Mecha pilot variantA mecha pilot has d6 Hit Dice rather than d8.
The "avatar" is a construct rather than an outsider, and is the same size category as its pilot. Unlike most constructs it has a Constitution score, though it does not gain the living construct subtype. Mecha are not immune to critical hits, but are affected by them differently - if the mech is struck by a critical hit, the extra damage is dealt to the pilot rather than the mech. (eg, a crit with a scythe would deal normal damage to the mech and triple damage to the pilot). If this damage kills the pilot, the mech ceases to function.
A pilot physically enters and starts up his mech rather than transforming into it, in a process taking one minute. If a character attempts to pilot someone else's mech it moves at half speed and takes a -4 penalty to all ability scores. The mech exists as a separate entity, but is inanimate while not being piloted. The mech requires
repair spells rather than
cure spells, which must be targeted at the mech itself (The pilot cannot transfer healing to the mech). A pilot can only carry his mech around with him through extraordinary means.
A pilot can continue to act while piloting his mech, but a mech and its pilot share a single set of actions - they cannot both cast spells in the same round, for instance. In addition, the mech blocks line of sight and line of effect for the pilot (except to the mech itself and any mechs combined with it). As a move action, the pilot can open or close the mech's cockpit, removing this penalty but exposing himself to attack. Due to limited space, a pilot loses his Dexterity bonus to AC while in the cockpit.
Rather than gaining Damage reduction 5/evil or exotic metal, a mecha receives DR 1/adamantine at 1st level, +1 per four class levels.
The DM has final control over the mech's stats, though depending on the situation a player can request specific upgrades or an entirely new custom machine. (
A PC normally chooses between a number of pre-statted mass production mechs at the start, but after a few levels he can get whatever he wants)
Mecha feats[Mecha] feats may only be selected by the "avatar" of a mecha pilot.
Robot BodyPrerequisite: Construct type
Benefit: You may take Mecha feats as a mecha pilot of your character level.
Call Mech [Mecha]Big O, Showtime!Benefit: You may call your mech to your side as a swift action.
Instant Startup [Mecha]Tek-Setter!Benefit: You may "transform" into your mech as a standard action.
Normal: Starting up a mech requires 1 minute.
Increased Size [Mecha]You mean we need a bigger drill?Benefit: You gain the Powerful Build trait. If you select this feat a second time, you lose this trait and instead increase in size by one category (as the
enlarge person spell). Selecting this feat a third time will grant the Powerful Build trait again, and so on.
Normal: A mech is the same size as its pilot.
Special: You cannot increase your size beyond Colossal. Thus, this feat may be selected a maximum of nine times by a Medium pilot.
Additional Augmenter Role [Mecha]Form! Arms and Body!Prerequisite: Combining Mecha trope
Benefit: You gain one additional augmenter role.
Special: This feat may be selected multiple times. Its effects stack.
Familiar Drones [Mecha]Fin Funnels!Prerequisite: Large size, Character level 6th
Benefit: You gain two drones which may attack independently. These have the statistics of animated objects three size categories smaller than you (and thus can share your space without penalty). A familiar drone has a fly speed of 5ft per master's level (perfect maneuverability) and gains Flyby Attack as a bonus feat. Instead of its normal attacks, a familiar drone has one non-magical martial weapon incorporated into it (it is automatically proficient with this weapon, and it cannot be disarmed). In the case of projectile weapons, it also possesses unlimited mundane ammunition. A familiar has an attack bonus equal to its master's, and gains a bonus on damage rolls equal to half its master's level.
The mech's pilot must take a move action each round to control the familiars. If he does not do so, they remain in their previous position and take no actions. Drones may only be controlled within a distance of 30ft +10ft per level of the master - if this distance is exceeded, the drone remains motionless until its master comes within range again.
If a drone is destroyed it may be replaced after 24 hours at no cost to the character.
Special: This feat may be selected multiple times. Each time, you gain an additional 2 drones.
Enhanced Familiar Drones [Mecha]Prerequisite: Familiar Drones
Benefit: Your drones' weapons gain a +1 enhancement bonus or equivalent powers.
Special: This feat may be selected multiple times. Its effects stack.
Psychic Drone Mastery [Mecha, Psionic]Prerequisite: Familiar Drones
Benefit: While psionically focused, you may command your familiar drones as a swift action.
Rocket Punch [Mecha]BOOST KNUCKLE!Prerequisite: Weapon Focus (Unarmed Strike)
Benefit: You may throw an unarmed strike with a range increment of 10ft. If you do not possess Improved Unarmed Strike this provokes an attack of opportunity as normal. You lose the use of one arm until the end of the round. This ability only functions for your primary arm.
Double Rocket Punch [Mecha]DOUBLE SPIRAL KNUCKLE!Prerequisite: Rocket Punch
Benefit: All of your arms may be used for rocket punches. If you wish, you may use two arms to deliver a single unarmed strike which is treated as an attack with a two-handed weapon.
Rapid Rocket Punch [Mecha]Prerequisite: Rocket Punch
Benefit: Your arm returns immediately after being thrown. Among other things, this lets you make a full attack of rocket punches.
TRANSFORM! [Mecha]Roll out!Benefit: You gain the change shape ability. As a standard action you can take the form of an animated object of your size category or revert to mecha form. While in animated object form you gain the trample ability and
one astral construct ability from Menu A, but also gain the Non-humanoid flaw.
Special: If you are at least 10th level, you may instead gain an ability from Menu B, or two abilities from Menu A.
Special: A pilot may enter or exit his mecha while it is in vehicle form.
Robot in Disguise [Mecha]More than meets the eyePrerequisite: TRANSFORM!
Benefit: When using change shape you are diguised as a mundane vehicle or animal of your size category and gain a +10 bonus on Disguise checks to pass your mech off as one, as well as a +2 circumstance bonus on Hide checks made in places with large numbers of such vehicles or animals.
Free Cockpit [Mecha]Drawback: You do not lose your Dex bonus to AC while your cockpit is open.
Non-humanoid [Mecha, Flaw]GALEOOOOOON!!!Drawback: Your mech resembles an animal or vehicle rather than a humanoid, and cannot hold items.
Open Cockpit [Mecha, Flaw]Drawback: Your mech's cockpit cannot be closed.