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mecha_jockey

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Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-26T03:54:41-04:00

Mecha Jockey

Created Friday 26 July 2013

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

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.

mecha_jockey.1377927254.txt.gz ยท Last modified: 2021/12/04 00:43 (external edit)