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    NinjaGuy

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    Default Re: Base Class Contest XXII - Taking Pixars of Dreamworks

    Mecha Ace

    Gundam Mecha Fight all set! Ready… Go!

    A Mecha Ace is a masterful pilot that specializes in operating large mecha, a specialized form of elementally powered construct.

    Adventures: War, War, Ending war, fighting in tournaments used to replace war, as child soldiers to defend the world from invading angels, and leading humanity up to the surface once more.

    More seriously, a mecha ace may adventure to recover lost relics and pieces of technology, or may be forced to travel due to many governments frowning upon free agents possessing such powerful magical war machines. Many mecha aces are soldiers fighting for their homelands, or mercenaries.

    Characteristics: A mecha ace is capable of piloting an elementally powered construct, bringing out the greatest potential of their Ace Mechas with various techniques, such as resonating their spiritual frequencies with the energy of the mecha, continuously modifying and improving their mecha in ways that even wizards have difficulty reproducing, and various other intricate techniques.

    Alignment: A mecha ace may be of any alignment. Mecha Aces which pilot taint elemental powered mechas tend to gravitate towards Evil and are more often Chaotic than Lawful.

    Religion: Mecha Aces tend to worship a wide variety of deities. However, common deities tend to be those whose portfolios contain War, Peace, or Magic.

    Background: Many Mecha Aces start upon their path by sheer chance, such as merely falling into a cockpit and suddenly revealing an unnatural level of talent; others are trained from near birth to serve as soldiers, or set forth to hunt down their taint-mecha piloting older brother.

    Races: Gnomes and dwarves are the most likely to become Mecha Aces. In worlds where they exist, warforged are also known to have an aptitude for piloting mecha.

    Other Classes: Mecha Aces get along extremely well with artificers, followed by wizards. Many feel a kindred spirit with fighters and other warrior classes. Their relationships with clerics and other divine casters are typically determined by religion. They are willing to make friends with more roguish classes but are typically more suspicious of them.

    Role: A Mecha Ace primarily serves as front line melee with their mecha’s high Durability coupled with size and reach. They can also become effective ranged combatants through the combination of a variety of modules and a high survivability.

    Adaptation: A DM might decide that each Power Core is a relic of a lost civilization treating them more as minor artifacts, removing the Mecha Ace’s ability to create them directly instead forcing them to rely upon finding them. Alternatively the DM might decide to remove the Mecha Ace’s ability to create their own power core and Hands of the Machinist making the Mecha Ace themselves purely mundane.

    GAME RULE INFORMATION
    Mecha Aces have the following game statistics.
    Abilities: The most obvious ability for a Mecha Ace is Wisdom, as it gives them a better Will save. However, Constitution increases their survivability if their mecha is disabled as well as increasing their resistance to dangerous Necromantic effects. Charisma increases their ability to repair their mecha, and Intelligence gives them more skill points.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As barbarian, or younger at DM’s discretion.
    Starting Gold: 4d4 x 10 GP.

    Class Skills
    The Mecha Ace's class skills (and the key ability for each skill) are...
    Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Swim (Str) and Use Magic Device (Cha).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    MECHA ACE
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Least Build Points Lesser Build Points Moderate Build Points Greater Build Points Grand Build Points
    1st
    +0
    +0
    +2
    +2
    Ace Mecha, Least Modules, Resistance I, Piercing I 2 - - - -
    2nd
    +1
    +0
    +3
    +3
    Enhancement Bonus (+1), Hands of the Machinist 5 - - - -
    3rd
    +2
    +1
    +3
    +3
    Mecha Armor (+6), Resistance II, Piercing II 9 - - - -
    4th
    +3
    +1
    +4
    +4
    Lesser Modules, +1 Potency 9 2 - - -
    5th
    +3
    +1
    +4
    +4
    Huge Mecha, Compression, +2 Strength 9 5 - - -
    6th
    +4
    +2
    +5
    +5
    Mecha Armor (+7) 9 8 - - -
    7th
    +5
    +2
    +5
    +5
    Enhancement Bonus (+2), Resistance III, Piercing III 9 12 - - -
    8th
    +6/+1
    +2
    +6
    +6
    Second Slam Attack, Moderate Modules 10 12 2 - -
    9th
    +6/+1
    +3
    +6
    +6
    Mecha Armor (+8), +2 Strength, +1 Potency 11 12 5 - -
    10th
    +7/+2
    +3
    +7
    +7
    Gargantuan Mecha 12 12 8 - -
    11th
    +8/+3
    +3
    +7
    +7
    Resistance IV, Piercing IV 13 12 12 - -
    12th
    +9/+4
    +4
    +8
    +8
    Greater Modules, Mecha Armor (+9), Enhancement Bonus (+3) 14 13 12 2 -
    13th
    +9/+4
    +4
    +8
    +8
    +2 Strength 15 14 12 5 -
    14th
    +10/+5
    +4
    +9
    +9
    +1 Potency 16 15 12 8 -
    15th
    +11/+6/+1
    +5
    +9
    +9
    Colossal Mecha, Mecha Armor (+10), Resistance V, Piercing V 17 16 12 12 -
    16th
    +12/+7/+2
    +5
    +10
    +10
    Grand Modules 18 17 13 12 2
    17th
    +12/+7/+2
    +5
    +10
    +10
    Enhancement Bonus (+4), +2 Strength 19 18 14 12 5
    18th
    +13/+8/+3
    +6
    +11
    +11
    Mecha Armor (+11) 20 19 15 12 8
    19th
    +14/+9/+4
    +6
    +11
    +11
    - 21 20 16 12 12
    20th
    +15/+10/+5
    +6
    +12
    +12
    Enhancement Bonus (+5), Transcendent Module 22 21 17 12 12

    Class Features
    All of the following are class features of the Mecha Ace.

    Weapon and Armor Proficiencies: Mecha Aces are proficient in all martial weapons and light armor. Additionally, they are proficient in all mecha weapons.

    Mecha: At first level, a Mecha Ace gains a Mecha, a sort of powerful golem incapable of independent action. This golem requires someone to pilot it by entering the golem and directing its actions. As such, this golem lies somewhere in-between a traditional construct and a piece of equipment. It has hit points, saving throws, and ability scores like a creature, however, its ability scores are non-standard and it does not make will saves.

    Spoiler: Mecha Subtype
    Show
    Mecha Subtype: a mecha is a mindless Construct with the new “Mecha” subtype. Effects of the Mecha subtype include:
    Features:
    —No base attack bonus (see “Piloted” below).
    —Good Fortitude save.
    —As all mecha are mindless, they never gain skill points or feats.
    Traits:
    —No mental ability scores.
    —A Durability score.
    —A Potency score.
    —Mecha lack Low-light vision and darkvision.
    —Mecha do not gain bonus hit points from size.
    —Mecha cannot wear armor.
    —All Mecha have the “Piloted” racial feature.
    -A Mecha is not destroyed at 0 hit points instead rendered non-functional while at 0 or less hit points. A Mecha reduced to -10 hit points is destroyed.

    Piloted: A creature with the Mecha subtype is incapable of acting on its own. Instead, it must be piloted. A piloted mecha uses the pilot’s mental ability scores, skill ranks (using the mecha’s ability score modifiers, when applicable), feats, class features, and base attack bonus. The pilot is magically tied to the mecha while piloting it; as such, spells and similar effects that target a piloted mecha affect the pilot instead; this includes mind affecting effects and other effects that the mecha itself would be immune to. Damaging spells & effects (extraordinary effects triggered by this damage, such as poison or disease, are applied to the mecha instead) damage the mecha rather than the pilot, unless they are negative/positive energy based or belong to the school of Necromancy. This link applies regardless of the distance between the pilot and the Mecha, including extraplanar distances (of course, this assumes you found a way to pilot your mecha from another plane). Typically, piloting a mecha requires an equivalent action to that which the mecha takes: making the mecha perform a standard action requires a standard action from the pilot, a swift action requires a swift action, et cetera. The pilot acts on the mecha’s initiative.

    Mecha Ability Scores: Mecha have scores in the following abilities; Strength, Dexterity, and Durability. Strength and Dexterity function normally. Durability is a measure of the mecha’s overall toughness of materials and construction, and is equivalent to a living creature’s Constitution. Durability grants bonus hit points and a bonus to Fortitude saves, like Constitution, but unlike Constitution, it grants Natural Armor equal to its ability score modifier. Durability is not affected by abilities that would damage or drain Constitution.

    Potency: Potency is a measurement of the bound elemental’s raw power, and its “potency rating” is used to determine the saving throws DC of a mecha’s abilities similar to and in place of a Constitution or Charisma modifier. If potency is lowered to 0, the mecha shuts down and becomes totally inoperable (with the exception of the cockpit and power core’s emergency releases) until its potency is raised back to 1 or more. Potency is recovered to its maximum value if the mecha is powered down for at least 8 hours.

    Power Core: Mecha are typically powered by a Power Core, a magic item that contains the elemental spirit that powers the mecha; as Potency is a measurement of the elemental’s power, Potency is technically a property of the Power Core, not the mecha itself.

    Spoiler: Power Core
    Show
    Power Core: Power Cores are powerful magic items used by mecha pilots, and they contain the elemental spirits used by their mecha. Mecha Aces have special connections to their Power Cores, vaguely similar to Wizards and their familiars. A Mecha Ace can only have one such bonded core at a time, but they may sever their connection at any time as a purely mental action. Any Mecha Ace that attempts to pilot a mecha whose Power Core is not bonded to them must make a mecha ace level check against a DC of 5 + caster level of the Power Core + its Potency each round or take damage as if hit by the mecha’s Energy Cannon. Bonding to an unbonded Power Core requires a week of daily meditation.

    A Power Core is treated as having a caster level equal to the Mecha Ace level of the last Mecha Ace to be bonded to it, and radiates an aura of Abjuration. While within a mecha a power core is unaffected by effects which would dispel it, including Mage’s Disjunction. A power core weighs 120 lbs, has 30 hit points per point of Potency, and a hardness of 10 + 3 per point of Potency.

    Crafting and Elemental Binding: A Mecha Ace can craft a new bonded Power Core over the course of a week at the cost of 500gp worth of raw materials, however, a newly built Power Core lacks the bound elemental. In order to bind an elemental into the core, the bonded Mecha Ace must perform a minute-long ritual while a wizard or other spellcaster summons the elemental. Summon Monster is the usual spell for these rituals, as Planar Ally and Planar Binding require making deals with the summoned creature, and only Taint Elementals will ever willingly accept this binding. The elemental must be of an appropriate size, based on the Power Core’s Potency rating, in order to be bound properly. At 2 or 3 Potency, a Small elemental is needed. At 4 Potency, a Medium or Large elemental is needed. At 5 Potency, a Huge or larger elemental is needed. Note that since every Ace Mecha is specifically designed for the element that powers it, you must always have a new mecha built if you change elemental type. A Mecha Ace can eject the elemental currently occupying his bonded core with a minute-long ritual of expulsion, assuming that the core itself is present.

    DMs may wish to allow wizard and other spellcasters to craft Power Cores with the Craft Wondrous Item feat.


    Ace Mecha Features:

    The following are features of the mecha models used by the Mecha Ace class.

    Hit Dice: an Ace Mecha has d10 hit dice. It gains a new hit die whenever its pilot gains a new level in Mecha Ace, and gains maximum hit points on its first hit dice.

    Size: By default, a Mecha Ace’s Ace Mecha is Large size. When an Ace Mecha gains its 5th hit die, it becomes Huge, at 10 hit dice it becomes Gargantuan, and at 15 hit dice it becomes Colossal. When a mecha’s size increases, it receives various improvements to its melee and ranged abilities, according to the following table:

    Size Strength Bonus Natural Armor Increase Ranged Attack Roll Bonus
    Huge +2 +1 +1
    Gargantuan +6 +3 +3
    Colossal +14 +7 +7

    These bonuses do not stack with bonuses from a smaller size. If a mecha is increased in size via external means, (such as an Enlarge Person spell) they do not gain these bonuses.

    Note on Ace Pilot Size: If the Ace Pilot is larger than medium size, their mecha starts at one size category larger than the pilot. The mecha gains the bonuses it would normally receive from size, and increases by one size category every 5 levels to a maximum of Colossal size. Compress has a minimum size 1 category greater than the pilot. If the pilot is smaller than medium, the mecha nonetheless begins at Large size and increases in size and strength as normal.

    Cockpit (Ex): An Ace Mecha has a cockpit that the pilot must occupy in order to pilot the mecha. The pilot is contained within the mecha, occupying its space, but due to the degree of cover caused by the cockpit they cannot normally be attacked or targeted (although spells that target the mecha are still transmitted to the pilot). Area effects do not penetrate the cockpit, however, the cockpit is neither air-tight nor water-tight, meaning that gas based effects (such as Stinking Cloud) penetrate the cockpit, as well as allowing for the potential risk of drowning if the mecha is submerged. The pilot may open or close the cockpit at any time as a move action that provokes attacks of opportunity, and while the cockpit is open the pilot may be attacked or targeted as normal. The cockpit is a weak point in the mecha, and any time that the mecha would suffer a critical hit, sneak attack, or other form of precision damage, all such damage is dealt to the cockpit. This is an exception to the normal rule that Constructs don’t receive precision damage. The cockpit has 1/3rd the health of the mecha, and if reduced to zero hit points, the cockpit is blasted open, leaving the pilot open to attack. Any damage dealt to the cockpit is also dealt to the mecha’s main health total, and anything that would heal the mecha’s main health total also heals the cockpit by the same amount. If the cockpit is destroyed, you must spend 1 minute jury-rigging it before it can be healed again via magical or mundane repairs. When the mecha is reduced to 0 hp or less, you are ejected into an adjacent square of your choice. While inside the mecha it is treated as a worn item, resulting in such things as it merging into you when Polymorphed or sizing up when Enlarge Person is cast on you.

    Clumsy (Ex): The mecha lacks the fine motor control of a living creature, giving it several penalties. It receives a penalty to Grapple and Trip attempts against smaller creature equal to -4 per size category smaller than the mecha. Mecha cannot swim without a swim speed and automatically fail all swim checks unless they possess one. The mecha has a -5 armor check penalty, counts as heavy armor, and has 50% arcane spell failure.

    Armor: An Ace Mecha has an intrinsic Armor Bonus to AC of 5. This increases by 1 at 3rd level and every three levels thereafter.

    Slam Attack: An Ace Mecha has a slam attack dealing 1d6 damage as a primary natural weapon. This slam attack scales with size as normal (1d8 at Huge, 2d6 at Gargantuan and 3d6 at Colossal). When an Ace Mecha gains its 8th hit die, it gains a second identical slam attack.

    Build Type: All Ace Mecha are unique. Even before the addition of modules, they vary substantially in initial design. When making an individual Ace Mecha, you must select a build type that determines its starting ability scores and provides discounts on various modules. The available build types are:

    Standard build: 18 Strength, 8 Dexterity and 16 Durability.

    Power build: 20 Strength, 8 Dexterity and 14 Durability.

    Light build: 16 Strength, 14 Dexterity and 14 Durability.

    And Heavy build: 16 Strength, 6 Dexterity and 20 Durability.

    Bound Elemental: Similar to normal golems, Ace Mecha are powered by bound elemental spirits. Unlike normal golems, however, they draw more directly upon elemental power, therefore the specific nature of the bound elemental has a far greater impact on the performance of the construct. The element of the elemental bound affects the ability scores of the mecha, the modules it may have installed, damage type of its Energy Cannon & Energy Weapon, and the nature of several of its other intrinsic abilities. The available elementals, and their basic effects, are below:

    Fire: +2 Dexterity, Fire damage.
    Smoke: +2 Dexterity, Fire damage.
    Air: +2 Dexterity, Sonic damage.
    Ice: +2 Constitution, Cold damage.
    Water: +2 Constitution, Acid damage.
    Ooze: +2 Constitution, Acid damage.
    Earth: +2 Strength, choice of Slashing, Piercing, or Bludgeoning damage (chosen independently for Energy Weapon & Energy Cannon). This is affected by DR as a normal weapon would be.
    Magma: +2 Strength, Fire damage.
    Storm: +2 Strength, Electricity damage.
    Shadow: +2 Dexterity, Cold damage.
    Taint: +1 Potency, choice of Slashing, Piercing, or Bludgeoning damage for Energy Weapon; like Earth this is affected by DR as a normal weapon would be. The Energy Cannon deals untyped damage (unaffected by DR or energy resistance) and any creature struck by it must make a Fortitude save (DC 10 + ½ pilot’s Mecha Ace level + the mecha’s Potency) or take 1 point of corruption per 2 points of Potency possessed by the mecha. However, whenever a pilot activates the mecha’s Energy Cannon they must make a Fortitude save (against the same DC) or take 1 point of corruption.

    Energy Weapon (Su): Each Ace Mecha has a weapon of elemental energy. As each Ace Mecha is unique, there is no standardization in the shape and appearance of these energy weapons; some are articulated in the shape of conventional weapons and others are merely coronas of energy that form around the mecha’s hands. They deal 2d6 energy damage (based on the bound elemental) and scales with size (3d6 at Huge, 4d6 at Gargantuan, 6d6 at Colossal). They are built into the mecha and cannot be disarmed or sundered, however, they are treated as manufactured weapons and gain additional attacks as normal. They are treated as one-handed weapons for the purposes of Strength to damage, Power Attack, and similar effects. They can effectively be drawn or sheathed as a free action. They cannot be used in the same round as a natural weapon.

    Energy Cannon (Su): Each Ace Mecha is also equipped with a ranged cannon that fires raw elemental energy. This is a ranged touch attack that deals 1d6 energy damage, +1d6 for every 2 hit dice above 1. It has a base range of 60ft, with the base range increasing to 90ft. at Huge, 120ft. at Gargantuan and 150ft. at Colossal. This is before other modifiers are applied. Earth element is special in that it is not a ranged touch, and as compensation it deals damage in d8s instead of d6s and has a range increment equal to the base range. Note that these damage and range bonuses are removed if any [Blast Shape] or other effect would make it a touch attack or remove the attack roll.

    Volley (Ex): Ace Mecha do not gain multiple attacks per round from BAB for their Energy Cannon or ranged modules; instead, as a full-round action, they may fire all of their ranged attacks at once, gaining their full attack bonus on each attack.

    Repair & Construction: A mecha ace may repair damage to an ace mecha equal to twice its hit dice by spending 8 hours of labor, and no valuable materials.

    If an ordinary golem is destroyed, the elemental spirit is released from its bindings and the golem is rendered beyond repair. However, an Ace Mecha’s elemental spirit is contained within a special type of magic item, a Power Core (described under Mecha Subtype). When the mecha is destroyed, the Power Core remains functional, preventing the elemental spirit from escaping; however, such damage to the mecha itself is still difficult to repair. A new mecha body can be built with raw materials costing 200gp x (½ Mecha Ace Level2), with a minimum of 100gp. When you build a new mecha in this way, you may select a new build type and modules, however in order to change elements you must modify the Power Core. If the broken mecha can be provided, it can be repaired at a 25% discount, however you may not change build and modules if this is done.

    Resistance: An Ace Mecha typically has energy resistance of the same energy type dealt by its Energy Weapon. This starts at 5, increases to 10 at 3 HD, increases to 20 at 7 HD, increases to 30 at 11 HD, and becomes immunity at 15 HD. An earth mecha instead gains Damage Reduction/adamantine, beginning at DR 1 and increasing by +1 each time their Energy resistance would increase, to a maximum of DR 5/adamantine. A taint mecha gains damage reduction like earth, however, they receive DR/good instead of DR/adamantine.

    Piercing: An Ace Mecha has the ability to treat energy resistance as though it had a lower value. They may only pierce the same type of energy resistance that their Energy Weapon would normally deal, i.e. a fire mech could pierce fire resistance and an air mech could pierce sonic resistance. At 1 HD their attacks treat energy resistance as though it were 3 points lower, at 5 HD this improves to 5 points, at 7 HD this improves to 10 points, at 11 HD this improves to 15 points, and at 15 HD they ignore all energy resistance and deal only half damage to energy immune creatures. Note that this applies to any attack the Ace Mecha possesses that uses the proper energy type, not just their Energy Weapon and Energy Cannon. An earth or taint elemental instead receive the ability to pierce DR more effectively. At 5 HD they pierce all damage type based DR, at 7 HD earth pierces DR & Hardness as adamantine with all physical attacks, and all of taint’s attacks count as evil weapons. At 11 HD both types choose either silver or cold iron to deal damage as, and at 15th level they receive the other.

    Modules: Each level, a Mecha Ace’s Ace Mecha gains a number of “Build Points” that can be used to buy things called modules. Modules grant your Ace Mecha new abilities, including new attacks, new ranged weapons, and other various bonuses. Each module costs from 2-4 build points, and most grant a 1 point discount to certain build types. Others require a certain elemental in order to be purchased. Each module has a rank, and build points also possess a rank. You may not use build points to purchase a module with a higher rank than the points have, but you can use build points to purchase modules with a lower rank than the points have. If you buy a module with 1 or more higher ranked points, note the number and rank of the points spent on that ability on your character sheet.

    Certain modules have special tags; [Non-Volleyable] indicates a ranged attack that can’t be used in a volley, [Blast Shape] and [Energy Effect] both indicate abilities that can be applied to your Energy Cannon, and cannot be combined with other such modifiers with the same tag. [Super Modes] are special modes that grant you large bonuses for a short time but cost you Potency to activate. There are two types of Super Modes; one where you pay a point of Potency at the end of each round and may end at any time, and one where the Super Mode has a fixed length and requires you to “allocate” several points of Potency when you enter the mode that cannot be spent for other abilities but are not actually removed from your total until the Super Mode ends. You may not activate more than one Super Mode at a time.

    Any time a module would call for a saving throw, unless otherwise noted, the DC formula is 10 + ½ pilot’s Mecha Ace level + the mecha’s Potency. If the ability is spell-like, the formula is instead DC 10 + the spell level + the mecha’s Potency. The default maximum range on all ranged modules is your Energy Cannon range/range increment. Each module may only be purchased once unless otherwise noted.

    Starting at 4th level, every time you gain a level you may “sell” up to 4 points of modules that are not of your highest level, and purchase new modules with these points.

    Unless otherwise noted, all modules are abilities for your Ace Mecha, and references to “you” in the description actually refer to your mecha.

    Enhancement Bonus (Su): At 2nd level a Mecha Ace’s Ace Mecha gains a +1 enhancement bonus to attack rolls. This increases to +2 at 7th level, +3 at 12th level, +4 at 17th level, and +5 at 20th level. This does not apply to any touch attacks. This is only a bonus to attack rolls, and does not increase damage in any way.

    Hands of the Machinist (Su): Beginning at 2nd level a Mecha Ace with a Charisma score of 12 or higher can repair damaged constructs by touch. Each day they can repair a total number of hit points of damage equal to their Mecha Ace level × their Charisma bonus. For example, a 7th-level Mecha Ace with a 16 Charisma (+3 bonus) can repair 21 points of damage per day. A Mecha Ace may choose to divide their healing among multiple recipients, and they don’t have to use it all at once. Using hands of the machinist is a standard action.

    Compression (Su): Beginning at 5th level a Mecha Ace’s Ace Mecha is capable of reducing its size down to as small as large or return to its normal size as an action that takes 1 full round and provokes attacks of opportunity. An Ace Mecha cannot return to its full size unless their sufficient room for it to do so. If this ability is suppressed (such as by an anti-magic field) the Ace Mecha does not immediately return to its normal size, but instead loses the ability to change size while it is compressed.

    Transcendent Module: At 20th level, you gain a module of incredible power. You receive a single module of the transcendent rank. This counts as possessing a rank higher than Grand for the purposes of retooling modules at level-up.
    Last edited by Jester of Doom; 2014-05-31 at 11:10 PM.
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