MEC Trooper (D20 Modern Advanced Class)
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A paragon of battlefield strength, the MEC trooper wades through combat with unequaled might. Powerful weapons are their trademark, and their might allows them to get into the thick of combat, while dishing out heavy blows. The process of becoming a MEC is not for the weak. It is a arduous process involving removal of limbs and replacements with cybernetics. These allow the MEC Trooper to utilize the heavy MEC armor by separating the sections of the prostheses and interfacing with them. The Heavy armor allows the MEC trooper to move surprisingly dexterously, and use advanced targeting software integrated into the suit's VR. Functioning in many ways as a Large-sized biomorph robot, they are exceptionally tough and powerful.
Requirement 1: Tough or Strong Hero
Requirement 2: Background: Military or Law Enforcement
Hit Die: d10, constitution bonus applies normally
Action Points: 6 + one-half character level, rounded down, every time the MEC Trooper attains a new level in this class.
The MEC Trooper’s class skills (and the key ability for each skill) are: Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Repair (Int), Speak Language (None), Spot (Wis), Swim (Str)
Skill Points at Each Level: 3 + Int modifier.
|1st||+1||+1||+0||+1||Mostly Mechanical, Rapid Deployment||+0||+1|
|3rd||+3||+2||+1||+2||Bonus Feat, Suit Skill||+0||+2|
|6th||+6/+1||+3||+2||+3||Bonus Feat, Suit Mod||+1||+3|
|9th||+9/+4||+4||+3||+4||Bonus Feat, Body Block||+2||+5|
The following features pertain to the MEC Trooper advanced class. The save DC's for any Suit Mods or Skills is 10+one half the MEC's class levels+the MEC's Constitution Modifier
The MEC Trooper does not heal naturally and must be repaired with a DC 15 Repair check to restore 1d8+ user's repair ranks in HP to the MEC, requiring 6d6 minutes to complete. Magical healing is limited to repair spells. In addition, while in the MEC suit, the Trooper gains a +8 Equipment Bonus to Defense, gains a +8 inherent bonus to Strength, and incurs a -2 penalty to Dexterity, and takes a -7 Armor Check Penalty. Additionally, while the MEC does not increase a size category, it acts in many ways as if it were one size larger, including a +4 Size bonus, but does not incur the -1 penalty to AC and Attack rolls. She also has the ability to use weapons that are one size category larger than their normal size. For most weapons with low damage dice (2d4,3d6, etc.) this means that their damage increases by 1 die. for weapons with damage dice of d8 or greater, the damage dice increase by one increment (i.e. d8 to d10, d10 to d12) while weapons that do d12's in damage get no increase, as it is assumed that they cannot be upscaled to increase damage. The MEC also gains a 1d8 Slam attack. The MEC additionally allows use of built-in gadgets of VR Glasses, Display Glasses, Cell Phone, Professional Walkie-Talkie, and Laptop Computer.
When the MEC Trooper is out of his suit, it can be called upon by the MEC Pilot, a free action. The suit immediately uses a full run action in an attempt to reach its pilot, and continues to run until it reaches its pilot. When the suit finds the pilot, it will equip to the pilot, and is combat ready in 1d4 rounds, this follows all the normal rules for donning armor, except that no one can assist in the donning.
The MEC suit has incredible room for customization, varying in usefulness from handheld flamethrowers to increased movement speed. In most cases, using a Suit Mod is a Standard Action that does not provoke attacks of opportunity. These features are only available while the Trooper is piloting the suit
LV Grenade Launcher- This apparatus allows launching of standard Fragmentation Grenades from the MEC suit's back, throwing them at a range increment of 30 feet, it is otherwise identical to throwing a Frag Grenade. Likewise, the MEC must be reloaded with standard Frag Grenades, holding a standard 6
EMP Generator- This bulky backpack allows a weaponized, close-range pulse of electricity to disable electronics and stun mechanical and cybernetic characters for 1d4 rounds in a 15 foot radius around the MEC, and dealing 3d4 electricity damage to all affected, this Mod can only be used one every 15 minutes as the small fusion generator takes time to recharge. a Reflex Save for half damage and stun avoidance is allowed
Advanced Servomotors- The MEC's speed increases by 10ft, this can only be taken once.
Painmist- The MEC secretes a cloud of Pain Suppression Medication, granting all organic characters within 10ft 4d4 temporary hp
Flamethrower- The MEC sprays a gout of flame in a 15 foot cone. All Characters within the area must make a Reflex save or take 5d4 Fire damage
Jet Boots- While these compact thrusters do not give the MEC the ability to fly, however, it may move up and down, or up and over, 10 foot obstacles or lower, this movement incurs Attacks of Opportunity as normal.
Energy Shield- This shield generator provides a +1 Shield bonus to AC. This does not take up a hand of the MEC, and cannot be targeted with weapons
Structured Weapons Platform- This support allows the MEC Trooper to fire on fully automatic settings without incurring the -4 penalty on the attack roll that she would incur without the Advanced Firearms Proficiency.
At 3rd, 6th, and 9th level, the MEC Trooper gets a bonus feat. The bonus feat must be selected from the lists of Strong or Tough Hero bonus feats, and she must meet all the prerequisites of the feat to select it.
Suit Skills are a variety of software and tech that allow a MEC Trooper to improve combat efficiency and provide additional tactical options on the battlefield. Utilizing a Suit Skill, when applicable, is a swift action.
Automated Response System- This piece of technology allows the MEC to make Attacks of Opportunity with ranged weapons out to 15 feet, but only in a cone in front of the user.
Weak Spot Assessment System- This System allows the MEC to double the critical threat range of any weapon used on one designated target, designating a target is a swift action.
Advanced Targeting VR Software- This Software allows a MEC to get a +1 to attack on any one target designated. This may be taken twice for up to a +2 to hit
Triage Assessment Implant- This implant allows the user to assess the target's health. Roughly speaking, above 50% HP is considered healthy, between 50% and 25% percent is Wounded, and 25% or less is near death, additionally, if the target is dying, this allows the MEC to see the exact negative hit point total.
Strike Reaction System- This automated armor upgrade grants DR 1/- against only the type of damage that the MEC was hit with last. This bonus does not apply to the hit that changes the damage reduction to a different type. This means that when hit with a weapon, all subsequent hits with weapons of the same damage type(s) are reduced by one. If a weapon or spell deals more than one damage type or half of one and half of another, the damage reduction applies to both damage types, but only applies once. When hit by only one of the two types of damage that was previously dealt, it is reduced and the DR applies to only that damage type in all subsequent hits. This Skill can be taken a maximum of three times for a total of DR 3/-
This Feature allows the MEC to make an immensely powerful melee attack roll at full base attack bonus as a full attack action. If it hits, it deals the MEC's slam damage and is an automatic critical threat. If it is confirmed and deals critical damage, it also dazes the target for 1 round.
This Feature allows the MEC to act as Three-Fourths Cover for any ally standing behind the MEC at the time of attack, assuming the ally is Medium sized or smaller. If the shot would hit the MEC, reduce its damage by 50%.
This Feature eliminates the penalty for dexterity inherent to the MEC suit, increases the Equipment bonus to AC to +10, and increases Slam attack damage to 1d10