MECH IMPERATOR (Imperator V)
ďChar Aznable says ĎLet the purge beginí!Ē Ė Char Aznable
Not every Courtier is unaffiliated with the military. Generals, commanders, famed marshals who led their countries through times of wars, all of these are often Courtiers. In times and places where armies march not on foot but within goliaths of metal so too do these military Courtiers. Warriors as much as politicians, they are grand generals, military shoguns, and imperators.
BECOMING A MECH IMPERATOR
To become a Mech Imperator one must couple a Courtierís political acumen and leadership capabilities with the skill and power to fight on the front lines within an Ace Mecha.
Skills: Diplomacy or Intimidate 10 ranks
Skills: Knowledge (history) or Profession (siege engineer) 5 ranks.
Special: Retainers special ability.
Special: Inspire Ally special ability.
Special: Must possess an Ace Mecha and be able to use Lesser Modules.
The Mech Imperatorís class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (-), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int
Hit Dice: d4
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +0 +2 Ace Mecha, Critical Inspiration, Inspire Allies 2nd +1 +0 +0 +3 Commanderís Demeanor, Imperatorís Presence +1 3rd +2 +1 +1 +3 Greater Revenue 4th +3 +1 +1 +4 Squad Leader 5th +3 +1 +1 +4 - 6th +4 +2 +2 +5 Imperatorís Presence +2 7th +5 +2 +5 +5 Force Leader 8th +6 +2 +6 +6 Tactical Command 9th +6 +3 +6 +6 - 10th +7 +3 +7 +7 Grand General, Imperatorís Presence +3
Weapon Proficiencies: A Mech Imperator gains no new armor or weapon proficiencies.
Ace Mecha: Levels in Mech Imperator stack with Mecha Ace levels for determining all qualities and traits of your Ace Mecha including level of modules accessed, size progression, ability scores, potency and so forth. In short it gains all Mecha Ace class features except Hands of the Mechanist.
Inspire Allies: Levels in Mech Imperator stack with levels in Courtier to determine the effectiveness of your Inspire Allies ability and to gain the Inspiring Words and Swift Inspiration class features (note this later would require a 22nd level character).
Critical Inspiration (Ex): A Mech Imperator is a battlefield commander, tried and tested time and time again on the front lines. They cannot always stop to calmly direct their allies as a Courtier is wont to do, but on occasion must rally friends at the last moment to seize victory from the very jaws of defeat. Once per day a Mech Imperator may use Inspire Ally as a swift action and affect each ally within 60 ft which can hear them, all allies gain the same benefit.
Commanderís Demeanor (Ex): A Mech Imperator is a commander, their very bearing and every movement tells of this. A Mech Imperator suffers a penalty to Disguise checks to disguise themselves as someone not in a commanding position (though it does not have to be military) equal to Ĺ their class level, however they gain a bonus to Disguise checks to pass themselves off as a military officer (in another military), and Bluff checks involving passing themselves off as any sort of authority figure equal to Ĺ their class level and an equal bonus to all Diplomacy and Intimidate checks.
Imperatorís Presence (Ex): A Mech Imperator is always taking in the field of battle looking at it with a keen eye and offering key and momentary orders and rallying cries. Beginning at 2nd level any ally other than the Mech Imperator within 60 ft that can be seen by the Mech Imperator and can hear the Mech Imperator gains a +1 morale bonus to attack rolls, weapon damage, and Will saves. At 6th level this improves to +2, and at 10th level it increases further to +3.
Greater Revenue (Ex): A Mech Imperator possesses the connections, hereditary holdings, or just plain social acumen to seemingly make money out of thin air. At 3rd level a Mech Imperator gains the Greater Revenue ability of a Courtier and the Revenue ability if they did not have it.
Squad Leader: What use is a commander without troops to lead? Of what value are commoners and smiths upon the battlefield itself? Beginning at 4th level a Mech Imperator may replace the followers provided with their Retainers ability with Magewrights, and Mecha Aces. They may still select Commoners, Experts, and Warriors as well.
Force Leader: A Mech Imperator is no mere sergeant, or lieutenant, they are a leader of a true force. Beginning at 7th level the number of followers granted to you by your Retainers ability is doubled.
Tactical Command (Ex): A Mech Imperator must always be ready to command and advice. As such a Mech Imperator may use Inspire Ally or Inspirational Words as a swift action once per encounter.
Grand General: Even if not given an official position a Mech Imperator is a born general and forces flock to their banner. At 10th level the number of followers granted by Retainers is increased to x4 (this does not stack with Force Leader), and for every 2 Lv 6 followers you possess you gain a Lv 7 follower, for every 2 level 7 followers you gain a Lv 8, and if you have 2 Lv 8 followers you gain a Lv 9. You automatically are considered to have Great Renown and Special Power for the purposes of Leadership.