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Old 07-03-2011, 12:08 PM   Top  -  End  -  #1
Cipherthe3vil
Ogre in the Playground
 
 
Join Date: Oct 2010
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Default [Base Class]The Mecha Pilot. (ITS NOT PATHFINDER ~OR~ d20 MODERN)

The Mecha Pilot





GAME RULE INFORMATION
Mecha Pilot's have the following game statistics.
Abilities: Dexterity, Intelligence, and Constitution are prime abilities for the Mech Pilot.
Alignment: Any.
Hit Die: d10.
Starting Age: As rogue
Starting Gold: 8d4x10

Class Skills
The Mech Pilot's class skills (and the key ability for each skill) are... Bluff (Cha), Computer Use (Int), Drive (Dex), Knowledge (local, History, Architecture, technology, Mechanations) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Speak Language, Repair (Int), Mecha Piloting (Dex) Sleight of Hand (Dex), Speak Language (none), Spot (Wis),
Tumble (Dex).


Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


MECHA PILOT
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+2
Mech Training, Fitness Training, Loyalties
2nd
+2
+0
+3
+3
Mech Repairs, Mecha Operation, Evasion
3rd
+3
+1
+3
+3
Mecha Weapon Proficiency
4th
+4
+1
+4
+4
License *1, 80MC
5th
+5
+1
+4
+4
Bonus Feat
6th
+6/1
+2
+5
+5
Mech Maneuvering
7th
+7/2
+2
+5
+5
Evasive Action
8th
+8/3
+2
+6
+6
License *2, 100MC, Improved Evasion
9th
+9/4
+3
+6
+6
Bonus Feat
10th
+10/5
+3
+7
+7
Mech Identification, Mech Warfare
11th
+11/6/1
+3
+7
+7
Improved Evasive Action
12th
+12/7/2
+3
+8
+8
License *3, 120MC
13th
+13/8/3
+4
+8
+8
Bonus Feat
14th
+14/9/4
+4
+9
+9
Ace Pilot
15th
+15/10/5
+4
+9
+9
 
16th
+16/11/6/1
+5
+10
+10
License *4, 140MC
17th
+17/12/7/2
+5
+10
+10
Bonus Feat
18th
+18/13/8/3
+6
+11
+11
Feared Pilot
19th
+19/14/9/4
+6
+11
+11
 
20th
+20/15/10/5
+6
+12
+12
License *5, 160MC

Class Features:

Weapons and Armor proficiencies: Pilots are proficient with Light armor, Light shields, and Simple weapons.
As a uniformed member of service (to what ever sect, group, organization, or government you are a part of), the Mech Pilot is given her starting gear which is standard equipment. Usually a simple light armor suit and a handgun with they're identification.

Loyalties:
a first level mecha pilot must select his or her Loyalties. This represents the people to whom the Mecha Pilot is indebted to, as well as the people from whom your MetaCredits are taken from. (They're the ones PAYING for your mecha) You also get a few spell (or psi) like ability.

Spoiler



Mech Training: +2 Mech Piloting, Profession (Mecha Pilot), and both generic Piloting, generic driving, and +2 Knowledge (Mechanations) for every three mecha pilot levels.

Fitness Training +2 Tumble, Climb, Swim, and jump for every three mecha pilot levels.

Mech Repairs +2 Repair, and +4 Knowledge (Mechanations) for every four mecha pilot levels.

Mecha Operation: The Mecha Pilot gains this feat for free at Second level.

Evasion: The Mecha Pilot gains Evasion at second level, as the rogue ability.

Mecha Weapon proficiency: The Mecha Pilot gains this feat for free at third level.

License *1: Gain a License for type 1 Mecha and equipment. Note; you can always differ to a previous mecha's size category and are not at all limited to the new license's type. (unless its your only type)
Spoiler


MC ("MetaCredits"): So you have your license and base mech. Woopty~do. But what about its Frame? Its armor? What about its loadout? Thats where the MetaCredits come in. Essentially its a Grant from the higher-ups letting you purchase necessary items. One MetaCredit is the equivalent of a couple hundred thousand bucks, so don't waist them. I wouldn't try thieving them away either, your on a tight leash with these Shines and they can only be used for the Mecha. You don't want the feds knocking your door in do you? Each time you get a new License your also given a bonus to your total MC allowance as Listed on the table, the number shown is Total. 1 MC = 100,000gp, You can exchange 1000pp for 1 MC out of your own pocket money if you can/wish, But MetaCredits are non refundable, and are only capable of use in the Mecha Market through the government or what ever organization covers it for you.

Bonus Feats: At fifth level and every four levels thereafter, the Mecha Pilot gains a bonus feat selectable from the Fighter Bonus Feats, and/or the Mecha Specific feats shown later on.

Improved Evasion: The Mecha Pilot gains Improved Evasion as the rogue ability.

Mecha Maneuvering: You gain a +4 to all Combat Maneuvers in Mecha to Mecha combat for every five class levels of Mecha Pilot you possess.

Evasive Action
: The Mecha Pilot can use Evasion while in her Mecha without any feats or special systems.

Improved Evasion
: At 11th level, the Mecha Pilot can use Improved Evasion through the Mecha without any feats or special systems.

License *2: Gain license for a type 2 mecha and equipment.
Spoiler


Mecha Identification: Your trained eye can now pick out mecha easily to by visual alone (Never mind the aided systems you've been using all this time to avoid blasting your buddies), You can make a Knowledge: Mechanations check to determine the type of mecha, the class, apparent loadout, and what side its on. If you beat what ever imposed DC the DM throws at you by 10 or more, you gain a +5 to Attack and Damage rolls as you notice/remember weak points in the particular model.

Mecha Warefare: Your knowledge of Mecha is great, you know the general construction of mecha enough that you always retain a +2 bonus for attack and damage against mecha. and a +2 competency bonus to AC against attacks from enemy mecha.

License *3: gain license for a type 3 mecha and equipment.
Spoiler


Ace Pilot: Your one heck'uva pilot. You gain a +4 to all mecha related rolls. +10ft speed in mecha. and you tend to inspire motivation among your lessers granting a Moral bonus of +4 to saves, +2 to AC and attacks when ever your in the same battle as them.

License *4: gain license for a type 4 mecha and equipment.
Spoiler



Feared Pilot: As Ace Pilot, but +5 to all rolls, +25ft speed, and Moral bonuses increase to +5, and +3. In addition, your names well known by now and those who see your awesome might ridding forward against them make a will save DC= 10 + Charisma modifier +1 for every two mecha you defeated in this battle.
On a fail they're frightened unless they have at least half your HD and are in a Mecha as well (If not, they need to at least match your HD), in which case they're shaken.
On a success, they're shaken, unless they have at least half your HD and are in a Mecha as well (If not, they need to at least match your HD), in which case they take no effect.

License *5: gain license for a type 5 mecha and equipment.
Spoiler

Last edited by Cipherthe3vil : 08-21-2011 at 07:45 PM.
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Old 07-03-2011, 12:09 PM   Top  -  End  -  #2
Cipherthe3vil
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Join Date: Oct 2010
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Default Re: [Base Class]The Mech Pilot

MECHA SUPERSTRUCTURE
A mecha’s superstructure—its exoskeleton, interior braces, and other structural parts—can be made from any sufficiently advanced metal alloy. Whatever its composition, a mecha’s superstructure has a hardness that reduces the damage the mecha takes from weapons and collisions.
To build a mecha superstructure from scratch, a character must succeed at a Craft (mechanical) check (DC 30) and a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the mecha’s size: Large 150 hours, Huge 300 hours, Gargantuan 600 hours, Colossal 1,200 hours. A character without a mechanical tool kit takes a –4 penalty on both skill checks. The character must also pay for parts, which when making the items yourselves, it costs half as much MetaCredits as displayed (Minimum 0).
Different types of superstructure materials are presented below and summarized in Table: Superstructure Materials.
Hardness: The amount of damage the material absorbs from a weapon hit or collision.
Base MetaCredit Modifier: The modifier applied to the mecha’s base MetaCredit cost of the Mecha.

Table 2=
Superstructure Materials
------------------------MetaCredit cost after mods
Superstructure MaterialHardnessType 1Type 2 Type 3Type 4Type 5
Alumisteel 10 10 15 20 25 30
Duralloy 15 15 20 25 30 35
Vanadium 20 20 25 30 35 40
Neovulcanium (Requires License *2) 20 25 30 35 40 45
Neutronite (Requires License *3) 25 30 35 40 45 50
Megatanium (Requires License *4) 30 35 40 45 50 55
Spoiler


-------------------------------------------------------------------------------------

MECHA ARMOR
Armor can be welded or otherwise fixed securely to a mecha’s superstructure, providing an armor bonus to the mecha’s AC. Mecha armor does not impose a maximum Dexterity bonus upon the mecha operator (as worn armor does) and does not require a special proficiency feat to use.
Installing armor on a mecha requires a Craft (mechanical) check (DC 20). The check is made after investing an amount of time determined by the mecha’s size: Large 3 hours, Huge 6 hours, Gargantuan 12 hours, and Colossal 24 hours. Armor can be removed in half the time with a successful Repair check (DC 20).
Different types of mecha armor are presented below, along with the following statistics:
Armor Bonus: The armor bonus that the armor provides to the operator’s AC.
Armor Penalty: Mecha armor applies this penalty on its operator’s Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.
Speed Penalty: The amount by which the armor reduces the mecha’s base speed.
MetaCredits: The cost of the armor.
Spoiler


--------------------------------------------------------------------------------------------

Misc Equipment
This section describes various other pieces of mecha equipment that don’t fall neatly under the other categories, including a variety of electrical systems.
Building a system from scratch requires a character to spend half the needed MetaCredits, invest time in its assembly, and succeed at a Craft (electrical), Craft (mechanical), or Craft (structural) check (DC 30)—whichever seems most appropriate given the type of equipment. See the Craft skill description for further guidance. A character without the appropriate electrical or mechanical tool kit takes a –4 penalty on the skill check.
Spoiler


-------------------------------------------------------------------------------------

MECHA FLIGHT SYSTEMS

All mecha are equipped with legs that allow them to walk and run. A mecha’s size determines its base speed. This section describes various optional flight systems. To build a flight system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay half the MetaCredit cost.
Spoiler

Last edited by Cipherthe3vil : 07-03-2011 at 05:04 PM.
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Old 07-03-2011, 12:20 PM   Top  -  End  -  #3
Cipherthe3vil
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Join Date: Oct 2010
Location: 
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Gender: Female
Default Re: [Base Class]The Mech Pilot

WEAPONRY

Mecha use both melee and ranged weapons to dispatch foes. In addition, a weapon can either be handheld or integrated into the mecha’s superstructure; each version has its benefits.
Handheld Weapons: A handheld weapon does not cost an equipment slot. However, a mecha with a handheld weapon can be disarmed.
Integrated Weapons: An integrated weapon takes up one or more of the mecha’s equipment slots, but the mecha cannot be disarmed of the weapon. The table below summarizes each weapon’s statistics.
To build a handheld or integrated weapon from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must pay half the MetaCredit cost (for parts).
License *1
WeaponDamageCriticalDamage TypeRangeRate of FireMagazineSizeWeightMetaCredits
A3X Dragon flame thrower4d620fire30ftSingle20Large75lb5
M-9 Barrage chaingun5d620ballistic60ftS,ALinkedHuge100lb7
M-53 Firestar rocket launcher10d620fire200ftSingle6Huge35lb10
M-55 Crud rocket launcher10d620slashing200ftsingle6Huge35lb10
M-87 Talon missile launcher15d620ballistic/fire2,000ftsingle4Huge20lb15
PS-15 Panther clawsvaries19-20slashingtouch--varies-varies
Thunderbolt shock rodvaries20electric/bludgeoningtouch--varies-varies
Warpath recoilless rifle10d620ballistic40ftS,A20 boxHuge50lb8
License *2
WeaponDamageCriticalDamage TypeRangeRate of FireMagazineSizeWeightMetaCredits
Corona microwave beam5d620fire15ftsingle-Large15lb4
LK8 armor-piercing pikevaries19-20Piercing---Varies-Varies
M-21 Comet autolaser8d620fire75ftS,A-huge40lb7
M-70 EMP rocket launcher 10d620electricity-single6huge35lb14
M-75 Cricket rocket launcher10d620sonic-single6huge35lb10
NKP Puma pop-up turret8d620fire75ftsingle-large20lb6
T-95 Cavalcade chaingun7d620ballistic60ftS,Alinkedhuge80lb7
Typhoon 240 laser cannon10d620fire100ftsingle-huge80lb10
License *3
WeaponDamageCriticalDamage TypeRangeRate of FireMagazineSizeWeightMetaCredits
License *4
WeaponDamageCriticalDamage TypeRangeRate of FireMagazineSizeWeightMetaCredits

License *1
Spoiler


License *2
Spoiler


License *3 (under work)
Spoiler


License *4 (under work)
Spoiler


--------------------------------------------------------------------------------------


MECHA DEFENSE SYSTEMS

Defense systems include energy shields, life support systems, and other equipment intended to protect the mecha and its operator from harm.
To build a defense system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also pay half the MetaCredit cost.
Spoiler


----------------------------------------------------------------------------------

MECHA SENSOR SYSTEMS

Sensor systems make it easier for mecha operators to perceive their surroundings; however, not all mecha are equipped with sensors (or even require them). In such cases, mecha operators must rely on their own acute vision and hearing.
A mecha equipped with sensors conducts passive scans of the surrounding area constantly, without the operator’s attention. A passive scan extends in all directions at once, providing the operator with data on surrounding terrain, obstacles, and the location of other creatures, vehicles, and mecha within several miles of the mecha’s position.
A sensor system can also be used to conduct an active scan of a single target. With a successful Computer Use check (DC 15) and a move action, a mecha’s operator can use the onboard sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine specific information about that target, as specified in the sensor system’s description.
To build a sensor system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also pay half the MetaCredit cost.

Spoiler

Last edited by Cipherthe3vil : 07-03-2011 at 05:29 PM.
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Old 07-03-2011, 12:46 PM   Top  -  End  -  #4
Lappy9000
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Join Date: Oct 2007
Default Re: [Base Class]The Mech Pilot

This is a very strange class.

Aside from the d10 hit dice, good BAB and 2 good saves, you really don't get much of anything for the first 3 levels. I'm all up to discourage super dipping, but someone playing this from level 1 will have a boring few levels.

Is this meant to be used in a heavily modified 3.5? Something like that probably should be mentioned beforehand. I'm just gonna assume that to avoid lots of questions about the skills.

I know I'm in early, so I'm guessing parts go into equipment slots for increased versatility? Well that's needed, 'cause even with the upgraded Mechas, the class still doesn't get much.

The way you've written the class ability descriptions is...flat out jarring, to be honest. Unless this class is intended for a less serious variety of campaign, in which case it's probably not so distracting. There are a lot of typos regardless.

Last edited by Lappy9000 : 07-03-2011 at 12:47 PM.
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Old 07-03-2011, 12:54 PM   Top  -  End  -  #5
Cipherthe3vil
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Join Date: Oct 2010
Location: 
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Default Re: [Base Class]The Mech Pilot

MECHA CARGO CAPACITY

Although they are not built to haul cargo, mecha superstructures have a limited amount of storage space. Table: Mecha Cargo Capacity lists the maximum weight in additional cargo (not including crew, weapons, or other integrated equipment) a mecha can transport in its internal storage compartments, as well as the maximum size of an object that will fit inside one of these internal compartments.
Mecha SizeCargo CapacityMaximum Object Size
Colossal1,250lbHuge
Gargantuan500lbLarge
Huge250lbMedium
Large50lbSmall

---------------------------------------------------------------------------------
MOVEMENT AND COMBAT

Combat between mecha is conducted much as it is between characters. Characters operating mecha are simply much larger and stronger than they would otherwise be, and they can wield truly frightening weapons. However, they still obey the essential rules of movement and combat. They still threaten squares within their reach, take move actions and attack actions, duck behind cover to gain a bonus to Defense, and so forth. In some respects, however, mecha movement and combat differs from character movement and combat. The following sections describe specific situations that arise when mecha maneuver and clash on the battlefield.

COCKPIT ACCESS
It takes a full-round action to climb into a mecha’s cockpit and a move action to activate its various systems so it can move and fight. It takes a full-round action to get out of a mecha unless an HV-5 Haven escape pod or similarly expeditious device is used (see Misc Equipment).

DRIVING, PILOTING, AND MOVEMENT
Mecha operators use the Mecha Piloting skill to operate their mecha in most situations. Some Mecha may be more unique and function just like a normal vehicle and require Drive or Pilot generic skills when functioning in they're respective elements.
In general, mecha operators don’t need to make checks to steer their mecha around the battlefield. However, these skills may come into play in combat under the following circumstances:
• When trying to move past a foe without provoking an attack of opportunity, a mecha operator can make a check (as appropriate) instead of a Tumble check.
• A mecha operator can oppose a trip attempt with a Mecha Piloting skill.
• A successful Pilot or Mecha Pilot check can pull a mecha out of a stall (see Flying Mecha, below).
• A character in a copilot cockpit can use the aid another action, making Mecha Piloting, Drive or Pilot checks (as appropriate) to aid the same checks of the mecha’s operator.

FLYING MECHA
The vehicle rules are entirely appropriate for ground cars and other normal modes of transportation; however, even a clumsy mecha is more maneuverable than a normal vehicle.
On the ground, mecha move as characters. They can turn at any time, move in any direction, and stop on a dime. In the air, though, they are more limited.
Most flying mecha have to slow down to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying mecha has a maneuverability rating, as shown on Table: Flight Maneuverability. A mecha’s flight systems determine its maneuverability.
Minimum Forward Speed: If a flying mecha fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the mecha to the ground, the operator must succeed at a Mecha Piloting (or Pilot) check (DC 20) to recover. Otherwise, it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Hover: The ability to stay in one place while airborne.
Fly Backward: The ability to fly backward.
Reverse: A mecha with good maneuverability uses up 5 feet of its speed to start flying backward.
Turn: How much the flying mecha can turn after covering the stated distance.
Turn in Place: A mecha with good or average maneuverability can “spend” some of its speed to turn in place.
Maximum Turn: How much the mecha can turn in any one space.
Up Angle: The angle at which the mecha can ascend.
Up Speed: How fast the mecha can ascend.
Down Angle: The angle at which the mecha can descend.
Down Speed: A flying mecha can descend at twice its normal flying speed.
Between Down and Up: An average, poor, or clumsy mecha must fly level for a minimum distance after descending and before ascending. Any flying mecha can begin descending after an ascent without an intervening distance.

ManeuverPerfectGoodAveragePoorClumsy
Minimum Forward Speed None None Half Half Half
Hover Yes Yes No No No
Fly Backward Yes Yes No No No
Reverse Free -5ft No No No
Turn Any 90˚/5 ft. 45˚/5 ft. 45˚/5 ft. 45˚/10 ft.
Turn In Place Any 90˚/5 ft. 45˚/5 ft. No No
Maximum Turn Any Any 90˚ 45˚ 45˚
Up Angle Any Any 60˚ 45˚ 45˚
Up Speed Full Half Half Half Half
Down Angle Any Any Any 45˚ 45˚
Down Speed Full Half Half Half Half
Between Up and Down 0ft 0ft 5ft 10ft 20ft

MECHA IN OUTER SPACE
Only a mecha equipped with space skin (see Misc Equipment) can operate in outer space. However, the mecha’s operator takes a –4 penalty on all attack rolls and skill checks unless she has the Zero-G Training feat or has equipped her mecha with a zero-g stabilizer.
In outer space, mecha fly just like they do in the atmosphere, with three exceptions. First, all flying mecha improve by one maneuverability category (clumsy becomes poor, poor becomes average, average becomes good, and so on). Second, all mecha can ascend and descend regardless of the limitations on Table: Flight Maneuverability, and their speed is unchanged if they do so. Finally, all mecha can hover in space and need not maintain a minimum forward speed.

MECHA CRITICAL HITS
Whenever you confirm a critical hit against a mecha, you may choose to roll percentile dice and consult Table: Mecha Critical Hits instead of dealing the normal critical hit damage for the attack. However, you must accept the results of the roll, even if those results are less than desirable.
d% Roll Effect(s)
01–15 Normal damage, crew dazed
16–35 Normal critical hit, crew dazed
36–45 Normal critical hit, mecha knocked prone
46–50 Severe critical hit, crew dazed, mecha stunned
51–55 Severe critical hit, mecha knocked prone
56–60 Crew hit (normal damage)
61–70 Normal damage, equipment damaged
71–80 Normal damage, equipment destroyed
81–90 Normal critical hit, slot damaged
91–100 Normal critical hit, slot destroyed
Normal Damage: The attack deals normal damage (do not apply critical hit multipliers).
Crew Dazed: Each crewmember aboard the mecha, including its operator, must succeed on a Fortitude save (DC 15) or be dazed for 1 round. Unable to act, a dazed character can take no actions, but still retains his or her full Defense.
Normal Critical Hit: Roll critical hit damage normally.
Mecha Knocked Prone: The force of the attack knocks the mecha prone. All crewmembers and passengers aboard take 1d6 points of bludgeoning damage as they are knocked about their cockpits. A prone mecha takes a –4 penalty on melee attack rolls and can’t use thrown ranged weapons. The mecha gains a +4 bonus to Defense against ranged attacks, but takes a –4 penalty to Defense against melee attacks.
Standing up from prone is a move action that provokes attacks of opportunity.
Mecha Stunned: The mecha automatically drops what it is holding and can take no attack or move actions for 1 round. While the mecha is stunned, apply a –2 penalty to the mecha operator’s Defense (even though the operator is not stunned).
Severe Critical Hit: Roll critical hit damage using a x5 multiplier instead of the weapon’s normal multiplier.
Crew Hit: The attack bypasses the mecha’s armor and superstructure. Apply normal damage to one crewmember or passenger (determined randomly), ignoring the mecha’s bonus hit points.
Equipment Damaged: One piece of equipment (attacker’s choice) is damaged and ceases to function until repaired. It can be a flight system, sensor system, defense system, weapon (handheld or integrated), or miscellaneous system. Repairing a damaged system requires 1 hour of work and a successful Repair check (DC 20).
Equipment Destroyed: One piece of equipment (attacker’s choice) is destroyed and ceases to function. It can be a flight system, sensor system, defense system, weapon (handheld or integrated), or miscellaneous system. A destroyed system cannot be repaired, only replaced.
Slot Damaged: One of the mecha’s equipment slots (attacker’s choice) is damaged. Any piece of equipment wholly or partially installed in that slot will not function until the slot is repaired. Repairing a damaged equipment slot requires 1 hour of work and a successful Repair check (DC 25).
Slot Destroyed: One of the mecha’s equipment slots (attacker’s choice) is destroyed, along with any piece of equipment wholly or partially installed in it. Rebuilding a destroyed equipment slot requires 12 hours of work and a successful Craft (mechanical) check (DC 30).

RANGED ATTACKS AND ATTACKS OF OPPORTUNITY
Mecha only provoke attacks of opportunity from creatures of their own size or larger (including other mecha) when they fire a ranged weapon in a threatened area.

STOWING HAND SLOT EQUIPMENT
Any piece of mecha equipment integrated into a mecha’s hand slot—and only the hand slot—can be stowed magnetically against the mecha or in a storage compartment as a move action. This frees up the hand to perform more delicate manipulation (such as opening a door or pressing a button) or grabbing another piece of mecha equipment.
A mecha may have more pieces of equipment for its hand slots than it has hand slots available; it just can’t use them all at once.

--------------------------------------------------------------------------------------------------------
Essential Mecha Feats

A character without the Mecha Operation feat and Mecha Weapon Proficiency feat suffers serious penalties while operating a mecha of any size. The penalties for not having these feats are summarized below:
Mecha Operation: A character without this feat takes a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Mecha Pilot, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, the character cannot run or charge.
Mecha Weapon Proficiency: A character without this feat takes a –4 penalty on attack rolls made while operating a mecha. Furthermore, the character cannot apply the various firearm feats (such as Advanced Firearms Proficiency, Dead Aim, Double Tap, Shot on the Run, and Strafe) to a mecha’s ranged weapons.

Mecha and Feats
If you have the Mecha Weapon Proficiency feat, any feats that apply to firearms (such as Double Tap and Strafe) also apply to relevant ranged mecha weapons.
Melee-oriented feats from the Brawl and Combat Martial Arts trees don’t apply if you’re operating a mecha, although a character with the Mecha Operation feat threatens all areas within reach of the mecha, and making a slam or other melee attack with a mecha doesn’t provoke an attack of opportunity.

ADVANCED MECHA OPERATION
You have received advanced training or extensive practice in mecha movement.
Prerequisite: Mecha Operation.
Benefit: Choose a size of mecha (Large, Huge, Gargantuan, or Colossal). When you are operating a mecha of the chosen size, you gain a +1 dodge bonus to Defense. Furthermore, armor penalties for operating the mecha are 2 less than they would otherwise be (minimum penalty –0).

HAIR TRIGGER
You have developed a delicate sense of timing, and your area attacks hit your foes when they’re ill-prepared to defend against them.
Prerequisite: Base attack bonus +6.
Benefit: Whenever you make an attack from your mecha that requires enemies to make Reflex saving throws, the DC for such saves is increased by +2.

MECHA FLING
You can pick up an opponent with your mecha and fling it.
Prerequisite: Mecha Operation, at least one free hand slot.
Benefit: Your mecha can make a grapple check at a –20 penalty against an opponent at least two size categories smaller than it. If the grapple succeeds, you can use an attack action to fling the held opponent on your next action. The range increment for the thrown foe is 10 feet, and the maximum range is 100 feet.
A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had fallen half the distance thrown (rounded down), and you may apply your mecha-modified Strength bonus to the damage.
Your mecha may also fling your opponent at another mecha, vehicle, or creature. To do so, make an attack roll at a –4 penalty, with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken, as given above.

MECHA OPERATION
You know how to operate a mecha.
Benefit: You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with mecha controls. You can move normally in a mecha and generally perform any action as if you weren’t inside a mecha, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed.
Normal: Characters without this feat take a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, they cannot run or charge.

MECHA TRAMPLE
Your mecha can knock down and crush opponents.
Prerequisite: Mecha Operation, base attack bonus +4.
Benefit: When you attempt to overrun an opponent while operating a mecha, the target may not choose to avoid your mecha. If your mecha knocks down the target, your mecha may make one free slam attack against the target, gaining a +4 bonus on the attack roll because the target is prone.

MECHA WEAPON BOOST
By disabling safeguards and shunting auxiliary power into your weapons, you can attain greater destructive power at the cost of weapon accuracy.
Prerequisite: Base attack bonus +8, Repair 6 ranks.
Benefit: You can take a penalty of up to –5 on your attack roll. If you do, the mecha weapon of your choice deals +1d6 points of damage for each –1 penalty you took. The attack penalty persists until the beginning of your next turn, but the additional damage applies only to the next single attack you make.

MECHA WEAPON PROFICIENCY
You know how to acquire targets and fire your mecha’s weapons using onboard computers and sensors.
Prerequisite: Mecha Operation.
Benefit: You no longer suffer the standard penalties on attack rolls while you’re in your mecha. You can use any feats that refer to firearms with your ranged mecha weapons.
Normal: Characters without this feat take a –4 penalty on attack rolls made while in a mecha cockpit. Furthermore, they cannot apply firearm feats to a mecha’s ranged weapons.

STUN MECHA
By channeling electricity into an enemy mecha’s control system, you can temporarily short it out.
Prerequisite: Base attack bonus +8, Mecha Operation, Precise Shot.
Benefit: If you threaten a critical hit with an electricity attack against another mecha, you may automatically confirm the critical. In addition to suffering the effects of the critical hit, the mecha is automatically stunned for 2d4 rounds. The stunned mecha automatically drops what it is holding and can take no attack or move actions. While the mecha is stunned, apply a –2 penalty to the mecha operator’s Defense (even though the operator is not stunned).

THRUSTER BLAST
By directing your vectored thrusters all around your mecha, you can kick up a cloud of dust and debris that obscures the battlefield.
Prerequisite: Pilot 10 ranks, mecha flight system (either jetpack, thruster boots, or ramjet thruster boots).
Benefit: You can aim your thruster exhaust toward the ground to create a hemispherical cloud. If you are within 30 feet of the ground and there is loose debris or dust, you can create a cloud with a 50-foot radius centered directly below you. The generated winds snuff out small fires and give guided missiles attacking you a –4 penalty on their attack rolls. Creatures without eye protection caught within the debris cloud are blinded while inside it and for 1 round after emerging from it. The debris cloud grants anyone inside it one-half concealment (20% miss chance). Mecha with sensor systems ignore the concealment effects.
Because some mecha have vectored thrust systems, their flight path isn’t affected by the aim of the exhaust. They don’t have to hover or fly upward to create the cloud.

Last edited by Cipherthe3vil : 07-03-2011 at 04:08 PM.
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Old 07-03-2011, 01:04 PM   Top  -  End  -  #6
Lappy9000
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Default Re: [Base Class]The Mech Pilot

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Originally Posted by Cipherthe3vil View Post
of course there's strange skills. What? you wanna pilot mecha using "Ride" or "Handle Animal" psh.
Profession (Pilot).
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Old 07-03-2011, 01:23 PM   Top  -  End  -  #7
Cipherthe3vil
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Profession (Pilot).
Mecha Piloting =/= generic piloting.

Yes, you use the equipment slots on the mecha to house special features for the Mecha. They do not count as your own, naturally. so you can still wear that +2 Cool Shades of Lady Attracting if you so wish.

Last edited by Cipherthe3vil : 07-03-2011 at 02:24 PM.
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Old 07-03-2011, 04:25 PM   Top  -  End  -  #8
Cipherthe3vil
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Default Re: [Base Class]The Mech Pilot

There. I believe I'm done now. well... I gotta finish the Weapon tables and prices....
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Old 07-03-2011, 08:40 PM   Top  -  End  -  #9
Cipherthe3vil
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Default Re: [Base Class]The Mecha Pilot

No one cares for the Mecha, eh?
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Old 07-04-2011, 12:53 AM   Top  -  End  -  #10
Cipherthe3vil
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Default Re: [Base Class]The Mecha Pilot

fix'd a few errors, added the *2 weapons.
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Old 07-04-2011, 01:01 AM   Top  -  End  -  #11
Gralamin
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Default Re: [Base Class]The Mecha Pilot

I'm... a bit confused. Is this supposed to be for 3.5... or D20 modern? D20 Modern already has a lot you could jump start off of... But I'm not sure how this work in 3.5. I'll work out my confusion and post some more comments.
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Old 07-04-2011, 01:03 AM   Top  -  End  -  #12
Cipherthe3vil
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Default Re: [Base Class]The Mecha Pilot

What is there to be confused about.
There are a few new skills, big woop.

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Old 07-04-2011, 01:07 AM   Top  -  End  -  #13
Gralamin
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What is there to be confused about.
There are a few new skills, big woop.
I never mentioned the skills.

In fact a lot of this looks like copy and paste from D20 future SRD document. Which is fine, but leaves a lot of questions. For instance: What happens if I cast "Cloudkill" on a mecha? Does it get in and kill the pilot? Does it just flat out prevent it? What about fireball? Or any other save or X effect? What if I cast sleep? An Illusion spell? What if I polymorph any Object the mecha while you are in it?
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Old 07-04-2011, 01:35 AM   Top  -  End  -  #14
Cipherthe3vil
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I never mentioned the skills.

In fact a lot of this looks like copy and paste from D20 future SRD document. Which is fine, but leaves a lot of questions. For instance: What happens if I cast "Cloudkill" on a mecha? Does it get in and kill the pilot? Does it just flat out prevent it? What about fireball? Or any other save or X effect? What if I cast sleep? An Illusion spell? What if I polymorph any Object the mecha while you are in it?
No, but thats all I see thats too different from standard.

Thats because most of it is, with small changes. d20 modern is similar, but seems quite different from 3.5, enough so I had to translate some things. Besides that all this is really for is the 3.5 class, Mecha Pilot.

Mecha should be treated as Constructs, not objects, ( or if you don't then: A Mecha is thousands on thousands of parts and mechanics, not a single object.) Thereby immune to fortitude. And by that level assuming you can polymorph a Gargantuan giant robot in the first place.

Do you have Line of sight, or line of effect? Can you even see the Pilot? Do you even know where she's located within the mecha?

Cloudkill is a vapor, or poisonous smoke. So it has a potential to leak through if it stayed stationary on a vent or otherwise crack/slit/ect. again, thats if it could leak through. And many mecha are sealed against such things.

Fireball effects the Mecha normally of course, thats why its a HP system and not some impenetrable walking shield: So that it can take damage.

Illusions Wouldn't work unless they can effect electronic equipment, which could in such a campaign be a sub-school. Otherwise most mecha see through screens, sensors, and displays. Not windows and so the Pilot doesn't physically/directly/personally see anything.

Last edited by Cipherthe3vil : 07-04-2011 at 01:37 AM.
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Old 07-04-2011, 01:43 AM   Top  -  End  -  #15
Deth Muncher
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Default Re: [Base Class]The Mecha Pilot

Now, I but briefly skimmed your class, and I'll go back after posting this, but I highly suggest you go take a look at Goodman Games' "Dragonmech" setting, since they've already got mech rules. I'm not saying yours are bad or wrong, but when making prestige classes, especially ones this intense, it's good to look at all available source material.
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Old 07-04-2011, 02:09 AM   Top  -  End  -  #16
Lappy9000
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No, but thats all I see thats too different from standard.

Thats because most of it is, with small changes. d20 modern is similar, but seems quite different from 3.5, enough so I had to translate some things. Besides that all this is really for is the 3.5 class, Mecha Pilot.

Mecha should be treated as Constructs, not objects, ( or if you don't then: A Mecha is thousands on thousands of parts and mechanics, not a single object.) Thereby immune to fortitude. And by that level assuming you can polymorph a Gargantuan giant robot in the first place.

Do you have Line of sight, or line of effect? Can you even see the Pilot? Do you even know where she's located within the mecha?

Cloudkill is a vapor, or poisonous smoke. So it has a potential to leak through if it stayed stationary on a vent or otherwise crack/slit/ect. again, thats if it could leak through. And many mecha are sealed against such things.

Fireball effects the Mecha normally of course, thats why its a HP system and not some impenetrable walking shield: So that it can take damage.

Illusions Wouldn't work unless they can effect electronic equipment, which could in such a campaign be a sub-school. Otherwise most mecha see through screens, sensors, and displays. Not windows and so the Pilot doesn't physically/directly/personally see anything.
You see, now that sort of material needs to be explained in the class description.

Like Mecha Maneuvering for example gives a +4 bonus on Combat Maneuvers. So, Pathfinder?

The new skills don't seem to benefit this class in any mechanical way, as far as I can tell.

Feared Pilot and Mech Warfare add a lot of untyped bonuses, which stack with all other bonuses, if if I recall correctly. Intentional?

And I think a 4th level Mecha Pilot can exchange all of their MC for 8,000,000 gp? Except for the part about being on a "tight leash" from the "feds" there's nothing really preventing this (except for the DM, of course. In which case you should add in a section of how to handle all that MC).

All I'm saying is that this class needs to be tied together better. It looks rather thrown together at the moment. But it has potential, and that's what we're here to help towards
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Old 07-04-2011, 02:14 AM   Top  -  End  -  #17
Cipherthe3vil
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Default Re: [Base Class]The Mecha Pilot

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Originally Posted by Deth Muncher View Post
Now, I but briefly skimmed your class, and I'll go back after posting this, but I highly suggest you go take a look at Goodman Games' "Dragonmech" setting, since they've already got mech rules. I'm not saying yours are bad or wrong, but when making prestige classes, especially ones this intense, it's good to look at all available source material.
reading now, interesting book so far, thanks.
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You see, now that sort of material needs to be explained in the class description.

Like Mecha Maneuvering for example gives a +4 bonus on Combat Maneuvers. So, Pathfinder?
Disarm, trip, sunder, ect. I'm pretty sure you don't need pathfinder to pull one off -_-
Quote:
The new skills don't seem to benefit this class in any mechanical way, as far as I can tell.
Situations, Repair, competency. just like any other skill.
Quote:
Feared Pilot and Mech Warfare add a lot of untyped bonuses, which stack with all other bonuses, if if I recall correctly. Intentional?

And I think a 4th level Mecha Pilot can exchange all of their MC for 8,000,000 gp? Except for the part about being on a "tight leash" from the "feds" there's nothing really preventing this (except for the DM, of course. In which case you should add in a section of how to handle all that MC).
It was said that its for Mecha purchases

Oh. I never submitted thist edit. mybad, it was still up in a tab.
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MC ("MetaCredits"): So you have your license and base mech. Woopty~do. But what about its Frame? Its armor? What about its loadout? Thats where the MetaCredits come in. Essentially its a Grant from the higher-ups letting you purchase necessary items. One MetaCredit is the equivalent of a couple hundred thousand bucks, so don't waist them. I wouldn't try thieving them away either, your on a tight leash with these Shines and they can only be used for the Mecha. You don't want the feds knocking your door in do you? Each time you get a new License your also given a bonus to your total MC allowance as Listed on the table, the number shown is Total. 1 MC = 100,000gp, You can exchange 1000pp for 1 MC out of your own pocket money if you can/wish, But MetaCredits are non refundable, and are only capable of use in the Mecha Market through the government or what ever organization covers it for you.

Last edited by Cipherthe3vil : 07-04-2011 at 02:17 AM.
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Old 07-05-2011, 01:36 PM   Top  -  End  -  #18
Cipherthe3vil
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Default Re: [Base Class]The Mecha Pilot

Looks like this is destined to the "failed" section of my sig.

fixed a few errors with the misc items.


...
Failed section it is.

Last edited by Cipherthe3vil : 07-09-2011 at 09:07 AM.
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