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View Full Version : [PF] Mecha Pilot [Base Class, WIP, PEACH]



Hyde
2013-06-15, 05:15 AM
Mecha Pilot (Name suggestions?)

*Not much to look at. This thing has been kind of a bear to figure out.

Flavorful description goes here. Gnome riding a robot.
Adventures:
Characteristics:
Alignment: Any, but the training involved tends to lawful
Religion:
Background:
Races: Any...ish. Recommend limiting the class to gnomes or small humanoids in general, larger creatures require larger mecha, and the size limitations get silly.
Other Classes:
Role: While designed with a midrange skirmisher role in mind, the class is ultimately extremely versatile in combat.

GAME RULE INFORMATION:
Abilities: Dexterity is a vital stat for a Mecha Pilot, contributing to the mecha's attacks. Intelligence sets the difficulty special weapon DCs and provides a small bonus to the tinker pool.
Starting Age: As Fighter
Starting Gold: As Rogue

Hit Die: d6
Skills: *TBA
Skill Points at Each Level: 4+ Intelligence modifier

Level|BAB|Fort|Ref|Will|Special|Tinker Points
1st|+0|
+0|
+2|
+2|1st Mecha, Pilot Training, Tinker, Basic Systems|
4

2nd|+1|+0|+3|+3|-|5

3rd|+2|+1|+3|+3|-|6

4th|+3|+1|+4|+4|-|7

5th|+3|+1|+4|+4|-|8

6th|+4|+2|+5|+5|-|9

7th|+5|+2|+5|+5|2nd Mecha|10

8th|+6/+1|+2|+6|+6|Intermediate Systems|11

9th|+6/+1|+3|+6|+6|-|12

10th|+7/+2|+3|+7|+7|Ace Pilot|13

11th|+8/+3|+3|+7|+7|-|14

12th|+9/+4|+4|+8|+8|-|15

13th|+9/+4|+4|+8|+8|3rd Mecha|16

14th|+10/+5|+4|+9|+9|Advanced Systems|17

15th|+11/+6/+1|+5|+9|+9|-|18

16th|+12/+7/+2|+5|+10|+10|-|19

17th|+12/+7/+2|+5|+10|+10|-|20

18th|+13/+8/+3|+6|+11|+11|-|21

19th|+14/+9/+4|+6|+11|+11|4th Mecha|22

20th|+15/+10/+5|+6|+12|+12|-|23



*I'll clean up the formatting later, but I expect to be making a lot of edits.
*I can already tell the tinker points are gonna get out of hand. Gotta flatten that curve.

Mecha- Every Mecha Pilot begins play with a Mecha, as detailed below. The Mecha pilot gains an additional mecha for every six levels after the first, for a maximum of four mecha at level 19.

The Mecha offers some protection to it's pilot- any melee attack made against the pilot instead of the mecha has a 50% miss chance, while a ranged attack has a 20% miss chance. (While these attacks presumably impact the Mecha, they are ineffective as the mecha was not the target. It could be argued that splash weapons would work differently).

Pilot Training- The Mecha Pilot adds half of his dexterity modifer to his Mecha's attack rolls.

Tinker- The Mecha Pilot has the ability to add weapons and other modifications to his Mecha, collectively called "systems". Systems typically occupy at least one slot on the Mecha, but there are slotless systems.

Hyde
2013-06-15, 05:16 AM
The Mecha
Level|Base HD|Base Str|Base Dex|Armor Bonus|Special|Max Weapon Systems

1st|1|
+0|
+0|
+0|Machine Traits|
2

2nd|2|+1|+1|+2|-|4

3rd|3|+1|+1|+2|-|4

4th|4|+1|+1|+2|-|4

5th|5|+2|+2|+4|-|5

6th|6|+2|+2|+4|-|5

7th|7|+3|+3|+6|-|6

8th|8|+3|+3|+6|-|6

9th|9|+3|+3|+6|-|6

10th|10|+4|+4|+8|-|7

11th|11|+4|+4|+8|-|7

12th|12|+5|+5|+10|-|8

13th|13|+5|+5|+10|-|8

14th|14|+5|+5|+10|-|8

15th|15|+6|+6|+12|-|9

16th|16|+6|+6|+12|-|9

17th|17|+7|+7|+14|-|10

18th|18|+7|+7|+14|-|10

19th|19|+7|+7|+14|-|10

20th|20|+8|+8|+16|-|11



Class Level: This is the Class level of the Mechagnome piloting the Mecha

Base HD: Mecha have a d10 base HD. Mecha gain bonus hit points according to their pilot's intelligence, as if it had a CON score.

Str/Dex Bonus: The Mecha lack any score other than Strength and Dexterity, add the appropriate modifier to the appropriate score.

Armor Bonus: The Mecha's base armor bonus, which may be divided into an armor bonus and natural armor bonus, at the Mecha pilot's option. This can be further increased or altered through systems.

Max Weapon Systems: This is the maximum number of weapon systems that may be installed on the mecha at a given time, regardless of point investment. The Mecha Pilot treats all of the Mecha's weapon systems (excluding weapons held in hands) as natural attacks.

Machine Traits: While similar to a construct at first glance, a Machine is a different creature altogether, in that it strictly speaking isn't one. Machines are in most cases treated as an object- They cannot be targeted by spells that only affect creatures, or require a fortitude or will save, unless it specifically targets objects. Even then, Machines have a special relationship with spells like disintegrate- Machines are so complex that they are treated like living creatures for the purpose of the spell, taking damage as normal. When a Fort or Will save is required of the Machine, use the pilot's Int modifier in place of the Machine's Con or Wis modifier.

Mecha Base Chassis:
In order to ride inside of a Mecha, the Mecha must be at least two size categories larger than the pilot, which practically limits the class to small creatures (usually gnomes) as huge or larger mecha have trouble navigating. As such, the stats presented here are for Large sized Mecha.

At construction, the Mecha Pilot chooses a base chassis to build on, Biped, Arachnid, or tank.

Biped Starting Statistics:
Size: Large (reach 10ft), Speed: 30ft, AC:+2 Natural Armor, Ability Scores: Str 18, Dex 12

Arachnid Starting Statistics:
Size: Large (Reach 5ft), Speed:40ft, Climb 20ft, AC: +2 Natural Armor, Ability Scores: Str 16, Dex 14

Tank Starting Statistics:
Size: Large (Reach 5ft), Speed:20ft, AC: +4 Natural Armor, Ability Scores: Str 20, Dex 10. Special: Stable- A Tank does not have to remain motionless while firing weapons with the seige keyword, and has its weight limits multiplied by 4x.

Hyde
2013-06-15, 05:17 AM
Systems
Systems are additions to the base chassis- most of them fit in a slot, but many of them are slotless. All systems cost Tinker points regardless.

Basic Systems:
Hand- Arm Slot- 1p: One of the Mecha's arms ends in a hand, capable of manipulating a weapon or similar object. Attacks with weapons are separate from attacks with other weapon systems, which attack as natural weapons. The Pilot must be proficient with the weapon held in the hand to wield it without penalty.

Small Laser- Chest or Arm Slot- 2p: A laser is mounted to the mecha. The laser has a range of 60ft, resolving as a touch attack. The beam deals 1d6 points force damage.

Rocket- Arm or Shoulder Slot- 2p: A small rocket is mounted to the mecha's arm or shoulder slot. The rocket has a range of 120 ft and detonates in a 10ft radius burst, dealing 3d6 points of piercing damage. Magazine 5.

Hyde
2013-06-15, 05:20 AM
[Reserved for Feats, Archetypes, misc]

Hyde
2013-06-15, 05:22 AM
[Reserved for Changelog/Just in case- free from here, though at time of posting, there's not much to look at]

Hyde
2013-06-15, 08:23 PM
Grumble grumble. I should probably shave my concept some. Yeah, I know there's not much here to look at, but this pile of notes is silly.


...Do I have two classes? Hrmmm.