I didn't read too far into it.
Really you can have the cohort at full satyr progression so long as it isn't an issue that he overshadows party members. It will eat one entire side of his gestalt and give him less than some good stats and the charm ability of a warlock.
- Ships a brief interlude
Flying vehicals come in four types and four sizes. Skiffs, boats, ships, and greatships are the sizes and they come in incarnum, psionic, arcane, and divine flavors.
Skiffs are small vessals that can carry one to six people. These are the smallest flying ships one can buy. They are at most 20ft long and are narrow hulled and have no internal spaces. They are little more than hulls and a spellengine. They are unable to fly safely past the edge of an island due to an inability to handle winds. What they are is cheep and fast.
One can reasonably obtain a skiff for a few hundred gold (based on size and craftsmanship) Skiffs are abnormal because the spellengine is set to be on or off, rather than controlled. They are flown with the balance skill rather than a skill based on power source.
Boats are the vessels that are workhorse ships. They are up to 100ft long and are defined by the existence of a deck and hold. These are used to ferry goods and people around islands. They are still small ships, and are only used for short hops through good weather. They can still be flown by one person and use the skill required by the spell-engine.
A boat will normally run one to three thousand gold, based on craftsmanship and size.
A ship is a larger than a boat with multiple decks. They are very large and massive enough to weather storms and carry enough supplies for extended flights. Ships also are where you start to see mounted weapons. A ship requires crewing, and can be flown with as few as two or require as many as twelve people based on the size and style of ship.
Ships can cost thousands of gold, and warships can easily run into the tens of thousands.
A greatship is a flying castles. They have many decks and massive hulls. They are rare and are the prize ships of armadas. Most are leftover ships of the great war. They are flown by many crew members and are virtually unfazed by any weather. They take many dedicated crew just to power the spellengines.
A greatship is not for sale. Building one would require the largest of shipyards and hundreds of thousands of gold.
Ships have four possible spell engines.
Incarnum ships require essence to run. A skiff will fly with one essence, a boat takes 3, a ship takes 7, and a greatship needs 13. Each point of essence beyond that required grants a +2 to all piloting rolls of the helmsman and +10ft to the maximum speed of the ship. Incarnum ships are piloted through concentration and the pilot must have at least one essence invested in the ship. As many crew as needed can dedicate essence to the ship, with limits based on the ship size. Skiffs can hold 3, boats can hold 7, ships can hold 13, and greatships can hold 25.
Azur wings and rings wrap the ship as it is powered and incarnum ships gracefully float through the sky.
Psionic ships are powered with a cogeicence crystal. They require power points to fly. A skiff will float with a single power point for four hours. A boat requires 3, a ship 5 per two hours, and a greatship 13 per hour. As many manifesters as needed can power a ship together and contributing is not required to pilot the vessel. A psionic vessel is piloted ether through auto hypnosis or Use Psionic Device. If autosypnosis is used the helmsman must be psionicly focused.
A psionic ship is a blocky thing, jutting with crystal masts in all directions. Psionic ships generally are less quick than most, but are more agile and maneuverable. There are no known psionic greatships, though they could be built in theory. Powering the vessel would be exorbitantly costly on the crew.
Arcane ships are very different than other vessels in that they contain their own power supply rather than relying on the power of the crew. This makes them more expensive, but they are seen as more reliable. They are powered by a enslaved elemental. This requires adimantium and mythral, and in large quantities for large ships. Once built these ships last, in theory, as long as the elemental lives. The act of powering the ship is draining on them though, and while a skiff will work forever on a single medium elemental, larger ships are forced to ether burn through batches of weak elementals or, rarely, have a powerful enough one trapped to fully sustain the ship. A skiff require a medium elemental or can be powered by a small elemental for a week. A boat requires a large elemental, but can run off a medium for a week or a small for a day. A ship requires a huge elemental, but will run off a large for a week, a medium for a day, or a small for an hour. A greatship requires a greater elemental. A huge elemental will power one for a week, a large for a day, and a medium for an hour. A small will barely flicker the power readings.
There are two arcane greatships in the air at this time. Both have been built by the Redguardian republic. One is fully powered, the other is still considered under construction as a monolith to power it has yet to be found and captured.
Flying an arcane ship is normally just a matter of the use magic device skill. The problem is that when threatened the elemental panics and attempts to rest control of the ship from the pilot. A willpower save is required to control the ship with an opposed willpower saves. On a failed save the elemental takes control of the ship and attempts to act on it's own, ether attacking blindly through ramming or fleeing combat, based on the size of the elemental and the temperament, with air and water more likely to flee and fire and earth more likely to attack. Each round the pilot may attempt to reassert control of the ship, and once he succeeds on the opposed will save he can control the ship for the remainder of the scene.
When not threatened the elemental can also simply be cowed into service by an arcane spell caster. The spell caster makes a caster level check opposed by the HD of the elemental that is to be controlled. A failure causes the elemental to act as if threatened. An arcane spell caster may chose to use this method to control a panicking elemental rather than a willpower check if he so desires, and once an elemental is cowed the spell caster can use his caster level to pilot the ship so long as he has passed a caster level check to control the ship previously.
- divine ships later