Alright everybody, say it with me! Shooooowwwwtiiiiiiime!!!!!
Now, before everyone gets all excited, this isn't finished yet. Theres still plenty of room for balancing and tinkering. And before anyone makes any objections, its not nearly as unbalanced as it sounds. Yes, the character has a giant killer robot, but I'll explain how this is ok later.
As always this meant to be more in line with Pathfinder rather than standard 3.5


Dominus
A Dominus is the chosen pilot of an ancient construct known as a Megadeus. These metal behemoths were created in ages past, either by the gods or by people and technology long forgotten. They choose their Dominus, not the other way around, and as the two grow more in sync the Dominus is able to unlock the construct’s hidden weapons and abilities.
Role: The Dominus himself operates as a group’s face, scout, and problem solver. His Megadeus is a literal tank, primary damage dealer, and problem “solver”.
Alignment: any
Hit Dice: d6
Base Attack: Average
Good Saves: Reflex and Will
Proficiency: A Dominus is proficient with simple weapons and firearms, but not with any armor
Class Skills: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local, Nobility,Technology) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Slieght of Hand (Dex), Stealth (Dex), Swim (Str)
Skill Points per level: 6 + Int mod
Lvl Special
1 Negotiator, Showtime! 1/day, Unarmed Strike 1d4
2 Gadget
3 Detective, Uncanny Dodge
4 Gadget
5 Showtime! 2/day
6 Gadget, Unarmed Strike 1d6
7 Bonus Feat
8 Gadget
9 Evasion
10 Showtime! 3/day
11 Gadget
12 Bonus Feat, Unarmed Strike 1d8
13 Gadget
14 Improved Uncanny Dodge
15 Showtime! 4/day
16 Improved Evasion
17 Bonus Feat
18 Unarmed Strike 1d10
19 Gadget
20 Ye Not Guilty
Class Features
Wristwatch (Su): As part of his backstory, the Dominus comes into possession of a watch. This watch is his link to the Megadeus and is needed to call it unless the robot is within shouting distance. He can also integrate many of his gadgets into the watch, though this is not necessary. Otherwise it functions as a normal masterwork time-keeping device.
Negotiator (Ex): The Dominus receives a +2 on Diplomacy, Bluff, and Sense Motive checks.
Unarmed Strike (Ex): While not as skilled as a Monk, a Dominus is able to hold his own in hand-to-hand combat. When attacking with an unarmed strike, he does not provoke an attack of opportunity and deals 1d4 damage instead of the usual 1d3. This damage increases as he advances, as shown above.
Showtime! (Su): At 1st level, the Dominus can summon his Megadeus; a massive monolithic construct. The robot is partially sentient and has a will of its own. When called, it will obey its Dominus to the best of its ability, but only for a short time: 1 minute per class level. After that time, the construct will stop obeying commands, go to sleep, or simply wander off. The Dominus can summon the construct one additional time per day at 5th level and every 5 levels after that. The actual summoning process is simple; the Dominus simply calls its name (the battle phrase is optional) into his wristwatch and the Megadeus arrives within 1d4 minutes. Most often it bursts from the ground, the sea, or flies down from the sky. It can be assumed that the Megadeus follows its Dominus at night, by burrowing through the earth, or some other means, thereby being nearby when needed. If the robot is known to be much further away, or is somehow detained, this time may be significantly increased or halted altogether.
Gadget (Ex): The Dominus can select a gadget from the following list. Most often the device can be linked to his wristwatch. Once known, he can build any number of the same device so long as he has the time and materials:
Grappling Cable: This thin cord fires out to 10ft per class level and latches onto nearly any surface. When using the grappling cable to climb, the Dominus is considered to have taken a 10 unless he would prefer to roll.
Laser Cutter: This small device produces a laser beam that deals 1d4 fire damage/4 class levels (minimum 1d4). It has a short range of 5ft. The laser is not an effective combat weapon and provokes attacks of opportunity.
Remote Control: This gadget allows the Dominus to remotely activate and control one other device (such as a Rocket Anchor), designated at the time of construction. It is not complex enough to fully operate his Megadeus, but can allow the Dominus to make it walk and use its Slam attack without being in the cockpit.
Tracer: This tiny tracer bug can be shot like a dart or attached by hand. It allows the Dominus to track a target using the display on his watch or Megadeus. The Dominus can automatically follow a subject stuck with a tracer without needing to make a survival check. The detection is not perfect, however, and a subject can still attempt hide, though it cannot conceal itself from the tracer without removing it or using magic.
Detective (Ex): The Dominus receives the Track feat and Trapfinding ability. He can use Gather Information checks to track targets in an urban environment.
Ye Not Guilty (Su): At 20th level, the Dominus is fully syncronized with his Megadeus. He can summon the robot as often as needed each day and it stays and obeys his commands for as long as necessary. However, the two are still separate beings and the Megadeus may still act on its own in unusual circumstances.
Ye Guilty (fallen Dominus): Should the Dominus repeatably or grossly violate his alignment, the Big may become uncooperative or completely ignore his commands until he atones. If his alignment changes and he continues to try and pilot the Megadeus, it will forcibly merge with him, taking over his body and mind. The Dominus must succeed on a Will save DC 24 or be consumed.


Megadeus
A Megadeus appears archaic enough to be from the distant past, but advanced enough to be from the distant future. Its design is stylish and regal rather than practical. The Megadeus seeks out a Dominus, perhaps to achieve goals it cannot accomplish because of its own physical and mental limitations.
The Big progresses at the same rate as the Dominus, much like a special mount or familiar (though in reality the relationship is reversed). When it is not being piloted by the Dominus, the Big is under the control of the Gamemaster. Though it is loyal to the Dominus and his allies, it has its own agenda and spends most of its time in a dormant state.
Alignment: Neutral
Hit Dice: d12
Base Attack: Best
Good Saves: Fortitude and Will
Proficiency: The Megadeus is only proficient with its own weapons and armor.
Class Skills: Climb (Str), Intimidate (Cha), Knowledge (technology) (Int), Perception (Wis), Sense Motive (Wis)
Skill Points per level: 2 + Int mod (minimum per level)
Lvl Special
1 Slam, Shield, Cast in the Name of God
2 Big Power
3
4 Big Power
5 Mettle
6 Big Power
7
8 Big Power
9
10 Big Power
11
12 Big Power
13
14 Big Power
15
16 Big Power
17
18 Big Power
19
20 Final Stage
Class Features
Giant Robot (Ex): A Megadeus is considered a Colossal Construct with 42 Strength, 6 Dexterity, and 14 natural armor. It is made of adamantine and receives 80 bonus hit points for its size at 1st level. Unlike most Constructs, it is partially sentient and has an Intelligence score of 2, a Wisdom of 10, and a Charisma of 18. It is immune to magical mind-effects but can still be fooled by mundane tricks and bluffs.
Slam: A Megadeus has two Slam attacks that each deal 2d8 points of bludgeoning damage and have a x3 critical.
Shield (Ex): The Big’s massive arms and legs provide additional protection when it is not attacking. When taking the partial defense or full defense actions, the AC bonus provided is doubled.
Cast in the Name of God: The Megadeus is almost impossible to destroy, and it gains the Great Fortitude and Toughness feats for free.
Big Power: The Dominus selects one of the following powers to unlock when piloting his Megadeus:
Rocket Anchor (Ex): The Megadeus has rocket propelled chains housed in its skirt. Four times per day it can launch one of these anchors out to a range of 50ft. The impact alone deals 1d12 piercing damage with an 18-20 critical threat range. On a critical hit, the anchor catches in the armor or flesh of the target. A captured target is considered grappled by the Big, though it can still move and attack within the reach of the chain. It can escape by taking a full round action that provokes attacks of opportunity to remove the offending object, or by succeeding in an opposed strength check with the giant robot (*snicker*). The Dominus can release the chain as a free action. This power can be selected multiple times (maximum of 4). Each time it is selected, the range of the chain improves by 50ft and it can use 4 additional anchors per day.
Transformation (Ex): The Big can change its form slightly as a full-round action that provokes attacks of opportunity to allow it to gain one of the following movement modes: It can gain a Burrow equal to half its land speed, a Fly (Clumsy) speed equal to its land speed, or a Swim speed equal to 1.5 its land speed. The Megadeus uses its arms to facilitate this movement, usually by sprouting propellers or drills, and cannot use its slam attack while moving.
Sudden Impact (Ex): This weapon involves a massive piston in the Big’s arm. It requires a move action to lock the piston in place, and then a full round action to deliver a single slam attack with a 19-20 critical threat range. If the attack connects, the Megadues adds twice its Strength modifier to the damage.
O Thunder (Su): Hidden within the Big’s arms are four gatling lasers.
Optic Beam (Su): The Big can fire a laser ray out of one or both eyes as a standard action. The beam deals 1d6 fire damage per two class levels and has a range of 100ft.
Cromebuster (Su): (Prerequisites: Eye Beam) The Big’s helm opens to reveal a larger laser cannon which can fire a more powerful beam as a full-round action. The attack deals 1d10 fire damage per two class levels and can deals half damage on a successful Reflex save DC 10 + 1/2 lvl + the Dominu’s Dex mod.
Cannon Party (Ex): The Megadues has a number of powerful machines guns located in its chest or arms.
Missile Party (Ex): The Megadues can fire rockets and heat seeking missiles from its body once per encounter. The barrage deals 1d8 bludgeoning damage plus 1d4 fire damage per two class levels and covers a 60ft area. A successful Reflex save can reduce the damage by half.
Plasma Gimmick (Su): The Megadues can project an electric force field that blocks damage and harms attackers. The shield blocks 5 damage per level from any source and requires a full round action to activate. It can remain activate for 1 round per level or until its damage pool is depleted. These rounds need not be consecutive. Alternately, the Gimmick can be activated to deal 1d4 electric damage per 4 levels to anything striking the Megadeus.

Balancing Options
Repairs & Upgrades: A significant portion of the character's wealth each level should go toward the maintenance and upkeep of the Megadeus. The bare minimum should be at least ¼ to ½ of the character's wealth gain, though this can be raised in a lower power game (though why this class would be allowed in a low power game...)
Giant Size: The Big's massive bulk makes it nearly impossible to use In most traditional dungeon encounters, and most players will not want to call their Big in situations where it would cause too much collateral damage or simply bring too much attention to the party. Also remember that most low level encounters (bandits, orcs) will simply flee the Big rather than engage in combat.
Smaller Size (variant): The Bigs in the show are quite clearly colossal in size. However, this may be too much for most Dms (and players) to deal with early in the game. An optional rule would be to start the Big at Huge or Large size and have it grow as it advances. Gargantuan at 9th and Colossal at 19th, for example. Simply adjust its Strength, Dexterity, and Natural Armor with the appropriate size modifiers.
The Griffon (variant): As an alternate to a giant mech, the Dominus could instead summon the Griffon, a vehicle comparable to the Batmobile. The Dominus class remains unchanged except for reflavoring. The car advances much like a Megadeus, excpet that it is smaller and has weapons and gadgets like those found on classic spy-cars and super-hero vehicles.
Other Classes: Compared to other characters, the Dominus himself can't hold a candle to an actual Monk, Rogue, or Ranger. The Megadeus, on the other hand, has attacks that are roughly on par with the average spellcaster's spells, but it can't match those augmented by metamagic.

Coming Soon!
More Gadgets: Because Roger is a homage to both Batman and James Bond, all manner of tools and gizmos are fair game
More Big Powers: Along with completing the ones listed here, I'll be adding more abilities related to Big Fau, Big Duo, and other robots in the show. I also intend to add level limitations on what powers can be chosen.
Feats!: Feats related to the anime and piloting in general, along with an Epic Destiny related to Big Venus.