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- | Content-Type: text/x-zim-wiki | ||
- | Wiki-Format: zim 0.4 | ||
- | Creation-Date: 2013-07-26T03:54:41-04:00 | ||
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- | ====== Mecha Jockey ====== | ||
- | Created Friday 26 July 2013 | ||
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- | While anyone reasonably proficient with a mecha's cockpit can strap in and guide the hulking metal monster across the field of bat-tle, only the Mecha Jockey makes it look ef-fortless as he rains destruction upon his ene-mies from an impersonal distance. The Mecha Jockey masters rapid turns, bursts of speed, evasive maneuvers, and sudden stops-all the things that can make the difference on the battlefield. Perfect hand-eye coordination, stubborn resolve, and soaring bravado serve to impress and infuriate his enemies, as well as less experienced mecha pilots. | ||
- | Select this advanced class if you want your character to be an expert mecha opera-tor, in command of a massive, armored war machine equipped with terrifying weaponry. | ||
- | The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible. | ||
- | REQUIREMENTS | ||
- | To qualify to become a Mecha Jockey, a char-acter must fulfill all the following criteria. | ||
- | Skills: Drive 6 ranks. Feats: Mecha Op-eration. | ||
- | HIT DIE | ||
- | The Mecha Jockey gains 1d10 hit points per level. The character's Constitution modifier applies. | ||
- | ACTION POINTS | ||
- | The Mecha Jockey gains a number of action points equal to 6 + one-half his character lev-Mecha Jockey must have operated it for at least one month. Minor changes and up-grades to the mecha don't affect familiarity, but if the Mecha Jockey switches to a mecha with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A Mecha Jockey can be familiar with only one mecha at a time. | ||
- | Bonus Feats | ||
- | At 3rd, 6th, and 9th level, the Mecha Jockey gains a bonus feat. The bonus feat must be selected from the following list, and the Mecha Jockey must meet all the prerequisites of the feat to select it. | ||
- | Advanced Firearms Proficiency, Ad-vanced Mecha Operation, Burst Fire, Cleave, Combat Expertise, Dead Aim, Dodge, Double Tap, Exotic Firearms Proficiency, Far Shot, Force Stop, Gearhead, Great Cleave, Hair Trig-ger Mecha, High Ready, Hold the Line, Im-proved Autofire, Improved Bull Rush, Im-proved Disarm, Improved Overrun, Improved Sunder, Improved Trip, Mecha Crush, Mecha Fling, Mecha Operation, Mecha Sweep, Mecha Trample, Mecha Weapon Boost, Mo-bility, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Power Charge, Power Lunge, Precise Shot, Reactive Shooter, Reckless Offense, Shield Proficiency, Shot on the Run, Skip Shot, Spring Attack, Stand Your | ||
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- | el, rounded down, each time he attains a new level in this class. | ||
- | CLASS SKILLS | ||
- | The Mecha Jockey's class skills are as follows. | ||
- | Bluff (Cha), Computer Use (Int), Drive (Dex), Knowledge (current events, popular culture, streetwise, technology) (Int), Navi-gate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (any) (N/A), Repair (Int), Sleight of Hand (Dex), Speak Language (any) (N/A), Spot (Wis), Tumble (Dex). | ||
- | Skill Points at Each Level: 4 + Int modifier. | ||
- | CLASS FEATURES | ||
- | The following features pertain to the Mecha Jockey advanced class. | ||
- | Mecha Weapon Proficiency | ||
- | At 1st level, the Mecha Jockey gains the bo-nus feat Mecha Weapon Proficiency. | ||
- | Luv My Mecha | ||
- | Starting at 2nd level, a Mecha Jockey gains a bonus on Drive, Pilot, and Repair checks when applied to a mecha he designates as familiar. The same bonus is applied to the Mecha Jockey's attack rolls with the mecha's ranged weapons. This bonus is +1 at 2nd lev-el and increases by 1 every three levels there-after (+2 at 5th level, +3 at 8th level). | ||
- | To designate a mecha as familiar, the | ||
- | 316 | ||
- | The MECHA JOCKEY | ||
- | Class Base Attack Fort Ref Will Class Defense Reputation | ||
- | Level Bonus Save Save Save Features Bonus Bonus | ||
- | 1st +0 +0 +2 +1 Mecha Weapon Proficiency +1 +0 | ||
- | 2nd +1 +0 +3 +2 Luv My Mecha +1 +1 +0 | ||
- | 3rd +2 +1 +3 +2 Bonus Feat +2 +1 | ||
- | 4th +3 +1 +4 +2 Mecha Feint +2 +1 | ||
- | 5th +3 +1 +4 +3 Luv My Mecha +2 +3 +1 | ||
- | 6th +4 +2 +5 +3 Bonus Feat +3 +2 | ||
- | 7th +5 +2 +5 +4 Evasive Action +4 +2 | ||
- | 8th +6 +2 +6 +4 Luv My Mecha +3 +4 +2 | ||
- | 9th +6 +3 +6 +4 Bonus Feat +5 +3 | ||
- | 10th +7 +3 +7 +5 Improved Evasive Action +5 +3Ground, Stomp, Strafe, Stun Mecha, Suppres-sive Fire, Thruster Blast, Weapon Focus (mecha weapon only), Weapon Specialization (mecha weapon only), Whirlwind Attack, Ze-ro-G Training, Zero-G Warrior. | ||
- | Mecha Feint | ||
- | At 4th level, a Mecha Jockey operating a mecha can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat. | ||
- | If the Mecha Jockey has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a mecha. | ||
- | Evasive Action | ||
- | At 7th level, the Mecha Jockey can make a Drive, Pilot, or Tumble check (as appropriate) to lessen the damage dealt by a successful attack against his mecha. If the check result exceeds the attack roll, the damage is re-duced by half (round fractions down, mini-mum of 1 point of damage). The Mecha Jock-ey can make an evasive action check once per round. | ||
- | Improved Evasion Action | ||
- | At 10th level, the Mecha Jockey's evasive ac-tion ability improves. A successful Drive, Pilot, or Tumble check negates all damage dealt by the attack. | ||