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.
*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.